#include <game.h>
Public Attributes | |
int | drawFlags |
Flags that toggle what to draw. | |
int | evidencePage |
Current evidence page. | |
int | profilesPage |
Current profiles page. | |
int | selectedEvidence |
int | selectedProfile |
int | selectedControl |
int | selectedLocation |
int | selectedTalkOption |
bool | requestingEvidence |
bool | requestingAnswer |
ustring | requestedEvidenceParams |
ustring | requestedAnswerParams |
ustring | requestedContrParams |
ustring | tempImage |
Temporary image to be displayed over location background. | |
Point | examinePt |
Location of the examination cursor. | |
ustring | contradictionImg |
Rect | contradictionRegion |
int | prevScreen |
The previous screen (Move, Examine, etc) displayed. | |
bool | hideTextBox |
Whether or not to hide the textbox. | |
bool | continueMusic |
Whether or not music should continue playing. | |
ustring | curTestimony |
int | curTestimonyPiece |
int | barPercent |
bool | curExamination |
bool | curExaminationPaused |
int | shake |
ustring | fadeOut |
ustring | fadeIn |
ustring | flash |
ustring | blink |
ustring | gavel |
ustring | courtCamera |
ustring | testimonySequence |
ustring | crossExamineSequence |
ustring | exclamation |
ustring | addEvidence |
StringPair | crossExamineLawyers |
Character images for cross examination sequences. | |
ustring | shownEvidence |
Position | shownEvidencePos |
ustring | crOverviewDefense |
ustring | crOverviewProsecutor |
ustring | crOverviewWitness |
ustring | currentLocation |
The current location. | |
int | queuedFlags |
ustring | queuedLocation |
ustring | queuedBlock |
ustring | resetAnimations |
std::vector< StringPair > | custom |
User defined flags. | |
std::vector< StringPair > | talkOptions |
Vector of current talk options. | |
std::vector< ustring > | visibleEvidence |
List of visible evidence (evidence that can be seen in Court Record). | |
std::vector< ustring > | visibleProfiles |
List of visible profiles in the Court Record. |
Everything that goes on in the game is triggered by the variables in this struct. The drawFlags variable keeps track of what elements of the user interface are drawn, and all other animations are scheduled through the use other variables.
Animation variables are initially set to "none", but through script triggers, these variables can be modified. Additionally, only one animation can be active at a time. If two or more animation variables are active, the more important one, based on order in the struct, is handled first.