Jazz2::Scripting::jjOBJ class

Public static functions

static auto jjAddObject(std::uint8_t eventID, float xPixel, float yPixel, std::uint16_t creatorID, std::uint32_t creatorType, std::uint32_t behavior) -> std::int32_t
static auto jjAddObjectEx(std::uint8_t eventID, float xPixel, float yPixel, std::uint16_t creatorID, std::uint32_t creatorType, jjVOIDFUNCOBJ behavior) -> std::int32_t
static void jjDeleteObject(std::int32_t objectID)
static void jjKillObject(std::int32_t objectID)

Constructors, destructors, conversion operators

jjOBJ()
~jjOBJ()

Public functions

void AddRef()
void Release()
auto get_isActive() const -> bool
auto get_lightType() const -> std::uint32_t
auto set_lightType(std::uint32_t value) const -> std::uint32_t
auto objectHit(jjOBJ* target, std::uint32_t playerHandling) -> jjOBJ*
void blast(std::int32_t maxDistance, bool blastObjects)
void behave1(std::uint32_t behavior, bool draw)
void behave2(jjBEHAVIOR behavior, bool draw)
void behave3(jjVOIDFUNCOBJ behavior, bool draw)
auto determineCurFrame(bool change) -> std::uint32_t
auto get_creatorID() const -> std::uint16_t
auto set_creatorID(std::uint16_t value) const -> std::uint16_t
auto get_creatorType() const -> std::uint32_t
auto set_creatorType(std::uint32_t value) const -> std::uint32_t
auto determineCurAnim(std::uint8_t setID, std::uint8_t animation, bool change) -> int16_t
auto get_bulletHandling() -> std::uint32_t
auto set_bulletHandling(std::uint32_t value) -> std::uint32_t
auto get_ricochet() -> bool
auto set_ricochet(bool value) -> bool
auto get_freezable() -> bool
auto set_freezable(bool value) -> bool
auto get_blastable() -> bool
auto set_blastable(bool value) -> bool
auto get_playerHandling() -> std::uint32_t
auto set_playerHandling(std::uint32_t value) -> std::uint32_t
auto get_isTarget() -> bool
auto set_isTarget(bool value) -> bool
auto get_triggersTNT() -> bool
auto set_triggersTNT(bool value) -> bool
auto get_deactivates() -> bool
auto set_deactivates(bool value) -> bool
auto get_scriptedCollisions() -> bool
auto set_scriptedCollisions(bool value) -> bool
auto get_var(std::uint8_t x) -> std::int32_t
auto set_var(std::uint8_t x, std::int32_t value) -> std::int32_t
auto draw() -> std::int32_t
auto beSolid(bool shouldCheckForStompingLocalPlayers) -> std::int32_t
void bePlatform(float xOld, float yOld, std::int32_t width, std::int32_t height)
void clearPlatform()
void putOnGround(bool precise)
auto ricochet() -> bool
auto unfreeze(std::int32_t style) -> std::int32_t
void deleteObject()
void deactivate()
void pathMovement()
auto fireBullet(std::uint8_t eventID) -> std::int32_t
void particlePixelExplosion(std::int32_t style)
void grantPickup(jjPLAYER* player, std::int32_t frequency)
auto findNearestPlayer(std::int32_t maxDistance) const -> std::int32_t
auto findNearestPlayerEx(std::int32_t maxDistance, std::int32_t& foundDistance) const -> std::int32_t
auto doesCollide(const jjOBJ* object, bool always) const -> bool
auto doesCollidePlayer(const jjPLAYER* object, bool always) const -> bool

Public variables

jjBEHAVIOR behavior
float xOrg
float yOrg
float xPos
float yPos
float xSpeed
float ySpeed
float xAcc
float yAcc
std::int32_t counter
std::uint32_t curFrame
std::int32_t age
std::int32_t creator
int16_t curAnim
std::uint16_t killAnim
std::uint8_t freeze
std::uint8_t lightType
std::int8_t frameID
std::int8_t noHit
std::int8_t energy
std::int8_t light
std::uint8_t objType
std::int8_t state
std::uint16_t points
std::uint8_t eventID
std::int8_t direction
std::uint8_t justHit
std::int8_t oldState
std::int32_t animSpeed
std::int32_t special
std::uint8_t doesHurt
std::uint8_t counterEnd
std::int16_t objectID