parameters inside brackets are optional;
-
constants
TR_I
TR_I_DEMO
TR_I_UB
TR_II
TR_II_DEMO
TR_III
TR_IV
TR_IV_DEMO
TR_V
TR_UNKNOWN
GAME_1
GAME_1_1
GAME_1_5
GAME_2
GAME_2_1
GAME_2_5
GAME_3
GAME_3_5
GAME_4
GAME_4_1
GAME_5
GF_OP_PICTURE
GF_OP_LISTSTART
GF_OP_LISTEND
GF_OP_STARTFMV
GF_OP_STARTLEVEL
GF_OP_STARTCINE
GF_OP_LEVELCOMPLETE
GF_OP_STARTDEMO
GF_OP_JUMPTOSEQUENCE
GF_OP_ENDSEQUENCE
GF_OP_SETTRACK
GF_OP_ENABLESUNSET
GF_OP_LOADINGPIC
GF_OP_DEADLYWATER
GF_OP_REMOVEWEAPONS
GF_OP_GAMECOMPLETE
GF_OP_CUTANGLE
GF_OP_NOFLOOR
GF_OP_ADDTOINVENTORY
GF_OP_LARASTARTANIM
GF_OP_NUMSECRETS
GF_OP_KILLTOCOMPLETE
GF_OP_REMOVEAMMO
ITEM_TYPE_SYSTEM
ITEM_TYPE_SUPPLY
ITEM_TYPE_QUEST
ITEM_COMPASS
ITEM_PASSPORT
ITEM_LARAHOME
ITEM_VIDEO
ITEM_AUDIO
ITEM_CONTROLS
ITEM_LOAD
ITEM_SAVE
ITEM_MAP
TR_FD_TRIGTYPE_TRIGGER
TR_FD_TRIGTYPE_PAD
TR_FD_TRIGTYPE_SWITCH
TR_FD_TRIGTYPE_KEY
TR_FD_TRIGTYPE_PICKUP
TR_FD_TRIGTYPE_HEAVY
TR_FD_TRIGTYPE_ANTIPAD
TR_FD_TRIGTYPE_COMBAT
TR_FD_TRIGTYPE_DUMMY
TR_FD_TRIGTYPE_ANTITRIGGER
TR_FD_TRIGTYPE_HEAVYSWITCH
TR_FD_TRIGTYPE_HEAVYANTITRIGGER
TR_FD_TRIGTYPE_MONKEY
TR_FD_TRIGTYPE_SKELETON
TR_FD_TRIGTYPE_TIGHTROPE
TR_FD_TRIGTYPE_CRAWLDUCK
TR_FD_TRIGTYPE_CLIMB
TR_FD_TRIGFUNC_OBJECT
TR_FD_TRIGFUNC_SET_CAMERA
TR_FD_TRIGFUNC_UWCURRENT
TR_FD_TRIGFUNC_FLIPMAP
TR_FD_TRIGFUNC_FLIPON
TR_FD_TRIGFUNC_FLIPOFF
TR_FD_TRIGFUNC_SET_TARGET
TR_FD_TRIGFUNC_ENDLEVEL
TR_FD_TRIGFUNC_PLAYTRACK
TR_FD_TRIGFUNC_FLIPEFFECT
TR_FD_TRIGFUNC_SECRET
TR_FD_TRIGFUNC_CLEARBODIES
TR_FD_TRIGFUNC_FLYBY
TR_FD_TRIGFUNC_CUTSCENE
ENTITY_STATE_ENABLED
ENTITY_STATE_ACTIVE
ENTITY_STATE_VISIBLE
ENTITY_STATE_COLLIDABLE
ENTITY_STATE_DELETED
ENTITY_TYPE_SPAWNED
ENTITY_TYPE_GENERIC
ENTITY_TYPE_INTERACTIVE
ENTITY_TYPE_TRIGGER_ACTIVATOR
ENTITY_TYPE_HEAVYTRIGGER_ACTIVATOR
ENTITY_TYPE_PICKABLE
ENTITY_TYPE_TRAVERSE
ENTITY_TYPE_TRAVERSE_FLOOR
ENTITY_TYPE_DYNAMIC
ENTITY_TYPE_ACTOR
ENTITY_CALLBACK_NONE
ENTITY_CALLBACK_ACTIVATE
ENTITY_CALLBACK_DEACTIVATE
ENTITY_CALLBACK_COLLISION
ENTITY_CALLBACK_STAND
ENTITY_CALLBACK_HIT
ENTITY_CALLBACK_ATTACK
ENTITY_CALLBACK_SHOOT
PARAM_HEALTH
PARAM_AIR
PARAM_STAMINA
PARAM_WARMTH
PARAM_HIT_DAMAGE
PARAM_EXTRA1
PARAM_EXTRA2
PARAM_EXTRA3
PARAM_EXTRA4
PARAM_LASTINDEX
ANIMATION_KEY_INIT
ANIMATION_KEY_DEAD
STATE_FUNCTIONS_LARA
STATE_FUNCTIONS_BAT
STATE_FUNCTIONS_WOLF
STATE_FUNCTIONS_BEAR
STATE_FUNCTIONS_RAPTOR
STATE_FUNCTIONS_TREX
STATE_FUNCTIONS_LARSON
STATE_FUNCTIONS_PIERRE
STATE_FUNCTIONS_LION
STATE_FUNCTIONS_GORILLA
STATE_FUNCTIONS_CROCODILE
STATE_FUNCTIONS_RAT
STATE_FUNCTIONS_CENTAUR
STATE_FUNCTIONS_PUMA
STATE_FUNCTIONS_WINGED_MUTANT
STATE_FUNCTIONS_COWBOY
STATE_FUNCTIONS_SKATEBOARDIST
STATE_FUNCTIONS_MRT
STATE_FUNCTIONS_TORSO_BOSS
STATE_FUNCTIONS_NATLA
ANIM_NORMAL_CONTROL
ANIM_LOOP_LAST_FRAME
ANIM_FRAME_LOCK
ANIM_FRAME_REVERSE
ANIM_TYPE_BASE
ANIM_TYPE_WEAPON_LH
ANIM_TYPE_WEAPON_RH
ANIM_TYPE_WEAPON_TH
ANIM_TYPE_MISK_1
ANIM_TYPE_MISK_2
ANIM_TYPE_MISK_3
ANIM_TYPE_MISK_4
BODY_PART_BODY_LOW
BODY_PART_BODY_UPPER
BODY_PART_HEAD
BODY_PART_LEFT_HAND_1
BODY_PART_LEFT_HAND_2
BODY_PART_LEFT_HAND_3
BODY_PART_RIGHT_HAND_1
BODY_PART_RIGHT_HAND_2
BODY_PART_RIGHT_HAND_3
BODY_PART_LEFT_LEG_1
BODY_PART_LEFT_LEG_2
BODY_PART_LEFT_LEG_3
BODY_PART_RIGHT_LEG_1
BODY_PART_RIGHT_LEG_2
BODY_PART_RIGHT_LEG_3
BODY_PART_TAIL
ZONE_TYPE_ALL
ZONE_TYPE_1
ZONE_TYPE_2
ZONE_TYPE_3
ZONE_TYPE_4
ZONE_TYPE_FLY
MOVE_STATIC_POS
MOVE_KINEMATIC
MOVE_ON_FLOOR
MOVE_WADE
MOVE_QUICKSAND
MOVE_ON_WATER
MOVE_UNDERWATER
MOVE_FREE_FALLING
MOVE_CLIMBING
MOVE_MONKEYSWING
MOVE_WALLS_CLIMB
MOVE_DOZY
MOVE_FLY
TRIGGER_OP_OR
TRIGGER_OP_XOR
TRIGGER_OP_AND_INV
CHARACTER_STATE_DEAD
CHARACTER_STATE_WEAPON
TICK_IDLE
TICK_STOPPED
TICK_ACTIVE
COLLISION_SHAPE_BOX
COLLISION_SHAPE_BOX_BASE
COLLISION_SHAPE_SPHERE
COLLISION_SHAPE_TRIMESH
COLLISION_SHAPE_TRIMESH_CONVEX
COLLISION_SHAPE_SINGLE_BOX
COLLISION_SHAPE_SINGLE_SPHERE
COLLISION_NONE
COLLISION_GROUP_ALL
COLLISION_MASK_ALL
COLLISION_GROUP_STATIC_ROOM
COLLISION_GROUP_STATIC_OBLECT
COLLISION_GROUP_KINEMATIC
COLLISION_GROUP_TRIGGERS
COLLISION_GROUP_CHARACTERS
COLLISION_GROUP_VEHICLE
COLLISION_GROUP_BULLETS
COLLISION_GROUP_DYNAMICS
COLLISION_GROUP_DYNAMICS_NI
ENTITY_TRIGGERING_ACTIVATED
ENTITY_TRIGGERING_DEACTIVATED
ENTITY_TRIGGERING_NOT_READY
-
script
ls(dir_path, filter)
- shows files and [dir's] in dir_path where item name corresponds to filter (chars, *, ?).addFont(font_index, font_path, font_size)
- creates font with given access index.removeFont(font_index)
- deletes font by given access index.addFontStyle(index, R, G, B, A, shadow)
- creates font style with given access index.removeFontStyle(index)
- deletes font style by given access index.bindKey(action_id, key_id1, (key_id2))
- bind action and keyboard, joystick, mouse key.getActionState(action_id)
- .getActionChange(action_id)
- .
-
script_audio
playSound(sound_id, (entity_id))
- .stopSound(sound_id, (entity_id))
- .playStream(stream_id, (mask))
- .
-
script_character
characterCreate(entity_id)
- .setCharacterBones(entity_id, head_bone, torso_bone, l_hand_first, l_hand_last, r_hand_first, r_hand_last))
- .setCharacterMoveSizes(entity_id, height, min_step_up_height, max_step_up_height, max_climb_height, fall_down_height)
- .setCharacterStateControlFunctions(entity_id, funcs_id)
- .setCharacterKeyAnim(entity_id, anim_type, anim_key_id)
- .setCharacterTarget(entity_id, (target_id))
- .getCharacterTarget(entity_id)
- .setCharacterAIParams(entity_id, zone, zone_type)
- .setCharacterPathTarget(entity_id, target_id)
- .setCharacterParam(entity_id, param, value, (max_value))
- .getCharacterParam(entity_id, param_id)
- .changeCharacterParam(entity_id, param_id, delta)
- .getCharacterCombatMode()
- is weapons ready.addCharacterHair(entity_id, hair_setup_table)
- .resetCharacterHair(entity_id)
- .setCharacterRagdollSetup(entity_id, ragdoll_setup_table)
- .setCharacterDefaultRagdoll(entity_id, anim, frame)
- .setCharacterRagdollActivity(entity_id, value)
- .setCharacterState(entity_id, state_id, value)
- .getCharacterState(entity_id, state_id)
- .setCharacterClimbPoint(entity_id, x, y, z)
- for game saving.getCharacterClimbPoint(entity_id)
- .getCharacterCurrentWeapon(entity_id)
- .setCharacterCurrentWeapon(entity_id, weapon_id)
- .
-
script_entity
activateEntity(object_id, activator_id, trigger_mask, trigger_op, trigger_lock, trigger_timer)
- .deactivateEntity(object_id, activator_id)
- .noFixEntityCollision(entity_id, value)
- .noEntityMove(entity_id, value)
- .enableEntity(entity_id)
- .disableEntity(entity_id)
- .getEntitySectorFlags(entity_id)
- .getEntitySectorIndex(entity_id)
- .getEntitySectorMaterial(entity_id)
- .getEntityBoxID(entity_id, dx_sector, dy_sector)
- .- `setEntityActivationOffset(entity_id, (dx, dy, dz), (max_delta)) - .
getEntityActivationOffset(entity_id)
- return dx, dy, dz, max_delta - .setEntityActivationDirection(entity_id, dx, dy, dx, (cos_max_delta_angle))
- .getEntityActivationDirection(entity_id)
- return dx, dy, dx, cos_max_delta_angle.getEntityVector(entity_id1, entity_id2)
- .getEntityDistance(entity_id1, entity_id2)
- .getEntityDirDot(entity_id1, entity_id2)
- .getEntityRoom(entity_id)
- .getEntityPosition(entity_id)
- return x, y, z, ax, ay, az.getEntityAngles(entity_id)
- return ax, ay, az.getEntityScaling(entity_id)
- .setEntityPosition(entity_id, x, y, z, (fi_x, fi_y, fi_z))
- .setEntityAngles(entity_id, fi_x, (fi_y, fi_z))
- .setEntityScaling(entity_id, x_scaling, y_scaling, z_scaling)
- .moveEntityGlobal(entity_id, x, y, z)
- .moveEntityLocal(entity_id, dx, dy, dz)
- .moveEntityToSink(entity_id, sink_id)
- .moveEntityToEntity(moved_entity_id, target_entity_id, speed, (ignore_z))
- .rotateEntity(entity_id, rot_x, (rot_y, rot_z))
- .getEntitySpeed(entity_id)
- .getEntitySpeedLinear(entity_id)
- .setEntitySpeed(entity_id, speed_x, speed_y, speed_z)
- .setEntityLinearSpeed(entity_id, speed)
- .setEntityBodyPartFlag(entity_id, bone_id, body_part_flag)
- .addItem(entity_id, item_id, (items_count = pickup_count))
- .removeItem(entity_id, item_id, items_count)
- .removeAllItems(entity_id)
- .getItemsCount(entity_id, item_id)
- .getItems(entity_id)
- .canTriggerEntity(entity_id1, entity_id2)
- .entityRotateToTriggerZ(entity_id1, entity_id2)
- .entityRotateToTrigger(entity_id1, entity_id2)
- .entityMoveToTriggerActivationPoint(entity_id1, entity_id2)
- .getEntityVisibility(entity_id)
- .setEntityVisibility(entity_id, value)
- .getEntityEnability(entity_id)
- .getEntityActivity(entity_id)
- .setEntityActivity(entity_id, value)
- .getEntityTriggerLayout(entity_id)
- return mask, event, lock.setEntityTriggerLayout(entity_id, layout) or (entity_id, mask, event, once)
- .setEntityLock(entity_id, value)
- .getEntityLock(entity_id)
- .setEntityEvent(entity_id, value)
- .getEntityEvent(entity_id)
- .setEntityMask(entity_id, value)
- .getEntityMask(entity_id)
- .setEntitySectorStatus(entity_id, value)
- .getEntitySectorStatus(entity_id)
- .setEntityOCB(entity_id, value)
- .getEntityOCB(entity_id)
- .setEntityFlags(entity_id, state_flags, type_flags, callback_flags)
- .getEntityFlags(entity_id)
- return state_flags, type_flags, callback_flags.setEntityTypeFlag(entity_id, type_flag, (value))
- .getEntityTypeFlag(entity_id, (type_flag))
- .setEntityStateFlag(entity_id, state_flag, (value))
- .getEntityStateFlag(entity_id, (state_flag))
- .setEntityCallbackFlag(entity_id, callback_flag, (value))
- .getEntityCallbackFlag(entity_id, (callback_flag))
- .setEntityTimer(entity_id, value)
- .getEntityTimer(entity_id)
- .setEntityMoveType(entity_id, value)
- .getEntityMoveType(entity_id)
- .setEntityRoomMove(entity_id, room_id, move_type, dir_flag)
- heavy, for save / load.setEntityCollision(entity_id, val)
- .setEntityBoneCollision(entity_id, bone_id, val)
- .setEntityGhostCollisionShape(entity_id, shape_index, min_x, min_y, min_z, max_x, max_y, max_z)
- .setEntityCollisionFlags(entity_id, collision_group, collision_shape, collision_mask)
- .setEntityCollisionGroupAndMask(entity_id, collision_group, collision_mask)
- .resetRigidBodies(entity_id)
- .createGhosts(entity_id)
- .getEntityGlobalMove(entity_id, dx, dy, dz)
- .getEntityCollisionFix(entity_id, filter)
- return has_collision, x, y, z.getEntityMoveCollisionFix(entity_id, filter, dx, dy, dz)
- return has_collision, x, y, z.getEntityRayTest(entity_id, filter, mx, my, mz, (dx, dy, dz))
- return has_collision, x, y, z.getEntitySphereTest(entity_id, filter, r, mx, my, mz, (dx, dy, dz))
- return has_collision, x, y, z.dropEntity(entity_id, time, (only_room))
- .pushEntityBody(entity_id, body_number, h_force, v_force, reset_flag)
- .setEntityBodyMass(entity_id, body_number, (mass / each body mass))
- .lockEntityBodyLinearFactor(entity_id, body_number, (vertical_factor))
- .
-
script_skeletal_model
setStateChangeRange(model_id, anim_num, state_id, dispatch_num, start_frame, end_frame, (next_anim, next_frame))
- .getEntityModelID(entity_id, (anim_id))
- .getEntityAnimState(entity_id, anim_type_id)
- .setEntityBaseAnimModel(entity_id, model_id)
- .setModelBodyPartFlag(model_id, bone_id, body_part_flag)
- .copyModelAnimations(model_dst_id, model_src_id)
- .setEntityAnimState(entity_id, anim_type_id, next_state, (is_heavy))
- .getModelMeshCount(model_id)
- .getEntityMeshCount(entity_id)
- .setEntityMeshes(dest_entity_id, src_model_id)
- .setEntitySkinMeshes(dest_entity_id, src_model_id)
- .setModelMeshReplaceFlag(model_id, bone_num, flag)
- .setEntityAnimFlag(entity_id, anim_type_id, anim_flag)
- .setModelAnimReplaceFlag(model_id, bone_num, flag)
- .copyMeshFromModelToModel(model_id1, model_id2, bone_num1, bone_num2)
- .setEntityBoneVisibility(entity_id, bone_id, value)
- .setEntityAnim(entity_id, anim_type_id, anim_num, frame_number, (curr_anim, curr_frame))
- .getEntityAnim(entity_id, anim_type_id)
- .entitySSAnimCopy(dest_id, src_id)
- .entitySSAnimEnsureExists(entity_id, anim_type_id, model_id)
- .entitySSAnimSetBoneMeshes(entity_id, bone_id, replace_id, slot_id)
- .entitySSAnimSetTarget(entity_id, targeted_bone, target_x, target_y, target_z, bone_dir_x, bone_dir_y, bone_dir_z)
- .entitySSAnimSetAxisMod(entity_id, bone_id, mod_x, mod_y, mod_z)
- .entitySSAnimSetTargetingLimit(entity_id, bone_id, q_x, q_y, q_z, q_w)
- .entitySSAnimSetCurrentRotation(entity_id, bone_id, q_x, q_y, q_z, q_w)
- .entitySSAnimSetCurrentRotation(entity_id, anim_type_id, enabled, anim_ext_flags)
- .entitySSAnimSetEnable(entity_id, anim_type_id, enabled)
- .entitySSAnimGetEnable(entity_id, anim_type_id)
- .
-
script_world
setSectorFloorConfig(room_id, index_x, index_y, penetration_config, diagonal_type, floor, z0, z1, z2, z3)
- tune room sector collision geometry on level loading.setSectorCeilingConfig(room_id, index_x, index_y, penetration_config, diagonal_type, ceiling, z0, z1, z2, z3)
- tune room sector collision geometry on level loading.setSectorPortal(room_id, index_x, index_y, portal_room_id)
- .setSectorFlags(room_id, index_x, index_y, fp_flag, ft_flag, cp_flag, ct_flag)
- .sameRoom(entity_id1, entity_id2)
- true if entity1.room == entity2.room.similarSector(entity_id, dx, dy, dz, ignore_doors, (ceiling))
- .getSectorHeight(entity_id, (ceiling), (dx, dy, dz))
- .sectorTriggerClear(room_id, index_x, index_y)
- delete trigger effects from sector.sectorAddTrigger(room_id, index_x, index_y, function, sub_function, mask, once, timer)
- .sectorAddTriggerCommand(room_id, index_x, index_y, function, operands, once, (cam_index, cam_move, cam_timer))
- .setGravity()
- .getGravity()
- .setSecretStatus(secret_id, (value))
- .getSecretStatus(secret_id)
- .addRoomToNearList(room_id, room_to_list_id)
- .addRoomToOverlappedList(room_id, room_to_list_id)
- .createBaseItem(item_id, model_id, world_model_id, type, count, (name))
- .deleteBaseItem(item_id)
- .getBaseItemInfo(item_id)
- .getBaseItemInfoByWorldID(world_model_id)
- .spawnEntity(model_id1, room_id, x, y, z, ax, ay, az, (custom_new_id))
- .deleteEntity(entity_id)
- do not use in event handler functions.getLevel()
- return loaded level id.gameflowSend(opcode, param)
- .setGame(gameversion, (level_id))
- .loadMap(map_name, game_id, level_id)
- .setPlayer(entity_id)
- .setGlobalFlipState(flip_state)
- heavy, for TR1 save / load.setFlipState(flip_index, flip_state)
- .setFlipMap(flip_index, flip_mask, flip_operation)
- .getFlipState(flip_index)
- .setRoomActiveContent(room_id1, room_id2)
- heavy, for save / load.setRoomStaticEnability(room_id, static_id, value)
- .setBoxBlocked(box_id, value)
- for ai path blocking by doors.genUVRotateAnimation(model_id)
- for anim textures generation on level loading.playFlyby(flyby_id, once)
- .setCameraFrame(lerp)
- rewind current flyby camera.setCinematicTransform(x, y, z, (az), (ax), (ay))
- set cutscene transform.setCameraViewDistance(distance)
- .setCameraPos(x, y, z)
- .setCameraAngles(az, ax, ay)
- .cameraLookAt(x, y, z)
- .playVideo(video_file_path)
- .