Introduction
Units
Class Hierarchy
Classes, Interfaces, Objects and Records
Types
Variables
Constants
Functions and Procedures
Identifiers
Creatures.
TCreatureResource
TWalkAttackCreatureResource
TMissileCreatureResource
TStillCreatureResource
TDebugAxis
TDebug3DCustomTransform
TCreature
TCreatureList
TWalkAttackCreature
TMissileCreature
TStillCreature
TCreatureState = type Integer;
TCreatureClass = class of TCreature;
TCreatureExistsEvent = function(const Creature: TCreature): boolean of object;
csIdle = TCreatureState(0);
csWalk = TCreatureState(1);
csAttack = TCreatureState(2);
csFireMissile = TCreatureState(3);
csDie = TCreatureState(4);
csDieBack = TCreatureState(5);
csHurt = TCreatureState(6);
csMax = csHurt;
DebugTimeStopForCreatures: boolean = false;
OnCreatureExists: TCreatureExistsEvent;
Maximum TCreatureState value reserved by CastleCreatures unit.
Global callback to control creatures existence.