basic3d

This extensive command set is the hub for all your 3D efforts, and covers the creation, destruction and modification of your 3D objects. use the submenu below to jump to the section you are interested in: OBJECT COMMANDS CONSTRUCTION COMMANDS APPEARANCE COMMANDS COLLISION COMMANDS LIMB COMMANDS MESH COMMANDS SHADER COMMANDS VERTEXDATA COMMANDS OBJECT EXPRESSIONS COLLISION EXPRESSIONS LIMB EXPRESSIONS SCREEN OBJECT EXPRESSIONS AVAILABILITY EXPRESSIONS Alternatively, scroll the page to view the entire list of commands.
    OBJECT COMMANDS

    LOAD OBJECT : LOAD OBJECT Filename, Object Number
    APPEND OBJECT : APPEND OBJECT Filename, Object Number, Start Frame
    CLONE OBJECT : CLONE OBJECT Object Number, Source Object
    INSTANCE OBJECT : INSTANCE OBJECT Object Number, Source Object
    DELETE OBJECT : DELETE OBJECT Object Number
    DELETE OBJECTS : DELETE OBJECTS From, To
    SAVE OBJECT : SAVE OBJECT Filename, Object Number

    POSITION OBJECT : POSITION OBJECT Object Number, X, Y, Z
    SCALE OBJECT : SCALE OBJECT Object Number, XSize, YSize, ZSize
    ROTATE OBJECT : ROTATE OBJECT Object Number, XAngle, YAngle, ZAngle
    MOVE OBJECT : MOVE OBJECT Object Number, Speed
    POINT OBJECT : POINT OBJECT Object Number, X, Y, Z
    MOVE OBJECT DOWN : MOVE OBJECT DOWN Object Number, Value
    MOVE OBJECT LEFT : MOVE OBJECT LEFT Object Number, Value
    MOVE OBJECT RIGHT : MOVE OBJECT RIGHT Object Number, Value
    MOVE OBJECT UP : MOVE OBJECT UP Object Number, Value
    XROTATE OBJECT : XROTATE OBJECT Object Number, XAngle
    YROTATE OBJECT : YROTATE OBJECT Object Number, YAngle
    ZROTATE OBJECT : ZROTATE OBJECT Object Number, ZAngle
    TURN OBJECT LEFT : TURN OBJECT LEFT Object Number, Value
    TURN OBJECT RIGHT : TURN OBJECT RIGHT Object Number, Value
    PITCH OBJECT UP : PITCH OBJECT UP Object Number, Value
    PITCH OBJECT DOWN : PITCH OBJECT DOWN Object Number, Value
    ROLL OBJECT LEFT : ROLL OBJECT LEFT Object Number, Value
    ROLL OBJECT RIGHT : ROLL OBJECT RIGHT Object Number, Value
    SHOW OBJECT : SHOW OBJECT Object Number
    HIDE OBJECT : HIDE OBJECT Object Number

    PLAY OBJECT : PLAY OBJECT Object Number
    LOOP OBJECT : LOOP OBJECT Object Number
    STOP OBJECT : STOP OBJECT Object Number
    SET OBJECT FRAME : SET OBJECT FRAME Object Number, Frame
    SET OBJECT SPEED : SET OBJECT SPEED Object Number, Speed
    SET OBJECT INTERPOLATION : SET OBJECT INTERPOLATION Object Number, Interpolation

    CONSTRUCTION COMMANDS

    SET GLOBAL OBJECT CREATION : SET GLOBAL OBJECT CREATION Creation Mode
    MAKE OBJECT : MAKE OBJECT Object Number, Mesh Index, Image Number
    MAKE OBJECT BOX : MAKE OBJECT BOX Object Number, Width, Height, Depth
    MAKE OBJECT CONE : MAKE OBJECT CONE Object Number, Size
    MAKE OBJECT CUBE : MAKE OBJECT CUBE Object Number, Size
    MAKE OBJECT CYLINDER : MAKE OBJECT CYLINDER Object Number, Size
    MAKE OBJECT FROM LIMB : MAKE OBJECT FROM LIMB Object Number, Second Object, Limb Number
    MAKE OBJECT PLANE : MAKE OBJECT PLANE Object Number, Width, Height
    MAKE OBJECT SPHERE : MAKE OBJECT SPHERE Object Number, Size
    MAKE OBJECT TRIANGLE : MAKE OBJECT TRIANGLE Object Number, X1, Y1, Z1, X2, Y2, Z2, X3, Y3, Z3

    ADD MEMBLOCK TO OBJECT : ADD MEMBLOCK TO OBJECT memblock Number, Object Number
    GET MEMBLOCK FROM OBJECT : GET MEMBLOCK FROM OBJECT memblock Number, Object Number
    DELETE MEMBLOCK FROM OBJECT : DELETE MEMBLOCK FROM OBJECT Object Number

    APPEARANCE COMMANDS

    TEXTURE OBJECT : TEXTURE OBJECT Object Number, Image Number
    COLOR OBJECT : COLOR OBJECT Object Number, Color Value
    GHOST OBJECT ON : GHOST OBJECT ON Object Number
    GHOST OBJECT OFF : GHOST OBJECT OFF Object Number
    FADE OBJECT : FADE OBJECT Object Number, Fade Value
    LOCK OBJECT ON : LOCK OBJECT ON Object Number
    LOCK OBJECT OFF : LOCK OBJECT OFF Object Number
    SET OBJECT TEXTURE : SET OBJECT TEXTURE Object Number, Texturing Mode, Mipmap Flag
    SCALE OBJECT TEXTURE : SCALE OBJECT TEXTURE Object Number, UScale, VScale
    SCROLL OBJECT TEXTURE : SCROLL OBJECT TEXTURE Object Number, X, Y
    SET TEXTURE MD3 : SET TEXTURE MD3 Object Number, H0, H1, L0, L1, L2, U0
    SET OBJECT SMOOTHING : SET OBJECT SMOOTHING Object Number, Percentage
    SHOW OBJECT BOUNDS : SHOW OBJECT BOUNDS Object Number
    HIDE OBJECT BOUNDS : HIDE OBJECT BOUNDS Object Number
    EXCLUDE OBJECT ON : EXCLUDE OBJECT ON Object ID
    EXCLUDE OBJECT OFF : EXCLUDE OBJECT OFF Object ID

    SET OBJECT : SET OBJECT Object Number, Wire, Transparent, Cull
    SET OBJECT WIREFRAME : SET OBJECT WIREFRAME Object Number, Flag
    SET OBJECT TRANSPARENCY : SET OBJECT TRANSPARENCY Object Number, Flag
    SET OBJECT CULL : SET OBJECT CULL Object Number, Flag
    SET OBJECT FILTER : SET OBJECT FILTER Object Number, Flag
    SET OBJECT LIGHT : SET OBJECT LIGHT Object Number, Flag
    SET OBJECT FOG : SET OBJECT FOG Object Number, Flag
    SET OBJECT AMBIENT : SET OBJECT AMBIENT Object Number, Flag
    SET OBJECT ROTATION XYZ : SET OBJECT ROTATION XYZ Object Number
    SET OBJECT ROTATION ZYX : SET OBJECT ROTATION ZYX Object Number
    SET OBJECT TO CAMERA ORIENTATION : SET OBJECT TO CAMERA ORIENTATION Object Number
    SET OBJECT TO OBJECT ORIENTATION : SET OBJECT TO OBJECT ORIENTATION Object Number, Second Object, Flag
    DISABLE OBJECT ZDEPTH : DISABLE OBJECT ZDEPTH Object Number
    ENABLE OBJECT ZDEPTH : ENABLE OBJECT ZDEPTH Object Number
    DISABLE OBJECT ZREAD : DISABLE OBJECT ZREAD Object Number
    ENABLE OBJECT ZREAD : ENABLE OBJECT ZREAD Object Number
    DISABLE OBJECT ZWRITE : DISABLE OBJECT ZWRITE Object Number
    ENABLE OBJECT ZWRITE : ENABLE OBJECT ZWRITE Object Number
    GLUE OBJECT TO LIMB : GLUE OBJECT TO LIMB Object Number, Second Object, Limb Number
    UNGLUE OBJECT : UNGLUE OBJECT Object Number
    FIX OBJECT PIVOT : FIX OBJECT PIVOT Object Number
    SET OBJECT DIFFUSE : SET OBJECT DIFFUSE Object Number, Color Value
    SET OBJECT AMBIENCE : SET OBJECT AMBIENCE Object Number, Color Value
    SET OBJECT SPECULAR : SET OBJECT SPECULAR Object Number, Color Value
    SET OBJECT EMISSIVE : SET OBJECT EMISSIVE Object Number, Color Value
    SET OBJECT SPECULAR POWER : SET OBJECT SPECULAR POWER Object Number, Power
    SET OBJECT MASK : SET OBJECT MASK Object Number, Camera Mask Bits

    SET LIGHT MAPPING ON : SET LIGHT MAPPING ON Object Number, Image Number, Reverse Stage Mode
    SET DETAIL MAPPING ON : SET DETAIL MAPPING ON Object Number, Image Number
    SET BLEND MAPPING ON : SET BLEND MAPPING ON Object Number, Image Number, Blend Mode
    SET SPHERE MAPPING ON : SET SPHERE MAPPING ON Object Number, Image Number
    SET CUBE MAPPING ON : SET CUBE MAPPING ON Object Number, Face1, Face2, Face3, Face4, Face5, Face6
    SET BUMP MAPPING ON : SET BUMP MAPPING ON Object Number, Image Number
    SET CARTOON SHADING ON : SET CARTOON SHADING ON Object Number, Shade Image, Edge Image
    SET RAINBOW SHADING ON : SET RAINBOW SHADING ON Object Number, Rainbow Image
    SET SHADOW SHADING ON : SET SHADOW SHADING ON Object Number
    SET REFLECTION SHADING ON : SET REFLECTION SHADING ON Object Number
    SET ALPHA MAPPING ON : SET ALPHA MAPPING ON Object Number, Alpha Percentage
    SET EFFECT ON : SET EFFECT ON Object Number, Effect Filename, Texture Flag
    SET SHADING OFF : SET SHADING OFF Object Number
    SET SHADOW SHADING OFF : SET SHADOW SHADING OFF Object Number
    LOAD EFFECT : LOAD EFFECT Filename, Effect Number, Texture Flag, DoNotGenerateExtraData
    DELETE EFFECT : DELETE EFFECT Effect Number
    SET OBJECT EFFECT : SET OBJECT EFFECT Object Number, Effect Number
    SET LIMB EFFECT : SET LIMB EFFECT Object Number, Limb Number, Effect Number
    PERFORM CHECKLIST FOR EFFECT VALUES : PERFORM CHECKLIST FOR EFFECT VALUES Effect Number
    PERFORM CHECKLIST FOR EFFECT ERRORS : PERFORM CHECKLIST FOR EFFECT ERRORS
    SET EFFECT CONSTANT BOOLEAN : SET EFFECT CONSTANT BOOLEAN Effect Number, Constant String, Constant Value
    SET EFFECT CONSTANT INTEGER : SET EFFECT CONSTANT INTEGER Effect Number, Constant String, Constant Value
    SET EFFECT CONSTANT FLOAT : SET EFFECT CONSTANT FLOAT Effect Number, Constant String, Constant Value
    SET EFFECT CONSTANT VECTOR : SET EFFECT CONSTANT VECTOR Effect Number, Constant String, Vector Number
    SET EFFECT CONSTANT MATRIX : SET EFFECT CONSTANT MATRIX Effect Number, Constant String, Matrix Number
    SET EFFECT TECHNIQUE : SET EFFECT TECHNIQUE Effect Number, Technique Name
    SET EFFECT TRANSPOSE : SET EFFECT TRANSPOSE Effect Number, Transpose Flag

    SET OBJECT FOV : SET OBJECT FOV Object Number, FOV Angle
    SET OBJECT NORMALS : SET OBJECT NORMALS Object Number
    ENABLE OBJECT ZBIAS : ENABLE OBJECT ZBIAS Object Number, Slope Scale, Depth
    DISABLE OBJECT ZBIAS : DISABLE OBJECT ZBIAS Object Number

    COLLISION COMMANDS

    MAKE OBJECT COLLISION BOX : MAKE OBJECT COLLISION BOX Object Number, X1, Y1, Z1, X2, Y2, Z2, Collision Flag
    DELETE OBJECT COLLISION BOX : DELETE OBJECT COLLISION BOX Object Number
    SET OBJECT COLLISION ON : SET OBJECT COLLISION ON Object Number
    SET OBJECT COLLISION OFF : SET OBJECT COLLISION OFF Object Number
    SET OBJECT COLLISION TO BOXES : SET OBJECT COLLISION TO BOXES Object Number
    SET OBJECT COLLISION TO POLYGONS : SET OBJECT COLLISION TO POLYGONS Object Number
    SET OBJECT COLLISION TO SPHERES : SET OBJECT COLLISION TO SPHERES Object Number
    SET GLOBAL COLLISION ON : SET GLOBAL COLLISION ON
    SET GLOBAL COLLISION OFF : SET GLOBAL COLLISION OFF
    SET OBJECT RADIUS : SET OBJECT RADIUS Object Number, Radius
    AUTOMATIC OBJECT COLLISION : AUTOMATIC OBJECT COLLISION Object Number, Radius, Response
    AUTOMATIC CAMERA COLLISION : AUTOMATIC CAMERA COLLISION Camera Number, Radius, Response
    CALCULATE AUTOMATIC COLLISION : CALCULATE AUTOMATIC COLLISION
    CALCULATE OBJECT BOUNDS : CALCULATE OBJECT BOUNDS Integer Value

    LIMB COMMANDS

    PERFORM CHECKLIST FOR OBJECT LIMBS : PERFORM CHECKLIST FOR OBJECT LIMBS Object Number
    OFFSET LIMB : OFFSET LIMB Object Number, Limb Number, X, Y, Z
    SCALE LIMB : SCALE LIMB Object Number, Limb Number, XSize, YSize, ZSize
    ROTATE LIMB : ROTATE LIMB Object Number, Limb Number, XAngle, YAngle, ZAngle
    SHOW LIMB : SHOW LIMB Object Number, Limb Number
    HIDE LIMB : HIDE LIMB Object Number, Limb Number
    TEXTURE LIMB : TEXTURE LIMB Object Number, Limb Number, Image Number
    COLOR LIMB : COLOR LIMB Object Number, Limb Number, Color Value
    SCALE LIMB TEXTURE : SCALE LIMB TEXTURE Object Number, Limb Number, UScale, VScale
    SCROLL LIMB TEXTURE : SCROLL LIMB TEXTURE Object Number, Limb Number, X, Y
    ADD LIMB : ADD LIMB Object Number, Limb Number, Mesh Number
    LINK LIMB : LINK LIMB Object Number, Limb Parent, Limb Child
    REMOVE LIMB : REMOVE LIMB Object Number, Limb Number
    SET LIMB SMOOTHING : SET LIMB SMOOTHING Object Number, Limb Number, Percentage
    SET LIMB NORMALS : SET LIMB NORMALS Object Number, Limb Number
    EXCLUDE LIMB ON : EXCLUDE LIMB ON Object ID, Limb Number
    EXCLUDE LIMB OFF : EXCLUDE LIMB OFF Object ID, Limb Number

    MESH COMMANDS

    LOAD MESH : LOAD MESH Filename, Mesh Number
    SAVE MESH : SAVE MESH Filename, Mesh Number
    DELETE MESH : DELETE MESH Mesh Number
    CHANGE MESH : CHANGE MESH Object Number, Limb Number, Mesh Number
    MAKE MESH FROM OBJECT : MAKE MESH FROM OBJECT Mesh Number, Object Number

    SHADER COMMANDS

    CREATE VERTEX SHADER FROM FILE : CREATE VERTEX SHADER FROM FILE VertexShader Number, Shader Filename
    DELETE VERTEX SHADER : DELETE VERTEX SHADER VertexShader Number
    SET VERTEX SHADER ON : SET VERTEX SHADER ON Object Number, VertexShader Number
    SET VERTEX SHADER OFF : SET VERTEX SHADER OFF Object Number
    SET VERTEX SHADER VECTOR : SET VERTEX SHADER VECTOR VertexShader Number, Constant, Vector3, ConstantCount
    SET VERTEX SHADER MATRIX : SET VERTEX SHADER MATRIX VertexShader Number, Constant, Matrix4, ConstantCount
    SET VERTEX SHADER STREAM : SET VERTEX SHADER STREAM VertexShader Number, Position, Data, Datatype
    SET VERTEX SHADER STREAMCOUNT : SET VERTEX SHADER STREAMCOUNT VertexShader Number, Count
    CONVERT OBJECT FVF : CONVERT OBJECT FVF Object Number, FVF Format

    CREATE PIXEL SHADER FROM FILE : CREATE PIXEL SHADER FROM FILE PixelShader Number, Shader Filename
    DELETE PIXEL SHADER : DELETE PIXEL SHADER PixelShader Number
    SET PIXEL SHADER ON : SET PIXEL SHADER ON Object Number, PixelShader Number
    SET PIXEL SHADER OFF : SET PIXEL SHADER OFF Object Number
    SET PIXEL SHADER TEXTURE : SET PIXEL SHADER TEXTURE PixelShader Number, Slot Number, Image Number

    FLUSH VIDEO MEMORY : FLUSH VIDEO MEMORY

    VERTEXDATA COMMANDS

    LOCK VERTEXDATA FOR LIMB : LOCK VERTEXDATA FOR LIMB Object Number, Limb Number
    LOCK VERTEXDATA FOR MESH : LOCK VERTEXDATA FOR MESH Mesh Number
    ADD MESH TO VERTEXDATA : ADD MESH TO VERTEXDATA Mesh Number
    DELETE MESH FROM VERTEXDATA : DELETE MESH FROM VERTEXDATA Vertex Start, Vertex End, Index Start, Index End
    CONVERT MESH TO VERTEXDATA : CONVERT MESH TO VERTEXDATA Mesh Number
    UNLOCK VERTEXDATA : UNLOCK VERTEXDATA
    SET INDEXDATA : SET INDEXDATA Indice Index, Vertex Index
    SET VERTEXDATA UV : SET VERTEXDATA UV Vertex Index, U, V
    SET VERTEXDATA NORMALS : SET VERTEXDATA NORMALS Vertex Index, NX, NY, NZ
    SET VERTEXDATA POSITION : SET VERTEXDATA POSITION Vertex Index, X, Y, Z
    SET VERTEXDATA DIFFUSE : SET VERTEXDATA DIFFUSE Vertex Index, RGB Value

    GET VERTEXDATA INDEX COUNT : Return Integer=GET VERTEXDATA INDEX COUNT()
    GET INDEXDATA : Return Integer=GET INDEXDATA(Index Number)
    GET VERTEXDATA VERTEX COUNT : Return Integer=GET VERTEXDATA VERTEX COUNT()
    GET VERTEXDATA POSITION X : Return Float=GET VERTEXDATA POSITION X(Vertex Index)
    GET VERTEXDATA POSITION Y : Return Float=GET VERTEXDATA POSITION Y(Vertex Index)
    GET VERTEXDATA POSITION Z : Return Float=GET VERTEXDATA POSITION Z(Vertex Index)
    GET VERTEXDATA NORMALS X : Return Float=GET VERTEXDATA NORMALS X(Vertex Index)
    GET VERTEXDATA NORMALS Y : Return Float=GET VERTEXDATA NORMALS Y(Vertex Index)
    GET VERTEXDATA NORMALS Z : Return Float=GET VERTEXDATA NORMALS Z(Vertex Index)
    GET VERTEXDATA U : Return Float=GET VERTEXDATA U(Vertex Index)
    GET VERTEXDATA V : Return Float=GET VERTEXDATA V(Vertex Index)
    GET VERTEXDATA DIFFUSE : Return DWORD=GET VERTEXDATA DIFFUSE(Vertex Index)
    GET VERTEXDATA PTR : Return DWORD=GET VERTEXDATA PTR()

    OBJECT EXPRESSIONS

    OBJECT EXIST : Return Integer=OBJECT EXIST(Object Number)
    OBJECT VISIBLE : Return Integer=OBJECT VISIBLE(Object Number)
    OBJECT PLAYING : Return Integer=OBJECT PLAYING(Object Number)
    OBJECT LOOPING : Return Integer=OBJECT LOOPING(Object Number)
    OBJECT POSITION X : Return Float=OBJECT POSITION X(Object Number)
    OBJECT POSITION Y : Return Float=OBJECT POSITION Y(Object Number)
    OBJECT POSITION Z : Return Float=OBJECT POSITION Z(Object Number)
    OBJECT SIZE : Return Float=OBJECT SIZE(Object Number)
    OBJECT SIZE X : Return Float=OBJECT SIZE X(Object Number)
    OBJECT SIZE Y : Return Float=OBJECT SIZE Y(Object Number)
    OBJECT SIZE Z : Return Float=OBJECT SIZE Z(Object Number)
    OBJECT ANGLE X : Return Float=OBJECT ANGLE X(Object Number)
    OBJECT ANGLE Y : Return Float=OBJECT ANGLE Y(Object Number)
    OBJECT ANGLE Z : Return Float=OBJECT ANGLE Z(Object Number)
    OBJECT FRAME : Return Float=OBJECT FRAME(Object Number)
    OBJECT SPEED : Return Float=OBJECT SPEED(Object Number)
    OBJECT INTERPOLATION : Return Float=OBJECT INTERPOLATION(Object Number)
    TOTAL OBJECT FRAMES : Return Integer=TOTAL OBJECT FRAMES(Object Number)

    COLLISION EXPRESSIONS

    OBJECT HIT : Return Integer=OBJECT HIT(ObjectA Number, ObjectB Number)
    OBJECT COLLISION : Return Integer=OBJECT COLLISION(ObjectA Number, ObjectB Number)
    GET OBJECT COLLISION X : Return Float=GET OBJECT COLLISION X()
    GET OBJECT COLLISION Y : Return Float=GET OBJECT COLLISION Y()
    GET OBJECT COLLISION Z : Return Float=GET OBJECT COLLISION Z()
    OBJECT COLLISION RADIUS : Return Float=OBJECT COLLISION RADIUS(Object Number)
    OBJECT COLLISION CENTER X : Return Float=OBJECT COLLISION CENTER X(Object Number)
    OBJECT COLLISION CENTER Y : Return Float=OBJECT COLLISION CENTER Y(Object Number)
    OBJECT COLLISION CENTER Z : Return Float=OBJECT COLLISION CENTER Z(Object Number)
    INTERSECT OBJECT : Return Float=INTERSECT OBJECT(Object Number, X, Y, Z, ToX, ToY, ToZ)

    LIMB EXPRESSIONS

    LIMB EXIST : Return Integer=LIMB EXIST(Object Number, Limb Number)
    LIMB NAME$ : Return String=LIMB NAME$(Object Number, Limb Number)
    LIMB VISIBLE : Return Integer=LIMB VISIBLE(Object Number, Limb Number)
    LIMB OFFSET X : Return Float=LIMB OFFSET X(Object Number, Limb Number)
    LIMB OFFSET Y : Return Float=LIMB OFFSET Y(Object Number, Limb Number)
    LIMB OFFSET Z : Return Float=LIMB OFFSET Z(Object Number, Limb Number)
    LIMB SCALE X : Return Float=LIMB SCALE X(Object Number, Limb Number)
    LIMB SCALE Y : Return Float=LIMB SCALE Y(Object Number, Limb Number)
    LIMB SCALE Z : Return Float=LIMB SCALE Z(Object Number, Limb Number)
    LIMB ANGLE X : Return Float=LIMB ANGLE X(Object Number, Limb Number)
    LIMB ANGLE Y : Return Float=LIMB ANGLE Y(Object Number, Limb Number)
    LIMB ANGLE Z : Return Float=LIMB ANGLE Z(Object Number, Limb Number)
    LIMB TEXTURE : Return Integer=LIMB TEXTURE(Object Number, Limb Number)
    LIMB TEXTURE NAME : Return String=LIMB TEXTURE NAME(Object Number, Limb Number)
    LIMB DIRECTION X : Return Float=LIMB DIRECTION X(Object Number, Limb Number)
    LIMB DIRECTION Y : Return Float=LIMB DIRECTION Y(Object Number, Limb Number)
    LIMB DIRECTION Z : Return Float=LIMB DIRECTION Z(Object Number, Limb Number)
    LIMB POSITION X : Return Float=LIMB POSITION X(Object Number, Limb Number)
    LIMB POSITION Y : Return Float=LIMB POSITION Y(Object Number, Limb Number)
    LIMB POSITION Z : Return Float=LIMB POSITION Z(Object Number, Limb Number)
    CHECK LIMB LINK : Return Integer=CHECK LIMB LINK(Object Number, Limb Number)
    LIMB COLLISION : Return Integer=LIMB COLLISION(ObjectA Number, LimbA Number, ObjectB Number, LimbB Number)
    LIMB HIT : Return Integer=LIMB HIT(ObjectA Number, LimbA Number, ObjectB Number, LimbB Number)

    SCREEN OBJECT EXPRESSIONS

    OBJECT IN SCREEN : Return Integer=OBJECT IN SCREEN(Object Number)
    OBJECT SCREEN X : Return Integer=OBJECT SCREEN X(Object Number)
    OBJECT SCREEN Y : Return Integer=OBJECT SCREEN Y(Object Number)
    PICK OBJECT : Return Integer=PICK OBJECT(Screen X, Screen Y, Object Start, Object End)
    PICK SCREEN : PICK SCREEN Screen X, Screen Y, Distance
    GET PICK DISTANCE : Return Float=GET PICK DISTANCE()
    GET PICK VECTOR X : Return Float=GET PICK VECTOR X()
    GET PICK VECTOR Y : Return Float=GET PICK VECTOR Y()
    GET PICK VECTOR Z : Return Float=GET PICK VECTOR Z()

    AVAILABILITY EXPRESSIONS

    ALPHABLENDING AVAILABLE : Return Integer=ALPHABLENDING AVAILABLE()
    ALPHA AVAILABLE : Return Integer=ALPHA AVAILABLE()
    ALPHACOMPARISON AVAILABLE : Return Integer=ALPHACOMPARISON AVAILABLE()
    ANISTROPICFILTERING AVAILABLE : Return Integer=ANISTROPICFILTERING AVAILABLE()
    ANTIALIAS AVAILABLE : Return Integer=ANTIALIAS AVAILABLE()
    BLITSYSTOLOCAL AVAILABLE : Return Integer=BLITSYSTOLOCAL AVAILABLE()
    CALIBRATEGAMMA AVAILABLE : Return Integer=CALIBRATEGAMMA AVAILABLE()
    CLIPANDSCALEPOINTS AVAILABLE : Return Integer=CLIPANDSCALEPOINTS AVAILABLE()
    CLIPTLVERTS AVAILABLE : Return Integer=CLIPTLVERTS AVAILABLE()
    COLORPERSPECTIVE AVAILABLE : Return Integer=COLORPERSPECTIVE AVAILABLE()
    COLORWRITEENABLE AVAILABLE : Return Integer=COLORWRITEENABLE AVAILABLE()
    CUBEMAP AVAILABLE : Return Integer=CUBEMAP AVAILABLE()
    CULLCCW AVAILABLE : Return Integer=CULLCCW AVAILABLE()
    CULLCW AVAILABLE : Return Integer=CULLCW AVAILABLE()
    GET DEVICE TYPE : Return Integer=GET DEVICE TYPE()
    DITHER AVAILABLE : Return Integer=DITHER AVAILABLE()
    FILTERING AVAILABLE : Return Integer=FILTERING AVAILABLE()
    FOGRANGE AVAILABLE : Return Integer=FOGRANGE AVAILABLE()
    FOGTABLE AVAILABLE : Return Integer=FOGTABLE AVAILABLE()
    FOGVERTEX AVAILABLE : Return Integer=FOGVERTEX AVAILABLE()
    FOG AVAILABLE : Return Integer=FOG AVAILABLE()
    FULLSCREENGAMMA AVAILABLE : Return Integer=FULLSCREENGAMMA AVAILABLE()
    GET MAXIMUM LIGHTS : Return Integer=GET MAXIMUM LIGHTS()
    GET MAXIMUM PIXEL SHADER VALUE : Return Integer=GET MAXIMUM PIXEL SHADER VALUE()
    GET MAXIMUM TEXTURE HEIGHT : Return Integer=GET MAXIMUM TEXTURE HEIGHT()
    GET MAXIMUM TEXTURE WIDTH : Return Integer=GET MAXIMUM TEXTURE WIDTH()
    GET MAXIMUM VERTEX SHADER CONSTANTS : Return Integer=GET MAXIMUM VERTEX SHADER CONSTANTS()
    GET MAXIMUM VOLUME EXTENT : Return Integer=GET MAXIMUM VOLUME EXTENT()
    MIPCUBEMAP AVAILABLE : Return Integer=MIPCUBEMAP AVAILABLE()
    MIPMAP AVAILABLE : Return Integer=MIPMAP AVAILABLE()
    MIPMAPLODBIAS AVAILABLE : Return Integer=MIPMAPLODBIAS AVAILABLE()
    MIPMAPVOLUME AVAILABLE : Return Integer=MIPMAPVOLUME AVAILABLE()
    NONPOWTEXTURES AVAILABLE : Return Integer=NONPOWTEXTURES AVAILABLE()
    PERSPECTIVETEXTURES AVAILABLE : Return Integer=PERSPECTIVETEXTURES AVAILABLE()
    GET MAXIMUM PIXEL SHADER VERSION : Return Float=GET MAXIMUM PIXEL SHADER VERSION()
    PROJECTEDTEXTURES AVAILABLE : Return Integer=PROJECTEDTEXTURES AVAILABLE()
    RENDERAFTERFLIP AVAILABLE : Return Integer=RENDERAFTERFLIP AVAILABLE()
    RENDERWINDOWED AVAILABLE : Return Integer=RENDERWINDOWED AVAILABLE()
    SEPARATETEXTUREMEMORIES AVAILABLE : Return Integer=SEPARATETEXTUREMEMORIES AVAILABLE()
    ONLYSQUARETEXTURES AVAILABLE : Return Integer=ONLYSQUARETEXTURES AVAILABLE()
    TNL AVAILABLE : Return Integer=TNL AVAILABLE()
    TLVERTEXSYSTEMMEMORY AVAILABLE : Return Integer=TLVERTEXSYSTEMMEMORY AVAILABLE()
    TLVERTEXVIDEOMEMORY AVAILABLE : Return Integer=TLVERTEXVIDEOMEMORY AVAILABLE()
    NONLOCALVIDEOMEMORY AVAILABLE : Return Integer=NONLOCALVIDEOMEMORY AVAILABLE()
    TEXTURESYSTEMMEMORY AVAILABLE : Return Integer=TEXTURESYSTEMMEMORY AVAILABLE()
    TEXTUREVIDEOMEMORY AVAILABLE : Return Integer=TEXTUREVIDEOMEMORY AVAILABLE()
    GET MAXIMUM VERTEX SHADER VERSION : Return Float=GET MAXIMUM VERTEX SHADER VERSION()
    VOLUMEMAP AVAILABLE : Return Integer=VOLUMEMAP AVAILABLE()
    WBUFFER AVAILABLE : Return Integer=WBUFFER AVAILABLE()
    WFOG AVAILABLE : Return Integer=WFOG AVAILABLE()
    ZBUFFER AVAILABLE : Return Integer=ZBUFFER AVAILABLE()
    ZFOG AVAILABLE : Return Integer=ZFOG AVAILABLE()

    MESH EXIST : Return Integer=MESH EXIST(Mesh Number)
    EFFECT EXIST : Return Integer=EFFECT EXIST(Effect Number)
    VERTEX SHADER EXIST : Return Integer=VERTEX SHADER EXIST(VertexShader Number)
    PIXEL SHADER EXIST : Return Integer=PIXEL SHADER EXIST(PixelShader Number)
    STATISTIC : Return Integer=STATISTIC(Statistic Code)
    MAKE EMITTER : MAKE EMITTER Object Number, Size
    PERFORM CHECKLIST FOR ONSCREEN OBJECTS : PERFORM CHECKLIST FOR ONSCREEN OBJECTS Mode