## Public API Reference

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# CEL: Crystal Entity Layer Class List

Here are the classes, structs, unions and interfaces with brief descriptions:

celClientEventData | The data about a client event
celData | Typed data for CEL
celDefaultHoverUpthruster | This function will be used when UseDefaultStabiliserFunction is called
celEnvFluid | A class implementing a fluid in a sector
celEnvGravity | A class implementing gravity in a sector
celGameClientManager | This is an interface you should implement in order to manage the events from the client
celGameFactoryManager | This is an interface you should implement in order to manage the events from the factory of game sessions
celGameInfo | General information on a game
celGameInfoList | A list of general info of games
celGameServerManager | This is an interface you should implement in order to manage the events from the server
celGenericParameterBlock | Generic parameter block implementation
celHoverObjectInfo | Contains info about a hovering object, and is used to feed information to the upthrust calculation functor
celInitializer | This class contains static member functions which can help set up an application to use the Crystal Entity Layer
celNetworkLinkData | The data about a network link
celNetworkPlayerStats | The network stats of the connection viewed by the server
celNetworkPlayerTotalStats | The network stats of the connection of all the players viewed by the server
celNetworkServerStats | The network stats of the connection viewed by the client
celOneParameterBlock | Parameter block implementation if only one parameter is desired
celPcCameraCommon | The representation of a camera
celPcCommon | This is a common implementation for a property class from which all other property classes can inherit
celPlayer | General information on a player
celServerEventData | The data about a server event
celStabiliserFunction | A function object where the returned force will be applied to an object upwards
celStandardLocalEntitySet | Standard implementation of iCelLocalEntitySet
celStandardPersistentDataList | Standard implementation of iCelPersistentDataList
celVariableParameterBlock | Variable parameter block implementation
iActionQuestRewardFactory | This interface is implemented by the reward that sends an action to some entity property class with an optional tag
iBillboard | A billboard (2D image on screen)
iBillboardEventHandler | An event on some billboard (like being selected or something)
iBillboardLayer | A layer of billboards
iBillboardManager | This is a manager to handle billboards
iCelBehaviour | This is an entity in the CEL layer at the BL (behaviour layer) side
iCelBlLayer | This is the Behaviour Layer itself
iCelBlLayerGenerate | This is an interface that behaviour layers can optionally implement
iCelCameraMode |
iCelConsole | Interface for the CEL console
iCelConsoleCommand | A single command for the CEL console
iCelDataBuffer | This interface describes persistable data
iCelEntity | This is an entity in the CEL layer at the PL (physical layer) side
iCelEntityList | A list of entities
iCelEntityRemoveCallback | Implement this interface if you want to know when entities are removed
iCelEntityTemplate | This is an entity template
iCelEntityTracker | This structure maintains a tracker for entities
iCelExpression | Interface for a single expression
iCelExpressionParser | Interface to the expression parser plugin (same as the blxml behaviour layer plugin)
iCelGame | A networked game
iCelGameClient | The main object to manage the client game logic
iCelGameFactory | A factory to manage game sessions
iCelGameServer | The main object to manage the server game logic
iCelInventorySpace | This interface represents a space system for the inventory property class
iCelInventorySpaceSlot | A slot in the inventory system
iCelLocalEntitySet | A local entity set define the set of entities that are considered 'local' to the saved file
iCelMapFile | A representation of a map file for a region
iCelMessage | A message in the CEL framework
iCelNewEntityCallback | Implement this interface if you want to know when new entities are added
iCelParameterBlock | This interface is a parameter block that can be used to pass parameters through SendMessage() in a behaviour
iCelPersistence | This interface describes a module that can persist CEL data
iCelPersistentDataList | A list of persistent data for all the property classes of an entity
iCelPlayerList | A list of players
iCelPlLayer | This is the Physical Layer itself
iCelPropertyChangeCallback | This is a callback that is called whenever a property changes for some property class
iCelPropertyClass | This is a property class for an entity
iCelPropertyClassFactory | This is a factory for property classes
iCelPropertyClassList | A list of property classes
iCelPropertyClassTemplate | This is a property class template for an entity
iCelRegion | A region
iCelRule | A rule
iCelRuleBase | Interface for the Rule System
iCelTimerListener | Generic timing system in CEL
iCelZone | A zone
iChangePropertyQuestRewardFactory | This interface is implemented by the reward that changes the value of a property (either on a property from pcproperties or a generic property on any property class)
iDebugPrintQuestRewardFactory | This interface is implemented by the reward that prints debug messages on standard output
iDebugPrintQuestSeqOpFactory | This interface is implemented by the seqop that prints debug messages on standard output
iDestroyEntityQuestRewardFactory | This interface is implemented by the reward that destroys an entity
iEnterSectorQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain sector is entered
iEntityLoader | This interface allows one to access the celentity addon with an easier interface
iEntityTemplateLoader | This interface allows one to access the celentitytpl addon with an easier interface
iInventoryQuestRewardFactory | This interface is implemented by the reward that manipulates the inventory
iInventoryQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain inventory gets some entity
iLightQuestSeqOpFactory | This interface is implemented by the seqop that animates light colors
iMeshSelectQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain mesh is selected
iMessageQuestRewardFactory | This interface is implemented by the reward that sends a message to some entity (the behaviour will get this message)
iMovePathQuestSeqOpFactory | This interface is implemented by the seqop that moves meshes along a path
iNewStateQuestRewardFactory | This interface is implemented by the reward that switches to another state
iNumReg | This interface is used for ID -> iCelEntity* registers in the physical layer
iPcActorMove | ActorMove property class
iPcAwsWindow | This is the AWS Window property class
iPcBillboard | Billboard property class
iPcCamera | The representation of a camera
iPcCharacteristics | This is a characteristics property class
iPcCollisionDetection | This property class controls collision detection of an entity with the world map and other meshes
iPcCommandInput | Input propery class
iPcCraftController | Craft controller property class
iPcDefaultCamera | This is a property class that wraps a standard first-person and third-person camera and related functionality
iPcEnvAttractor | A property class representing an attractor or a repulsor
iPcGravity | Gravity handling property class
iPcGravityCallback | Inherit this class if you want to know when gravity is applied to a certain iPcLinearMovement
iPcHover | Hover stabiliser property class
iPcInventory | This is an inventory property class
iPcInventoryListener | Listen to inventory changes
iPcLight | This is a property class holding the representation of a light
iPcLinearMovement | This property class controls movement of an entity in a realistic manner
iPcMechanicsBalancedGroup | Property class representing a balanced group of thrusters that can translate or rotate the object in a certain axis
iPcMechanicsExploder | A property class for handling the physics of an explosion
iPcMechanicsJoint | A joint
iPcMechanicsObject | A dynamic body
iPcMechanicsSteering | Property class representing a steering mechanism that affects forces on the attached object, dependent on the forward velocity of the object
iPcMechanicsSystem | Property class representing a dynamic system
iPcMechanicsThruster | Property class representing a thruster that affect forces on the attached object
iPcMechanicsThrusterController | Property class that controls the thrusters attached to an object through the use of balanced thruster groups
iPcMesh | This is a property class holding the representation of a mesh
iPcMeshSelect | This is a property class for selecting meshes
iPcMeshSelectListener | Listen to mesh selection
iPcMovable | Control moving an iPcMesh
iPcMovableConstraint | A constraint for a movable
iPcMover | This is a mover property class
iPcNavGraph | @@ Needs comment!
iPcNavGraphRules | Interfaces for the navigation classes
iPcNavLink | @@ Needs comment!
iPcNavNode | @@ Needs comment!
iPcNewCamera | This is a camera property class
iPcNpcMove | NpcMove property class
iPcPortal | This is a property class holding the representation of a portal
iPcProjectile | This is a projectile property class
iPcProperties | This is a general property class
iPcPropertyListener | Listen for property changes
iPcQuest | This property class represents a quest
iPcRegion | The representation of a region
iPcRules | This property class represents a set of active rules for an entity
iPcSimpleCamera | A class representing a simple camera, with capabilities for both first-person and third-person modes
iPcSolid | A solid representation of an entity
iPcSoundListener | This is the sound listener property class
iPcSoundSource |
iPcSpawn | Spawn property class
iPcTest | This is a test property class
iPcTimer | Timer propery class
iPcTooltip | Tooltip property class
iPcTrigger | This is a trigger property class
iPcTriggerListener | Listen to trigger actions
iPcWheeled |
iPcZoneManager | This is the zone manager
iPropertyChangeQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain property gets some value
iQuest | A quest instance
iQuestFactory | A quest factory
iQuestManager | This is the quest manager
iQuestReward | This is a reward for a quest
iQuestRewardFactory | A factory to create rewards
iQuestRewardType | The reward type is responsible for the creation of reward factories
iQuestSeqOp | This is a sequence operation in a quest
iQuestSeqOpFactory | A factory to create sequence operators
iQuestSeqOpType | The seqop type is responsible for the creation of seqop factories
iQuestSequence | A sequence
iQuestSequenceCallback | This callback is fired when the sequences finished running properly
iQuestSequenceFactory | A representation of a sequence factory
iQuestStateFactory | A representation of a quest state in a quest factory
iQuestTrigger | This is a trigger for a quest
iQuestTriggerCallback | A quest trigger will get pointers to call back the quest when the trigger fires through this interface
iQuestTriggerFactory | A factory to create triggers
iQuestTriggerResponseFactory | A trigger with response as used in a quest state
iQuestTriggerType | The trigger type is responsible for the creation of trigger factories
iSequenceFinishQuestRewardFactory | This interface is implemented by the reward that finishes a sequence
iSequenceFinishQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain sequence finishes
iSequenceQuestRewardFactory | This interface is implemented by the reward that fires a sequence
iTimeoutQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain time has expired
iTransformQuestSeqOpFactory | This interface is implemented by the seqop that transforms meshes
iTriggerQuestTriggerFactory | This interface is implemented by the trigger that fires when a pctrigger fires
iWatchQuestTriggerFactory | This interface is implemented by the trigger that fires when a mesh becomes visible
Property |