# queries.ludic - what the rest of a game may ASK about the body: the only way out of its state export function body_x(character_st: CharacterState) -> float { return character_st.chr_x } export function body_y(character_st: CharacterState) -> float { return character_st.chr_y } export function body_z(character_st: CharacterState) -> float { return character_st.chr_z } export function body_yaw(character_st: CharacterState) -> float { return character_st.chr_yaw } export function body_speed(character_st: CharacterState) -> float { return character_st.chr_speed } export function body_moving(character_st: CharacterState) -> float { return character_st.chr_move } export function body_run(character_st: CharacterState) -> float { return character_st.chr_run } export function body_phase(character_st: CharacterState) -> float { return character_st.chr_phase } export function body_time(character_st: CharacterState) -> float { return character_st.chr_time } export function body_water(character_st: CharacterState) -> float { return character_st.chr_water } export function body_airborne(character_st: CharacterState) -> bool { return character_st.chr_air } export function body_vy(character_st: CharacterState) -> float { return character_st.chr_vy } export function body_landing(character_st: CharacterState) -> float { return character_st.chr_land } export function body_steep(character_st: CharacterState) -> float { return character_st.chr_steep } export function body_step(character_st: CharacterState) -> float { return character_st.chr_step } export function body_sitting(character_st: CharacterState) -> bool { return character_st.chr_sit } export function body_sit_mode(character_st: CharacterState) -> int { return character_st.chr_sit_mode } export function body_sit_t(character_st: CharacterState) -> float { return character_st.chr_sit_t } export function body_sit_y(character_st: CharacterState) -> float { return character_st.chr_sit_y } export function body_sit_h(character_st: CharacterState) -> float { return character_st.chr_sit_h } export function body_swimming(character_st: CharacterState) -> bool { return character_st.chr_swim } export function body_diving(character_st: CharacterState) -> bool { return character_st.chr_dive } export function body_depth(character_st: CharacterState) -> float { return character_st.chr_depth } export function body_breath(character_st: CharacterState) -> float { return character_st.chr_breath } export function body_floating(character_st: CharacterState) -> float { return character_st.chr_float } export function body_swim_phase(character_st: CharacterState) -> float { return character_st.chr_swim_phase } export function body_can_run(character_st: CharacterState) -> bool { return character_st.chr_can_run } export function body_walk_speed(character_st: CharacterState) -> float { return character_st.chr_walk_speed } export function body_run_speed(character_st: CharacterState) -> float { return character_st.chr_run_speed } export function body_held(character_st: CharacterState) -> bool { return character_st.chr_holds != 0 } export function body_fps(character_st: CharacterState) -> bool { return character_st.chr_fps } export function body_cam_yaw(character_st: CharacterState) -> float { return character_st.chr_cam_yaw } export function body_cam_pitch(character_st: CharacterState) -> float { return character_st.chr_cam_pitch } export function body_cam_dist(character_st: CharacterState) -> float { return character_st.chr_cam_dist } # the camera the last char_camera worked out, for the game to hand its renderer export function body_eye_x(character_st: CharacterState) -> float { return character_st.chr_eye_x } export function body_eye_y(character_st: CharacterState) -> float { return character_st.chr_eye_y } export function body_eye_z(character_st: CharacterState) -> float { return character_st.chr_eye_z } export function body_eye_yaw(character_st: CharacterState) -> float { return character_st.chr_eye_yaw } export function body_eye_pitch(character_st: CharacterState) -> float { return character_st.chr_eye_pitch } export function body_eyes_now(character_st: CharacterState) -> bool { return character_st.chr_eyes_now } # where char_safe_spot found room, after it answered true export function body_safe_x(character_st: CharacterState) -> float { return character_st.chr_safe_x } export function body_safe_z(character_st: CharacterState) -> float { return character_st.chr_safe_z } # the air a full breath holds, with the lungs the game gives export function body_breath_max() -> float { return CHAR_BREATH_MAX * CharacterBody.breath() }