World
Available functions
World_HasError
cs_bool World_HasError(World *world);
World_PopError
EWorldError World_PopError(World *world, EWorldExtra *extra);
World_Create
World *World_Create(cs_str name);
World_AllocBlockArray
void World_AllocBlockArray(World *world);
World_CleanBlockArray
cs_bool World_CleanBlockArray(World *world);
World_FreeBlockArray
void World_FreeBlockArray(World *world);
World_Free
void World_Free(World *world);
World_Add
void World_Add(World *world);
World_Remove
cs_bool World_Remove(World *world);
World_IsReadyToPlay
cs_bool World_IsReadyToPlay(World *world);
World_IsInMemory
cs_bool World_IsInMemory(World *world);
World_IsModified
cs_bool World_IsModified(World *world);
World_FinishEnvUpdate
cs_bool World_FinishEnvUpdate(World *world);
World_CountPlayers
cs_byte World_CountPlayers(World *world);
World_Load
cs_bool World_Load(World *world);
World_Unload
void World_Unload(World *world);
World_Save
cs_bool World_Save(World *world);
World_Lock
cs_bool World_Lock(World *world, cs_ulong timeout);
World_Unlock
void World_Unlock(World *world);
World_StartTask
void World_StartTask(World *world);
World_EndTask
void World_EndTask(World *world);
World_WaitAllTasks
void World_WaitAllTasks(World *world);
World_SetInMemory
void World_SetInMemory(World *world, cs_bool state);
World_SetIgnoreModifications
void World_SetIgnoreModifications(World *world, cs_bool state);
World_SetSpawn
void World_SetSpawn(World *world, Vec *svec, Ang *sang);
World_SetDimensions
cs_bool World_SetDimensions(World *world, const SVec *dims);
World_SetBlock
cs_bool World_SetBlock(World *world, SVec *pos, BlockID id);
World_SetBlockO
cs_bool World_SetBlockO(World *world, cs_uint32 offset, BlockID id);
World_SetEnvColor
cs_bool World_SetEnvColor(World *world, EColor type, Color3* color);
World_SetEnvProp
cs_bool World_SetEnvProp(World *world, EProp prop, cs_int32 value);
World_SetTexturePack
cs_bool World_SetTexturePack(World *world, cs_str url);
World_SetWeather
cs_bool World_SetWeather(World *world, EWeather type);
World_SetSeed
void World_SetSeed(World *world, cs_uint32 seed);
World_GetName
cs_str World_GetName(World *world);
World_GetSpawn
void World_GetSpawn(World *world, Vec *svec, Ang *sang);
World_GetData
void *World_GetData(World *world, cs_uint32 *size);
World_GetBlockArray
BlockID *World_GetBlockArray(World *world, cs_uint32 *size);
World_GetBlockArraySize
cs_uint32 World_GetBlockArraySize(World *world);
World_GetOffset
cs_uint32 World_GetOffset(World *world, SVec *pos);
World_GetDimensions
void World_GetDimensions(World *world, SVec *dims);
World_GetBlock
BlockID World_GetBlock(World *world, SVec *pos);
World_GetBlockO
BlockID World_GetBlockO(World *world, cs_uint32 offset);
World_GetEnvProp
cs_int32 World_GetEnvProp(World *world, EProp prop);
World_GetEnvColor
cs_bool World_GetEnvColor(World *world, EColor type, Color3 *dst);
World_GetWeather
EWeather World_GetWeather(World *world);
World_GetTexturePack
cs_str World_GetTexturePack(World *world);
World_GetSeed
cs_uint32 World_GetSeed(World *world);
World_GetByName
World *World_GetByName(cs_str name);