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130 = CollisionLayers
132 = Compatible
CVALUE(number)
Makes a game value of type 'class', given the class number. You can also
specify the class name instead of the number.
HASH(data,algorithm)
Make the hash of the data as a binary blob. See hash.h for a list of the
valid numbers to use as the hash algorithm numbers.
HAS_XY_INPUT()
Returns nonzero if this puzzle set has coordinate input, or zero if it
does not have coordinate input.
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61
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130 = CollisionLayers
132 = Compatible
CVALUE(number)
Makes a game value of type 'class', given the class number. You can also
specify the class name instead of the number.
GAMEOVER()
Returns +1 if you win, -1 if you lose, or 0 otherwise. This value is not
meaningful in the editor.
HASH(data,algorithm)
Make the hash of the data as a binary blob. See hash.h for a list of the
valid numbers to use as the hash algorithm numbers.
HAS_XY_INPUT()
Returns nonzero if this puzzle set has coordinate input, or zero if it
does not have coordinate input.
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93
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LEVEL()
The one-based order number of the current level.
LEVEL_CACHEID()
The user cache ID of the level file.
LEVEL_ID()
The ID number of the current level.
LEVEL_TITLE()
The title of the current level, as a blob.
LOAD_LEVEL(level_id)
Only valid when Free Hero Mesh is invoked with the -x switch. Loads
the level with the specified ID number.
MAX_LEVEL()
The number of levels in this puzzle set (equal to the maximum valid
level order number).
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95
96
97
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LEVEL()
The one-based order number of the current level.
LEVEL_CACHEID()
The user cache ID of the level file.
LEVEL_CODE()
The level code number of the current level.
LEVEL_ID()
The ID number of the current level.
LEVEL_TITLE()
The title of the current level, as a blob.
LEVEL_VERSION()
The version number of the current level.
LOAD_LEVEL(level_id)
Only valid when Free Hero Mesh is invoked with the -x switch. Loads
the level with the specified ID number.
MAX_LEVEL()
The number of levels in this puzzle set (equal to the maximum valid
level order number).
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