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argusdocs [2021/01/17 06:15] rikudouargusdocs [2022/11/22 10:23] (current) rikudou
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 <li><a href="#World_Draw_Structures">World Draw Structures </a></li> <li><a href="#World_Draw_Structures">World Draw Structures </a></li>
 <li><a href="#World_Draw_Functions">World Draw Functions </a></li> <li><a href="#World_Draw_Functions">World Draw Functions </a></li>
 +<li><a href="#Class_ShapeDrawer">Class ShapeDrawer </a></li>
 <li><a href="#Detection_Structures">Detection Structures </a></li> <li><a href="#Detection_Structures">Detection Structures </a></li>
 <li><a href="#Detection_Functions">Detection Functions </a></li> <li><a href="#Detection_Functions">Detection Functions </a></li>
Line 376: Line 377:
 <h2><a href="#World_Draw_Functions">World Draw Functions </a></h2> <h2><a href="#World_Draw_Functions">World Draw Functions </a></h2>
 <table class="function_list"> <table class="function_list">
 + <tr>
 + <td class="name" nowrap><a href="#Argus.addArrowFilled">Argus.addArrowFilled</a></td>
 + <td class="summary">Draw a filled arrow on the ground at world coordinates for this frame.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.addChevronFilled">Argus.addChevronFilled</a></td>
 + <td class="summary">Draw a filled chevron on the ground at world coordinates for this frame.</td>
 + </tr>
  <tr>  <tr>
  <td class="name" nowrap><a href="#Argus.addCircleFilled">Argus.addCircleFilled</a></td>  <td class="name" nowrap><a href="#Argus.addCircleFilled">Argus.addCircleFilled</a></td>
Line 427: Line 436:
  <td class="name" nowrap><a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a></td>  <td class="name" nowrap><a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a></td>
  <td class="summary">Deletes a timed draw given a uuid</td>  <td class="summary">Deletes a timed draw given a uuid</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus2.addTimedArrowFilled">Argus2.addTimedArrowFilled</a></td>
 + <td class="summary">Draw a filled arrow on the ground at world coordinates for a specified duration.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus2.addTimedChevronFilled">Argus2.addTimedChevronFilled</a></td>
 + <td class="summary">Draw a filled chevron on the ground at world coordinates for a specified duration.</td>
  </tr>  </tr>
  <tr>  <tr>
Line 451: Line 468:
  <td class="name" nowrap><a href="#Argus2.addTimedRectFilled">Argus2.addTimedRectFilled</a></td>  <td class="name" nowrap><a href="#Argus2.addTimedRectFilled">Argus2.addTimedRectFilled</a></td>
  <td class="summary">Draw a filled rectangle on the ground at world coordinates for a specified duration.</td>  <td class="summary">Draw a filled rectangle on the ground at world coordinates for a specified duration.</td>
 + </tr>
 +</table>
 +<h2><a href="#Class_ShapeDrawer">Class ShapeDrawer </a></h2>
 +<table class="function_list">
 + <tr>
 + <td class="name" nowrap><a href="#Argus2.ShapeDrawer:new">Argus2.ShapeDrawer:new</a></td>
 + <td class="summary">Create a new shape drawer object.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer.colorEnd">ShapeDrawer.colorEnd</a></td>
 + <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer.colorMid">ShapeDrawer.colorMid</a></td>
 + <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer.colorOutline">ShapeDrawer.colorOutline</a></td>
 + <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer.colorStart">ShapeDrawer.colorStart</a></td>
 + <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer.gradientIntensity">ShapeDrawer.gradientIntensity</a></td>
 + <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer.gradientMinOpacity">ShapeDrawer.gradientMinOpacity</a></td>
 + <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer.outlineThickness">ShapeDrawer.outlineThickness</a></td>
 + <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer.segments">ShapeDrawer.segments</a></td>
 + <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addArrow">ShapeDrawer:addArrow</a></td>
 + <td class="summary">Draw an arrow on the ground for this frame.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addChevron">ShapeDrawer:addChevron</a></td>
 + <td class="summary">Draw a chevron on the ground for this frame.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addCircle">ShapeDrawer:addCircle</a></td>
 + <td class="summary">Draw a filled circle on the ground at world coordinates for this frame.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addCone">ShapeDrawer:addCone</a></td>
 + <td class="summary">Draw a cone on the ground at world coordinates for this frame.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addCross">ShapeDrawer:addCross</a></td>
 + <td class="summary">Draw a cross on the ground at world coordinates for this frame.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addDonut">ShapeDrawer:addDonut</a></td>
 + <td class="summary">Draw a donut on the ground at world coordinates for this frame.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addLine">ShapeDrawer:addLine</a></td>
 + <td class="summary">Draw a line between two points on the ground for this frame.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addRect">ShapeDrawer:addRect</a></td>
 + <td class="summary">Draw a filled rectangle on the ground at world coordinates for this frame.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addTimedArrow">ShapeDrawer:addTimedArrow</a></td>
 + <td class="summary">Draw an arrow on the ground for timeout milliseconds.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addTimedArrowOnEnt">ShapeDrawer:addTimedArrowOnEnt</a></td>
 + <td class="summary">Draw an arrow on the ground for timeout milliseconds.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addTimedChevron">ShapeDrawer:addTimedChevron</a></td>
 + <td class="summary">Draw a chevron on the ground for timeout milliseconds.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addTimedChevronOnEnt">ShapeDrawer:addTimedChevronOnEnt</a></td>
 + <td class="summary">Draw a chevron on an entity for timeout milliseconds.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addTimedCircle">ShapeDrawer:addTimedCircle</a></td>
 + <td class="summary">Draw a filled circle on the ground at world coordinates for timeout milliseconds.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addTimedCircleOnEnt">ShapeDrawer:addTimedCircleOnEnt</a></td>
 + <td class="summary">Draw a filled circle on an entity for timeout milliseconds.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addTimedCone">ShapeDrawer:addTimedCone</a></td>
 + <td class="summary">Draw a cone on the ground at world coordinates for timeout milliseconds.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addTimedConeOnEnt">ShapeDrawer:addTimedConeOnEnt</a></td>
 + <td class="summary">Draw a cone on an entity for timeout milliseconds.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addTimedCross">ShapeDrawer:addTimedCross</a></td>
 + <td class="summary">Draw a cross on the ground at world coordinates for timeout milliseconds.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addTimedCrossOnEnt">ShapeDrawer:addTimedCrossOnEnt</a></td>
 + <td class="summary">Draw a cross on an entity for timeout milliseconds.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addTimedDonut">ShapeDrawer:addTimedDonut</a></td>
 + <td class="summary">Draw a donut on the ground at world coordinates for timeout milliseconds.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addTimedDonutOnEnt">ShapeDrawer:addTimedDonutOnEnt</a></td>
 + <td class="summary">Draw a donut on an entity for timeout milliseconds.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addTimedLine">ShapeDrawer:addTimedLine</a></td>
 + <td class="summary">Draw a line between two points on the ground for timeout milliseconds.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addTimedRect">ShapeDrawer:addTimedRect</a></td>
 + <td class="summary">Draw a filled rectangle on the ground at world coordinates for timeout milliseconds.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:addTimedRectOnEnt">ShapeDrawer:addTimedRectOnEnt</a></td>
 + <td class="summary">Draw a filled rectangle on an entity for timeout milliseconds.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#ShapeDrawer:setGradient">ShapeDrawer:setGradient</a></td>
 + <td class="summary"></td>
  </tr>  </tr>
 </table> </table>
Line 478: Line 630:
 <h2><a href="#Detection_Functions">Detection Functions </a></h2> <h2><a href="#Detection_Functions">Detection Functions </a></h2>
 <table class="function_list"> <table class="function_list">
 + <tr>
 + <td class="name" nowrap><a href="#Argus.forceMisdirectionMovement">Argus.forceMisdirectionMovement</a></td>
 + <td class="summary">Normal movement options in minion will not move the player when under misdirection.</td>
 + </tr>
  <tr>  <tr>
  <td class="name" nowrap><a href="#Argus.getCurrentAOEs">Argus.getCurrentAOEs</a></td>  <td class="name" nowrap><a href="#Argus.getCurrentAOEs">Argus.getCurrentAOEs</a></td>
Line 493: Line 649:
  <td class="name" nowrap><a href="#Argus.getCurrentTethers">Argus.getCurrentTethers</a></td>  <td class="name" nowrap><a href="#Argus.getCurrentTethers">Argus.getCurrentTethers</a></td>
  <td class="summary">Returns table where each key is number entityID and each value is table tethers.</td>  <td class="summary">Returns table where each key is number entityID and each value is table tethers.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.getEntityAuras">Argus.getEntityAuras</a></td>
 + <td class="summary">Returns the current auras on the target entity.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.getEntityModel">Argus.getEntityModel</a></td>
 + <td class="summary">Sometimes contentid isn't enough to distinguish an entity (such as housing target dummies), in which case this function will provide a subcontentid.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.getMisdirectionHeading">Argus.getMisdirectionHeading</a></td>
 + <td class="summary">This is for buffs where the finger points above the players head in a direction, and the player is forced to go in that direction.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.getSpellAOEInfo">Argus.getSpellAOEInfo</a></td>
 + <td class="summary">Returns a structure similar to DirectionalAOE or GroundAOE but without any instance specific data.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.getTethersOnEnt">Argus.getTethersOnEnt</a></td>
 + <td class="summary">Returns a list of tethers that are attached to entity.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.getWaymarkInfo">Argus.getWaymarkInfo</a></td>
 + <td class="summary">Returns information about the marker.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.isEntityVisible">Argus.isEntityVisible</a></td>
 + <td class="summary">Returns whether or not the entity is visible to the player.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.registerOnAOECreateFunc">Argus.registerOnAOECreateFunc</a></td>
 + <td class="summary">Registers func into on aoe create func list.</td>
  </tr>  </tr>
  <tr>  <tr>
Line 501: Line 689:
  <td class="name" nowrap><a href="#Argus.registerOnEntityChannel">Argus.registerOnEntityChannel</a></td>  <td class="name" nowrap><a href="#Argus.registerOnEntityChannel">Argus.registerOnEntityChannel</a></td>
  <td class="summary">Registers func into entity channel func list.</td>  <td class="summary">Registers func into entity channel func list.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.registerOnEventObjectScript2Func">Argus.registerOnEventObjectScript2Func</a></td>
 + <td class="summary">Registers func into on event object script2 func list.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.registerOnEventObjectScriptFunc">Argus.registerOnEventObjectScriptFunc</a></td>
 + <td class="summary">Registers func into on event object script func list.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.registerOnFloorChangeFunc">Argus.registerOnFloorChangeFunc</a></td>
 + <td class="summary">Registers func into on floor change func list.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.registerOnMapEffect">Argus.registerOnMapEffect</a></td>
 + <td class="summary">Registers func into on map effect func list.</td>
  </tr>  </tr>
  <tr>  <tr>
Line 507: Line 711:
  </tr>  </tr>
  <tr>  <tr>
- <td class="name" nowrap><a href="#onEntityCastFunc">onEntityCastFunc</a></td>+ <td class="name" nowrap><a href="#Argus.registerOnTetherChange">Argus.registerOnTetherChange</a></td> 
 + <td class="summary">Registers func into on tether change func list.</td> 
 + </tr> 
 + <tr> 
 + <td class="name" nowrap><a href="#Argus.setMisdirectionHeading">Argus.setMisdirectionHeading</a></td> 
 + <td class="summary">This is for buffs where the finger points above the players head in a direction, and the player can adjust the direction of the finger with their movement.</td> 
 + </tr> 
 + <tr> 
 + <td class="name" nowrap><a href="#onAOECreateFunc">onAOECreateFunc</a></td>
  <td class="summary"></td>  <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#onEntityCastFunc">onEntityCastFunc</a></td>
 + <td class="summary">Cast position may be nil if the cast was not casted at a specific position.</td>
  </tr>  </tr>
  <tr>  <tr>
  <td class="name" nowrap><a href="#onEntityChannelFunc">onEntityChannelFunc</a></td>  <td class="name" nowrap><a href="#onEntityChannelFunc">onEntityChannelFunc</a></td>
  <td class="summary"></td>  <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#onEventObjectScript2Func">onEventObjectScript2Func</a></td>
 + <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#onEventObjectScriptFunc">onEventObjectScriptFunc</a></td>
 + <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#onFloorChangeFunc">onFloorChangeFunc</a></td>
 + <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#onMapEffectFunc">onMapEffectFunc</a></td>
 + <td class="summary">The numbers/identifiers sent to this function are simply numbers to indicate which pattern it is.</td>
  </tr>  </tr>
  <tr>  <tr>
  <td class="name" nowrap><a href="#onMarkerAddFunc">onMarkerAddFunc</a></td>  <td class="name" nowrap><a href="#onMarkerAddFunc">onMarkerAddFunc</a></td>
 + <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#onTetherChangeFunc">onTetherChangeFunc</a></td>
  <td class="summary"></td>  <td class="summary"></td>
  </tr>  </tr>
Line 588: Line 824:
  
     <dl class="function">     <dl class="function">
 +    <dt>
 +    <a name = "Argus.addArrowFilled"></a>
 +    <strong>Argus.addArrowFilled (x, y, z, length, baseWidth, tipLength, tipWidth, heading, colorFill[, colorOutline][, outlineThickness=1.0][, gradientIntensity=3][, gradientMinOpacity=0.05][, oldDraw=false])</strong>
 +    </dt>
 +    <dd>
 +    Draw a filled arrow on the ground at world coordinates for this frame.
 +    The arrow base/bottom is centered on x,y,z, and then rotated such that there is an arrow facing the specified heading.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">length</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Length of the base rectangle of the arrow.
 +        </li>
 +        <li><span class="parameter">baseWidth</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Width of the base rectangle of the arrow.
 +        </li>
 +        <li><span class="parameter">tipLength</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Length of the tip triangle of the arrow.
 +        </li>
 +        <li><span class="parameter">tipWidth</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Width of the tip triangle of the arrow.
 +        </li>
 +        <li><span class="parameter">heading</span>
 +            <span class="types"><span class="type">number</span></span>
 +         The direction the arrow will point towards in radians.
 +        </li>
 +        <li><span class="parameter">colorFill</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         Fill Color of rectangle. If argument is nil, then no fill will be drawn.
 +        </li>
 +        <li><span class="parameter">colorOutline</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         U32 Color for outline. If unspecified, an outline is not drawn.
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">outlineThickness</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If outlineThickness is specified and colorOutline is not specified, Argus will use your current
 +    color shift value based on percent complete, and the alpha will be 1.
 +         (<em>default</em> 1.0)
 +        </li>
 +        <li><span class="parameter">gradientIntensity</span>
 +            <span class="types"><span class="type">int</span></span>
 +         If specified, will control how quickly the gradient fades to minOpacity. A value of 0 means there is no gradient, just a constant fill.
 +         (<em>default</em> 3)
 +        </li>
 +        <li><span class="parameter">gradientMinOpacity</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If specified, will control the minimum opacity of the gradient.
 +         (<em>default</em> 0.05)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +         If true, will use the old draw method. Can be useful for certain types of draws to always overlay on top of everything, such as drawing your partner in a mechanic where the boss model is huge.
 +         (<em>default</em> false)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.addChevronFilled"></a>
 +    <strong>Argus.addChevronFilled (x, y, z, length, thickness, heading, colorFill[, colorOutline][, outlineThickness=1.0][, gradientIntensity=3][, gradientMinOpacity=0.05][, oldDraw=false])</strong>
 +    </dt>
 +    <dd>
 +    Draw a filled chevron on the ground at world coordinates for this frame.
 +    The chevron base/bottom is centered on x,y,z, and then rotated such that it is pointing towards specified heading.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">length</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">thickness</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Width of the base rectangle of the arrow.
 +        </li>
 +        <li><span class="parameter">heading</span>
 +            <span class="types"><span class="type">number</span></span>
 +         The direction the chevron will point towards in radians.
 +        </li>
 +        <li><span class="parameter">colorFill</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         Fill Color of rectangle. If argument is nil, then no fill will be drawn.
 +        </li>
 +        <li><span class="parameter">colorOutline</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         U32 Color for outline. If unspecified, an outline is not drawn.
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">outlineThickness</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If outlineThickness is specified and colorOutline is not specified, Argus will use your current
 +    color shift value based on percent complete, and the alpha will be 1.
 +         (<em>default</em> 1.0)
 +        </li>
 +        <li><span class="parameter">gradientIntensity</span>
 +            <span class="types"><span class="type">int</span></span>
 +         If specified, will control how quickly the gradient fades to minOpacity. A value of 0 means there is no gradient, just a constant fill.
 +         (<em>default</em> 3)
 +        </li>
 +        <li><span class="parameter">gradientMinOpacity</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If specified, will control the minimum opacity of the gradient.
 +         (<em>default</em> 0.05)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +         If true, will use the old draw method. Can be useful for certain types of draws to always overlay on top of everything, such as drawing your partner in a mechanic where the boss model is huge.
 +         (<em>default</em> false)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
     <dt>     <dt>
     <a name = "Argus.addCircleFilled"></a>     <a name = "Argus.addCircleFilled"></a>
-    <strong>Argus.addCircleFilled (x, y, z, radius, segments, colorFill[, colorOutline][, outlineThickness=1.0])</strong>+    <strong>Argus.addCircleFilled (x, y, z, radius, segments, colorFill[, colorOutline][, outlineThickness=1.0][, gradientIntensity=3][, gradientMinOpacity=0.05][, oldDraw=false])</strong>
     </dt>     </dt>
     <dd>     <dd>
Line 633: Line 1021:
     color shift value based on percent complete, and the alpha will be 1.     color shift value based on percent complete, and the alpha will be 1.
          (<em>default</em> 1.0)          (<em>default</em> 1.0)
 +        </li>
 +        <li><span class="parameter">gradientIntensity</span>
 +            <span class="types"><span class="type">int</span></span>
 +         If specified, will control how quickly the gradient fades to minOpacity. A value of 0 means there is no gradient, just a constant fill.
 +         (<em>default</em> 3)
 +        </li>
 +        <li><span class="parameter">gradientMinOpacity</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If specified, will control the minimum opacity of the gradient.
 +         (<em>default</em> 0.05)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +         If true, will use the old draw method. Can be useful for certain types of draws to always overlay on top of everything, such as drawing your partner in a mechanic where the boss model is huge.
 +         (<em>default</em> false)
         </li>         </li>
     </ul>     </ul>
Line 643: Line 1046:
     <dt>     <dt>
     <a name = "Argus.addConeFilled"></a>     <a name = "Argus.addConeFilled"></a>
-    <strong>Argus.addConeFilled (x, y, z, radius, angle, heading, segments, colorFill[, colorOutline][, outlineThickness=1.0])</strong>+    <strong>Argus.addConeFilled (x, y, z, radius, angle, heading, segments, colorFill[, colorOutline][, outlineThickness=1.0][, gradientIntensity=4][, gradientMinOpacity=0.05][, oldDraw=false])</strong>
     </dt>     </dt>
     <dd>     <dd>
Line 695: Line 1098:
     color shift value based on percent complete, and the alpha will be 1.     color shift value based on percent complete, and the alpha will be 1.
          (<em>default</em> 1.0)          (<em>default</em> 1.0)
 +        </li>
 +        <li><span class="parameter">gradientIntensity</span>
 +            <span class="types"><span class="type">int</span></span>
 +         If specified, will control how quickly the gradient fades to minOpacity. A value of 0 means there is no gradient, just a constant fill.
 +         (<em>default</em> 4)
 +        </li>
 +        <li><span class="parameter">gradientMinOpacity</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If specified, will control the minimum opacity of the gradient.
 +         (<em>default</em> 0.05)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +         If true, will use the old draw method. Can be useful for certain types of draws to always overlay on top of everything, such as drawing your partner in a mechanic where the boss model is huge.
 +         (<em>default</em> false)
         </li>         </li>
     </ul>     </ul>
Line 705: Line 1123:
     <dt>     <dt>
     <a name = "Argus.addCrossFilled"></a>     <a name = "Argus.addCrossFilled"></a>
-    <strong>Argus.addCrossFilled (x, y, z, length, width, heading, colorFill[, colorOutline][, outlineThickness=1.0])</strong>+    <strong>Argus.addCrossFilled (x, y, z, length, width, heading, colorFill[, colorOutline][, outlineThickness=1.0][, gradientIntensity=4][, gradientMinOpacity=0.05][, oldDraw=false])</strong>
     </dt>     </dt>
     <dd>     <dd>
Line 752: Line 1170:
     color shift value based on percent complete, and the alpha will be 1.     color shift value based on percent complete, and the alpha will be 1.
          (<em>default</em> 1.0)          (<em>default</em> 1.0)
 +        </li>
 +        <li><span class="parameter">gradientIntensity</span>
 +            <span class="types"><span class="type">int</span></span>
 +         If specified, will control how quickly the gradient fades to minOpacity. A value of 0 means there is no gradient, just a constant fill.
 +         (<em>default</em> 4)
 +        </li>
 +        <li><span class="parameter">gradientMinOpacity</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If specified, will control the minimum opacity of the gradient.
 +         (<em>default</em> 0.05)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +         If true, will use the old draw method. Can be useful for certain types of draws to always overlay on top of everything, such as drawing your partner in a mechanic where the boss model is huge.
 +         (<em>default</em> false)
         </li>         </li>
     </ul>     </ul>
Line 762: Line 1195:
     <dt>     <dt>
     <a name = "Argus.addDonutFilled"></a>     <a name = "Argus.addDonutFilled"></a>
-    <strong>Argus.addDonutFilled (x, y, z, radiusInner, radiusOuter, segments, colorFill[, colorOutline][, outlineThickness=1.0])</strong>+    <strong>Argus.addDonutFilled (x, y, z, radiusInner, radiusOuter, segments, colorFill[, colorOutline][, outlineThickness=1.0][, gradientIntensity=2][, gradientMinOpacity=0.15][, oldDraw=false])</strong>
     </dt>     </dt>
     <dd>     <dd>
Line 809: Line 1242:
     color shift value based on percent complete, and the alpha will be 1.     color shift value based on percent complete, and the alpha will be 1.
          (<em>default</em> 1.0)          (<em>default</em> 1.0)
 +        </li>
 +        <li><span class="parameter">gradientIntensity</span>
 +            <span class="types"><span class="type">int</span></span>
 +         If specified, will control how quickly the gradient fades to minOpacity. A value of 0 means there is no gradient, just a constant fill.
 +         (<em>default</em> 2)
 +        </li>
 +        <li><span class="parameter">gradientMinOpacity</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If specified, will control the minimum opacity of the gradient.
 +         (<em>default</em> 0.15)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +         If true, will use the old draw method. Can be useful for certain types of draws to always overlay on top of everything, such as drawing your partner in a mechanic where the boss model is huge.
 +         (<em>default</em> false)
         </li>         </li>
     </ul>     </ul>
Line 872: Line 1320:
     <dt>     <dt>
     <a name = "Argus.addRectFilled"></a>     <a name = "Argus.addRectFilled"></a>
-    <strong>Argus.addRectFilled (x, y, z, length, width, heading, colorFill[, colorOutline][, outlineThickness][, ignoreBase=false])</strong>+    <strong>Argus.addRectFilled (x, y, z, length, width, heading, colorFill[, colorOutline][, outlineThickness][, ignoreBase=false][, gradientIntensity=4][, gradientMinOpacity=0.05][, oldDraw=false])</strong>
     </dt>     </dt>
     <dd>     <dd>
Line 923: Line 1371:
             <span class="types"><span class="type">bool</span></span>             <span class="types"><span class="type">bool</span></span>
          If true, Argus will not draw the outline connecting the base of the rectangle. Useful for drawing crosses, however Argus already has a function for that, see <a href="#Argus.addCrossFilled">Argus.addCrossFilled</a>.          If true, Argus will not draw the outline connecting the base of the rectangle. Useful for drawing crosses, however Argus already has a function for that, see <a href="#Argus.addCrossFilled">Argus.addCrossFilled</a>.
 +         (<em>default</em> false)
 +        </li>
 +        <li><span class="parameter">gradientIntensity</span>
 +            <span class="types"><span class="type">int</span></span>
 +         If specified, will control how quickly the gradient fades to minOpacity. A value of 0 means there is no gradient, just a constant fill.
 +         (<em>default</em> 4)
 +        </li>
 +        <li><span class="parameter">gradientMinOpacity</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If specified, will control the minimum opacity of the gradient.
 +         (<em>default</em> 0.05)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +         If true, will use the old draw method. Can be useful for certain types of draws to always overlay on top of everything, such as drawing your partner in a mechanic where the boss model is huge.
          (<em>default</em> false)          (<em>default</em> false)
         </li>         </li>
Line 1460: Line 1923:
     <dt>     <dt>
     <a name = "Argus.deleteTimedShape"></a>     <a name = "Argus.deleteTimedShape"></a>
-    <strong>Argus.deleteTimedShape (uuid)</strong>+    <strong>Argus.deleteTimedShape ([uuid=nil])</strong>
     </dt>     </dt>
     <dd>     <dd>
Line 1470: Line 1933:
         <li><span class="parameter">uuid</span>         <li><span class="parameter">uuid</span>
             <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>             <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
 +         If nil, all timed draws will be deleted
 +         (<em>default</em> nil)
 +        </li>
 +    </ul>
  
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus2.addTimedArrowFilled"></a>
 +    <strong>Argus2.addTimedArrowFilled (timeout, x, y, z, length, baseWidth, tipLength, tipWidth, heading, colorStart, colorEnd[, colorMid][, delay=0][, entityAttachID][, targetAttachID][, colorOutline][, outlineThickness=1.0][, gradientIntensity=3][, gradientMinOpacity=0.05][, oldDraw=false])</strong>
 +    </dt>
 +    <dd>
 +    Draw a filled arrow on the ground at world coordinates for a specified duration.
 +    The arrow base/bottom is centered on x,y,z, and then rotated such that there is an arrow facing the specified heading.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">int</span></span>
 +         duration of the draw
 +        </li>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">length</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Length of the base rectangle of the arrow.
 +        </li>
 +        <li><span class="parameter">baseWidth</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Width of the base rectangle of the arrow.
 +        </li>
 +        <li><span class="parameter">tipLength</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Length of the tip triangle of the arrow.
 +        </li>
 +        <li><span class="parameter">tipWidth</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Width of the tip triangle of the arrow.
 +        </li>
 +        <li><span class="parameter">heading</span>
 +            <span class="types"><span class="type">number</span></span>
 +         The direction the arrow will point towards in radians.
 +        </li>
 +        <li><span class="parameter">colorStart</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         color to start with.
 +        </li>
 +        <li><span class="parameter">colorEnd</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         U32 Color to end with. Argus will transition from color start to color end.
 +        </li>
 +        <li><span class="parameter">colorMid</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         If specified, Argus will shift from start -> mid -> end color instead of start -> finish
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">int</span></span>
 +         Time in milliseconds to wait before the draw is shown. Useful for when mechanics happen
 +    back to back, and you want to delay showing the circles without precise timing.
 +         (<em>default</em> 0)
 +        </li>
 +        <li><span class="parameter">entityAttachID</span>
 +            <span class="types"><span class="type">int</span></span>
 +         Will attach to specified entity ID, and x,y,z,h will dynamically be changed to specified entity
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">targetAttachID</span>
 +            <span class="types"><span class="type">int</span></span>
 +         If specified, the arrow will point from it's source position (either specified or attached to entity) -> the position of targetAttach entity
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">colorOutline</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         U32 Color for outline. If unspecified, an outline is not drawn.
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">outlineThickness</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If outlineThickness is specified and colorOutline is not specified, Argus will use your current
 +    color shift value based on percent complete, and the alpha will be 1.
 +         (<em>default</em> 1.0)
 +        </li>
 +        <li><span class="parameter">gradientIntensity</span>
 +            <span class="types"><span class="type">int</span></span>
 +         If specified, will control how quickly the gradient fades to minOpacity. A value of 0 means there is no gradient, just a constant fill.
 +         (<em>default</em> 3)
 +        </li>
 +        <li><span class="parameter">gradientMinOpacity</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If specified, will control the minimum opacity of the gradient.
 +         (<em>default</em> 0.05)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +         If true, will use the old draw method. Can be useful for certain types of draws to always overlay on top of everything, such as drawing your partner in a mechanic where the boss model is huge.
 +         (<em>default</em> false)
         </li>         </li>
     </ul>     </ul>
  
 +    <h3>Returns:</h3>
 +    <ol>
 +
 +           <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
 +        uuid, see <a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a>
 +    </ol>
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus2.addTimedChevronFilled"></a>
 +    <strong>Argus2.addTimedChevronFilled (timeout, x, y, z, length, thickness, heading, colorStart, colorEnd[, colorMid][, delay=0][, entityAttachID][, targetAttachID][, colorOutline][, outlineThickness=1.0][, gradientIntensity=3][, gradientMinOpacity=0.05][, oldDraw=false])</strong>
 +    </dt>
 +    <dd>
 +    Draw a filled chevron on the ground at world coordinates for a specified duration.
 +    The chevron base/bottom is centered on x,y,z, and then rotated such that it is pointing towards specified heading.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">int</span></span>
 +         duration of the draw
 +        </li>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">length</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">thickness</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Width of the base rectangle of the arrow.
 +        </li>
 +        <li><span class="parameter">heading</span>
 +            <span class="types"><span class="type">number</span></span>
 +         The direction the chevron will point towards in radians.
 +        </li>
 +        <li><span class="parameter">colorStart</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         color to start with.
 +        </li>
 +        <li><span class="parameter">colorEnd</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         U32 Color to end with. Argus will transition from color start to color end.
 +        </li>
 +        <li><span class="parameter">colorMid</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         If specified, Argus will shift from start -> mid -> end color instead of start -> finish
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">int</span></span>
 +         Time in milliseconds to wait before the draw is shown. Useful for when mechanics happen
 +    back to back, and you want to delay showing the circles without precise timing.
 +         (<em>default</em> 0)
 +        </li>
 +        <li><span class="parameter">entityAttachID</span>
 +            <span class="types"><span class="type">int</span></span>
 +         Will attach to specified entity ID, and x,y,z,h will dynamically be changed to specified entity
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">targetAttachID</span>
 +            <span class="types"><span class="type">int</span></span>
 +         If specified, the chevron will point from it's source position (either specified or attached to entity) -> the position of targetAttach entity
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">colorOutline</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         U32 Color for outline. If unspecified, an outline is not drawn.
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">outlineThickness</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If outlineThickness is specified and colorOutline is not specified, Argus will use your current
 +    color shift value based on percent complete, and the alpha will be 1.
 +         (<em>default</em> 1.0)
 +        </li>
 +        <li><span class="parameter">gradientIntensity</span>
 +            <span class="types"><span class="type">int</span></span>
 +         If specified, will control how quickly the gradient fades to minOpacity. A value of 0 means there is no gradient, just a constant fill.
 +         (<em>default</em> 3)
 +        </li>
 +        <li><span class="parameter">gradientMinOpacity</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If specified, will control the minimum opacity of the gradient.
 +         (<em>default</em> 0.05)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +         If true, will use the old draw method. Can be useful for certain types of draws to always overlay on top of everything, such as drawing your partner in a mechanic where the boss model is huge.
 +         (<em>default</em> false)
 +        </li>
 +    </ul>
 +
 +    <h3>Returns:</h3>
 +    <ol>
 +
 +           <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
 +        uuid, see <a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a>
 +    </ol>
  
  
Line 1481: Line 2167:
     <dt>     <dt>
     <a name = "Argus2.addTimedCircleFilled"></a>     <a name = "Argus2.addTimedCircleFilled"></a>
-    <strong>Argus2.addTimedCircleFilled (timeout, x, y, z, radius, segments, colorStart, colorEnd[, colorMid][, delay=0][, entityAttachID][, colorOutline][, outlineThickness=1.0])</strong>+    <strong>Argus2.addTimedCircleFilled (timeout, x, y, z, radius, segments, colorStart, colorEnd[, colorMid][, delay=0][, entityAttachID][, colorOutline][, outlineThickness=1.0][, gradientIntensity=3][, gradientMinOpacity=0.05][, oldDraw=false])</strong>
     </dt>     </dt>
     <dd>     <dd>
Line 1548: Line 2234:
     color shift value based on percent complete, and the alpha will be 1.     color shift value based on percent complete, and the alpha will be 1.
          (<em>default</em> 1.0)          (<em>default</em> 1.0)
 +        </li>
 +        <li><span class="parameter">gradientIntensity</span>
 +            <span class="types"><span class="type">int</span></span>
 +         If specified, will control how quickly the gradient fades to minOpacity. A value of 0 means there is no gradient, just a constant fill.
 +         (<em>default</em> 3)
 +        </li>
 +        <li><span class="parameter">gradientMinOpacity</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If specified, will control the minimum opacity of the gradient.
 +         (<em>default</em> 0.05)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +         If true, will use the old draw method. Can be useful for certain types of draws to always overlay on top of everything, such as drawing your partner in a mechanic where the boss model is huge.
 +         (<em>default</em> false)
         </li>         </li>
     </ul>     </ul>
Line 1564: Line 2265:
     <dt>     <dt>
     <a name = "Argus2.addTimedConeFilled"></a>     <a name = "Argus2.addTimedConeFilled"></a>
-    <strong>Argus2.addTimedConeFilled (timeout, x, y, z, radius, angle, heading, segments, colorStart, colorEnd[, colorMid][, delay=0][, entityAttachID][, targetAttachID][, colorOutline][, outlineThickness=1.0])</strong>+    <strong>Argus2.addTimedConeFilled (timeout, x, y, z, radius, angle, heading, segments, colorStart, colorEnd[, colorMid][, delay=0][, entityAttachID][, targetAttachID][, colorOutline][, outlineThickness=1.0][, gradientIntensity=4][, gradientMinOpacity=0.05][, oldDraw=false])</strong>
     </dt>     </dt>
     <dd>     <dd>
Line 1645: Line 2346:
     color shift value based on percent complete, and the alpha will be 1.     color shift value based on percent complete, and the alpha will be 1.
          (<em>default</em> 1.0)          (<em>default</em> 1.0)
 +        </li>
 +        <li><span class="parameter">gradientIntensity</span>
 +            <span class="types"><span class="type">int</span></span>
 +         If specified, will control how quickly the gradient fades to minOpacity. A value of 0 means there is no gradient, just a constant fill.
 +         (<em>default</em> 4)
 +        </li>
 +        <li><span class="parameter">gradientMinOpacity</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If specified, will control the minimum opacity of the gradient.
 +         (<em>default</em> 0.05)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +         If true, will use the old draw method. Can be useful for certain types of draws to always overlay on top of everything, such as drawing your partner in a mechanic where the boss model is huge.
 +         (<em>default</em> false)
         </li>         </li>
     </ul>     </ul>
Line 1661: Line 2377:
     <dt>     <dt>
     <a name = "Argus2.addTimedCrossFilled"></a>     <a name = "Argus2.addTimedCrossFilled"></a>
-    <strong>Argus2.addTimedCrossFilled (timeout, x, y, z, length, width, heading, colorStart, colorEnd[, colorMid][, delay=0][, entityAttachID][, targetAttachID][, colorOutline][, outlineThickness=1.0])</strong>+    <strong>Argus2.addTimedCrossFilled (timeout, x, y, z, length, width, heading, colorStart, colorEnd[, colorMid][, delay=0][, entityAttachID][, targetAttachID][, colorOutline][, outlineThickness=1.0][, gradientIntensity=4][, gradientMinOpacity=0.05][, oldDraw=false])</strong>
     </dt>     </dt>
     <dd>     <dd>
Line 1737: Line 2453:
     color shift value based on percent complete, and the alpha will be 1.     color shift value based on percent complete, and the alpha will be 1.
          (<em>default</em> 1.0)          (<em>default</em> 1.0)
 +        </li>
 +        <li><span class="parameter">gradientIntensity</span>
 +            <span class="types"><span class="type">int</span></span>
 +         If specified, will control how quickly the gradient fades to minOpacity. A value of 0 means there is no gradient, just a constant fill.
 +         (<em>default</em> 4)
 +        </li>
 +        <li><span class="parameter">gradientMinOpacity</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If specified, will control the minimum opacity of the gradient.
 +         (<em>default</em> 0.05)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +         If true, will use the old draw method. Can be useful for certain types of draws to always overlay on top of everything, such as drawing your partner in a mechanic where the boss model is huge.
 +         (<em>default</em> false)
         </li>         </li>
     </ul>     </ul>
Line 1753: Line 2484:
     <dt>     <dt>
     <a name = "Argus2.addTimedDonutFilled"></a>     <a name = "Argus2.addTimedDonutFilled"></a>
-    <strong>Argus2.addTimedDonutFilled (timeout, x, y, z, radiusInner, radiusOuter, segments, colorStart, colorEnd[, colorMid][, delay=0][, entityAttachID][, colorOutline][, outlineThickness=1.0])</strong>+    <strong>Argus2.addTimedDonutFilled (timeout, x, y, z, radiusInner, radiusOuter, segments, colorStart, colorEnd[, colorMid][, delay=0][, entityAttachID][, colorOutline][, outlineThickness=1.0][, gradientIntensity=2][, gradientMinOpacity=0.15][, oldDraw=false])</strong>
     </dt>     </dt>
     <dd>     <dd>
Line 1824: Line 2555:
     color shift value based on percent complete, and the alpha will be 1.     color shift value based on percent complete, and the alpha will be 1.
          (<em>default</em> 1.0)          (<em>default</em> 1.0)
 +        </li>
 +        <li><span class="parameter">gradientIntensity</span>
 +            <span class="types"><span class="type">int</span></span>
 +         If specified, will control how quickly the gradient fades to minOpacity. A value of 0 means there is no gradient, just a constant fill.
 +         (<em>default</em> 2)
 +        </li>
 +        <li><span class="parameter">gradientMinOpacity</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If specified, will control the minimum opacity of the gradient.
 +         (<em>default</em> 0.15)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +         If true, will use the old draw method. Can be useful for certain types of draws to always overlay on top of everything, such as drawing your partner in a mechanic where the boss model is huge.
 +         (<em>default</em> false)
         </li>         </li>
     </ul>     </ul>
Line 1909: Line 2655:
     <dt>     <dt>
     <a name = "Argus2.addTimedRectFilled"></a>     <a name = "Argus2.addTimedRectFilled"></a>
-    <strong>Argus2.addTimedRectFilled (timeout, x, y, z, length, width, heading, colorStart, colorEnd[, colorMid][, delay=0][, entityAttachID][, targetAttachID[, keepLength=false]][, colorOutline][, outlineThickness])</strong>+    <strong>Argus2.addTimedRectFilled (timeout, x, y, z, length, width, heading, colorStart, colorEnd[, colorMid][, delay=0][, entityAttachID][, targetAttachID[, keepLength=false]][, colorOutline][, outlineThickness][, gradientIntensity=4][, gradientMinOpacity=0.05][, oldDraw=false])</strong>
     </dt>     </dt>
     <dd>     <dd>
Line 1990: Line 2736:
     color shift value based on percent complete, and the alpha will be 1.     color shift value based on percent complete, and the alpha will be 1.
          (<em>optional</em>)          (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">gradientIntensity</span>
 +            <span class="types"><span class="type">int</span></span>
 +         If specified, will control how quickly the gradient fades to minOpacity. A value of 0 means there is no gradient, just a constant fill.
 +         (<em>default</em> 4)
 +        </li>
 +        <li><span class="parameter">gradientMinOpacity</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If specified, will control the minimum opacity of the gradient.
 +         (<em>default</em> 0.05)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +         If true, will use the old draw method. Can be useful for certain types of draws to always overlay on top of everything, such as drawing your partner in a mechanic where the boss model is huge.
 +         (<em>default</em> false)
         </li>         </li>
     </ul>     </ul>
Line 1999: Line 2760:
         uuid, see <a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a>         uuid, see <a href="#Argus.deleteTimedShape">Argus.deleteTimedShape</a>
     </ol>     </ol>
 +
 +
 +
 +
 +</dd>
 +</dl>
 +    <h2 class="section-header "><a name="Class_ShapeDrawer"></a>Class ShapeDrawer </h2>
 +
 +    <dl class="function">
 +    <dt>
 +    <a name = "Argus2.ShapeDrawer:new"></a>
 +    <strong>Argus2.ShapeDrawer:new ([colorStart][, colorMid], colorEnd, colorOutline[, outlineThickness=1.5])</strong>
 +    </dt>
 +    <dd>
 +    Create a new shape drawer object.  It will use the color values specified. You can also freely edit the color values at any point in time.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">colorStart</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         If not using timed draws, this can be left nil, only colorEnd will be used for frame draws
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">colorMid</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         If not specified, colorMid is ignored in timed draws and goes colorStart -> colorEnd. Frame draws only use colorEnd
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">colorEnd</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         Required for timed draws and frame draws.
 +        </li>
 +        <li><span class="parameter">colorOutline</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +
 +        </li>
 +        <li><span class="parameter">outlineThickness</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +         (<em>default</em> 1.5)
 +        </li>
 +    </ul>
 +
 +    <h3>Returns:</h3>
 +    <ol>
 +
 +           <span class="types"><a class="type" href="#ShapeDrawer">ShapeDrawer</a></span>
 +
 +    </ol>
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer.colorEnd"></a>
 +    <strong>ShapeDrawer.colorEnd</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <ul>
 +        <li><span class="parameter">colorEnd</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         Required for timed draws and frame draws.
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer.colorMid"></a>
 +    <strong>ShapeDrawer.colorMid</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <ul>
 +        <li><span class="parameter">colorMid</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         If not specified, colorMid is ignored in timed draws and goes colorStart -> colorEnd. Frame draws only use colorEnd
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer.colorOutline"></a>
 +    <strong>ShapeDrawer.colorOutline</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <ul>
 +        <li><span class="parameter">colorOutline</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer.colorStart"></a>
 +    <strong>ShapeDrawer.colorStart</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <ul>
 +        <li><span class="parameter">colorStart</span>
 +            <span class="types"><a class="type" href="#u32color">u32color</a></span>
 +         If not using timed draws, this can be left nil, only colorEnd will be used for frame draws
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer.gradientIntensity"></a>
 +    <strong>ShapeDrawer.gradientIntensity</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <ul>
 +        <li><span class="parameter">gradientIntensity</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer.gradientMinOpacity"></a>
 +    <strong>ShapeDrawer.gradientMinOpacity</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <ul>
 +        <li><span class="parameter">gradientMinOpacity</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer.outlineThickness"></a>
 +    <strong>ShapeDrawer.outlineThickness</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <ul>
 +        <li><span class="parameter">outlineThickness</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +         (<em>default</em> 1.5)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer.segments"></a>
 +    <strong>ShapeDrawer.segments</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <ul>
 +        <li><span class="parameter">segments</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Only used for circular draws.
 +         (<em>default</em> 50.0)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addArrow"></a>
 +    <strong>ShapeDrawer:addArrow (x, y, z, heading, baseLength, baseWidth[, tipLength][, tipWidth][, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw an arrow on the ground for this frame.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">heading</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Heading in radians.
 +        </li>
 +        <li><span class="parameter">baseLength</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">baseWidth</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">tipLength</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If unspecified, it will be the same as tipWidth.
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">tipWidth</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If unspecified, it will be 2x baseWidth.
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addChevron"></a>
 +    <strong>ShapeDrawer:addChevron (x, y, z, length, thickness, heading[, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a chevron on the ground for this frame.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">length</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">thickness</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Width of the base rectangle of the arrow.
 +        </li>
 +        <li><span class="parameter">heading</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Heading in radians.
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addCircle"></a>
 +    <strong>ShapeDrawer:addCircle (x, y, z, radius[, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a filled circle on the ground at world coordinates for this frame.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">radius</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addCone"></a>
 +    <strong>ShapeDrawer:addCone (x, y, z, radius, angle, heading[, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a cone on the ground at world coordinates for this frame.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">radius</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">angle</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Angle in radians.
 +        </li>
 +        <li><span class="parameter">heading</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Heading in radians.
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addCross"></a>
 +    <strong>ShapeDrawer:addCross (x, y, z, length, width, heading[, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a cross on the ground at world coordinates for this frame.
 +    The cross will be centered around xyz and rotated towards heading. One rectangle will point at heading, the others 90 and 180 degrees rotated.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">length</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">width</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">heading</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Heading in radians.
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addDonut"></a>
 +    <strong>ShapeDrawer:addDonut (x, y, z, radiusInner, radiusOuter[, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a donut on the ground at world coordinates for this frame.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">radiusInner</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">radiusOuter</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addLine"></a>
 +    <strong>ShapeDrawer:addLine (x1, y1, z1, x2, y2, z2[, thickness][, endpointThickness])</strong>
 +    </dt>
 +    <dd>
 +    Draw a line between two points on the ground for this frame.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">x1</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y1</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z1</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">x2</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y2</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z2</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">thickness</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">endpointThickness</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addRect"></a>
 +    <strong>ShapeDrawer:addRect (x, y, z, length, width, heading[, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a filled rectangle on the ground at world coordinates for this frame.
 +    XYZ pos is the bottom center of the rectangle. The rectangle will be created outwards in length, and then rotated to the heading.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">length</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">width</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">heading</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Heading in radians.
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addTimedArrow"></a>
 +    <strong>ShapeDrawer:addTimedArrow (timeout, x, y, z, heading, baseLength, baseWidth[, tipLength][, tipWidth][, delay=0.0][, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw an arrow on the ground for timeout milliseconds.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to draw the shape for.
 +        </li>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">heading</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Heading in radians.
 +        </li>
 +        <li><span class="parameter">baseLength</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">baseWidth</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">tipLength</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If unspecified, it will be the same as tipWidth.
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">tipWidth</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If unspecified, it will be 2x baseWidth.
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to delay the start of the draw.
 +         (<em>default</em> 0.0)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addTimedArrowOnEnt"></a>
 +    <strong>ShapeDrawer:addTimedArrowOnEnt (timeout, entID, baseLength, baseWidth[, tipLength][, tipWidth][, targetID][, delay=0.0][, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw an arrow on the ground for timeout milliseconds.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to draw the shape for.
 +        </li>
 +        <li><span class="parameter">entID</span>
 +            <span class="types"><span class="type">number</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         Entity ID or Entity Table to draw the arrow on.
 +        </li>
 +        <li><span class="parameter">baseLength</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">baseWidth</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">tipLength</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If unspecified, it will be the same as tipWidth.
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">tipWidth</span>
 +            <span class="types"><span class="type">number</span></span>
 +         If unspecified, it will be 2x baseWidth.
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">targetID</span>
 +            <span class="types"><span class="type">number</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         Entity ID to draw the arrow towards. Length will be automatically extended.
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to delay the start of the draw.
 +         (<em>default</em> 0.0)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addTimedChevron"></a>
 +    <strong>ShapeDrawer:addTimedChevron (timeout, x, y, z, length, thickness, heading[, delay][, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a chevron on the ground for timeout milliseconds.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to draw the shape for.
 +        </li>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">length</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">thickness</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Width of the base rectangle of the arrow.
 +        </li>
 +        <li><span class="parameter">heading</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Heading in radians.
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to delay the start of the draw.
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addTimedChevronOnEnt"></a>
 +    <strong>ShapeDrawer:addTimedChevronOnEnt (timeout, entID, length, thickness[, targetID][, delay=0.0][, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a chevron on an entity for timeout milliseconds.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to draw the shape for.
 +        </li>
 +        <li><span class="parameter">entID</span>
 +            <span class="types"><span class="type">number</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         Entity ID or Entity Table to draw the arrow on.
 +        </li>
 +        <li><span class="parameter">length</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">thickness</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Width of the base rectangle of the arrow.
 +        </li>
 +        <li><span class="parameter">targetID</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Entity ID to draw the chevron towards. Length will be automatically extended.
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to delay the start of the draw.
 +         (<em>default</em> 0.0)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addTimedCircle"></a>
 +    <strong>ShapeDrawer:addTimedCircle (timeout, x, y, z, radius[, delay=0.0][, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a filled circle on the ground at world coordinates for timeout milliseconds.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to draw the shape for.
 +        </li>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">radius</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to delay the start of the draw.
 +         (<em>default</em> 0.0)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addTimedCircleOnEnt"></a>
 +    <strong>ShapeDrawer:addTimedCircleOnEnt (timeout, entID, radius[, delay=0.0][, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a filled circle on an entity for timeout milliseconds.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to draw the shape for.
 +        </li>
 +        <li><span class="parameter">entID</span>
 +            <span class="types"><span class="type">number</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         Entity ID or Entity Table to draw the circle on.
 +        </li>
 +        <li><span class="parameter">radius</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to delay the start of the draw.
 +         (<em>default</em> 0.0)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addTimedCone"></a>
 +    <strong>ShapeDrawer:addTimedCone (timeout, x, y, z, radius, angle, heading[, delay=0.0][, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a cone on the ground at world coordinates for timeout milliseconds.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to draw the shape for.
 +        </li>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">radius</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">angle</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Angle in radians.
 +        </li>
 +        <li><span class="parameter">heading</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Heading in radians.
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to delay the start of the draw.
 +         (<em>default</em> 0.0)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addTimedConeOnEnt"></a>
 +    <strong>ShapeDrawer:addTimedConeOnEnt (timeout, entID, radius, angle[, targetID][, delay=0.0][, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a cone on an entity for timeout milliseconds.
 +    The cone's origin position will be set to XYZ, and then rotated to the entity's heading, unless targetID is specified.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to draw the shape for.
 +        </li>
 +        <li><span class="parameter">entID</span>
 +            <span class="types"><span class="type">number</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         Entity ID or Entity Table to draw the cone on.
 +        </li>
 +        <li><span class="parameter">radius</span>
 +            <span class="types"><span class="type">number</span></span>
 +         How far out the cone will go. This is the radius of the full circle that would be drawn by this cone if it was extended to 360 degrees.
 +        </li>
 +        <li><span class="parameter">angle</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Angle in radians. Basically how wide the cone is.
 +        </li>
 +        <li><span class="parameter">targetID</span>
 +            <span class="types"><span class="type">number</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         Target ID or target table to draw the cone to. It will go from ent -> target. This parameter is optional.
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to delay the start of the draw.
 +         (<em>default</em> 0.0)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addTimedCross"></a>
 +    <strong>ShapeDrawer:addTimedCross (timeout, x, y, z, length, width, heading[, delay=0.0][, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a cross on the ground at world coordinates for timeout milliseconds.
 +    The cross will be centered around xyz and rotated towards heading. One rectangle will point at heading, the others 90 and 180 degrees rotated.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to draw the shape for.
 +        </li>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">length</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">width</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">heading</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Heading in radians.
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to delay the start of the draw.
 +         (<em>default</em> 0.0)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addTimedCrossOnEnt"></a>
 +    <strong>ShapeDrawer:addTimedCrossOnEnt (timeout, entID, length, width[, targetID][, delay=0.0][, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a cross on an entity for timeout milliseconds.
 +    The cross will be centered around the entity, and rotated towards the entity's heading, unless targetID is specified.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to draw the shape for.
 +        </li>
 +        <li><span class="parameter">entID</span>
 +            <span class="types"><span class="type">number</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         Entity ID or Entity Table to draw the cross on.
 +        </li>
 +        <li><span class="parameter">length</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">width</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">targetID</span>
 +            <span class="types"><span class="type">number</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         Entity ID to draw the cross towards. Length will be automatically extended.
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to delay the start of the draw.
 +         (<em>default</em> 0.0)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addTimedDonut"></a>
 +    <strong>ShapeDrawer:addTimedDonut (timeout, x, y, z, radiusInner, radiusOuter[, delay=0.0][, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a donut on the ground at world coordinates for timeout milliseconds.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to draw the shape for.
 +        </li>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">radiusInner</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">radiusOuter</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to delay the start of the draw.
 +         (<em>default</em> 0.0)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addTimedDonutOnEnt"></a>
 +    <strong>ShapeDrawer:addTimedDonutOnEnt (timeout, entID, radiusInner, radiusOuter[, delay=0.0][, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a donut on an entity for timeout milliseconds.
 +    The donut will be centered around the entity.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to draw the shape for.
 +        </li>
 +        <li><span class="parameter">entID</span>
 +            <span class="types"><span class="type">number</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         Entity ID or Entity Table to draw the donut on.
 +        </li>
 +        <li><span class="parameter">radiusInner</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Inner radius of the donut.
 +        </li>
 +        <li><span class="parameter">radiusOuter</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Outer radius of the donut. This also includes the inner radius.
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to delay the start of the draw.
 +         (<em>default</em> 0.0)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addTimedLine"></a>
 +    <strong>ShapeDrawer:addTimedLine (timeout, x1, y1, z1, x2, y2, z2[, thickness][, endpointThickness][, delay=0.0])</strong>
 +    </dt>
 +    <dd>
 +    Draw a line between two points on the ground for timeout milliseconds.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to draw the shape for.
 +        </li>
 +        <li><span class="parameter">x1</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y1</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z1</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">x2</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y2</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z2</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">thickness</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">endpointThickness</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to delay the start of the draw.
 +         (<em>default</em> 0.0)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addTimedRect"></a>
 +    <strong>ShapeDrawer:addTimedRect (timeout, x, y, z, length, width, heading[, delay=0.0][, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a filled rectangle on the ground at world coordinates for timeout milliseconds.
 +    XYZ pos is the bottom center of the rectangle. The rectangle will be created outwards in length, and then rotated to the heading.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to draw the shape for.
 +        </li>
 +        <li><span class="parameter">x</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">y</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">z</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">length</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">width</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">heading</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Heading in radians.
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to delay the start of the draw.
 +         (<em>default</em> 0.0)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:addTimedRectOnEnt"></a>
 +    <strong>ShapeDrawer:addTimedRectOnEnt (timeout, entID, length, width[, targetID][, delay=0.0][, keepLength=false][, oldDraw])</strong>
 +    </dt>
 +    <dd>
 +    Draw a filled rectangle on an entity for timeout milliseconds.
 +    The rectangle's bottom center position will be set to XYZ, and then rotated to the entity's heading, unless targetID is specified.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">timeout</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to draw the shape for.
 +        </li>
 +        <li><span class="parameter">entID</span>
 +            <span class="types"><span class="type">number</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         Entity ID or Entity Table to draw the rectangle on.
 +        </li>
 +        <li><span class="parameter">length</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">width</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +        </li>
 +        <li><span class="parameter">targetID</span>
 +            <span class="types"><span class="type">number</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         Target ID or target table to draw the rectangle to. It will go from ent -> target. This parameter is optional.
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">delay</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Milliseconds to delay the start of the draw.
 +         (<em>default</em> 0.0)
 +        </li>
 +        <li><span class="parameter">keepLength</span>
 +            <span class="types"><span class="type">bool</span></span>
 +         If specified with targetID, then the length won't be adjusted to the target, the length will stay constant, instead only the heading will be updated.
 +         (<em>default</em> false)
 +        </li>
 +        <li><span class="parameter">oldDraw</span>
 +            <span class="types"><span class="type">bool</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "ShapeDrawer:setGradient"></a>
 +    <strong>ShapeDrawer:setGradient ([intensity][, minOpacity])</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">intensity</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +        <li><span class="parameter">minOpacity</span>
 +            <span class="types"><span class="type">number</span></span>
 +
 +         (<em>optional</em>)
 +        </li>
 +    </ul>
 +
  
  
Line 2235: Line 4398:
     <h3>Fields:</h3>     <h3>Fields:</h3>
     <ul>     <ul>
-        <li><span class="parameter">[2, 5]</span>+        <li><span class="parameter">[2, 5, 7]</span>
         Circle AOE         Circle AOE
         </li>         </li>
Line 2267: Line 4430:
  
     <dl class="function">     <dl class="function">
 +    <dt>
 +    <a name = "Argus.forceMisdirectionMovement"></a>
 +    <strong>Argus.forceMisdirectionMovement (value)</strong>
 +    </dt>
 +    <dd>
 +    Normal movement options in minion will not move the player when under misdirection.  This function will allow you to start/stop movement while under misdirection.
 +    Note that the movement will always go in the direction of <a href="#Argus.getMisdirectionHeading">Argus.getMisdirectionHeading</a>.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">value</span>
 +            <span class="types"><span class="type">bool</span></span>
 +         true to start movement, false or nil to stop movement
 +        </li>
 +    </ul>
 +
 +    <h3>Returns:</h3>
 +    <ol>
 +
 +           <span class="types"><span class="type">bool</span></span>
 +        Returns the value set if successful, nil if not (cases of nil can be TensorCore Exe not being loaded.)
 +    </ol>
 +
 +
 +
 +
 +</dd>
     <dt>     <dt>
     <a name = "Argus.getCurrentAOEs"></a>     <a name = "Argus.getCurrentAOEs"></a>
Line 2376: Line 4567:
 </span><span class="keyword">local</span> tethers = Argus.getCurrentTethers() </span><span class="keyword">local</span> tethers = Argus.getCurrentTethers()
  
-<span class="keyword">for</span> id, ts <span class="keyword">in</span> <span class="global">pairs</span>(tethers) donut+<span class="keyword">for</span> id, ts <span class="keyword">in</span> <span class="global">pairs</span>(tethers) <span class="keyword">do</span>
     <span class="keyword">for</span> t = <span class="number">1</span>, #ts <span class="keyword">do</span> <span class="comment">-- there can be multiple tethers going from one entity     <span class="keyword">for</span> t = <span class="number">1</span>, #ts <span class="keyword">do</span> <span class="comment">-- there can be multiple tethers going from one entity
 </span>        <span class="keyword">local</span> tether = ts[t] </span>        <span class="keyword">local</span> tether = ts[t]
Line 2385: Line 4576:
 <span class="keyword">end</span></pre> <span class="keyword">end</span></pre>
     </ul>     </ul>
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.getEntityAuras"></a>
 +    <strong>Argus.getEntityAuras (ent)</strong>
 +    </dt>
 +    <dd>
 +    Returns the current auras on the target entity.  This function returns 3 values: persistentAura, activeAura1, activeAura2.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">ent</span>
 +            <span class="types"><span class="type">int</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         Entity Object (from TensorCore.mGetEntity()) or entity ID to check
 +        </li>
 +    </ul>
 +
 +    <h3>Returns:</h3>
 +    <ol>
 +        <li>
 +           <span class="types"><span class="type">int</span></span>
 +        persistentAura</li>
 +        <li>
 +           <span class="types"><span class="type">int</span></span>
 +        activeAura1</li>
 +        <li>
 +           <span class="types"><span class="type">int</span></span>
 +        activeAura2</li>
 +    </ol>
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.getEntityModel"></a>
 +    <strong>Argus.getEntityModel (ent)</strong>
 +    </dt>
 +    <dd>
 +    Sometimes contentid isn't enough to distinguish an entity (such as housing target dummies), in which case this function will provide a subcontentid.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">ent</span>
 +            <span class="types"><span class="type">int</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         Entity Object (from TensorCore.mGetEntity()) or entity ID to check
 +        </li>
 +    </ul>
 +
 +    <h3>Returns:</h3>
 +    <ol>
 +
 +           <span class="types"><span class="type">int</span></span>
 +        modelID
 +    </ol>
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.getMisdirectionHeading"></a>
 +    <strong>Argus.getMisdirectionHeading ()</strong>
 +    </dt>
 +    <dd>
 +    This is for buffs where the finger points above the players head in a direction, and the player is forced to go in that direction.
 +    This mechanic is always associated with a buff.
 +    Examples include first boss of Vanaspati, and the final boss of Alzadaal's Legacy.
 +    While Vanaspati is the standard mechanic where the game spins the finger, Alzadaal has a special variant of this mechanic where the player can control the direction of this finger.
 +    For this mechanic, use <a href="#Argus.setMisdirectionHeading">Argus.setMisdirectionHeading</a> to set the direction and Player:Move(FFXIV.MOVEMENT.FORWARD) to move in that direction.
 +
 +
 +
 +    <h3>Returns:</h3>
 +    <ol>
 +
 +           <span class="types"><span class="type">number</span></span>
 +        Heading in radians, betwee -pi and +pi, same format as the game.
 +    </ol>
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.getSpellAOEInfo"></a>
 +    <strong>Argus.getSpellAOEInfo (id)</strong>
 +    </dt>
 +    <dd>
 +    Returns a structure similar to DirectionalAOE or GroundAOE but without any instance specific data.
 +    That is, there will be no entity/target attach nor any position info. However the other identifiers will be present.
 +    Can be combined with onEntityCast to draw snapshots after an aoe has been casted.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">id</span>
 +
 +        </li>
 +    </ul>
 +
 +    <h3>Returns:</h3>
 +    <ol>
 +
 +           <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +
 +    </ol>
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.getTethersOnEnt"></a>
 +    <strong>Argus.getTethersOnEnt (entityID)</strong>
 +    </dt>
 +    <dd>
 +    Returns a list of tethers that are attached to entity.
 +    This includes tethers that are both going from entity, and attached to entity.
 +    Each tether object in the list has 2 fields, .type and .partnerid
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">entityID</span>
 +            <span class="types"><span class="type">int</span></span>
 +         ID of the entity to get tethers for
 +        </li>
 +    </ul>
 +
 +    <h3>Returns:</h3>
 +    <ol>
 +
 +           <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +        List of tethers attached to entity
 +    </ol>
 +
 +
 +
 +    <h3>Usage:</h3>
 +    <ul>
 +        <pre class="example"><span class="keyword">local</span> pTethers = Argus.getTethersOnEnt(Player.id) <span class="comment">-- returned table is a list, indices are keys and not entity ID
 +</span>
 +<span class="comment">-- draw a circle on all entities tethered to player
 +</span><span class="keyword">for</span> i = <span class="number">1</span>, #pTethers <span class="keyword">do</span>
 +    <span class="keyword">local</span> tether = pTethers[i]
 +    <span class="keyword">local</span> partner = TensorCore.mGetEntity(tether.partnerid)
 +    <span class="keyword">if</span> partner ~= <span class="keyword">nil</span> <span class="keyword">then</span>
 +        Argus.addCircleFilled(
 +            partner.pos.x,
 +            partner.pos.y,
 +            partner.pos.z,
 +            <span class="number">3</span>,
 +            <span class="number">30</span>,
 +            GUI:ColorConvertFloat4ToU32(<span class="number">1</span>, <span class="number">1</span>, <span class="number">0</span>, <span class="number">0.1</span>),
 +            GUI:ColorConvertFloat4ToU32(<span class="number">1</span>, <span class="number">1</span>, <span class="number">0</span>, <span class="number">1</span>),
 +            <span class="number">1.5</span>
 +        )
 +    <span class="keyword">end</span>
 +<span class="keyword">end</span></pre>
 +    </ul>
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.getWaymarkInfo"></a>
 +    <strong>Argus.getWaymarkInfo (markerID)</strong>
 +    </dt>
 +    <dd>
 +    Returns information about the marker.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">markerID</span>
 +            <span class="types"><span class="type">int</span></span>
 +         This is just the same spell ID from ActionList type 15.
 +        </li>
 +    </ul>
 +
 +    <h3>Returns:</h3>
 +    <ol>
 +        <li>
 +           <span class="types"><span class="type">number</span></span>
 +        x</li>
 +        <li>
 +           <span class="types"><span class="type">number</span></span>
 +        y</li>
 +        <li>
 +           <span class="types"><span class="type">number</span></span>
 +        z</li>
 +        <li>
 +           <span class="types"><span class="type">bool</span></span>
 +        isActive</li>
 +        <li>
 +           <span class="types"><span class="type">int</span></span>
 +        timeLastModify</li>
 +    </ol>
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.isEntityVisible"></a>
 +    <strong>Argus.isEntityVisible (ent)</strong>
 +    </dt>
 +    <dd>
 +    Returns whether or not the entity is visible to the player.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">ent</span>
 +            <span class="types"><span class="type">int</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         Entity Object (from TensorCore.mGetEntity()) or entity ID to check
 +        </li>
 +    </ul>
 +
 +    <h3>Returns:</h3>
 +    <ol>
 +
 +           <span class="types"><span class="type">bool</span></span>
 +        True if entity is visible to the player, false if not
 +    </ol>
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.registerOnAOECreateFunc"></a>
 +    <strong>Argus.registerOnAOECreateFunc (func)</strong>
 +    </dt>
 +    <dd>
 +    Registers func into on aoe create func list.
 +    This is called whenever a directional or ground aoe is greated.
 +    Ground aoes just have a heading of 0 since it doesn't apply to them.
 +    Be warned, the table sent is a copy and will not receive position updates, so you will have to calculate the position yourself based on the target attach and if there is one.
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">func</span>
 +            <span class="types"><a class="type" href="#onAOECreateFunc">onAOECreateFunc</a></span>
 +
 +        </li>
 +    </ul>
 +
 +
 +
 +
  
 </dd> </dd>
Line 2395: Line 4840:
     This func will get called any time the server sends a successful entity cast packet to the client.     This func will get called any time the server sends a successful entity cast packet to the client.
     This means that this function is almost 100% reliable to use.     This means that this function is almost 100% reliable to use.
 +    This is also useful to detect certain mechanics, such as Sirensong Sea 2nd boss, where there are 6 entities in the middle facing a certain way, and they cast an action with no preceding channel.
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
  
  
Line 2418: Line 4865:
     This func will get called any time the server sends a packet to the client, that entity has begun channeling.     This func will get called any time the server sends a packet to the client, that entity has begun channeling.
     This means that the function is almost 100% reliable to use.     This means that the function is almost 100% reliable to use.
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
  
  
Line 2424: Line 4872:
         <li><span class="parameter">func</span>         <li><span class="parameter">func</span>
             <span class="types"><a class="type" href="#onEntityChannelFunc">onEntityChannelFunc</a></span>             <span class="types"><a class="type" href="#onEntityChannelFunc">onEntityChannelFunc</a></span>
 +
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.registerOnEventObjectScript2Func"></a>
 +    <strong>Argus.registerOnEventObjectScript2Func (func)</strong>
 +    </dt>
 +    <dd>
 +    Registers func into on event object script2 func list.
 +    This is called when event entities perform certain scripted events.
 +    These functions were called a lot in stormblood and prior, but not so much in shadowbringers and beyond.
 +    Some examples of where it's used:
 +        - it's generally used on meteor entities (where they have a meteor dropping on them and you have to kill them before the meteor touches the ground),
 +        - thordan ex for the big eye on the edge of the map (but not in DSR, that's a map effect), that one is differentiated by contentid of the entity for where the eye position is
 +        - p5s, the crystals that spawn, whether or not its green or normal is shown by the args
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">func</span>
 +            <span class="types"><a class="type" href="#onEventObjectScript2Func">onEventObjectScript2Func</a></span>
 +
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.registerOnEventObjectScriptFunc"></a>
 +    <strong>Argus.registerOnEventObjectScriptFunc (func)</strong>
 +    </dt>
 +    <dd>
 +    Registers func into on event object script func list.
 +    This is called when event entities perform certain scripted events.
 +    These functions were called a lot in stormblood and prior, but not so much in shadowbringers and beyond.
 +    Some examples of where it's used:
 +        - it's generally used on meteor entities (where they have a meteor dropping on them and you have to kill them before the meteor touches the ground),
 +        - thordan ex for the big eye on the edge of the map (but not in DSR, that's a map effect), that one is differentiated by contentid of the entity for where the eye position is
 +        - p5s, the crystals that spawn, whether or not its green or normal is shown by the args
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">func</span>
 +            <span class="types"><a class="type" href="#onEventObjectScriptFunc">onEventObjectScriptFunc</a></span>
 +
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.registerOnFloorChangeFunc"></a>
 +    <strong>Argus.registerOnFloorChangeFunc (func)</strong>
 +    </dt>
 +    <dd>
 +    Registers func into on floor change func list.
 +    This is called whenever the ground floor itself changes texture, like transitions in DSR.
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">func</span>
 +            <span class="types"><a class="type" href="#onFloorChangeFunc">onFloorChangeFunc</a></span>
 +
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.registerOnMapEffect"></a>
 +    <strong>Argus.registerOnMapEffect (func)</strong>
 +    </dt>
 +    <dd>
 +    Registers func into on map effect func list.
 +    This function is called any time a visual map effect happens.
 +    For example: Zodiark snakes, star patterns in zodiark (when the arrows come down, to see what the star is), shiva savage mirror colors, wol triangle patterns, etc.
 +    Seems to be only used in shadowbringers and beyond, stormblood and before don't really have map effects, everything is done through channel animation or cast animations, or entities themselves.
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">func</span>
 +            <span class="types"><a class="type" href="#onMapEffectFunc">onMapEffectFunc</a></span>
  
         </li>         </li>
Line 2439: Line 4991:
     <dd>     <dd>
     Registers func into marker func list, and func will get called any time there is an overhead marker added to an entity.     Registers func into marker func list, and func will get called any time there is an overhead marker added to an entity.
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
  
  
Line 2455: Line 5008:
 </dd> </dd>
     <dt>     <dt>
-    <a name = "onEntityCastFunc"></a> +    <a name = "Argus.registerOnTetherChange"></a> 
-    <strong>onEntityCastFunc (entityID, actionID)</strong>+    <strong>Argus.registerOnTetherChange (func)</strong>
     </dt>     </dt>
     <dd>     <dd>
 +    Registers func into on tether change func list.
 +    This function is called any time tether id, tether flags, or tether target id changes for a given enity.
 +    In other words, it reports any time an entity adds/removes/modifies it's tether.
 +    This can be useful to track certain changes since checking onupdate for tethers can be unreliable.
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
  
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">func</span>
 +            <span class="types"><a class="type" href="#onTetherChangeFunc">onTetherChangeFunc</a></span>
 +
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.setMisdirectionHeading"></a>
 +    <strong>Argus.setMisdirectionHeading (value)</strong>
 +    </dt>
 +    <dd>
 +    This is for buffs where the finger points above the players head in a direction, and the player can adjust the direction of the finger with their movement.
 +    This mechanic is always associated with a buff.
 +    For example, the final boss of Alzadaal's Legacy has a special variant of this mechanic where the player can control the direction of this finger.
 +    Use this function to set the direction and Player:Move(FFXIV.MOVEMENT.FORWARD) to move in that direction.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">value</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Heading in radians, betwee -pi and +pi, same format as the game.
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "onAOECreateFunc"></a>
 +    <strong>onAOECreateFunc (aoe)</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">aoe</span>
 +            <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         <a href="#GroundAOE">GroundAOE</a> or <a href="#DirectionalAOE">DirectionalAOE</a> object
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "onEntityCastFunc"></a>
 +    <strong>onEntityCastFunc (entityID, actionID, castPosX, castPosY, castPosZ, heading, mainTargetID, targets)</strong>
 +    </dt>
 +    <dd>
 +    Cast position may be nil if the cast was not casted at a specific position.  For example, if the spell was casted on self, the position will be nil.
 +    Tip: You can get the radius of the ability through ActionList:Get(1, actionID).radius
  
  
Line 2471: Line 5095:
             <span class="types"><span class="type">int</span></span>             <span class="types"><span class="type">int</span></span>
          Spell ID of action being casted          Spell ID of action being casted
 +        </li>
 +        <li><span class="parameter">castPosX</span>
 +            <span class="types"><span class="type">number</span></span>
 +         X position of cast
 +        </li>
 +        <li><span class="parameter">castPosY</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Y position of cast
 +        </li>
 +        <li><span class="parameter">castPosZ</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Z position of cast
 +        </li>
 +        <li><span class="parameter">heading</span>
 +            <span class="types"><span class="type">number</span></span>
 +         Heading of the casted ability, this is only used for rectangles and cones
 +        </li>
 +        <li><span class="parameter">mainTargetID</span>
 +            <span class="types"><span class="type">number</span></span>
 +         This is the main target of the spell, however it may not be the target that gets hit by the spell. Use the targets list to get the targets hit.
 +    For example, if a white mage casts holy, the mainTargetID would be the player.id, but the targets list would contain the list of enemies hit.
 +        </li>
 +        <li><span class="parameter">targets</span>
 +            <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         List of target IDs the ability is cast on
         </li>         </li>
     </ul>     </ul>
Line 2504: Line 5153:
             <span class="types"><span class="type">number</span></span>             <span class="types"><span class="type">number</span></span>
          How long the cast will be channeled for          How long the cast will be channeled for
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "onEventObjectScript2Func"></a>
 +    <strong>onEventObjectScript2Func (entityID, a2, a3)</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">entityID</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +        <li><span class="parameter">a2</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +        <li><span class="parameter">a3</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "onEventObjectScriptFunc"></a>
 +    <strong>onEventObjectScriptFunc (entityID, a2, a3, a4)</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">entityID</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +        <li><span class="parameter">a2</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +        <li><span class="parameter">a3</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +        <li><span class="parameter">a4</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "onFloorChangeFunc"></a>
 +    <strong>onFloorChangeFunc (a1, a2, a3)</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">a1</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +        <li><span class="parameter">a2</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +        <li><span class="parameter">a3</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "onMapEffectFunc"></a>
 +    <strong>onMapEffectFunc (a1, a2, a3)</strong>
 +    </dt>
 +    <dd>
 +    The numbers/identifiers sent to this function are simply numbers to indicate which pattern it is.  They appear to be indexes/types of map effects, however usually a combination of all this data can give you which pattern it is exactly.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">a1</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +        <li><span class="parameter">a2</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +        <li><span class="parameter">a3</span>
 +            <span class="types"><span class="type">int</span></span>
 +
         </li>         </li>
     </ul>     </ul>
Line 2530: Line 5299:
          The marker type that is added to entity.          The marker type that is added to entity.
     Marker type is consistent across mechanics. A marker of type 2 will always have the same animation.     Marker type is consistent across mechanics. A marker of type 2 will always have the same animation.
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "onTetherChangeFunc"></a>
 +    <strong>onTetherChangeFunc (sourceEntityID, oldTetherID, oldTetherFlags, oldTargetID, newTetherID, newTetherFlags, newTargetID)</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">sourceEntityID</span>
 +            <span class="types"><span class="type">int</span></span>
 +         Source entity of the tether
 +        </li>
 +        <li><span class="parameter">oldTetherID</span>
 +            <span class="types"><span class="type">int</span></span>
 +         Previous tether type/id
 +        </li>
 +        <li><span class="parameter">oldTetherFlags</span>
 +            <span class="types"><span class="type">int</span></span>
 +         Previous tether flags
 +        </li>
 +        <li><span class="parameter">oldTargetID</span>
 +            <span class="types"><span class="type">int</span></span>
 +         Previous target ID
 +        </li>
 +        <li><span class="parameter">newTetherID</span>
 +            <span class="types"><span class="type">int</span></span>
 +         New tether type/id
 +        </li>
 +        <li><span class="parameter">newTetherFlags</span>
 +            <span class="types"><span class="type">int</span></span>
 +         New tether flags
 +        </li>
 +        <li><span class="parameter">newTargetID</span>
 +            <span class="types"><span class="type">int</span></span>
 +         New target ID
         </li>         </li>
     </ul>     </ul>
Line 2544: Line 5358:
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argusdocs.1610864144.txt.gz · Last modified: 2021/01/17 06:15 by rikudou