Squirrel plugin API reference.

Started by ., Oct 24, 2015, 04:54 PM

Previous topic - Next topic

.

This is a list of names detailing the API provided by the squirrel plugin. This will not include examples for the given functions. It's just a list of names with functions and their syntax as well as properties/variables etc. If you find any mistakes then feel free to PM me. DO NOT POST HERE!

NOTE: Some of the functions in this list are not yet available in the compiled plugins. They're implemented only in the repository. If you get something such as "index '<name>' does not exist" then it means that you've tried to access something that doesn't exist yet.
.

.

#1
Root Table aka. Global functions

Quote[null] ClientMessage( [string] message, [CPlayer] player, [integer] r, [integer] g, [integer] b );

[null] ClientMessage( [string] message, [CPlayer] player, [integer] r, [integer] g, [integer] b , [integer] a );

[null] ClientMessageToAll( [string] message, [integer] r, [integer] g, [integer] b );

[null] ClientMessageToAll( [string] message, [integer] r, [integer] g, [integer] b , [integer] a );

[null] Announce( [string] message, [CPlayer] player );

[null] Announce( [string] message, [CPlayer] player, [integer] type );

[null] AnnounceAll( [string] message );

[null] AnnounceAll( [string] message, [integer] type );

[null] ShutdownServer( );

[string] GetServerName( );

[null] SetServerName( [string] name );

[integer] GetMaxPlayers( );

[null] SetMaxPlayers( [integer] max );

[string] GetPassword( );

[null] SetPassword( [string] password );

[string] GetGameModeName( );

[null] SetGameModeName( [string] name );

[integer] GetTimeRate( );

[null] SetTimeRate( [integer] rate );

[integer] GetHour( );

[null] SetHour( [integer] hour );

[integer] GetMinute( );

[null] SetMinute( [integer] minute );

[null] SetTime( [integer] hour, [integer] minute );

[integer] GetWeather( );

[null] SetWeather( [integer] weather );

[float] GetGravity( );

[null] SetGravity( [float] gravity );

[float] GetGamespeed( );

[null] SetGamespeed( [float] speed );

[float] GetWaterLevel( );

[null] SetWaterLevel( [float] level );

[float] GetMaxHeight( );

[null] SetMaxHeight( [float] max );

[bool] GetSyncFrameLimiter( );

[null] SetSyncFrameLimiter( [bool] toggle );

[bool] GetFrameLimiter( );

[null] SetFrameLimiter( [bool] toggle );

[bool] GetTaxiBoostJump( );

[null] SetTaxiBoostJump( [bool] toggle );

[bool] GetDriveOnWater( );

[null] SetDriveOnWater( [bool] toggle );

[bool] GetFastSwitch( );

[null] SetFastSwitch( [bool] toggle );

[bool] GetFriendlyFire( );

[null] SetFriendlyFire( [bool] toggle );

[bool] GetDrivebyEnabled( );

[null] SetDrivebyEnabled( [bool] toggle );

[bool] GetPerfectHandling( );

[null] SetPerfectHandling( [bool] toggle );

[bool] GetFlyingCars( );

[null] SetFlyingCars( [bool] toggle );

[bool] GetJumpSwitch( );

[null] SetJumpSwitch( [bool] toggle );

[bool] GetShowOnRadar( );

[null] SetShowOnRadar( [bool] toggle );

[bool] GetShowOnlyTeamMarkers( );

[null] SetShowOnlyTeamMarkers( [bool] toggle );

[bool] GetStuntBike( );

[null] SetStuntBike( [bool] toggle );

[bool] GetShootInAir( );

[null] SetShootInAir( [bool] toggle );

[bool] GetShowNametags( );

[null] SetShowNametags( [bool] toggle );

[bool] GetJoinMessages( );

[null] SetJoinMessages( [bool] toggle );

[bool] GetDeathMessages( );

[null] SetDeathMessages( [bool] toggle );

[bool] GetWallglitch( );

[null] SetWallglitch( [bool] toggle );

[integer] CreateRadioStream( [string] name,  [string] url,  [bool] selectable);

[null] CreateRadioStream( [integer] radio_id, [string] name,  [string] url,  [bool] selectable);

[null] DestroyRadioStream( [integer] radio_id );

[null] CreateMarker( [integer] world, [Vector] position, [integer] scale, [RGBa] color, [integer] icon_id );

[null] DestroyMarker( [integer] marker_id );

[null] CreateExplosion( [integer] world, [integer] type, [Vector] position, [integer] source_player, [bool] on_ground );

[null] CreateExplosion( [integer] world, [integer] type, [float] x, [float] y, [float] z, [integer] source_player, [bool] on_ground );

[null] PlaySound( [integer] world, [integer] sound_id, [Vector] position );

[null] PlaySound( [integer] world, [integer] sound_id, [float] x, [float] y, [float] z );

[null] SetUseClasses( [bool] toggle );

[bool] UsingClasses( );

[null] AddClass( [integer] team, [RGB] color, [integer] skin, [Vector] spawn_position, [float] spawn_angle, [integer] wapon_1, [integer] ammo_1, [integer] wapon_2, [integer] ammo_2, [integer] wapon_3, [integer] ammo_4 );

[null] AddClass( [integer] team, [integer] r, [integer] g, [integer] b, [integer] skin, [float] x, [float] y, [float] z, [float] spawn_angle, [integer] wapon_1, [integer] ammo_1, [integer] wapon_2, [integer] ammo_2, [integer] wapon_3, [integer] ammo_4 );

[null] SetSpawnPlayerPos( [Vector] position );

[null] SetSpawnCameraPos( [Vector] position );

[null] SetSpawnCameraLook( [Vector] position );

[null] SetSpawnPlayerPos( [float] x, [float] y, [float] z );

[null] SetSpawnCameraPos( [float] x, [float] y, [float] z );

[null] SetSpawnCameraLook( [float] x, [float] y, [float] z );

[null] BanIP( [string] ip );

[null] UnbanIP( [string] ip );

[null] IsIPBanned( [string] ip );

[integer] GetPlayerIDFromName( [string] name );

[bool] IsWorldCompatibleWithPlayer( [CPlayer] player, [integer] world_id );

[CSprite] CreateSprite( [string] filename, [integer] x_pos, [integer] y_pos, [integer] x_rot, [integer] y_rot, , [float] rotation, [integer] alpha );

[CTextdraw] CreateTextdraw( [string] text, [integer] x, [integer] y, [integer] color );

[CCheckpoint] CreateCheckpoint( [CPlayer] player, [integer] world, [Vector] position, [ARGB] color, [float] radius );

[CSphere] CreateSphere( [CPlayer] player, [integer] world, [Vector] position, [RGB] color, [float] radius );

[CVehicle] CreateVehicle( [integer] model_id, [Vector] position, [float] angle, [integer] primary_color_id, [integer] secondary_color_id );

[CVehicle] CreateVehicle( [integer] model_id, [integer] world, [Vector] position, [float] angle, [integer] primary_color_id, [integer] secondary_color_id );

[CVehicle] CreateVehicle( [integer] model_id, [integer] world, [float] x, [float] y, [float] z, [float] angle, [integer] primary_color_id, [integer] secondary_color_id );

[CPickup] CreatePickup( [integer] model_id, [Vector] position );

[CPickup] CreatePickup( [integer] model_id, [integer] world, [integer] quantity, [Vector] position, [integer] alpha, [bool] is_auto );

[CPickup] CreatePickup( [integer] model_id, [integer] world, [integer] quantity, [float] x, [float] y, [float] z, [integer] alpha, [bool] is_auto );

[CObject] CreateObject( [integer] model_id, [integer] world, [Vector] position, [integer] alpha );

[CObject] CreateObject( [integer] model_id, [integer] world, [float] x, [float] y, [float] z, [integer] alpha );

[CPickup] FindPickup( [integer] pickup_id );

[CObject] FindObject( [integer] object_id );

[CVehicle] FindVehicle( [integer] vehicle_id );

[CCheckpoint] FindCheckpoint( [integer] checkpoint_id );

[CSphere] FindSphere( [integer] sphere_id );

[null] SetWorldBounds( [float] max_x, [float] min_x, [float] max_y, [float] min_y );

[Bounds] GetWorldBounds( );

[null] SetWastedSettings( [integer] death_time, [integer] fade_time, [float] fade_in_speed, [float] fade_out_speed, [RGB] color, [integer] corpse_fade_delay, [integer] corpse_fade_time );

[WastedSettings] GetWastedSettings( );

[null] SetKillDelay( [integer] delay );

[integer] GetKillDelay( );

[null] RawHideMapObject( [integer] model_id, [integer] x, [integer] y, [integer] z );

[null] HideMapObject( [integer] model_id, [float] x, [float] y, [float] z );

[null] ShowMapObject( [integer] model_id, [float] x, [float] y, [float] z );

[null] ShowAllMapObjects( );

[null] ForceAllSelect( );

[bool] IsHandlingRuleSet( [integer] model_id, [integer] rule );

[null] SetHandlingRule( [integer] model_id, [integer] rule, [float] value );

[float] GetHandlingRule( [integer] model_id, [integer] rule );

[null] ResetHandlingRule( [integer] model_id, [integer] rule );

[null] ResetVehicleHandling( [integer] model_id );

[bool] GetCinematicBorder( [CPlayer] player );

[null] SetCinematicBorder( [CPlayer] player, [bool] toggle );

[bool] GetGreenScanLines( [CPlayer] player );

[null] SetGreenScanLines( [CPlayer] player, [bool] toggle );

[bool] GetWhiteScanLines( [CPlayer] player );

[null] SetWhiteScanLines( [CPlayer] player, [bool] toggle );

[null] KickPlayer( [CPlayer] player );

[null] BanPlayer( [CPlayer] player );

[null] Message( [string] message );

[null] MessagePlayer( [string] message, [CPlayer] player );

[null] MessageAllExcept( [string] message, [CPlayer] player );

[null] PrivMessageAll( [string] message );

[null] PrivMessage( [CPlayer] player, [string] message );

[null] SendPlayerMessage( [CPlayer] fake_sender,, [CPlayer] receiver, [string] message );

[integer] GetTickCount( );

[bool] SetWeaponDataValue( [integer] weapon_id, [integer] field, [float] value );

[float] GetWeaponDataValue( [integer] weapon_id, [integer] field );

[bool] ResetWeaponDataValue( [integer] weapon_id, [integer] field );

[bool] IsWeaponDataModified( [integer] weapon_id, [integer] field );

[bool] ResetWeaponData( [integer] weapon_id );

[bool] ResetAllWeaponData( );

[float] DistanceFromPoint( [float] a_x, [float] a_y, [float] b_x, [float] b_y, );

[null] ReloadScripts( );

[bool] IsNum( [string] text );

[integer] GetVehicleCount( );

[integer] GetPickupCount( );

[integer] GetObjectCount( );

[integer] GetPlayers( );

[float] GetVehiclesForcedRespawnHeight( );

[null] SetVehiclesForcedRespawnHeight( [float] height );

[CPlayer] FindPlayer( [integer, string] player );

[bool] InPoly( [float] ... );

[integer] BindKey( [bool] pressed, [integer] key_1 );

[integer] BindKey( [bool] pressed, [integer] key_1, [integer] key_2 );

[integer] BindKey( [bool] pressed, [integer] key_1, [integer] key_2, [integer] key_3 );

[null] UnbindKey( [integer] keybind_id );

[null] UnbindAll( );

[CPlayer[]] GetPlayersArray( );

[CPickup[]] GetPickupsArray( );

[CObject[]] GetObjectsArray( );

[CVehicle[]] GetVehiclesArray( );

[CCheckpoint[]] GetCheckpointsArray( );

[CSphere[]] GetSpheresArray( );

SYNTAX: [returned-type] FunctionName([argument-type] argument_name, ...);
.

.

#2
Player class.

READ/WRITE Properties. Meaning that they can be return and receive values.
    [bool] Admin  [bool];
    [float] Angle [float];
    [float] Armor [float];
    [float] Armour [float];
    [bool] CanAttack [bool];
    [bool] CanDriveby [bool];
    [integer] Cash [integer];
    [EntityRGB] Color [EntityRGB];
    [EntityRGB] Colour [EntityRGB];
    [bool] DrivebyAbility [bool];
    [bool] Frozen [bool];
    [bool] GreenScanlines [bool];
    [bool] HasChatTags [bool];
    [bool] HasMarker [bool];
    [float] Heading [float];
    [float] Health [float];
    [integer] Immunity [integer];
    [bool] IsAdmin [bool];
    [bool] IsDrunk [bool];
    [bool] IsFrozen [bool];
    [bool] IsOnRadar [bool];
    [bool] IsWeaponSyncBlocked [bool];
    [integer] Money [integer];
    [string] Name [string];
    [Vector] Pos [Vector];
    [integer] Score [integer];
    [integer] SecWorld [integer];
    [bool] ShowMarkers [bool];
    [integer] Slot [integer];
    [integer] Skin [integer];
    [CPlayer] SpectateTarget [CPlayer];
    [EntityVector] Speed [EntityVector];)
    [integer] Team [integer];
    [CVehicle] Vehicle [CVehicle];
    [integer] WantedLevel [integer];
    [bool] WhiteScanlines [bool];
    [bool] Widescreen [bool];
    [integer] World [integer];

SYNTAX: [returned-type] PropertyName [received-type];

READ-ONLY Properties. Meaning that they can only return values.
    [integer] Action;
    [Vector] AimDir;
    [Vector] AimPos;
    [integer] Alpha;
    [integer] Ammo;
    [bool] Away;
    [bool] CameraLocked;
    [integer] Class;
    [float] FPS;
    [integer] GameKeys;
    [integer] ID;
    [string] IP;
    [bool] IsCrouching;
    [bool] IsOnFire;
    [bool] IsSpawned;
    [integer] Key;
    [integer] Ping;
    [bool] Spawned;
    [CObject] StandingOnObject;
    [CVehicle] StandingOnVehicle;
    [integer] State;
    [bool] Typing;
    [integer] UniqueWorld;
    [string] UniqueID;
    [string] UID;
    [string] UniqueID2;
    [string] UID2;
    [integer] VehicleSlot;
    [integer] VehicleStatus;
    [integer] Weapon;

SYNTAX: [returned-type] PropertyName;

Member Functions. Meaning functions that can be called onto the player class.
    [null] AddSpeed( [Vector] speed);
    [null] Ban( );
    [null] Disarm( );
    [null] Eject( );
    [integer] GetAmmoAtSlot( [integer] slot );
    [integer] GetWeaponAtSlot( [integer] slot );
    [null] GiveMoney( [integer] amount );
    [null] GiveWeapon( [integer] weapon_id, [integer] ammo );
    [null] Kick( );
    [null] Redirect( [string] ip, [string] port, [string] nickname, [string] server_pass, [string] user_pass );
    [null] RemoveWeapon( [integer] weapon );
    [null] RemoveMarker( );
    [null] RestoreCamera( );
    [null] Select( );
    [null] SetAlpha( [integer] alpha, [integer] fade_time );
    [null] SetAnim( [integer] animation );
    [null] SetAnim( [integer] group, [integer] animation);
    [null] SetCameraPos( [Vector] position, [Vector] look );
    [null] SetDrunkLevel( [integer] visuals, [integer] handling );
    [null] SetInterior( [integer] interior );
    [null] SetMarker( [integer] dummy );
    [null] SetWantedLevel( [integer] level );
    [null] SetWeapon( [integer] weapon_id, [integer] ammo );
    [null] Spawn( );
    [bool] StreamedToPlayer( [CPlayer] player );
    [null] PutInVehicleSlot( [CVehicle] vehicle, [integer] slot );

SYNTAX: [returned-type] FunctionName( [argument-type] argument_name, ... );
.

.

#3
Vehicle class.

READ/WRITE Properties. Meaning that they can be return and receive values.
    [integer] Immunity [integer];
    [EntityVector] Pos [EntityVector];
    [integer] World [integer];
    [EntityVector] SpawnPos [EntityVector];
    [EntityVector] EulerSpawnAngle [EntityVector];
    [EntityQuaternion] SpawnAngle [EntityQuaternion];
    [integer] RespawnTimer [integer];
    [float] Health [float];
    [integer] Colour1 [integer];
    [integer] Colour2 [integer];
    [bool] Locked [bool];
    [integer] Damage [integer];
    [bool] Alarm [bool];
    [bool] Siren [bool];
    [bool] Lights [bool];
    [float] Angle [float];
    [Quaternion] Rotation [Quaternion];
    [EntityVector] EulerAngle [EntityVector];
    [EntityVector] EulerRotation [EntityVector];
    [EntityVector] Speed [EntityVector];
    [EntityVector] RelativeSpeed [EntityVector];
    [EntityVector] TurnSpeed [EntityVector];
    [EntityVector] RelativeTurnSpeed [EntityVector];
    [integer] Radio [integer];
    [bool] RadioLocked [bool];
    [bool] IsGhost [bool];

SYNTAX: [returned-type] PropertyName [received-type];

READ-ONLY Properties. Meaning that they can only return values.
    [integer] Model
    [CPlayer] Driver;
    [integer] ID;
    [integer] SyncSource;
    [integer] SyncType;
    [Vector] TurretRotation;
    [bool] Wrecked;

SYNTAX: [returned-type] PropertyName;

Member Functions. Meaning functions that can be called onto the vehicle class.
    [null] Delete( );
    [null] Remove( );
    [null] Respawn( );
    [null] Kill( );
    [null] KillEngine( );
    [null] Fix( );
    [integer] GetPart( [integer] part );
    [null] SetPart( [integer] part, [integer] status );
    [integer] GetTyre( [integer] tyre );
    [null] SetTyre( [integer] tyre, [integer] status );
    [integer] GetTire( [integer] tyre );
    [null] SetTire( [integer] tyre, [integer] status );
    [null] SetFlatTyres( [bool] toggle );
    [null] StreamedForPlayer( [CPlayer] player );
    [CPlayer] GetOccupant( [integer] slot );
    [[integer]] SetHandlingData( [integer] rule, [float] value );
    [float] GetHandlingData( [integer] rule );
    [null] ResetHandlingData( [integer] rule );
    [null] ResetAllHandling( );
    [bool] IsHandlingSet( [integer] rule );
    [null] AddSpeed( [Vector] speed );
    [null] AddRelSpeed( [Vector] speed );
    [null] AddTurnSpeed( [Vector] speed );
    [null] AddRelTurnSpeed( [Vector] speed );

SYNTAX: [returned-type] FunctionName( [argument-type] argument_name, ... );
.

.

Object class.

READ/WRITE Properties. Meaning that they can be return and receive values.
[integer] World [integer]
[Vector] Pos [Vector]
[bool] TrackingShots [bool]
[bool] TrackingBumps [bool]

SYNTAX: [returned-type] PropertyName [received-type];

READ-ONLY Properties. Meaning that they can only return values.
[integer] ID
[integer] Model
[integer] Alpha
[Quaternion] Rotation
[Vector] RotationEuler

SYNTAX: [returned-type] PropertyName;

Member Functions. Meaning functions that can be called onto the object class.
[null] Delete( );
[null] MoveTo( [Vector] pos, [integer] time );
[null] MoveBy( [Vector] pos, [integer] time );
[null] RotateTo( [Quaternion] rotation, [integer] time );
[null] RotateBy( [Quaternion] rotation, [integer] time );
[null] RotateToEuler( [Vector] rotation, [integer] time );
[null] RotateByEuler( [Vector] rotation, [integer] time );
[null] SetAlpha( [integer] alpha, [integer] time );

SYNTAX: [returned-type] FunctionName( [argument-type] argument_name, ... );
.

.

Pickup class.

READ/WRITE Properties. Meaning that they can be return and receive values.
[integer] World [integer]
[integer] Alpha [integer]
[bool] Automatic [bool]
[integer] Timer [integer]
[integer] RespawnTime [integer]
[Vector] Pos [Vector]

SYNTAX: [returned-type] PropertyName [received-type];

READ-ONLY Properties. Meaning that they can only return values.
[integer] ID
[integer] Model
[integer] Quantity

SYNTAX: [returned-type] PropertyName;

Member Functions. Meaning functions that can be called onto the pickup class.
[null] Remove( );
[null] Respawn( );
[bool] StreamedToPlayer( [CPlayer] player );

SYNTAX: [returned-type] FunctionName( [argument-type] argument_name, ... );
.

.

Sprite class.

READ/WRITE Properties. Meaning that they can be return and receive values.
//none

SYNTAX: [returned-type] PropertyName [received-type];

READ-ONLY Properties. Meaning that they can only return values.
//none

SYNTAX: [returned-type] PropertyName;

Member Functions. Meaning functions that can be called onto the sprite class.
[null] Delete( );
[null] ShowForAll( );
[null] ShowForPlayer( [CPlayer] player );
[null] HideFromAll( );
[null] HideFromPlayer( [CPlayer] player );
[null] SetPosForAll( [integer] x, [integer] y );
[null] SetPosForPlayer( [CPlayer] player, [integer] x, [integer] y );
[null] SetCenterForAll( [integer] x, [integer] y );
[null] SetCenterForPlayer( [CPlayer] player, [integer] x, [integer] y );
[null] RotateForAll( [float] rotation );
[null] RotateForPlayer( [CPlayer] player, [float] rotation );
[null] SetAlphaForAll( [integer] alpha );
[null] SetAlphaForPlayer( [CPlayer] player, [integer] alpha );
[null] SetRelativeForAll( [bool] is_relative );
[null] SetRelativeForPlayer( [CPlayer] player, [bool] is_relative );

SYNTAX: [returned-type] FunctionName( [argument-type] argument_name, ... );
.

.

Textdraw class.

READ/WRITE Properties. Meaning that they can be return and receive values.


SYNTAX: [returned-type] PropertyName [received-type];

READ-ONLY Properties. Meaning that they can only return values.


SYNTAX: [returned-type] PropertyName;

Member Functions. Meaning functions that can be called onto the textdraw class.
[null] Delete( );
[null] ShowForAll( );
[null] ShowForPlayer( [CPlayer] player );
[null] HideFromAll( );
[null] HideFromPlayer( [CPlayer] player );
[null] SetPosForAll( [integer] x, [integer] y );
[null] SetPosForPlayer( [CPlayer] player, [integer] x, [integer] y );
[null] SetColourForAll( [integer] color );
[null] SetColourForPlayer( [CPlayer] player, [integer] color );
[null] SetRelativeForAll( [bool] is_relative );
[null] SetRelativeForPlayer( [CPlayer] player, [bool] is_relative );

SYNTAX: [returned-type] FunctionName( [argument-type] argument_name, ... );
.

.

Checkpoint class.

READ/WRITE Properties. Meaning that they can be return and receive values.
[integer] World [integer]
[ARGB] Color [ARGB]
[float] Radius [float]
[Vector] Pos [Vector]

SYNTAX: [returned-type] PropertyName [received-type];

READ-ONLY Properties. Meaning that they can only return values.
[integer] ID
[CPlayer] Owner

SYNTAX: [returned-type] PropertyName;

Member Functions. Meaning functions that can be called onto the checkpoint class.
[null] Remove( );
[bool] StreamedToPlayer( [CPlayer] player );

SYNTAX: [returned-type] FunctionName( [argument-type] argument_name, ... );
.

.

Sphere class.

READ/WRITE Properties. Meaning that they can be return and receive values.
[integer] World [integer]
[RGB] Color [RGB]
[float] Radius [float]
[Vector] Pos [Vector]

SYNTAX: [returned-type] PropertyName [received-type];

READ-ONLY Properties. Meaning that they can only return values.
[integer] ID
[CPlayer] Owner

SYNTAX: [returned-type] PropertyName;

Member Functions. Meaning functions that can be called onto the sphere class.
[null] Remove( );
[bool] StreamedToPlayer( [CPlayer] player );

SYNTAX: [returned-type] FunctionName( [argument-type] argument_name, ... );
.

.

Timer class.

READ/WRITE Properties. Meaning that they can be return and receive values.
[integer] Interval [integer]
[bool] Paused [bool]

SYNTAX: [returned-type] PropertyName [received-type];

READ-ONLY Properties. Meaning that they can only return values.
[integer] Elapsed

SYNTAX: [returned-type] PropertyName;

Member Functions. Meaning functions that can be called onto the timer class.
[null] Delete( );
[null] Stop( );
[null] Start( );

SYNTAX: [returned-type] FunctionName( [argument-type] argument_name, ... );
.

.

Vector class.

READ/WRITE Properties. Meaning that they can be return and receive values.
[float] x [float]
[float] y [float]
[float] z [float]

SYNTAX: [returned-type] PropertyName [received-type];

READ-ONLY Properties. Meaning that they can only return values.
//none

SYNTAX: [returned-type] PropertyName;

Member Functions. Meaning functions that can be called onto the vector class.
[float] Distance( [Vector] point );
[float] Dot( [Vector] vec );
[float] Length( );
[Vector] Normalize( );

SYNTAX: [returned-type] FunctionName( [argument-type] argument_name, ... );

Implemented Metamethods.
  • _add
  • _mul
  • _div
  • _unm
  • _sub
  • _tostring
.

.

Quaternion class.

READ/WRITE Properties. Meaning that they can be return and receive values.
[float] x [float]
[float] y [float]
[float] z [float]
[float] w [float]

SYNTAX: [returned-type] PropertyName [received-type];

READ-ONLY Properties. Meaning that they can only return values.
//none

SYNTAX: [returned-type] PropertyName;

Member Functions. Meaning functions that can be called onto the quaternion class.
//none

SYNTAX: [returned-type] FunctionName( [argument-type] argument_name, ... );

Implemented Metamethods.
  • _add
  • _mul
  • _div
  • _unm
  • _sub
  • _tostring
.

.

RGB class.

READ/WRITE Properties. Meaning that they can be return and receive values.
[integer] r [integer]
[integer] g [integer]
[integer] b [integer]

SYNTAX: [returned-type] PropertyName [received-type];

READ-ONLY Properties. Meaning that they can only return values.
//none

SYNTAX: [returned-type] PropertyName;

Member Functions. Meaning functions that can be called onto the rgb class.
//none

SYNTAX: [returned-type] FunctionName( [argument-type] argument_name, ... );

Implemented Metamethods.
  • //none
.

.

RGBA class.

READ/WRITE Properties. Meaning that they can be return and receive values.
[integer] r [integer]
[integer] g [integer]
[integer] b [integer]
[integer] a [integer]

SYNTAX: [returned-type] PropertyName [received-type];

READ-ONLY Properties. Meaning that they can only return values.
//none

SYNTAX: [returned-type] PropertyName;

Member Functions. Meaning functions that can be called onto the rgba class.
//none

SYNTAX: [returned-type] FunctionName( [argument-type] argument_name, ... );

Implemented Metamethods.
  • //none
.