Jazz2 namespace

Root namespace of Jazz² Resurrection.

Namespaces

namespace Actors
Implementation of all objects.
namespace Collisions
Collision checking.
namespace Compatibility
Translation layer for original data files.
namespace Events
Events and object spawning.
namespace Input
Input handling.
namespace Multiplayer
Multiplayer-related classes, compiled only if WITH_MULTIPLAYER.
namespace Rendering
Scene rendering and viewport management.
namespace Resources
Structures for game resources.
namespace Scripting
Scripting-related classes, compiled only if WITH_ANGELSCRIPT.
namespace Tiles
Tile sets and maps.
namespace UI
User interface and menus.

Classes

class ContentResolver
Manages loading of assets.
struct EpisodeContinuationState
Continuation state between two episodes.
struct EpisodeContinuationStateWithLevel
Continuation state between two levels in episode.
class ILevelHandler
Base interface of a level handler.
class IResumable
Base interface of a resumable object.
class IRootController
Base interface of a root controller.
class IStateHandler
Base interface of a state handler, only one handler runs at a time.
struct LevelDescriptor
Contains all components to fully initialize a level instance.
class LevelHandler
Level handler of a local game session.
struct LevelInitialization
Level initialization parameters.
struct LightEmitter
Allows objects to emit light.
struct PlayerCarryOver
Player carry over between levels.
class PreferencesCache
Provides access to a user preferences.
struct TouchButtonLayout
Per-button layout stored in user preferences.

Enums

enum class AnimationLoopMode { Once, Loop, FixedSingle }
Animation loop mode.
enum class AnimState { Idle = 0x00000000, Walk = 0x00000001, Run = 0x00000002, Dash = 0x00000003, VIdle = 0x00000000, Jump = 0x00000004, Fall = 0x00000008, Hook = 0x0000000c, Shoot = 0x00000010, Crouch = 0x00000020, Lookup = 0x00000040, Dizzy = 0x00000080, Buttstomp = 0x00000100, Uppercut = 0x00000200, Airboard = 0x00000400, Hurt = 0x00000800, Swim = 0x00001000, Copter = 0x00002000, Push = 0x00004000, Swing = 0x00008000, Freefall = 0x00010000, Lift = 0x00020000, Spring = 0x0040000, TransitionRunToIdle = 0x40000000, TransitionRunToDash = 0x40000001, TransitionFallToIdle = 0x40000002, TransitionIdleToJump = 0x40000003, TransitionShootToIdle = 0x40000004, TransitionHookShootToHook = 0x40000005, TransitionCopterShootToCopter = 0x40000006, TransitionUppercutA = 0x40000007, TransitionUppercutB = 0x40000008, TransitionUppercutEnd = 0x40000009, TransitionButtstompStart = 0x4000000A, TransitionPoleH = 0x4000000B, TransitionPoleV = 0x4000000C, TransitionPoleHSlow = 0x4000000D, TransitionPoleVSlow = 0x4000000E, TransitionDeath = 0x4000000F, TransitionTurn = 0x40000010, TransitionWarpIn = 0x40000013, TransitionWarpOut = 0x40000014, TransitionEndOfLevel = 0x40000016, TransitionWarpInFreefall = 0x40000017, TransitionWarpOutFreefall = 0x40000018, TransitionIdleBored = 0x40000019, TransitionDashToIdle = 0x40000020, TransitionIdleToShoot = 0x40000021, TransitionButtstompEnd = 0x40000022, TransitionLiftStart = 0x40000023, TransitionLiftEnd = 0x40000024, TransitionLedge = 0x40000025, TransitionLedgeClimb = 0x40000026, TransitionFallShootToFall = 0x40000030, TransitionFromFrog = 0x40000040, Activated = 0x00000020, TransitionActivate = 0x4F000000, TransitionAttack = 0x4F000001, TransitionAttackEnd = 0x4F000002, Uninitialized = -1, Default = 0 }
Well-known animation state.
enum class Direction { None = 0, Up = 0x01, Down = 0x02, Left = 0x04, Right = 0x08, Any = Up | Down | Left | Right }
Direction, supports a bitwise combination of its member values.
enum class EventType : std::uint16_t { Empty = 0, LevelStart, LevelStartMultiplayer, Checkpoint, SceneryDestruct, SceneryDestructButtstomp, SceneryDestructSpeed, SceneryCollapse, ModifierVine, ModifierOneWay, ModifierHook, ModifierHPole, ModifierVPole, ModifierHurt, ModifierTube, ModifierRicochet, ModifierSlide, ModifierDeath, ModifierSetWater, ModifierLimitCameraView, ModifierNoClimb, AreaStopEnemy, AreaFloatUp, AreaHForce, AreaText, AreaEndOfLevel, AreaCallback, AreaActivateBoss, AreaFlyOff, AreaRevertMorph, AreaMorphToFrog, AreaNoFire, AreaWaterBlock, AreaWeather, AreaAmbientSound, AreaAmbientBubbles, TriggerCrate, TriggerArea, TriggerZone, WarpCoinBonus, WarpOrigin, WarpTarget, LightAmbient, LightSteady, LightPulse, LightFlicker, LightIlluminate, Spring, Bridge, MovingPlatform, PushableBox, Eva, Pole, SignEOL, Moth, SteamNote, Bomb, PinballBumper, PinballPaddle, CtfBase, BirdCage, Stopwatch, SpikeBall, AirboardGenerator, Copter, RollingRock, RollingRockTrigger, SwingingVine, EnemyTurtle, EnemyLizard, EnemySucker, EnemySuckerFloat, EnemyLabRat, EnemyHelmut, EnemyDragon, EnemyBat, EnemyFatChick, EnemyFencer, EnemyRapier, EnemySparks, EnemyMonkey, EnemyDemon, EnemyBee, EnemyBeeSwarm, EnemyCaterpillar, EnemyCrab, EnemyDoggy, EnemyDragonfly, EnemyFish, EnemyMadderHatter, EnemyRaven, EnemySkeleton, EnemyTurtleTough, EnemyTurtleTube, EnemyWitch, EnemyLizardFloat, BossTweedle, BossBilsy, BossDevan, BossQueen, BossRobot, BossUterus, BossTurtleTough, BossBubba, BossDevanRemote, BossBolly, TurtleShell, Coin, Gem, GemGiant, GemRing, GemStomp, Carrot, CarrotFly, CarrotInvincible, OneUp, FastFire, Food, Ammo, PowerUpWeapon, Crate, Barrel, CrateAmmo, BarrelAmmo, CrateGem, BarrelGem, PowerUpMorph, PowerUpShield, Count, Generator = 0x1000, WeaponBlaster = 0x2001, WeaponBouncer = 0x2002, WeaponElectro = 0x2003, WeaponFreezer = 0x2004, WeaponPepper = 0x2005, WeaponRF = 0x2006, WeaponSeeker = 0x2007, WeaponThunderbolt = 0x2008, WeaponTNT = 0x2009, WeaponToaster = 0x200A }
Event type.
enum class ExitType : std::uint8_t { None, Normal, Warp, Bonus, Special, Boss, TypeMask = 0x0f, Frozen = 0x40, FastTransition = 0x80 }
Exit type, supports a bitwise combination of its member values.
enum class GameDifficulty : std::uint8_t { Default, Easy, Normal, Hard }
Game difficulty.
enum class LevelFlags : std::uint16_t { None = 0, HasPit = 0x01, HasPitInstantDeath = 0x02, UseLevelPalette = 0x04, IsHidden = 0x08, IsMultiplayerLevel = 0x10, HasLaps = 0x20, HasCaptureTheFlag = 0x40, HasVerticalSplitscreen = 0x80, HasMultiplayerSpawnPoints = 0x100 }
Level flags, supports a bitwise combination of its member values.
enum class PitType { FallForever, InstantDeathPit, StandOnPlatform }
Level pit type.
enum class PlayerAction { Left, Right, Up, Down, Buttstomp, Fire, Jump, Run, ChangeWeapon, Menu, Console, SwitchToBlaster, SwitchToBouncer, SwitchToFreezer, SwitchToSeeker, SwitchToRF, SwitchToToaster, SwitchToTNT, SwitchToPepper, SwitchToElectro, SwitchToThunderbolt, Count, CountInMenu = SwitchToBlaster, None = -1 }
Player action.
enum class PlayerType : std::uint8_t { None, Jazz, Spaz, Lori, Frog, Spectate = UINT8_MAX }
Player type.
enum class RescaleMode { None, HQ2x, _3xBrz, CrtScanlines, CrtShadowMask, CrtApertureGrille, Monochrome, Sabr, CleanEdge, Count, TypeMask = 0x0f, UseAntialiasing = 0x80 }
Rescale mode.
enum class WeaponWheelStyle : std::uint8_t { Disabled, Enabled, EnabledWithAmmoCount }
Weapon wheel style.
enum class PlayerColorMode : std::uint8_t { OnlineOnly, FirstLocalPlayer, AllLocalPlayers }
When the custom player character color is applied.
enum class GamepadType : std::uint8_t { Xbox, PlayStation, Steam, Switch }
Gamepad button labels.
enum class EpisodeEndOverwriteMode : std::uint8_t { Always, NoCheatsOnly, HigherScoreOnly }
Episode completion overwrite mode.
enum class UnlockableEpisodes : std::uint32_t { None = 0x00, FormerlyAPrince = 0x01, JazzInTime = 0x02, Flashback = 0x04, FunkyMonkeys = 0x08, ChristmasChronicles = 0x10, TheSecretFiles = 0x20 }
Unlockable episodes, mainly used if compiled with SHAREWARE_DEMO_ONLY.
enum class EpisodeContinuationFlags : std::uint8_t { None = 0x00, IsCompleted = 0x01, CheatsUsed = 0x02 }
Episode continuation flags, supports a bitwise combination of its member values.
enum class TouchButtonAnchor : std::uint8_t { BottomLeft = 0, BottomRight = 1, TopLeft = 2, TopRight = 3, TopCenter = 4 }
Anchor edge for a configurable touch button.
enum class TouchButtonSlot : std::uint8_t { Dpad = 0, Fire = 1, Jump = 2, Run = 3, ChangeWeapon = 4, Menu = 5, Console = 6, Count = 7 }
Slot index for each independently configurable touch button.
enum class ShieldType : std::uint8_t { None, Fire, Water, Lightning, Laser, Count }
Shield type.
enum class SuspendType { None, Vine, Hook, SwingingVine }
Suspend type.
enum class WarpFlags { Default = 0, Fast = 0x01, Freeze = 0x02, SkipWarpIn = 0x04, IncrementLaps = 0x10 }
enum class WeaponType : std::uint8_t { Unknown = UINT8_MAX, Blaster = 0, Bouncer, Freezer, Seeker, RF, Toaster, TNT, Pepper, Electro, Thunderbolt, Count }
Player weapon type.
enum class WeatherType : std::uint8_t { None, Snow, Flowers, Rain, Leaf, OutdoorsOnly = 0x80 }
Weather type, supports a bitwise combination of its member values.

Typedefs

using Uuid = StaticArray<16, std::uint8_t>
Universally unique identifier (16 bytes).

Enum documentation

enum class Jazz2::AnimationLoopMode

Animation loop mode.

Enumerators
Once

The animation is played once and then remains in its last frame.

Loop

The animation is looped — when reaching the last frame, it begins again at the first one.

FixedSingle

A fixed, single frame is displayed.

enum class Jazz2::AnimState

Well-known animation state.

Enumerators
Idle

Standing still

Walk

Walking

Run

Running

Dash

Dashing

VIdle

No vertical movement

Jump

Jumping (moving upwards)

Fall

Falling (moving downwards)

Hook

Suspended (e.g. on a hook)

Shoot

Shooting

Crouch

Crouching

Lookup

Looking up

Dizzy

Dizzy

Buttstomp

Buttstomping

Uppercut

Uppercut

Airboard

Riding the airboard

Hurt

Hurt

Swim

Swimming

Copter

Using the copter

Push

Pushing an object

Swing

Swinging on a vine

Freefall

Free-falling

Lift

Being lifted

Spring

Launched by a spring

TransitionRunToIdle

Transition from running to idle

TransitionRunToDash

Transition from running to dashing

TransitionFallToIdle

Transition from falling to idle

TransitionIdleToJump

Transition from idle to jumping

TransitionShootToIdle

Transition from shooting to idle

TransitionHookShootToHook

Transition from shooting on a hook back to hanging

TransitionCopterShootToCopter

Transition from shooting with the copter back to the copter

TransitionUppercutA

First part of the uppercut

TransitionUppercutB

Second part of the uppercut

TransitionUppercutEnd

End of the uppercut

TransitionButtstompStart

Start of the buttstomp

TransitionPoleH

Spinning around a horizontal pole

TransitionPoleV

Spinning around a vertical pole

TransitionPoleHSlow

Slow spinning around a horizontal pole

TransitionPoleVSlow

Slow spinning around a vertical pole

TransitionDeath

Death animation

TransitionTurn

Turning around

TransitionWarpIn

Warping in

TransitionWarpOut

Warping out

TransitionEndOfLevel

End-of-level animation

TransitionWarpInFreefall

Warping in while free-falling

TransitionWarpOutFreefall

Warping out while free-falling

TransitionIdleBored

Bored idle animation

TransitionDashToIdle

Transition from dashing to idle

TransitionIdleToShoot

Transition from idle to shooting

TransitionButtstompEnd

End of the buttstomp

TransitionLiftStart

Start of being lifted

TransitionLiftEnd

End of being lifted

TransitionLedge

Hanging on a ledge

TransitionLedgeClimb

Climbing up a ledge

TransitionFallShootToFall

Transition from shooting while falling back to falling

TransitionFromFrog

Transition reverting from the frog morph

Activated

Object is activated

TransitionActivate

Object activation animation

TransitionAttack

Object attack animation

TransitionAttackEnd

End of the object attack animation

Uninitialized

Uninitialized/unspecified state

Default

Default state

enum class Jazz2::Direction

Direction, supports a bitwise combination of its member values.

Enumerators
None

None

Up

Up

Down

Down

Left

Left

Right

Right

Any

Any

enum class Jazz2::EventType : std::uint16_t

Event type.

Enumerators
Empty

No event

LevelStart

Player spawn point

LevelStartMultiplayer

Multiplayer player spawn point

Checkpoint

Checkpoint

SceneryDestruct

Tile destructible by weapon fire

SceneryDestructButtstomp

Tile destructible by buttstomp

SceneryDestructSpeed

Tile destructible by running at high speed

SceneryCollapse

Tile that collapses after being stepped on

ModifierVine

Vine the player can climb

ModifierOneWay

One-way platform tile

ModifierHook

Hook the player can hang on

ModifierHPole

Horizontal pole

ModifierVPole

Vertical pole

ModifierHurt

Tile that hurts the player

ModifierTube

Tube that transports the player

ModifierRicochet

Tile that ricochets projectiles

ModifierSlide

Tile the player slides on

ModifierDeath

Tile that instantly kills the player

ModifierSetWater

Sets the water level

ModifierLimitCameraView

Limits the camera view

ModifierNoClimb

Tile the player cannot climb

AreaStopEnemy

Area that stops enemies

AreaFloatUp

Area that makes the player float up

AreaHForce

Area that applies a horizontal force

AreaText

Area that shows a text

AreaEndOfLevel

Area that ends the level

AreaCallback

Area that invokes a script callback

AreaActivateBoss

Area that activates a boss

AreaFlyOff

Area that disables the airboard

AreaRevertMorph

Area that reverts player morph

AreaMorphToFrog

Area that morphs the player into a frog

AreaNoFire

Area that disables firing

AreaWaterBlock

Area that blocks water

AreaWeather

Area that sets the weather

AreaAmbientSound

Area that plays an ambient sound

AreaAmbientBubbles

Area that emits ambient bubbles

TriggerCrate

Crate that toggles a trigger

TriggerArea

Area that sets a trigger

TriggerZone

Zone that toggles a trigger

WarpCoinBonus

Warp to a coin bonus

WarpOrigin

Warp origin

WarpTarget

Warp target

LightAmbient

Ambient light

LightSteady

Steady light

LightPulse

Pulsing light

LightFlicker

Flickering light

LightIlluminate

Illuminating light

Spring

Spring

Bridge

Bridge

MovingPlatform

Moving platform

PushableBox

Pushable box

Eva

Eva (kissable character)

Pole

Pole

SignEOL

End-of-level sign

Moth

Moth

SteamNote

Steam note

Bomb

Bomb

PinballBumper

Pinball bumper

PinballPaddle

Pinball paddle

CtfBase

Capture the flag base

BirdCage

Bird cage

Stopwatch

Stopwatch

SpikeBall

Spike ball

AirboardGenerator

Airboard generator

Copter

Copter

RollingRock

Rolling rock

RollingRockTrigger

Rolling rock trigger

SwingingVine

Swinging vine

EnemyTurtle

Turtle enemy

EnemyLizard

Lizard enemy

EnemySucker

Sucker enemy

EnemySuckerFloat

Floating sucker enemy

EnemyLabRat

Lab rat enemy

EnemyHelmut

Helmut enemy

EnemyDragon

Dragon enemy

EnemyBat

Bat enemy

EnemyFatChick

Fat chick enemy

EnemyFencer

Fencer enemy

EnemyRapier

Rapier enemy

EnemySparks

Sparks enemy

EnemyMonkey

Monkey enemy

EnemyDemon

Demon enemy

EnemyBee

Bee enemy

EnemyBeeSwarm

Bee swarm enemy

EnemyCaterpillar

Caterpillar enemy

EnemyCrab

Crab enemy

EnemyDoggy

Doggy enemy

EnemyDragonfly

Dragonfly enemy

EnemyFish

Fish enemy

EnemyMadderHatter

Madder Hatter enemy

EnemyRaven

Raven enemy

EnemySkeleton

Skeleton enemy

EnemyTurtleTough

Tough turtle enemy

EnemyTurtleTube

Tube turtle enemy

EnemyWitch

Witch enemy

EnemyLizardFloat

Floating lizard enemy

BossTweedle

Tweedle boss

BossBilsy

Bilsy boss

BossDevan

Devan boss

BossQueen

Queen boss

BossRobot

Robot boss

BossUterus

Uterus boss

BossTurtleTough

Tough turtle boss

BossBubba

Bubba boss

BossDevanRemote

Devan remote boss

BossBolly

Bolly boss

TurtleShell

Turtle shell

Coin

Coin

Gem

Gem

GemGiant

Giant gem

GemRing

Gem ring

GemStomp

Gem released by buttstomp

Carrot

Carrot (restores health)

CarrotFly

Flying carrot (grants copter)

CarrotInvincible

Invincibility carrot

OneUp

Extra life

FastFire

Fast fire power-up

Food

Food (contributes to sugar rush)

Ammo

Weapon ammo

PowerUpWeapon

Weapon power-up

Crate

Crate

Barrel

Barrel

CrateAmmo

Crate containing ammo

BarrelAmmo

Barrel containing ammo

CrateGem

Crate containing gems

BarrelGem

Barrel containing gems

PowerUpMorph

Morph power-up monitor

PowerUpShield

Shield power-up monitor

Count

Number of well-known events

Generator

Generator (spawns another event repeatedly)

WeaponBlaster

Remotable Blaster projectile

WeaponBouncer

Remotable Bouncer projectile

WeaponElectro

Remotable Electro projectile

WeaponFreezer

Remotable Freezer projectile

WeaponPepper

Remotable Pepper projectile

WeaponRF

Remotable RF projectile

WeaponSeeker

Remotable Seeker projectile

WeaponThunderbolt

Remotable Thunderbolt projectile

WeaponTNT

Remotable TNT

WeaponToaster

Remotable Toaster projectile

enum class Jazz2::ExitType : std::uint8_t

Exit type, supports a bitwise combination of its member values.

Enumerators
None

Unspecified

Normal

Standard exit

Warp

Warp exit

Bonus

Bonus exit

Special

Special exit

Boss

Exit after killing a boxx

TypeMask

Mask for exit type

Frozen

Player should spawn frozen in the next level

FastTransition

Animated fade transitions should be skipped

enum class Jazz2::GameDifficulty : std::uint8_t

Game difficulty.

Enumerators
Default

Default/unspecified

Easy

Easy

Normal

Normal

Hard

Hard

enum class Jazz2::LevelFlags : std::uint16_t

Level flags, supports a bitwise combination of its member values.

Enumerators
None

None

HasPit

Level has a pit

HasPitInstantDeath

Level has a pit with instant death

UseLevelPalette

Level has custom palette

IsHidden

Level is hidden

IsMultiplayerLevel

Level is for multiplayer

HasLaps

Level has laps

HasCaptureTheFlag

Level has capture the flag

HasVerticalSplitscreen

Vertical splitscreen should be used

HasMultiplayerSpawnPoints

Level has multiplayer spawn points

enum class Jazz2::PitType

Level pit type.

Enumerators
FallForever

Player should fall forever out of the level boundaries

InstantDeathPit

Player should die instantly out of the level boundaries

StandOnPlatform

Player should stand on platform, not leaving the level boundaries

enum class Jazz2::PlayerAction

Player action.

Enumerators
Left

Left

Right

Right

Up

Up

Down

Down

Buttstomp

Buttstomp (Down in the air)

Fire

Fire a weapon

Jump

Jump

Run

Run

ChangeWeapon

Change a weapon

Menu

Menu / Back

Console

Toggle in-game console

SwitchToBlaster

Switch to weapon 1

SwitchToBouncer

Switch to weapon 2

SwitchToFreezer

Switch to weapon 3

SwitchToSeeker

Switch to weapon 4

SwitchToRF

Switch to weapon 5

SwitchToToaster

Switch to weapon 6

SwitchToTNT

Switch to weapon 7

SwitchToPepper

Switch to weapon 8

SwitchToElectro

Switch to weapon 9

SwitchToThunderbolt

Switch to weapon 10

Count

Number of all actions

CountInMenu

Number of actions usable in a menu

None

No action

enum class Jazz2::PlayerType : std::uint8_t

Player type.

Enumerators
None

None/unspecified

Jazz

Jazz

Spaz

Spaz

Lori

Lori

Frog

Frog

Spectate

Spectate mode

enum class Jazz2::RescaleMode

Rescale mode.

Enumerators
None

None/Pixel-perfect

HQ2x

HQ2×

_3xBrz

3×BRZ

CrtScanlines

CRT Scanlines

CrtShadowMask

CRT Shadow Mask

CrtApertureGrille

CRT Aperture Grille

Monochrome

Monochrome

Sabr

SABR

CleanEdge

CleanEdge

Count

Count of rescale modes

TypeMask

Mask for the rescale mode

UseAntialiasing

Antialiasing should be applied

enum class Jazz2::WeaponWheelStyle : std::uint8_t

Weapon wheel style.

Enumerators
Disabled

Disabled

Enabled

Enabled

EnabledWithAmmoCount

Enabled with Ammo count

enum class Jazz2::PlayerColorMode : std::uint8_t

When the custom player character color is applied.

Enumerators
OnlineOnly

Only in online multiplayer

FirstLocalPlayer

Online, and the first player in local games

AllLocalPlayers

Online, and all players in local games

enum class Jazz2::GamepadType : std::uint8_t

Gamepad button labels.

Enumerators
Xbox

Xbox

PlayStation

PlayStation

Steam

Steam

Switch

Switch

enum class Jazz2::EpisodeEndOverwriteMode : std::uint8_t

Episode completion overwrite mode.

Enumerators
Always

Always

NoCheatsOnly

No cheats only

HigherScoreOnly

Higher score only

enum class Jazz2::UnlockableEpisodes : std::uint32_t

Unlockable episodes, mainly used if compiled with SHAREWARE_DEMO_ONLY.

Enumerators
None

None

FormerlyAPrince

Formerly a Prince

JazzInTime

Jazz in Time

Flashback

Flashback

FunkyMonkeys

Funky Monkeys

ChristmasChronicles

Christmas Chronicles

TheSecretFiles

The Secret Files

enum class Jazz2::EpisodeContinuationFlags : std::uint8_t

Episode continuation flags, supports a bitwise combination of its member values.

Enumerators
None

None

IsCompleted

Episode is complete

CheatsUsed

Cheats have been used

enum class Jazz2::TouchButtonAnchor : std::uint8_t

Anchor edge for a configurable touch button.

Enumerators
BottomLeft

Bottom-left corner

BottomRight

Bottom-right corner

TopLeft

Top-left corner

TopRight

Top-right corner

TopCenter

Top-center (used for round screens)

enum class Jazz2::TouchButtonSlot : std::uint8_t

Slot index for each independently configurable touch button.

Enumerators
Dpad

D-pad / Joystick (moves and resizes as a unit with its sub-zones)

Fire

Fire button

Jump

Jump button

Run

Run button

ChangeWeapon

Change weapon button

Menu

Pause / Menu button

Console

Console button

Count

Number of configurable slots

enum class Jazz2::ShieldType : std::uint8_t

Shield type.

Enumerators
None

No shield

Fire

Fire shield

Water

Water shield

Lightning

Lightning shield

Laser

Laser shield

Count

Count of supported shield types

enum class Jazz2::SuspendType

Suspend type.

Enumerators
None

None

Vine

Vine

Hook

Hook

SwingingVine

Swinging vine

enum class Jazz2::WarpFlags

Warp flags, supports a bitwise combination of its member values

Enumerators
Default

Standard warp

Fast

Fast warp, without transitions

Freeze

Freezes the player at the end of transition

SkipWarpIn

Skips warp-in transition, the player disappears instantly

IncrementLaps

Number of laps will be incremented (in race levels)

enum class Jazz2::WeaponType : std::uint8_t

Player weapon type.

Enumerators
Unknown

Unspecified

Blaster

Blaster

Bouncer

Bouncer

Freezer

Freezer

Seeker

Seeker

RF

RF

Toaster

Toaster

TNT

TNT

Pepper

Pepper

Electro

Electro

Thunderbolt

Thunderbolt

Count

Number of weapons

enum class Jazz2::WeatherType : std::uint8_t

Weather type, supports a bitwise combination of its member values.

Enumerators
None

None

Snow

Snow

Flowers

Flowers

Rain

Rain

Leaf

Leaf

OutdoorsOnly

Outdoors only, should be used in combination with other options

Typedef documentation

using Jazz2::Uuid = StaticArray<16, std::uint8_t>

Universally unique identifier (16 bytes).