Superfighters Deluxe
SFDGameScriptInterface Namespace Reference

Classes

struct  Area
 Area More...
 
class  BaseObject
 Represents an object in the game that can be used in scripts. More...
 
class  BotBehavior
 Container for BotBehavior More...
 
class  BotBehaviorSet
 Represent a bot's behavior set with parameters to control individual properties. More...
 
struct  BotMeleeActions
 Bot melee actions used for BotBehaviorSet. More...
 
struct  CollisionFilter
 CollisionFilter More...
 
struct  Color
 Represents a color More...
 
class  ColorPackage
 Represents a ColorPackage containing different shades of colors. More...
 
class  ColorPalette
 Represents a color palette. More...
 
class  CreateTriggerArgs
 Function trigger arguments for triggers that create objects to be able to get the newely created objects if any. Used by "SpawnObjectTrigger", "PlayerSpawnTrigger", "SpawnItemTrigger". More...
 
class  EffectName
 Represent different documented effects that can be played using the Game.PlayEffect() method. If the effect requires additional parameters (arguments) they are documented on each effect available. More...
 
class  ElevatorHandlerHelper
 Helper class to handle a single elevator instance with objects named with elevator prefix and floor suffix in the following pattern:
{elePrefix}_BtnUp - Button to make the elevator go up one floor.
{elePrefix}_BtnDown - Button to make the elevator go down one floor.
{elePrefix}_BtnFloor_{floorLetter} - Button to make the elevator go to the destinated PathJoint with the same floorLetter.
{elePrefix}_PathJoint_{floorLetter} - PathJoint per floor.
{elePrefix}_EleJoint - Elevator attachment joint.
{elePrefix}_PathCon_{floorLetter} - PathNodeConnection per floor.

More...
 
class  Events
 
struct  ExplosionData
 ExplosionHitCallback.Event explosion data More...
 
struct  ExplosionHitArg
 ExplosionHitCallback.Event explosion hit argument for one object More...
 
struct  FireNode
 FireNode, a burning node in the world causing fire damage. More...
 
class  GameScriptInterface
 The Superfighters Deluxe Game Script Interface which all scripts in the map editor inherits automatically. More...
 
struct  HandgunWeaponItem
 Access to certain information about the weapon item (secondary, handgun ranged item) More...
 
class  IDialogue
 Access to certain information and functions about a dialogue. More...
 
class  IGame
 Access to certain information and functions about the currently running game world. Example: More...
 
class  IGameHelpers
 Access to certain helper functions More...
 
class  IGameInternal
 Internal calls in SFD.
 
struct  InstantPickupWeaponItem
 Access to certain information about the weapon item More...
 
class  IObject
 Access to certain information and functions about an object. More...
 
class  IObjectActivateTrigger
 Access to certain information and functions for object "ActivateTrigger" More...
 
class  IObjectAlterCollisionTile
 Access to certain information and functions for object "AlterCollisionTile" More...
 
class  IObjectAlternatingTrigger
 Access to certain information and functions for object "AlternatingTrigger" More...
 
class  IObjectAmmoStashTrigger
 Access to certain information and functions for object "AmmoStash". More...
 
class  IObjectAreaTrigger
 Access to certain information and functions for trigger object "AreaTrigger" More...
 
class  IObjectButtonTrigger
 Access to certain information and functions for object "Button00", "Lever00", "Lever01". More...
 
class  IObjectCameraAreaTrigger
 Access to certain information and functions for trigger object "CameraAreaTrigger" More...
 
class  IObjectChangeBodyTypeTrigger
 Access to certain information and functions for object "ChangeBodyTypeTrigger" More...
 
class  IObjectCheckAliveTrigger
 Access to certain information and functions for trigger object "CheckAliveTrigger" More...
 
class  IObjectCheckMapWaveTrigger
 Access to certain information and functions for trigger object "CheckMapWaveTrigger" More...
 
class  IObjectCheckTeamAliveTrigger
 Access to certain information and functions for trigger object "CheckTeamAliveTrigger" More...
 
class  IObjectConveyorBelt
 Access to certain information and functions for object "ConveyorBelt" More...
 
class  IObjectConveyorBeltValueTrigger
 Access to certain information and functions for object "ConveyorBeltValueTrigger" More...
 
class  IObjectDestroyTargets
 Access to certain information and functions for object "DestroyTargets" More...
 
class  IObjectDestroyTrigger
 Access to certain information and functions for object "DestroyTrigger" More...
 
class  IObjectDialogueTrigger
 Access to certain information and functions for trigger object "DialogueTrigger" More...
 
class  IObjectDisableTrigger
 Access to certain information and functions for object "DisableTrigger" More...
 
class  IObjectDistanceJoint
 Access to certain information and functions for object "DistanceJoint" More...
 
class  IObjectDoOnceTrigger
 Access to certain information and functions for object "DoOnceTrigger" More...
 
class  IObjectElevatorAttachmentJoint
 Access to certain information and functions for object "ElevatorAttachmentJoint" More...
 
class  IObjectElevatorAttachmentJointValueTrigger
 Access to certain information and functions for object "ElevatorAttachmentJointValueTrigger" More...
 
class  IObjectElevatorPathJoint
 Access to certain information and functions for object "ElevatorPathJoint" More...
 
class  IObjectEnableTrigger
 Access to certain information and functions for object "EnableTrigger" More...
 
class  IObjectExplosionTrigger
 Access to certain information and functions for object "ExplosionTrigger" More...
 
class  IObjectFaceAtObject
 Access to certain information and functions for object "ObjectFaceAtObject" More...
 
class  IObjectGameOverTrigger
 Access to certain information and functions for object "GameOverTrigger" More...
 
class  IObjectGrenadeThrown
 Access to certain information and functions for object "WpnGrenadesThrown" More...
 
class  IObjectGroupMarker
 Access to certain information and functions for object "GroupMarker" More...
 
class  IObjectMedicalCabinetTrigger
 Access to certain information and functions for object "MedicalCabinet". More...
 
class  IObjectMineThrown
 Access to certain information and functions for object "WpnMineThrown" More...
 
class  IObjectMusicTrigger
 Access to certain information and functions for object "MusicTrigger" More...
 
class  IObjectOnDestroyedTrigger
 Access to certain information and functions for object "OnDestroyedTrigger" More...
 
class  IObjectOnGameOverTrigger
 Access to certain information and functions for object "OnGameOverTrigger" More...
 
class  IObjectOnPlayerDamageTrigger
 Access to certain information and functions for object "OnPlayerDamageTrigger" More...
 
class  IObjectOnPlayerDeathTrigger
 Access to certain information and functions for object "OnPlayerDeathTrigger" More...
 
class  IObjectOnUpdateTrigger
 Access to certain information and functions for object "OnUpdateTrigger" More...
 
class  IObjectPathNode
 Access to certain information and functions for object "PathNode" More...
 
class  IObjectPathNodeConnection
 Access to certain information and functions for object "PathNodeConnection" More...
 
class  IObjectPathNodeEnableTrigger
 Access to certain information and functions for object "PathNodeEnableTrigger" More...
 
class  IObjectPathZone
 Access to certain information and functions for object "PathZone" More...
 
class  IObjectPlayerBaseCommandTrigger
 Access to certain information and functions for trigger object "PlayerBaseCommandTrigger" More...
 
class  IObjectPlayerCommandClearTrigger
 Access to certain information and functions for trigger object "PlayerCommandClearTrigger" More...
 
class  IObjectPlayerCommandTrigger
 Access to certain information and functions for trigger object "PlayerCommandTrigger" More...
 
class  IObjectPlayerInputEnableTrigger
 Access to certain information and functions for object "PlayerInputEnableTrigger" More...
 
class  IObjectPlayerModifierInfo
 Access to certain information and functions for object "PlayerModifierInfo" More...
 
class  IObjectPlayerPortrait
 Access to certain information and functions for trigger object "BgPlayerPortrait00" More...
 
class  IObjectPlayerProfileInfo
 Access to certain information and functions for object "PlayerProfileInfo" More...
 
class  IObjectPlayerSpawnArea
 Access to certain information and functions for object "PlayerSpawnArea" More...
 
class  IObjectPlayerSpawnTrigger
 Access to certain information and functions for trigger object "PlayerSpawnTrigger" More...
 
class  IObjectPlayerTerminateTrigger
 Access to certain information and functions for trigger object "PlayerTerminateTrigger" More...
 
class  IObjectPlaySoundTrigger
 Access to certain information and functions for object "PlaySoundTrigger" More...
 
class  IObjectPopupMessageTrigger
 Access to certain information and functions for trigger object "PopupMessageTrigger" More...
 
class  IObjectPortal
 Access to certain information and functions for object "Portal" More...
 
class  IObjectPulleyEndJoint
 Access to certain information and functions for object "PulleyEndJoint" More...
 
class  IObjectPulleyJoint
 Access to certain information and functions for object "PulleyJoint" More...
 
class  IObjectPullJoint
 Access to certain information and functions for object "PullJoint" More...
 
class  IObjectRailAttachmentJoint
 Access to certain information and functions for object "RailAttachmentJoint" More...
 
class  IObjectRailAttachmentJointValueTrigger
 Access to certain information and functions for object "RailAttachmentJointValueTrigger" More...
 
class  IObjectRailJoint
 Access to certain information and functions for object "RailJoint" More...
 
class  IObjectRallyPointTrigger
 Access to certain information and functions for trigger object "RallyPointTrigger" More...
 
class  IObjectRandomTrigger
 Access to certain information and functions for object "RandomTrigger" More...
 
class  IObjectRemoveAreaTrigger
 Access to certain information and functions for trigger object "RemoveAreaTrigger" More...
 
class  IObjectRevoluteJoint
 Access to certain information and functions for object "RevoluteJoint" More...
 
class  IObjectRevoluteJointValueTrigger
 Access to certain information and functions for object "RevoluteJointValueTrigger" More...
 
class  IObjectScriptTrigger
 Access to certain information and functions for object "ScriptTrigger" More...
 
class  IObjectSetFrameTrigger
 Access to certain information and functions for object "SetFrameTrigger" More...
 
class  IObjectSetMapPartTrigger
 Access to certain information and functions for object "SetMapPartTrigger" More...
 
class  IObjectSetStickyFeetTrigger
 Access to certain information and functions for object "SetStickyFeetTrigger" More...
 
class  IObjectSoundArea
 Access to certain information and functions for object "SoundArea" More...
 
class  IObjectSpawnFireCircleTrigger
 Access to certain information and functions for trigger object "SpawnFireCircleTrigger" More...
 
class  IObjectSpawnFireNodeTrigger
 Access to certain information and functions for trigger object "SpawnFireNodeTrigger" More...
 
class  IObjectSpawnObjectTrigger
 Access to certain information and functions for object "SpawnObjectTrigger" More...
 
class  IObjectSpawnTarget
 Access to certain information and functions for object "SpawnTarget" More...
 
class  IObjectSpawnWeaponArea
 Access to certain information and functions for object "SpawnWeaponArea" More...
 
class  IObjectStartupTrigger
 Access to certain information and functions for object "StartupTrigger" More...
 
class  IObjectStreetsweeper
 Access to certain information and functions for object "Streetsweeper" More...
 
class  IObjectStreetsweeperCrate
 Access to certain information and functions for object "StreetsweeperCrate" More...
 
class  IObjectSupplyCrate
 Access to certain information and functions for object "SupplyCrate00" More...
 
class  IObjectTargetObjectJoint
 Access to certain information and functions for object "TargetObjectJoint" More...
 
class  IObjectTeleportTrigger
 Access to certain information and functions for trigger object "TeleportTrigger" More...
 
class  IObjectText
 Access to certain information and functions for object "Text" More...
 
class  IObjectTimerTrigger
 Access to certain information and functions for trigger object "TimerTrigger" More...
 
class  IObjectTrigger
 Access to certain information and functions for trigger objects. Trigger objects include all objects implementing the IObjectTrigger interface. More...
 
class  IObjectWeaponItem
 Access to certain information and functions about the weapon item More...
 
class  IObjectWeldJoint
 Access to certain information and functions for object "WeldJoint" More...
 
class  IPlayer
 Access to certain information and functions about a player. More...
 
class  IPlayerStatistics
 Access to certain information and functions about player statistics. More...
 
class  IProfile
 Information about a profile. More...
 
class  IProfileClothingItem
 Information about a clothing item. More...
 
class  IProjectile
 Access to certain information and functions about a projectile. More...
 
class  IScriptStorage
 Access to script storage. More...
 
class  IUser
 Access to certain information and functions about a user. More...
 
class  MathHelper
 MathHelper More...
 
struct  MeleeWeaponItem
 Access to certain information about the weapon item More...
 
struct  ObjectAITargetData
 ObjectAITargetData More...
 
struct  ObjectDamageArgs
 ObjectDamageCallback.Event arguments More...
 
struct  PlayerCommand
 PlayerAction More...
 
struct  PlayerDamageArgs
 PlayerDamageCallback.Event arguments More...
 
struct  PlayerDeathArgs
 PlayerDeathCallback.Event arguments More...
 
struct  PlayerMeleeHitArg
 PlayerMeleeActionCallback.Event arguments More...
 
class  PlayerModifiers
 PlayerModifiers More...
 
struct  PlayerWeaponAddedArg
 PlayerWeaponAddedActionCallback.Event arguments More...
 
struct  PlayerWeaponRemovedArg
 PlayerWeaponRemovedActionCallback.Event arguments More...
 
struct  Point
 Point More...
 
struct  PowerupWeaponItem
 Access to certain information about the weapon item More...
 
struct  ProjectileHitArgs
 ProjectileHitCallback.Event arguments More...
 
struct  ProjectileProperties
 
struct  RangedWeaponItem
 Access to certain information about the ranged weapon item More...
 
struct  RayCastInput
 RayCastInput More...
 
struct  RayCastResult
 RayCastResult More...
 
struct  RifleWeaponItem
 Access to certain information about the weapon item (primary, rifle ranged item) More...
 
class  StatsToKeep
 Container for StatsToKeep More...
 
struct  ThrownWeaponItem
 Access to certain information about the weapon item More...
 
class  TriggerArgs
 Function trigger arguments More...
 
class  UserMessageCallbackArgs
 User message callback arguments More...
 
struct  Vector2
 Vector2 More...
 
struct  VirtualKeyInfo
 A virtual key event More...
 

Enumerations

enum  ActivateTriggerUseType { Global = 0, Individual = 1 }
 Activate trigger use type More...
 
enum  AreaTriggerEnabledObjects { None = 0, Players, Objects, PlayersAndObjects }
 AreaTriggerEnabledObjects More...
 
enum  BodyType { Static = 1, Dynamic = 2 }
 BodyType for objects. More...
 
enum  BotBehaviorMeleeMode { None = 0, Default = 1, Zombie = 2 }
 Bot melee mode. More...
 
enum  BotBehaviorNavigationMode { None = 0, PlainGround = 1, PathFinding = 2 }
 Bot navigation mode. More...
 
enum  BotBehaviorRangedWeaponMode { ManualAim = 1, HipFire = 2, Both = 3 }
 Bot ranged modes More...
 
enum  CameraAreaMode { UserPreference = 0, ForceDynamic = 1, ForceStatic = 2 }
 Represents different camera area modes More...
 
enum  CameraFocusMode { Ignore = 0, Focus = 1 }
 Camera focus mode More...
 
enum  CameraMode { NONE = 0, Dynamic = 1, Static = 2 }
 [FLAGS] Represents different camera modes More...
 
enum  CheckAliveType { AllAlive = 0, AnyAlive = 1, AllDead = 2, AnyDead = 3 }
 CheckAliveType More...
 
enum  CheckConditionType { Equal = 0, LesserOrEqual = 1, GreaterOrEqual = 2 }
 Check condition type. More...
 
enum  DifficultyLevel {
  None = 0, Easy = 1, Normal = 2, Hard = 3,
  Expert = 4
}
 Difficulty level for campaign maps. More...
 
enum  DistanceJointLengthType { Fixed = 0, Elastic = 1 }
 DistanceJointLengthType for DistanceJoints. More...
 
enum  ExplosionHitType { None = 0, Damage = 1, Shockwave = 2 }
 Explosion hit type More...
 
enum  FireNodeType { Default = 1, Flamethrower = 2 }
 Possible FireNode types to spawn. More...
 
enum  Gender { Male = 0, Female = 1 }
 Gender More...
 
enum  ItemsToKeep {
  None = 0, Melee = (1 << 0), Handgun = (1 << 1), Rifle = (1 << 2),
  Throwable = (1 << 3), Powerup = (1 << 4), All = (1 << 5) - 1
}
 Possible items to keep when StatsToKeep is activated. More...
 
enum  LineVisual {
  None = 0, DJRope = 1, DJCarnivalLights = 2, DJElevatorWire = 3,
  DJWire = 4, DJSteelWire = 5, DJChain = 6, DJVine = 7,
  DJRail = 8, DJWireBlack = 9
}
 LineVisual More...
 
enum  MapType {
  Versus = 1, Custom = 2, Campaign = 3, Survival = 4,
  Challenge = 5
}
 Possible MapType modes. More...
 
enum  ObjectAITargetMode { Default = 0, RangeOnly = 1, MeleeOnly = 2 }
 ObjectAITargetMode More...
 
enum  ObjectDamageType {
  Impact = 0, PlayerImpact = 1, Player = 2, Projectile = 3,
  Explosion = 4, Fire = 5, Other = 6
}
 ObjectDamageType More...
 
enum  ObjectTerminateType { None = 0, Destroy = 1, Remove = 2 }
 Represents different termination types More...
 
enum  PathNodeConnectionDirection { TwoWay = 0, OneWay = 1 }
 PathNodeConnection direction types. More...
 
enum  PathNodeConnectionType { Default = 0, Jump = 1, Dive = 2, Portal = 4 }
 PathNodeConnection types. More...
 
enum  PathNodeEnableTriggerNewState { Enable = 0, Disable = 1, Toggle = 2 }
 PathNodeEnableTriggerNewState types. More...
 
enum  PathNodeType {
  Ground = 0, Platform = 1, Ladder = 2, LeftLedgeGrab = 3,
  RightLedgeGrab = 4
}
 PathNode types. More...
 
enum  PhysicsLayer { None = 0, Active = 1, Background = 2, All = 3 }
 PhysicsLayer More...
 
enum  PlayerCommandFaceDirection { Left = -1, None = 0, Right = 1 }
 Player command face direction. More...
 
enum  PlayerCommandType {
  None = 0, StartMoveToPosition = 1, WaitDestinationReached = 2, Walk = 3,
  Run = 4, Sprint = 5, Jump = 6, WaitLand = 7,
  Roll = 8, Dive = 9, StopMove = 10, StartCrouch = 11,
  StopCrouch = 12, FaceAt = 13, Grab = 14, DrawHandgun = 15,
  DrawRifle = 16, DrawMelee = 17, DrawThrowable = 18, DrawPowerup = 19,
  Sheath = 20, Activate = 21, Drop = 22, EnterThrowingMode = 23,
  ExitThrowingMode = 24, PrepareThrow = 25, Throw = 26, Reload = 27,
  Kick = 28, StartAimAt = 29, StopAim = 30, AttackOnce = 31,
  StartAttackRepeat = 32, StopAttackRepeat = 33, Block = 34, StartTakeCover = 35,
  DropPlatform = 36, GrabInfinite = 37, StartAimAtPrecise = 38, DeathKneel = 39,
  DeathKneelInfinite = 40, StopDeathKneel = 41, Fall = 42, Stagger = 43,
  StaggerInfinite = 44, StopStagger = 45, StopAll = 46, StartClimbUp = 47,
  StartClimbDown = 48, WaitClimbReachedEnd = 49, StopClimb = 50, ClimbRelease = 51,
  WaitEmptyAmmo = 52
}
 Player command. More...
 
enum  PlayerDamageEventType {
  Other = 0, Projectile = 1, Missile = 2, Fall = 3,
  Melee = 4, Explosion = 5, Fire = 6
}
 PlayerDamageEventType More...
 
enum  PlayerDeathEventType { None = 0, Killed = 1, Removed = 2, KilledAndRemoved = 3 }
 PlayerDeathEventType More...
 
enum  PlayerHitEffect { Default = 0, Metal = 1 }
 
enum  PlayerInputMode { Disabled = 0, Enabled = 1, ReadOnly = 2 }
 PlayerInputMode More...
 
enum  PlayerTeam {
  Independent = 0, Team1 = 1, Team2 = 2, Team3 = 3,
  Team4 = 4
}
 Represents the player team More...
 
enum  PlayerTerminateType { None = 0, Remove = 1, Gib = 2, Kill = 3 }
 Represents different ways players can be terminated on. More...
 
enum  PortalDirection { Left = -1, Right = 1 }
 PortalDirection More...
 
enum  PredefinedAIType {
  None = 0, TutorialMeleeA = 1, ZombieA = 2, ZombieB = 3,
  ChallengeA = 19, BotA = 4, BotB = 16, BotC = 17,
  BotD = 18, DebugBot = 5, MeleeA = 6, MeleeB = 7,
  RangedA = 8, Punk = 9, Grunt = 10, Hulk = 11,
  CompanionA = 12, CompanionB = 13, CompanionC = 14, CompanionD = 15,
  Meatgrinder = 100, Funnyman = 101, FunnymanRunning = 102, GruntMelee = 103,
  Balista = 104
}
 Different predefined AI types. More...
 
enum  ProjectileItem {
  NONE = -1, PISTOL = 24, MAGNUM = 1, SHOTGUN = 2,
  TOMMYGUN = 5, SUB_MACHINEGUN = 5, M60 = 6, SNIPER = 9,
  SAWED_OFF = 10, UZI = 12, BAZOOKA = 17, ASSAULT = 19,
  CARBINE = 23, FLAREGUN = 27, REVOLVER = 28, GRENADE_LAUNCHER = 29,
  SMG = 30, SILENCEDPISTOL = 39, SILENCEDUZI = 40, MACHINE_PISTOL = 53,
  DARK_SHOTGUN = 54, MP50 = 55, FLAKCANNON = 60, PISTOL45 = 61,
  BOW = 64
}
 ProjectileItems in SFD More...
 
enum  ProjectilePowerup { None = 0, Bouncing = 1, Fire = 2 }
 ProjectilePowerup in SFD More...
 
enum  RayCastFilterMode { Any = 0, True = 1, False = 2 }
 RayCastFilterMode for the RayCastInput filters. More...
 
enum  SearchItems {
  None = 0, Melee = (1 << 0), Makeshift = (1 << 1), Primary = (1 << 2),
  Secondary = (1 << 3), Throwable = (1 << 4), Powerups = (1 << 5), Health = (1 << 6),
  Streetsweeper = (1 << 7), All = (1 << 8) - 1
}
 Possible items bots can search for and pickup. More...
 
enum  SetFrameTriggerPlayPauseAction { Unchanged = 0, Play = 1, Pause = 2 }
 SetFrameTriggerPlayPauseAction More...
 
enum  SizeableType { None = 0, Vertical = 1, Horizontal = 2, Diagonal = 3 }
 [Flags] Tile sizeable More...
 
enum  SpawnTargetSpawnType { Delayed = 0, Interval = 1 }
 SpawnTargetSpawnType More...
 
enum  StreetsweeperMovementType { Moving = 0, Stationary = 1 }
 StreetsweeperMovementType More...
 
enum  StreetsweeperWeaponType { MachineGun = 0, Flamethrower = 1, None = 2 }
 StreetsweeperWeaponType More...
 
enum  SupplyCategoryType {
  NONE = -1, Default = -2, Any = -3, Primary = -4,
  Secondary = -5, Melee = -6, Supplies = -7, Thrown = -8,
  Powerup = -9, Health = -10
}
 Supply category type. More...
 
enum  TextAlignment { Left = 0, Middle = 1, Right = 2 }
 TextAlignment for text. More...
 
enum  VirtualKey : short {
  NONE = -1, AIM_CLIMB_UP = 0, AIM_CLIMB_DOWN = 1, AIM_RUN_LEFT = 2,
  AIM_RUN_RIGHT = 3, DRAW_MELEE = 8, DRAW_HANDGUN = 9, DRAW_RIFLE = 10,
  DRAW_GRENADE = 11, DRAW_SPECIAL = 12, ATTACK = 4, KICK = 15,
  BLOCK = 5, AIM = 26, ACTIVATE = 16, SHEATHE = 13,
  RELOAD = 14, DROP = 17, SPRINT = 18, JUMP = 19,
  CROUCH_ROLL_DIVE = 20, WALKING = 21, GRAB = 22
}
 VirtualKey - Represents an action key in the game More...
 
enum  VirtualKeyEvent : short { Pressed = 0, Released = 2 }
 VirtualKeyEvent - Represents an action key event. More...
 
enum  WeaponItem {
  NONE = -1, PISTOL = 24, MAGNUM = 1, SHOTGUN = 2,
  KATANA = 3, PIPE = 4, TOMMYGUN = 5, M60 = 6,
  MACHETE = 8, SNIPER = 9, SAWED_OFF = 10, BAT = 11,
  UZI = 12, PILLS = 13, MEDKIT = 14, SLOWMO_5 = 15,
  SLOWMO_10 = 16, BAZOOKA = 17, AXE = 18, ASSAULT = 19,
  GRENADES = 20, LAZER = 21, CARBINE = 23, MOLOTOVS = 25,
  FLAMETHROWER = 26, FLAREGUN = 27, REVOLVER = 28, GRENADE_LAUNCHER = 29,
  SMG = 30, SUB_MACHINEGUN = 30, HAMMER = 31, CHAIR = 32,
  CHAIR_LEG = 33, BOTTLE = 34, BROKEN_BOTTLE = 35, CUESTICK = 36,
  CUESTICK_SHAFT = 37, SUITCASE = 38, SILENCEDPISTOL = 39, SILENCEDUZI = 40,
  BATON = 41, C4 = 42, C4DETONATOR = 43, MINES = 44,
  SHURIKEN = 45, CHAIN = 46, PILLOW = 47, FLAGPOLE = 48,
  KNIFE = 49, TEAPOT = 50, TRASHCAN_LID = 51, TRASH_BAG = 52,
  MACHINE_PISTOL = 53, DARK_SHOTGUN = 54, MP50 = 55, LEAD_PIPE = 56,
  SHOCK_BATON = 57, BASEBALL = 58, CHAINSAW = 59, PISTOL45 = 61,
  STRENGTHBOOST = 62, SPEEDBOOST = 63, BOW = 64, WHIP = 65,
  BOUNCINGAMMO = 66, FIREAMMO = 67, STREETSWEEPER = 68
}
 WeaponItems in SFD More...
 
enum  WeaponItemType {
  NONE = -1, Handgun = 1, Rifle = 2, Thrown = 3,
  Melee = 4, Powerup = 5, InstantPickup = 6
}
 WeaponItemTypes in SFD More...
 
enum  WeatherType { None = 0, Snow = 1, Rain = 2 }
 Weather type More...
 
enum  WeldJointPlatformCollision { Unified = 0, PerObject = 1 }
 WeldJointPlatformCollision More...
 

Enumeration Type Documentation

◆ ActivateTriggerUseType

Activate trigger use type

Enumerator
Global 

0, Global use type for the activate trigger.

Individual 

1, Individual use type for the activate trigger.

◆ AreaTriggerEnabledObjects

AreaTriggerEnabledObjects

Enumerator
None 

0, None

Players 

1, Players

Objects 

2, Objects

PlayersAndObjects 

3, Players and Objects

◆ BodyType

enum BodyType
strong

BodyType for objects.

Enumerator
Static 

1, Static

Dynamic 

2, Dynamic

◆ BotBehaviorMeleeMode

enum BotBehaviorMeleeMode
strong

Bot melee mode.

Enumerator
None 

0, None. Melee disabled.

Default 

1, Default.

Zombie 

2, Zombie. A predefined melee pattern for swarming zombies.

◆ BotBehaviorNavigationMode

Bot navigation mode.

Enumerator
None 

0, None. Movement disabled.

PlainGround 

1, PlainGround - Plain ground. A predefined movement pattern for bots to simply move towards the target. Kept for backwards compatibility with older maps using the PredefinedAIType.TutorialMeleeA.

PathFinding 

2, PathFinding - Path finding. Bots will navigate using the path grid in the map to analyze how to move around and get to their destination.

◆ BotBehaviorRangedWeaponMode

Bot ranged modes

Enumerator
ManualAim 

1, ManualAim. ManualAim mode.

HipFire 

2, HipFire. HipFire mode.

Both 

3, Both. ManualAim and HipFire mode.

◆ CameraAreaMode

enum CameraAreaMode
strong

Represents different camera area modes

Enumerator
UserPreference 

0, Restores user camera preference (dynamic/static).

ForceDynamic 

1, Forces a dynamic camera.

ForceStatic 

2, Forces a static camera.

◆ CameraFocusMode

enum CameraFocusMode
strong

Camera focus mode

Enumerator
Ignore 

0, Ignore

Focus 

1, Focus

◆ CameraMode

enum CameraMode
strong

[FLAGS] Represents different camera modes

Enumerator
NONE 

0, NONE

Dynamic 

1, Dynamic

Static 

2, Static

◆ CheckAliveType

enum CheckAliveType
strong

CheckAliveType

Enumerator
AllAlive 

0, All main targets must be alive/intact for the condition to evaluate to true.

AnyAlive 

1, Any main target must be alive/intact for the condition to evaluate to true.

AllDead 

2, All main targets must be dead/destroyed for the condition to evaluate to true.

AnyDead 

3, Any main target must be dead/destroyed for the condition to evaluate to true.

◆ CheckConditionType

enum CheckConditionType
strong

Check condition type.

Enumerator
Equal 

0, Equal

LesserOrEqual 

1, Lesser or Equal

GreaterOrEqual 

2, Greater or Equal

◆ DifficultyLevel

enum DifficultyLevel
strong

Difficulty level for campaign maps.

Enumerator
None 

0, None - no difficulty level available. Difficulty level only applicable for campaign maps. Any other map type will return None.

Easy 

1, Easy. 0.25 difficulty.

Normal 

2, Normal. 0.50 difficulty.

Hard 

3, Hard. 0.75 difficulty.

Expert 

4, Expert. 1.0 difficulty.

◆ DistanceJointLengthType

DistanceJointLengthType for DistanceJoints.

Enumerator
Fixed 

0, Fixed

Elastic 

1, Elastic

◆ ExplosionHitType

enum ExplosionHitType
strong

Explosion hit type

Enumerator
None 

0, None. Explosion doesn't affect the object.

Damage 

1, Damage. Explosion affects the object directly, causing damage.

Shockwave 

2, Shockwave. Explosion affects the object but doesn't damage it (maybe it's behind something blocking the explosion).

◆ FireNodeType

enum FireNodeType
strong

Possible FireNode types to spawn.

Enumerator
Default 

1, Default fire nodes.

Flamethrower 

2, Flamethrower nodes. Ignite objects faster.

◆ Gender

enum Gender
strong

Gender

Enumerator
Male 

0, Male

Female 

1, Female

◆ ItemsToKeep

enum ItemsToKeep
strong

Possible items to keep when StatsToKeep is activated.

Enumerator
None 

0, None

Melee 

1, Melee

Handgun 

2, Handgun

Rifle 

4, Rifle

Throwable 

8, Throwable

Powerup 

16, Powerup

All 

31, All

◆ LineVisual

enum LineVisual
strong

LineVisual

Enumerator
None 

0, None

DJRope 

1, Rope

DJCarnivalLights 

2, Carnival Lights

DJElevatorWire 

3, Elevator Wire

DJWire 

4, Wire

DJSteelWire 

5, Steel Wire

DJChain 

6, Chain

DJVine 

7, Vine

DJRail 

8, Rail

DJWireBlack 

9, Black Wire

◆ MapType

enum MapType
strong

Possible MapType modes.

Enumerator
Versus 

1, Versus

Custom 

2, Custom

Campaign 

3, Campaign

Survival 

4, Survival

Challenge 

5, Challenge

◆ ObjectAITargetMode

enum ObjectAITargetMode
strong

ObjectAITargetMode

Enumerator
Default 

0, Default target mode. Both melee and range can be used against this target.

RangeOnly 

1, RangeOnly. Bots will ignore using melee against this target and only use ranged weapons. Bots with no ranged weapon or having BotBehaviorSet.RangedWeaponUsage set to false will ignore this target. Note: For objects consisting of many tiles/fixtures/parts it's much better to cover the entire object with an invisible no-collision block with some extra margin of 4 to 8 world units that the bot can target and perform ranged weapon LOS checks against. In this way, the bot only sees one targetable object that's not blocked by anything instead of many individual fixtures that can block each other.

MeleeOnly 

2, MeleeOnly. Bots will ignore using ranged weapons against this target and only use melee. Bots having BotBehaviorSet.MeleeUsage set to false will ignore this target.

◆ ObjectDamageType

enum ObjectDamageType
strong

ObjectDamageType

Enumerator
Impact 

0, Impact. Caused by the object colliding against another object.

PlayerImpact 

1, PlayerImpact. Caused by players falling onto the object.

Player 

2, Player. Caused by player melee actions damaging the object.

Projectile 

3, Projectile. Caused by projectiles damaging the object.

Explosion 

4, Explosion. Caused by explosion damaging the object.

Fire 

5, Fire. Cause by fire damaging the object.

Other 

6, Other damage sources, (damage dealth from scripts using IObject.DealDamage() function).

◆ ObjectTerminateType

enum ObjectTerminateType
strong

Represents different termination types

Enumerator
None 

0, None - no action.

Destroy 

1, Destroys selected objects.

Remove 

2, Removes selected objects.

◆ PathNodeConnectionDirection

PathNodeConnection direction types.

Enumerator
TwoWay 

0, TwoWay - Connection goes both ways between A and B.

OneWay 

1, OneWay - Connection only goes from A to B.

◆ PathNodeConnectionType

PathNodeConnection types.

Enumerator
Default 

0, Default - Bots will assume the connection depending on the type of PathNodes.

Jump 

1, Jump - Bots must jump over this connection between the nodes.

Dive 

2, Dive - Bots must dive between the nodes.

Portal 

4, Portal - Bots will assume the connection takes the them instant from A to B.

◆ PathNodeEnableTriggerNewState

PathNodeEnableTriggerNewState types.

Enumerator
Enable 

0, Enable - Sets the pathNodes/pathNodeConnections to enabled.

Disable 

0, Disable - Sets the pathNodes/pathNodeConnections to disabled.

Toggle 

2, Toggle - Toggles the pathNodes/pathNodeConnections current enabled state to the opposite.

◆ PathNodeType

enum PathNodeType
strong

PathNode types.

Enumerator
Ground 

0, Ground - Solid ground

Platform 

1, Platform

Ladder 

2, Ladder

LeftLedgeGrab 

3, LeftLedgeGrab - Left sided ledge grab

RightLedgeGrab 

4, RightLedgeGrab - Right sided ledge grab

◆ PhysicsLayer

enum PhysicsLayer
strong

PhysicsLayer

Enumerator
None 

0, None.

Active 

1, Active physics/box2D world. This includes most objects in the game except for a few categories for performance reasons.

Background 

2, Background physics/box2D world (not physics simulated, no collisions). This includes far background objects and path nodes.

All 

3, All/Both Active and Background physics layer.

◆ PlayerCommandFaceDirection

Player command face direction.

Enumerator
Left 

-1, Left

None 

0, Unchanged

Right 

1, Right

◆ PlayerCommandType

enum PlayerCommandType
strong

Player command.

Enumerator
None 

0, No action

StartMoveToPosition 

1, Moves the player to the given position (x-coordinate only) in strict known situations. Continous action. This action is automatically stopped if the player walks through a portal exiting the other direction or if position is updated using the ScriptAPI.

WaitDestinationReached 

2, Waits for the player to reach given destination set with MoveToPosition. Only useful when paired with MoveToPosition.

Walk 

3, Makes the player walk when moving.

Run 

4, Makes the player run when moving.

Sprint 

5, Makes the player sprint when moving.

Jump 

6, Makes the player jump when possible.

WaitLand 

7, Land, completes once the player is standing on ground. Good to pair with Jump.

Roll 

8, Makes the player roll when possible.

Dive 

9, Makes the player dive when possible.

StopMove 

10, Stops any MoveToPosition action.

StartCrouch 

11, Makes the player start crouching. Certain actions can't be performed while Crouching is active until StopCrouch is called. Continous action.

StopCrouch 

12, Stops any Crouch action.

FaceAt 

13, Makes the player face at given direction or target.

Grab 

14, Makes the player start the grab sequence.

DrawHandgun 

15, Makes the player draw the handgun weapon if any equipped.

DrawRifle 

16, Makes the player draw the melee weapon if any equipped.

DrawMelee 

17, Makes the player draw the melee weapon if any equipped.

DrawThrowable 

18, Makes the player draw the throwable weapon if any equipped.

DrawPowerup 

19, Makes the player draw/use the powerup weapon/item if any equipped.

Sheath 

20, Makes the player sheath current drawn weapon.

Activate 

21, Makes the player pick up or activate items in the world.

Drop 

22, Makes the player drop current drawn item.

EnterThrowingMode 

23, Makes the player enter throwing mode with current drawn item.

ExitThrowingMode 

24, Makes the player exit throwing mode.

PrepareThrow 

25, Prepares to throw current throwable item.

Throw 

26, Throws current throwable item.

Reload 

27, Makes the player reload current drawn weapon (if possible).

Kick 

28, Makes the player kick.

StartAimAt 

29, Makes the player start aiming at a specific direction/target when possible. Must call StopAim to stop aiming. Continous action.

StopAim 

30, Makes the player stop aiming.

AttackOnce 

31, Makes the player attack/fire once.

StartAttackRepeat 

32, Makes the player attack/fire until StopAttack is called. Continous action.

StopAttackRepeat 

33, Makes the player stop attacking from AttackRepeat.

Block 

34, Makes the player block.

StartTakeCover 

35, Makes the player take cover.

DropPlatform 

36, Makes the player drop a platform.

GrabInfinite 

37, Makes the player start the grab sequence. If a player is grabbed it will not end until Drop or Throw is called. Continous action.

StartAimAtPrecise 

38, Makes the player start aiming at a specific direction/target when possible. Must call StopAim to stop aiming. Continous action.

DeathKneel 

39, Makes the player enter death kneel and fall.

DeathKneelInfinite 

40, Makes the player enter death kneel until player falls or StopDeathKneel is called. Continous action.

StopDeathKneel 

41, Makes the player stop death kneeling.

Fall 

42, Makes the player fall.

Stagger 

43, Makes the player stagger for a short period.

StaggerInfinite 

44, Makes the player stagger until StopStagger or other disabling actions. Continous action.

StopStagger 

45, Makes the player stop stagger.

StopAll 

46, Performs all player command stop actions.

StartClimbUp 

47, Makes the player start climbing up. Ends when the player reaches the top or if the player can't start climb within a short time. Continous action.

StartClimbDown 

48, Makes the player start climbing down. Ends when the player reaches the bottom or if the player can't start climb within a short time. Continous action.

WaitClimbReachedEnd 

49, Completes once the player can't climb up/down any more.

StopClimb 

50, Makes the player stop climbing.

ClimbRelease 

51, Makes the player drop a ladder if climbing.

WaitEmptyAmmo 

52, Wait for the player to get out of ammo in current ranged melee weapon or unequipping current ranged weapon.

◆ PlayerDamageEventType

enum PlayerDamageEventType
strong

PlayerDamageEventType

Enumerator
Other 

0, Other damage categories. Sawblades, StreetsweeperBlades and Scripts using IObject.DealDamage(..).

Projectile 

1, Projectile

Missile 

2, Missile (thrown items)

Fall 

3, Fall

Melee 

4, Melee

Explosion 

5, Explosion

Fire 

6, Fire

◆ PlayerDeathEventType

enum PlayerDeathEventType
strong

PlayerDeathEventType

Enumerator
None 

0, None

Killed 

1, Killed

Removed 

2, Removed

KilledAndRemoved 

3, Killed and Removed

◆ PlayerHitEffect

enum PlayerHitEffect
strong
Enumerator
Default 

0, Default hit effect

Metal 

1, Metal hit effect

◆ PlayerInputMode

enum PlayerInputMode
strong

PlayerInputMode

Enumerator
Disabled 

0, Disabled. When disabled the player can't do anything and input is ignored. This allows PlayerCommands to be executed. IPlayer.SetInputEnabled(true);

Enabled 

1, Enabled. When enabled the player can perform actions and input is registered. PlayerCommands can't be executed. Same as IPlayer.SetInputEnabled(false);

ReadOnly 

2, ReadOnly. When ReadOnly the player can't perform actions but input is registered. PlayerCommands can't be executed. Only useful when you don't want the player to perform actions but you want to read key actions yourself.

◆ PlayerTeam

enum PlayerTeam
strong

Represents the player team

Enumerator
Independent 

0, Independent

Team1 

1, Team 1 (Blue)

Team2 

2, Team 2 (Red)

Team3 

3, Team 3 (Green)

Team4 

4, Team 4 (Yellow)

◆ PlayerTerminateType

enum PlayerTerminateType
strong

Represents different ways players can be terminated on.

Enumerator
None 

0, None - no action.

Remove 

1, Removes the player.

Gib 

2, Gibs the player.

Kill 

3, Kills the player.

◆ PortalDirection

enum PortalDirection
strong

PortalDirection

Enumerator
Left 

-1, Left

Right 

1, Right

◆ PredefinedAIType

enum PredefinedAIType
strong

Different predefined AI types.

Enumerator
None 

0, None

TutorialMeleeA 

1, Tutorial melee A.

ZombieA 

2, Zombie A. Common zombie-types.

ZombieB 

3, Zombie B. Fast zombie-types.

ChallengeA 

19, Challenge A, a bot used as a template to the challenges.

BotA 

4, Bot A (Expert), a work-in-progress bot that will have its behavior updated as time goes on to match an expert bot.

BotB 

16, Bot B (Hard), a work-in-progress bot that will have its behavior updated as time goes on to match a hard bot.

BotC 

17, Bot C (Normal), a work-in-progress bot that will have its behavior updated as time goes on to match a normal bot.

BotD 

18, Bot D (Easy), a work-in-progress bot that will have its behavior updated as time goes on to match an easy bot.

DebugBot 

5, Debug Bot used for following around a designated target but doesn't attack.

MeleeA 

6, Melee bot campaign A.

MeleeB 

7, Melee bot campaign B.

RangedA 

8, Ranged bot campaign A.

Punk 

9, Punk

Grunt 

10, Grunt

Hulk 

11, Hulk

CompanionA 

12, Companion A (Expert), a work-in-progress bot that will have its behavior updated as time goes on to match an expert bot.

CompanionB 

4, Companion B (Hard), a work-in-progress bot that will have its behavior updated as time goes on to match a hard bot.

CompanionC 

4, Companion C (Normal), a work-in-progress bot that will have its behavior updated as time goes on to match a normal bot.

CompanionD 

4, Companion D (Easy), a work-in-progress bot that will have its behavior updated as time goes on to match an easy bot.

Meatgrinder 

100, Meatgrinder

Funnyman 

101, Funnyman

FunnymanRunning 

102, FunnymanRunning

GruntMelee 

103, GruntMelee

Balista 

104, Balista

◆ ProjectileItem

enum ProjectileItem
strong

ProjectileItems in SFD

Enumerator
NONE 

-1, NONE

PISTOL 

24, Pistol projectile

MAGNUM 

1, Magnum projectile

SHOTGUN 

2, Shotgun projectile

TOMMYGUN 

5, Tommygun projectile

SUB_MACHINEGUN 

5, Sub Machinegun projectile. THIS IS KEPT FOR BACKWARDS COMPATIBILITY FOR OLDER MAPS.

M60 

6, M60 projectile

SNIPER 

9, Sniper Rifle projectile

SAWED_OFF 

10, Sawed Off Shotgun projectile

UZI 

12, Uzi projectile

BAZOOKA 

17, Bazooka projectile

ASSAULT 

19, Assault Rifle projectile

CARBINE 

23, Carbine projectile

FLAREGUN 

27, Flare Gun

REVOLVER 

28, Revolver

GRENADE_LAUNCHER 

29, Grenade Launcher

SMG 

30, SMG

SILENCEDPISTOL 

39, Silenced Pistol

SILENCEDUZI 

40, Silenced Uzi

MACHINE_PISTOL 

53, Machine Pistol

DARK_SHOTGUN 

54, Shotgun

MP50 

55, MP50

FLAKCANNON 

60, FlakCannon

PISTOL45 

61, Pistol45

BOW 

64, Bow

◆ ProjectilePowerup

enum ProjectilePowerup
strong

ProjectilePowerup in SFD

Enumerator
None 

0, None

Bouncing 

1, Bouncing Projectile

Fire 

2, Fire projectile

◆ RayCastFilterMode

enum RayCastFilterMode
strong

RayCastFilterMode for the RayCastInput filters.

Enumerator
Any 

0, Any (True or False)

True 

1, True

False 

2, False

◆ SearchItems

enum SearchItems
strong

Possible items bots can search for and pickup.

Enumerator
None 

0, None

Melee 

1, Melee

Makeshift 

2, Melee makeshift weapons

Primary 

4, Primary (Rifles)

Secondary 

8, Secondary (Handguns)

Throwable 

16, Throwable

Powerups 

32, Powerups

Health 

64, Health

Streetsweeper 

128, Streetsweeper

All 

255, All

◆ SetFrameTriggerPlayPauseAction

SetFrameTriggerPlayPauseAction

Enumerator
Unchanged 

0, Unchanged

Play 

1, Play

Pause 

2, Pause

◆ SizeableType

enum SizeableType
strong

[Flags] Tile sizeable

Enumerator
None 

0, None

Vertical 

1, Vertical. Height can be sized.

Horizontal 

2, Horizontal. Width can be sized.

Diagonal 

3, Diagonal. Height and Width can be sized.

◆ SpawnTargetSpawnType

enum SpawnTargetSpawnType
strong

SpawnTargetSpawnType

Enumerator
Delayed 

0, Delayed

Interval 

1, Interval

◆ StreetsweeperMovementType

StreetsweeperMovementType

Enumerator
Moving 

0, Moving (following its target)

Stationary 

1, Stationary (hovers around at its current position)

◆ StreetsweeperWeaponType

StreetsweeperWeaponType

Enumerator
MachineGun 

0, MachineGun

Flamethrower 

1, Flamethrower

None 

2, None

◆ SupplyCategoryType

enum SupplyCategoryType
strong

Supply category type.

Enumerator
NONE 

-1, NONE

Default 

-2, Default (Based on world's item spawn chances)

Any 

-3, Any

Primary 

-4, Primary (Rifles)

Secondary 

-5, Secondary (Handguns)

Melee 

-6, Melee

Supplies 

-7, Supplies (Thrown, Powerups, Health)

Thrown 

-8, Thrown

Powerup 

-9, Powerup

Health 

-10, Health

◆ TextAlignment

enum TextAlignment
strong

TextAlignment for text.

Enumerator
Left 

0, Left

Middle 

1, Middle

Right 

2, Right

◆ VirtualKey

enum VirtualKey : short
strong

VirtualKey - Represents an action key in the game

Enumerator
NONE 

-1, NONE

AIM_CLIMB_UP 

0, Aim & Climb Up

AIM_CLIMB_DOWN 

1, Aim & Climb Down

AIM_RUN_LEFT 

2, Aim & Move Left

AIM_RUN_RIGHT 

3, Aim & Move Right

DRAW_MELEE 

8, Draw Melee Weapon

DRAW_HANDGUN 

9, Draw Handgun Weapon

DRAW_RIFLE 

10, Draw Rifle Weapon

DRAW_GRENADE 

11, Draw Grenades

DRAW_SPECIAL 

12, Draw/Use Special Item

ATTACK 

4, Attack

KICK 

15, Kick

BLOCK 

5, Block

AIM 

26, Aim

ACTIVATE 

16, Activate/Interact

SHEATHE 

13, Sheathe current drawn weapon/item

RELOAD 

14, Reload

DROP 

17, Drop

SPRINT 

18, Sprint

JUMP 

19, Jump

CROUCH_ROLL_DIVE 

20, Crouch/Roll/Dive

WALKING 

21, Walk

GRAB 

22, Grab

◆ VirtualKeyEvent

enum VirtualKeyEvent : short
strong

VirtualKeyEvent - Represents an action key event.

Enumerator
Pressed 

0, Pressed. On key event DOWN

Released 

2, Released. On key event RELEASE

◆ WeaponItem

enum WeaponItem
strong

WeaponItems in SFD

Enumerator
NONE 

-1, NONE

PISTOL 

24, Pistol

MAGNUM 

1, Magnum

SHOTGUN 

2, Shotgun

KATANA 

3, Katana

PIPE 

4, Pipe

TOMMYGUN 

5, Tommygun

M60 

6, M60

MACHETE 

8, Machete

SNIPER 

9, Sniper

SAWED_OFF 

10, Sawed Off Shotgun

BAT 

11, Baseball Bat

UZI 

12, Uzi

PILLS 

13, Pills

MEDKIT 

14, Medkit

SLOWMO_5 

15, Slowmotion (5 sec)

SLOWMO_10 

16, Slowmotion (10 sec)

BAZOOKA 

17, Bazooka

AXE 

18, Axe

ASSAULT 

19, Assault Rifle

GRENADES 

20, Grenades

LAZER 

21, Lazer upgrade

CARBINE 

23, Carbine

MOLOTOVS 

25, Molotovs

FLAMETHROWER 

26, Flamethrower

FLAREGUN 

27, Flare Gun

REVOLVER 

28, Revolver

GRENADE_LAUNCHER 

29, Grenade Launcher

SMG 

30, SMG

SUB_MACHINEGUN 

30, SUB_MACHINEGUN (SMG). THIS IS KEPT FOR BACKWARDS COMPATIBILITY FOR OLDER MAPS.

HAMMER 

31, Hammer

CHAIR 

32, Chair

CHAIR_LEG 

33, Chair Leg

BOTTLE 

34, Bottle

BROKEN_BOTTLE 

35, Broken Bottle

CUESTICK 

36, Cuestick

CUESTICK_SHAFT 

37, Cuestick Shaft

SUITCASE 

38 Suitcase

SILENCEDPISTOL 

39, Silenced Pistol

SILENCEDUZI 

40, Silenced Uzi

BATON 

41, Baton

C4 

42, C4

C4DETONATOR 

43, C4Detonator

MINES 

44, Mines

SHURIKEN 

45, Shuriken

CHAIN 

46, Chain

PILLOW 

47, Pillow

FLAGPOLE 

48, Flagpole

KNIFE 

49, Knife

TEAPOT 

50, Teapot

TRASHCAN_LID 

51, Trashcan Lid

TRASH_BAG 

52, Trash Bag

MACHINE_PISTOL 

53, Machine Pistol

DARK_SHOTGUN 

54, Shotgun

MP50 

55, MP50

LEAD_PIPE 

56, Lead Pipe

SHOCK_BATON 

57, Shock Baton

BASEBALL 

58, Baseball

CHAINSAW 

59, Chainsaw

PISTOL45 

61, Pistol45

STRENGTHBOOST 

62, StrengthBoost

SPEEDBOOST 

63, SpeedBoost

BOW 

64, Bow

WHIP 

65, Whip

BOUNCINGAMMO 

66, Bouncing ammo

FIREAMMO 

67, Fire ammo

STREETSWEEPER 

68, Streetsweeper

◆ WeaponItemType

enum WeaponItemType
strong

WeaponItemTypes in SFD

Enumerator
NONE 

-1, NONE

Handgun 

1, Handgun

Rifle 

2, Rifle

Thrown 

3, Thrown

Melee 

4, Melee

Powerup 

5, Powerup

InstantPickup 

6, Items that are consumed instantly (like pills/medkits).

◆ WeatherType

enum WeatherType
strong

Weather type

Enumerator
None 

0, None

Snow 

1, Snow

Rain 

2, Rain

◆ WeldJointPlatformCollision

WeldJointPlatformCollision

Enumerator
Unified 

0, Unified. All objects will act as a single object against platforms.

PerObject 

1, PerObject. Each object will collide against platforms.