Revision: 2442
          http://rigsofrods.svn.sourceforge.net/rigsofrods/?rev=2442&view=rev
Author:   neorej16
Date:     2012-02-04 13:41:44 +0000 (Sat, 04 Feb 2012)
Log Message:
-----------
Updated scripting documentation.

Modified Paths:
--------------
    trunk/doc/angelscript/BeamClass.h
    trunk/doc/angelscript/game.h
    trunk/doc/angelscript/global_functions.h

Added Paths:
-----------
    trunk/doc/angelscript/SettingsClass.h

Removed Paths:
-------------
    trunk/doc/angelscript/raceManager.h

Modified: trunk/doc/angelscript/BeamClass.h
===================================================================
--- trunk/doc/angelscript/BeamClass.h   2012-02-04 00:37:06 UTC (rev 2441)
+++ trunk/doc/angelscript/BeamClass.h   2012-02-04 13:41:44 UTC (rev 2442)
@@ -166,4 +166,10 @@
         * Gets the current wheel speed of the vehicle.
         */
        float getWheelSpeed();
+       
+       /**
+        * Gets the G-forces that this truck is currently experiencing.
+        * @return a vector3 representing the G-forces
+        */
+       vector3 getGForces();
 }

Added: trunk/doc/angelscript/SettingsClass.h
===================================================================
--- trunk/doc/angelscript/SettingsClass.h                               (rev 0)
+++ trunk/doc/angelscript/SettingsClass.h       2012-02-04 13:41:44 UTC (rev 
2442)
@@ -0,0 +1,24 @@
+
+
+/**
+ * @brief A class that gives you access to the RoR.cfg file.
+ * @note The settings object is already created for you, you don't need to 
create it yourself.
+ *       E.g.: you can get a setting using settings.getSetting("Nickname");
+ */
+class SettingsClass
+{
+public:
+       /**
+        * Gets a setting from the RoR.cfg file.
+        * @param key the name of the setting
+        * @return The current value of the setting
+        */
+       string getSetting(string key);
+
+       /**
+        * Sets a setting in the RoR.cfg file.
+        * @param key the name of the setting
+        * @param value The new value for the setting
+        */
+       void setSetting(string key, string value);
+};

Modified: trunk/doc/angelscript/game.h
===================================================================
--- trunk/doc/angelscript/game.h        2012-02-04 00:37:06 UTC (rev 2441)
+++ trunk/doc/angelscript/game.h        2012-02-04 13:41:44 UTC (rev 2442)
@@ -152,6 +152,7 @@
 
        /**
         * shows a message to the user
+        * @deprecated Use the game.message function instead.
         * @param message The message to be shown
         * @param time How long the message should be shown (in seconds)
         * @param charHeight The font size to be used (use -1 for the default 
size)
@@ -159,6 +160,15 @@
        void flashMessage(string message, float time, float charHeight);
 
        /**
+        * shows a message to the user
+        * @param txt The message to be shown
+        * @param icon The filename of the icon to be shown in front of the 
message.
+        * @param timeMilliseconds How long the message should be shown (in 
milliseconds)
+        * @param forceVisible Set this to true if you want the message to be 
forced on the user's screen (~it will show, even when the GUI is hidden).
+        */
+       void message(string txt, string icon, float timeMilliseconds, bool 
forceVisible);
+
+       /**
         * set direction arrow
         * @param text text to be displayed. "" to hide the text
         * @param position The position to which the arrow should point.
@@ -169,12 +179,14 @@
 
        /**
         * returns the size of the font used by the chat box
+        * @deprecated
         * @return pixel size of the chat text
         */
        int getChatFontSize();
 
        /**
         * changes the font size of the chat box
+        * @deprecated
         * @param size font size in pixels
         */
        void setChatFontSize(int size);
@@ -235,17 +247,17 @@
         * This shows a vehicle chooser
         * @param type A string specifying the type of the chooser.
         *      You can choose out of the following:
-        *           - vehicle
-        *           - truck
-        *           - car
-        *           - boat
-        *           - airplane
-        *           - heli
-        *           - trailer
-        *           - load
-        *           - extension
-        * @param instance the instance of the event box in which the 
truck/load should be spawned
-        * @param box the box in which the truck will be spawned
+        *           - "vehicle"
+        *           - "truck"
+        *           - "car"
+        *           - "boat"
+        *           - "airplane"
+        *           - "heli"
+        *           - "trailer"
+        *           - "load"
+        *           - "extension"
+        * @param instance the unique name of the object with the event box in 
which the truck/load should be spawned
+        * @param box the name of the box in which the truck will be spawned
        */
        void showChooser(string type, string instance, string box);
 
@@ -321,6 +333,11 @@
        int setMaterialSpecular(const string materialName, float red, float 
green, float blue, float alpha);
        int setMaterialEmissive(const string materialName, float red, float 
green, float blue);
        
+       int setMaterialTextureName(const string materialName, int techniqueNum, 
int passNum, int textureUnitNum, const string textureName);
+       int setMaterialTextureRotate(const string materialName, int 
techniqueNum, int passNum, int textureUnitNum, float rotation);
+       int setMaterialTextureScroll(const string materialName, int 
techniqueNum, int passNum, int textureUnitNum, float sx, float sy);
+       int setMaterialTextureScale(const string materialName, int 
techniqueNum, int passNum, int textureUnitNum, float u, float v);
+
        /**
         * Generates a random number between from and to
         * @param from The generated number will be higher than this number
@@ -351,4 +368,40 @@
         * Clears the event cache
         */
        void clearEventCache();
+       
+       /**
+        * Gives the currently used truck a boost in RPM.
+        * @param factor This factor determines by how much that the RPM of the 
truck will be increased ( rpm += 2000.0f * factor ).
+        */
+       void boostCurrentTruck(float factor);
+       
+       /**
+        * Adds a global function to the script.
+        * @param func the function to be added, e.g.: "void func() { 
log('works'); }"
+        */
+       int addScriptFunction(const string func);
+       
+       /**
+        * Checks if a global function exists
+        * @param func the declaration of the function that should be checked 
for existance, e.g.: "void func()"
+        */
+       int scriptFunctionExists(const string func);
+       
+       /**
+        * Removes a global function from the script.
+        * @param func the declaration of the function that should be removed, 
e.g.: "void func()"
+        */
+       int deleteScriptFunction(const string func);
+       
+       /**
+        * Adds a global variable to the script.
+        * @param var the declaration of the variable that should be added, 
e.g.: "int missionState;"
+        */
+       int addScriptVariable(const string var);
+       
+       /**
+        * Removes a global variable from the script.
+        * @param var the declaration of the variable that should be removed, 
e.g.: "int missionState;"
+        */
+       int deleteScriptVariable(const string var);
 };

Modified: trunk/doc/angelscript/global_functions.h
===================================================================
--- trunk/doc/angelscript/global_functions.h    2012-02-04 00:37:06 UTC (rev 
2441)
+++ trunk/doc/angelscript/global_functions.h    2012-02-04 13:41:44 UTC (rev 
2442)
@@ -28,3 +28,26 @@
  * @see game.log
  */
 void print(const string message);
+
+/**
+ * All the events that can be used by the script.
+ * @remarks This is just a placeholder, please look in the RoR source code for 
the real scriptEvents enum.
+ * @see game::registerForEvent
+ * @see The scriptEvents enum in the Rigs of Rods source code.
+ */
+enum scriptEvents {}
+
+/**
+ * Different truck states registered with the script.
+ */
+enum truckStates {
+       TS_ACTIVATED,      //!< leading truck
+       TS_DESACTIVATED,   //!< not leading but active
+       TS_MAYSLEEP,       //!< active but wanting to sleep
+       TS_GOSLEEP,        //!< active but ordered to sleep ASAP (synchronously)
+       TS_SLEEPING,       //!< not active, sleeping
+       TS_NETWORKED,      //!< not calculated, gets remote data
+       TS_RECYCLE,        //!< waiting for reusage
+       TS_DELETED,        //!< special used when truck pointer is 0
+};
+

Deleted: trunk/doc/angelscript/raceManager.h
===================================================================
--- trunk/doc/angelscript/raceManager.h 2012-02-04 00:37:06 UTC (rev 2441)
+++ trunk/doc/angelscript/raceManager.h 2012-02-04 13:41:44 UTC (rev 2442)
@@ -1,502 +0,0 @@
-/*
-This source file is part of Rigs of Rods
-
-For more information, see http://www.rigsofrods.com/
-
-Rigs of Rods is free software: you can redistribute it and/or modify
-it under the terms of the GNU General Public License version 3, as 
-published by the Free Software Foundation.
-
-Rigs of Rods is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with Rigs of Rods.  If not, see <http://www.gnu.org/licenses/>.
-*/
-// created on 23th May 2011 by neorej16
-
-/** @file
- * The race manager
- * All functions needed to organize a race are in this file.
- * @author neorej16
- */
-
-/**
- * A function signature for the callback pointers
- */
-funcdef void RACE_EVENT_CALLBACK(dictionary@);
-
-/**
- * called when the user drives through a checkpoint
- * @remarks Do not call this function directly!
- */
-void raceEvent(int trigger_type, string inst, string box, int nodeid);
-
-/**
- * called when the user drives through a cancel point
- * @remarks Do not call this function directly!
- */
-void raceCancelPointHandler(int trigger_type, string inst, string box, int 
nodeid);
-
-
-/**
- * @brief This class allows you to organize races.
- * This class will handle all the race logic for you.
- * @attention
- *     To use this class, you'll need to add the following code
- *     to your scripting file: @n
- *          #include "races.as" @n
- *          raceManager races()
- */
-class racesManager {
-public:
-       int raceCount;                  //!< the raceID+1 of the last race.
-       int currentRace;                //!< the ID of the current race. (-1 is 
there's no race running at the moment)
-       int currentLap;                 //!< the number of the current lap. 
(starts from 0)
-       int truckNum;                   //!< The number of the (last) used 
truck in the race.
-       int lastCheckpoint;             //!< The number of the last passed 
checkpoint.
-
-       bool obligatedFinish;   //!< if true: if you drive through the start 
checkpoint of another race, while racing, it will be ignored. (default=false)
-       bool showTimeDiff;              //!< if true: Show + or - [best time 
minus current time] when passing a checkpoint. (default=true)
-       bool showBestLap;               //!< if true: If a race is started or a 
new best lap is set, the best lap will be shown. (default=true)
-       bool showBestRace;              //!< if true: If a race is started or a 
new best race is set, the best race will be shown. (default=true)
-       bool submitScore;               //!< if true: If the user has a new 
best lap or new best race, this is submitted to the master server. 
(default=true)
-       bool showCheckPointInfoWhenNotInRace; //!< if true: if the user drives 
through a checkpoint of a race that isn't running, a message will be shown, 
saying "this is checkpoint xx of race myRaceName". (default=false)
-       bool silentMode;                        //!< if true: No flashmessages 
will be shown. (default=false)
-       bool allowVehicleChanging;      //!< if false: if the user changes 
vehicle, the race will be aborted. (default=false)
-       bool abortOnVehicleExit;        //!< if true: if the user exits his 
vehicle, the race will be aborted. (default=false)
-       int arrowMethod;                        //!< What checkpoint instance 
should the directional arrow point to. (default=ARROW_AUTO=point to the same 
instance as last checkpoint)
-
-       bool penaltyGiven;
-       int actionOnTruckExit;
-       int state;                                      //!< In which state are 
we? \see STATE_NotInRace, STATE_Waiting, STATE_Racing
-       int cancelPointCount;
-       double raceStartTime;
-       double lapStartTime;
-       string lastCheckpointInstance;
-       string lastRaceEventInstance;
-       double lastRaceEventTime;
-       string raceManagerVersion;      //!< the version of the raceManager
-       
-       
-// public constants
-       int LAPS_Unlimited;             //!< Keep looping the race for an 
unlimited time.
-       int LAPS_NoLaps;                //!< This race has a seperate start 
line and finish line.
-       int LAPS_One;                   //!< This race consist of 1 lap, and 
the start and finish line are the same object.
-       
-       int ACTION_DoNothing;   
-       int ACTION_SuspendRace;
-       int ACTION_StopRace;
-       int ACTION_RestartRace;
-       
-       int STATE_NotInRace;    //!< We're not racing at the moment
-       int STATE_Waiting;              //!< A race is suspended, and we're 
waiting until the race continues
-       int STATE_Racing;               //!< We're in the middle of a race :D.
-       
-       int ARROW_AUTO;                 //!< This arrow method will always 
point to the checkpoint instance that comes closest to the previous one.
-               
-private:
-       private raceBuilder[] raceList;
-       dictionary callbacks;
-
-private:
-
-       /**
-        * This will get called when a truck is at a checkpoint
-        * You shouldn't call this manually (use the "Checkpoint" callback 
instead)
-        * @see setCallback
-        **/
-       void raceEvent(int trigger_type, string inst, string box, int nodeid);
-       
-       /**
-        * Formats the time
-        * @param seconds An amount of seconds
-        * @return The time, formatted as: "X minutes and X seconds"
-        **/
-       string formatTime(double seconds);
-
-       /**
-        * Finishes a race
-        * @see cancelCurrentRace
-        **/
-       void finishCurrentRace();
-       
-       /**
-        * Advances a lap
-        **/
-       void advanceLap();
-
-       void addLapTime(int raceID, double time, bool &out newBestLap);
-       
-       void addRaceTime(int raceID, double time, bool &out newBestRace);
-
-       /**
-        * event handler for cancel points
-        */
-       void raceCancelPointHandler(int trigger_type, string inst, string box, 
int nodeid);
-       
-public:
-       
-       /**
-        * The constructor
-        * This initializes everything.
-        */
-       racesManager();
-       
-       /**
-        * Add a race to the terrain
-        * @param raceName The name of the race. This needs to be unique for 
your terrain, and shouldn't contain points.
-        * @param checkpoints An array of coordinates ( a coordinate exists out 
of 6 numbers: { position.x, position.y, position.z, rotation.x, rotation.y, 
rotation.z }
-        * @param laps The amount of laps. This can be one of the following: 
LAPS_Unlimited, LAPS_NoLaps, LAPS_One or another number representing the amount 
of laps (>=1)
-        * @param objName_checkpoint The name of the object that should be used 
as checkpoint
-        * @param objName_start The name of the object that should be used as 
start line
-        * @param objName_finish The name of the object that should be used as 
finish
-        * @return The unique ID of the race.
-        */
-       int addRace(string raceName, double[][] checkpoints, int laps, string 
objName_checkpoint, string objName_start, string objName_finish);
-
-       /**
-        * Add a race to the terrain
-        * @param raceName The name of the race. This needs to be unique for 
your terrain, and shouldn't contain points.
-        * @param checkpoints An array of coordinates ( a coordinate exists out 
of 6 numbers: { position.x, position.y, position.z, rotation.x, rotation.y, 
rotation.z }
-        * @param laps The amount of laps. This can be one of the following: 
LAPS_Unlimited, LAPS_NoLaps, LAPS_One or another number representing the amount 
of laps (>=1)
-        * @param objName_checkpoint The name of the object that should be used 
as checkpoint
-        * @param objName_start_finish The name of the object that should be 
used as start line and as finish line
-        * @return The unique ID of the race.
-        */
-       int addRace(string raceName, double[][] checkpoints, int laps, string 
objName_checkpoint, string objName_start_finish);
-
-       /**
-        * Add a race to the terrain
-        * @param raceName The name of the race. This needs to be unique for 
your terrain, and shouldn't contain points.
-        * @param checkpoints An array of coordinates ( a coordinate exists out 
of 6 numbers: { position.x, position.y, position.z, rotation.x, rotation.y, 
rotation.z }
-        * @param laps The amount of laps. This can be one of the following: 
LAPS_Unlimited, LAPS_NoLaps, LAPS_One or another number representing the amount 
of laps (>=1)
-        * @param objName_checkpoint The name of the object that should be used 
as checkpoint, start line and finish line
-        * @return The unique ID of the race.
-        */
-       int addRace(string raceName, double[][] checkpoints, int laps, string 
objName_checkpoint);
-
-       /**
-        * Add a race to the terrain, using the default checkpoint objects
-        * @param raceName The name of the race. This needs to be unique for 
your terrain, and shouldn't contain points.
-        * @param checkpoints An array of coordinates ( a coordinate exists out 
of 6 numbers: { position.x, position.y, position.z, rotation.x, rotation.y, 
rotation.z }
-        * @param laps The amount of laps. This can be one of the following: 
LAPS_Unlimited, LAPS_NoLaps, LAPS_One or another number representing the amount 
of laps (>=1)
-        * @return The unique ID of the race.
-        */
-       int addRace(string raceName, double[][] checkpoints, int laps);
-
-       /**
-        * Add a not-looping race to the terrain, using the default checkpoint 
objects
-        * @param raceName The name of the race. This needs to be unique for 
your terrain, and shouldn't contain points.
-        * @param checkpoints An array of coordinates ( a coordinate exists out 
of 6 numbers: { position.x, position.y, position.z, rotation.x, rotation.y, 
rotation.z }
-        * @return The unique ID of the race.
-        */
-       int addRace(string raceName, double[][] checkpoints);
-
-       /**
-        * Add a new empty race (advanced users only!)
-        * @return The unique ID of the race.
-        */
-       int addNewEmptyRace();
-       
-       /**
-        * Creates a new free race ID
-        * @attention Internal or extremely advanced use only
-        * @warning
-        *     This does not only return a new race ID,
-        *     it may also increment the race count, so only
-        *     call this function when you're about to add a
-        *     new race, without using the built in functions
-        *     to add a race
-        * @return The unique ID of the race.
-        */
-       int getNewRaceID();
-       
-       /**
-        * Adds a callback funciton
-        * @param event
-        *      The name of the event.
-        *      This can only be one of the following:
-        *          - RaceFinish  -> called when a race was finished (not 
aborted before finish)
-        *          - RaceCancel  -> called when a race was aborted (not when 
the user finished successfully)
-        *          - RaceStart   -> called when a race was started
-        *          - AdvanceLap  -> called when the user passes the finishline 
and still has more laps to do
-        *          - Checkpoint  -> called when the user passes a checkpoint 
that is not the start or finish line
-        *          - NewBestLap  -> called when the user sets a personal new 
best lap time record
-        *          - NewBestRace -> called when the user sets a personal new 
best race time record
-        *          - LockedRace  -> called when the user passes the startline 
of a locked race
-        *          - RaceEvent   -> called when the user passes through a 
checkpoint (including start of finish lines)
-        *                           (this is called before the processing is 
done, you can set "break" to false to ignore the event)
-        *          - PenaltyEvent-> called when the user drives through a 
penalty event box
-        *          - AbortEvent  -> called when the user drives through an 
abort race event box
-        * @param func A reference to the function
-        */
-       void setCallback(string event, RACE_EVENT_CALLBACK @func);
-
-       /**
-        * Gets a callback funciton
-        * @param event The name of the event. \see setCallback
-        * @return A reference to the function
-        */
-       RACE_EVENT_CALLBACK@ getCallback(string event);
-
-       /**
-        * Remove a callback function
-        * @param event The name of the event. \see setCallback
-        **/
-       void removeCallback(string event);
-       
-       /**
-        * Starts a race
-        * @param raceID the ID of the race
-        **/
-       void startRace(int raceID);
-       
-       /**
-        * Advances a checkpoint
-        * @param raceID the ID of the race
-        **/
-       void advanceCheckpoint(int raceID);
-
-       /**
-        * Sets a best lap time
-        * @param raceID the ID of the race
-        * @param time the lap time
-        **/
-       void setBestLapTime(int raceID, double time);
-
-       /**
-        * Sets a best race time
-        * @param raceID the ID of the race
-        * @param time the race time
-        **/
-       void setBestRaceTime(int raceID, double time);
-       
-       /**
-        * This should be called from within your RoR eventCallback function
-        * @param eventnum the number of the event \see enum scriptEvents
-        * @param value the value of the event
-        **/
-       void eventCallback(int eventnum, int value);
-       
-       /**
-        * Unlocks a race
-        * @param raceID the ID of the race
-        **/
-       void unlockRace(int raceID);
-
-       /**
-        * Locks a race
-        * @param raceID the ID of the race
-        **/
-       void lockRace(int raceID);
-       
-       /**
-        * Deletes a race
-        * @param raceID the ID of the race
-        **/
-       void deleteRace(int raceID);
-       
-       /**
-        * Returns the race ID of a race name
-        * @param raceName_in the race name
-        * @return the ID of the race
-        **/
-       int getRaceIDbyName(string raceName_in);
-       
-       /**
-        * Aborts the current race
-        **/
-       void cancelCurrentRace();
-       
-       /**
-        * Is a certain race completed?
-        * @param raceID the ID of the race
-        * @return true if the race has been completed before, else, false
-        **/
-       bool raceCompleted(int raceID);
-
-       /**
-        * Gets the ID of the current race
-        * @return the ID of the race
-        **/
-       int getCurrentRaceID();
-       
-       /**
-        * Gets the best lap time of a certain race
-        * @param raceID the ID of the race
-        * @return the time in seconds
-        **/
-       double getBestLapTime(int raceID);
-       
-       /**
-        * Gets the best race time of a certain race
-        * @param raceID the ID of the race
-        * @return the time in seconds
-        **/
-       double getBestRaceTime(int raceID);
-       
-       /**
-        * Add an amount of penalty time to the current race
-        * @param seconds the amount of seconds to add to the time
-        * @return true on success
-        **/
-       bool addPenaltySeconds(int seconds);
-       
-       /**
-        * Sets the amount of laps for a race
-        * @param raceID the ID of the race
-        * @param laps The amount of laps
-        **/
-       void setLaps(int raceID, int laps);
-       
-       /**
-        * Sets the name for a race
-        * @param raceID the ID of the race
-        * @param raceName The name of the race (needs to be unique, and 
shouldn't contain points)
-        **/
-       void setRaceName(int raceID, string raceName);
-       
-       /**
-        * Gets the amount of laps for a race
-        * @param raceID the ID of the race
-        * @return The amount of laps
-        **/
-       int getLaps(int raceID);
-       
-       /**
-        * Gets the raceBuilder object of a race
-        * @param raceID the ID of the race
-        * @return a reference to the raceBuilder object for that race
-        * @see class raceBuilder
-        **/
-       raceBuilder@ getRace(int raceID);
-
-       /**
-        * Adds a checkpoint to a race.
-        * This allows you to have duplicate checkpoints (useful to create 
shortcuts or splitted tracks).
-        * @param raceID the ID of the race
-        * @param number The number of the checkpoint in the race.
-        *           0 is the start line
-        *           1 would be the first checkpoint
-        *           2 is the second checkpoint
-        *           etc.
-        *           You can have multiple checkpoints for the same number.
-        *           The user will then be able to choose which checkpoint he 
takes.
-        * @param objName the name of the object that should be used for the 
checkpoint
-        * @param coords the coordinate for the race (6 numbers! \see addRace)
-        * @see addCheckpointList
-        **/
-       void addCheckpoint(int raceID, int number, string objName, double[] 
coords);
-       
-       /**
-        * Adds a list of checkpoints to a race.
-        * This allows you to have duplicate checkpoints (useful to create 
shortcuts or splitted tracks).
-        * @param raceID the ID of the race
-        * @param startNumber The number of the first checkpoint that should be 
added
-        *           The first checkpoint in the coords list, will be added as 
number startNumber.
-        *           The second checkpoint in the coords list, will be added as 
startNumber+1
-        *           etc.
-        *           You can have multiple checkpoints for the same number.
-        *           The user will then be able to choose which checkpoint he 
takes.
-        * @param objName the name of the object that should be used for the 
checkpoint
-        * @param coords a list of coordinates for the race (6 numbers per 
coordinate \see addRace)
-        **/
-       void addCheckpointList(int raceID, uint startNumber, string objName, 
double[][] coords);
-
-       /**
-        * This deletes a checkpoint from a race.
-        * @warning
-        *     If you delete a checkpoint in the middle of your race, it will 
become impossible to complete the race.
-        *     (so make sure you add a new checkpoint if you do that)
-        * @param raceID the ID of the race
-        * @param number The number of the checkpoint in the race.
-        *           0 is the start line
-        *           1 would be the first checkpoint
-        *           2 is the second checkpoint
-        *           etc.
-        * @param instance which instance of this checkpoint should be deleted?
-        *      (you can have multiple checkpoints with the same number. The 
first
-        *      added checkpoint for a certain number will have 0 as instance 
number,
-        *      the second added checkpoint for a certain number will have 1 as 
instance.)
-        */
-       void deleteCheckPoint(int raceID, int number, int instance);
-
-       /**
-        * This allows you to add an object with event boxes that will cause 
the race to be aborted.
-        * @param raceID the ID of the race
-        * @param objName The name of the object (~the name of the odef file, 
but without the .odef extension)
-        * @param v The position where the cancel point should be
-        * @param callback A callback function that will be called when the 
race is canceled because of this cancel point.
-        *         \see RACE_EVENT_CALLBACK
-        */
-       void addCancelPoint(int raceID, string objName, double[] v, 
RACE_EVENT_CALLBACK @callback);
-       
-       /**
-        * Recalculates where the arrow should point to.
-        * Useful if you changed the arrowMethod variable or if you changed the 
position of the next checkpoint.
-        */
-       void recalcArrow();
-
-       /**
-        * Make the directional arrow point to a certain checkpoint of the 
current race
-        * @param position The number of the checkpoint to which it should 
point.
-        *      The start line is position 0, the first checkpoint is position 
1, etc.
-        *      It always points to a checkpoint of the current race
-        */
-       void setupArrow(int position);
-       
-       /**
-        * This hides the directional arrow
-        */
-       void removeArrow();
-       
-       /**
-        * This sets the penalty time of a race
-        * @param raceID the ID of the race
-        * @param seconds how much penalty time should be set? (in seconds)
-        */
-       void setPenaltyTime(int raceID, int seconds);
-       
-       /**
-        * This returns the penalty time setting of a race
-        * @param raceID the ID of the race
-        * @return penalty time in seconds
-        */
-       int getPenaltyTime(int raceID);
-       
-       /**
-        * This sets the version of your race.
-        * @param raceID the ID of the race
-        * @param version The version of the race in the format 'username-v1.0' 
in which
-       *        you replace 'username' by your username and '1.0' by the 
correct version number.
-        */
-       void setVersion(int raceID, string version);
-       
-       /**
-        * This hides your race
-        * @see unhideRace
-        * @param raceID the ID of the race
-        */
-       void hideRace(int raceID);
-       
-       /**
-        * This shows your race again, after it was hidden
-        * @param raceID the ID of the race
-        */
-       void unhideRace(int raceID);
-       
-       /**
-        * This allows you to change the startNumber of a race.
-        * By default, the race is started by driving through checkpoint 0, and,
-        * in a race with multiple laps, after passing the last checkpoint, the
-        * player will have to drive to checkpoint 0 again.
-        * You can change this here (useful to make small loops in a bigger 
race).
-        * @param raceID the ID of the race
-        * @param startNum The number of the checkpoint that should be used as 
start point.
-        *      Normally, the start line is position 0, the first checkpoint is 
position 1, etc.
-        */
-       void setStartNumber(int raceID, int startNum);
-}

This was sent by the SourceForge.net collaborative development platform, the 
world's largest Open Source development site.


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