ludic/packages/ludic.character/queries.ludic

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# 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() }