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.
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, ...);
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, ... );
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.
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.
ARGB class.
READ/WRITE Properties. Meaning that they can be return and receive values.
[integer] a [integer]
[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 argb class.
//none
SYNTAX:
[returned-type] FunctionName( [argument-type] argument_name, ... );Implemented Metamethods.