The following objects are used only internally or in saved games. They are of no use in creating plugins or scenarios of your own. These should not be placed in a .tmd or .tml file. They are presented here for completeness' sake only.
This represents an action (key down, joystick movement, etc) that's bound to a certain event ('fire primary weapons', 'return to title screen', etc).
A flag indicating that this is an empty event.
A number uniquely identifying this event
A textual name for the event, automatically generated from the SDL function SDL_GetKeyName()
A generic numeric indicator. For joystick, it's an axis or button number, for the keyboard it's the key, the button number for a mouse button press, and upon mouse movement it's 0 for the x-axis and 1 for the y-axis.
A generic "on/off" indicator - whether the button is pressed or not, etc. Also used for positive/negative.
The SDL type of the event (i.e. SDL_MOUSEMOTION, SDL_JOYBUTTONDOWN, etc)
Generic 'which' indicator. Joystick number for joysticks.
Special flag indicating that the value is exactly zero.
This object has no children or lists.
These are the player's stored options.
The width of the screen
The height of the screen
Whether or not we're running fullscreen
The directories to search when loading data. These are string( reference) objects
The player's controls( reference).
This object has no lists.
This exists for when there is a need to have a list of strings. Currently its only use is in the directories child of options( reference).
The string itself.
This object has no children or lists.
If, in a .tmd/.tms/.tml file, an object references another object which has not yet been created, a placeholder object is given to it instead. This placeholder is then removed when the referenced object is created.
This object has no fields, children, or lists.