e4s-sdk/gamedata/scripts/lua_help.script
2026-06-17 23:06:51 +03:00

12010 lines
250 KiB
Text

List of the classes exported to LUA
C++ class entity_memory_object : memory_object {
property last_level_time;
property level_time;
property object_info;
property self_info;
function object(const entity_memory_object&);
};
C++ class game_memory_object : memory_object {
property last_level_time;
property level_time;
property object_info;
property self_info;
function object(const game_memory_object&);
};
C++ class fcolor {
property a;
property b;
property g;
property r;
fcolor ();
function set(number, number, number, number);
function set(const fcolor&);
function set(number);
};
C++ class flags16 {
flags16 ();
function zero();
function assign(const flags16&);
function assign(number);
function is(flags16*, number);
function and(number);
function and(const flags16&, number);
function equal(flags16*, const flags16&);
function equal(flags16*, const flags16&, number);
function test(flags16*, number);
function is_any(flags16*, number);
function or(number);
function or(const flags16&, number);
function one(flags16*);
function set(flags16*, number, boolean);
function invert();
function invert(const flags16&);
function invert(number);
function get() const;
};
C++ class flags32 {
flags32 ();
function zero();
function assign(const flags32&);
function assign(number);
function is(flags32*, number);
function and(number);
function and(const flags32&, number);
function equal(flags32*, const flags32&);
function equal(flags32*, const flags32&, number);
function test(flags32*, number);
function is_any(flags32*, number);
function or(number);
function or(const flags32&, number);
function one();
function set(flags32*, number, boolean);
function invert();
function invert(const flags32&);
function invert(number);
function get() const;
};
C++ class matrix {
property _14_;
property _24_;
property _34_;
property _44_;
property c;
property i;
property j;
property k;
matrix ();
function mk_xform(const struct _quaternion<number>&, const vector&);
function set(const matrix&);
function set(const vector&, const vector&, const vector&, const vector&);
function div(const matrix&, number);
function div(number);
function identity();
function setHPB(number, number, number);
function setXYZ(number, number, number);
function getHPB(matrix*, number*, number*, number*);
function mul(const matrix&, const matrix&);
function mul(const matrix&, number);
function mul(number);
function setXYZi(number, number, number);
};
C++ class Frect {
property lt;
property rb;
property x1;
property x2;
property y1;
property y2;
Frect ();
function set(number, number, number, number);
};
C++ class vector2 {
property x;
property y;
vector2 ();
function set(number, number);
function set(const vector2&);
};
C++ class vector {
property x;
property y;
property z;
vector ();
function set_length(number);
function sub(number);
function sub(const vector&);
function sub(const vector&, const vector&);
function sub(const vector&, number);
function reflect(const vector&, const vector&);
function slide(const vector&, const vector&);
function average(const vector&);
function average(const vector&, const vector&);
function normalize_safe();
function normalize_safe(const vector&);
function normalize();
function normalize(const vector&);
function align();
function magnitude() const;
function getP() const;
function max(const vector&);
function max(const vector&, const vector&);
function distance_to_xz(const vector&) const;
function invert();
function invert(const vector&);
function mad(const vector&, number);
function mad(const vector&, const vector&, number);
function mad(const vector&, const vector&);
function mad(const vector&, const vector&, const vector&);
function clamp(const vector&);
function clamp(const vector&, vector);
function inertion(const vector&, number);
function crossproduct(const vector&, const vector&);
function set(number, number, number);
function set(const vector&);
function abs(const vector&);
function div(number);
function div(const vector&);
function div(const vector&, const vector&);
function div(const vector&, number);
function dotproduct(const vector&) const;
function getH() const;
function min(const vector&);
function min(const vector&, const vector&);
function similar(const vector&, number) const;
function distance_to(const vector&) const;
function lerp(const vector&, const vector&, number);
function distance_to_sqr(const vector&) const;
function mul(number);
function mul(const vector&);
function mul(const vector&, const vector&);
function mul(const vector&, number);
function setHP(number, number);
function add(number);
function add(const vector&);
function add(const vector&, const vector&);
function add(const vector&, number);
};
C++ class spawn_story_ids {
const INVALID_SPAWN_STORY_ID = -1;
};
C++ class story_ids {
const INVALID_STORY_ID = -1;
const Invalid = 65535;
const test_01 = 65000;
const test_02 = 65001;
const test_03 = 65002;
const test_04 = 65003;
const test_05 = 65004;
};
C++ class callback {
const action_animation = 21;
const action_movement = 18;
const action_object = 24;
const action_particle = 23;
const action_removed = 20;
const action_sound = 22;
const action_watch = 19;
const actor_sleep = 25;
const article_info = 12;
const death = 8;
const helicopter_on_hit = 27;
const helicopter_on_point = 26;
const hit = 16;
const inventory_info = 11;
const inventory_pda = 10;
const level_border_enter = 7;
const level_border_exit = 6;
const map_location_added = 14;
const on_item_drop = 29;
const on_item_take = 28;
const patrol_path_in_point = 9;
const script_animation = 30;
const sound = 17;
const take_item_from_box = 34;
const task_state = 13;
const trade_perform_operation = 3;
const trade_sell_buy_item = 2;
const trade_start = 0;
const trade_stop = 1;
const trader_global_anim_request = 31;
const trader_head_anim_request = 32;
const trader_sound_end = 33;
const use_object = 15;
const weapon_no_ammo = 35;
const zone_enter = 4;
const zone_exit = 5;
};
C++ class key_bindings {
const kACCEL = 6;
const kBACK = 9;
const kBUY = 48;
const kCAM_1 = 14;
const kCAM_2 = 15;
const kCAM_3 = 16;
const kCAM_ZOOM_IN = 17;
const kCAM_ZOOM_OUT = 18;
const kCHAT = 42;
const kCONSOLE = 46;
const kCROUCH = 5;
const kDOWN = 3;
const kDROP = 39;
const kFWD = 8;
const kINVENTORY = 47;
const kJUMP = 4;
const kLEFT = 0;
const kL_LOOKOUT = 12;
const kL_STRAFE = 10;
const kNIGHT_VISION = 20;
const kQUIT = 45;
const kRIGHT = 1;
const kR_LOOKOUT = 13;
const kR_STRAFE = 11;
const kSCORES = 41;
const kSCREENSHOT = 44;
const kSKIN = 49;
const kTEAM = 50;
const kTORCH = 19;
const kUP = 2;
const kUSE = 40;
const kWPN_1 = 22;
const kWPN_2 = 23;
const kWPN_3 = 24;
const kWPN_4 = 25;
const kWPN_5 = 26;
const kWPN_6 = 27;
const kWPN_FIRE = 30;
const kWPN_FUNC = 35;
const kWPN_NEXT = 29;
const kWPN_RELOAD = 34;
const kWPN_ZOOM = 31;
};
C++ class GAME_TYPE {
const GAME_UNKNOWN = -1;
const eGameIDArtefactHunt = 8;
const eGameIDCaptureTheArtefact = 16;
const eGameIDDeathmatch = 2;
const eGameIDTeamDeathmatch = 4;
};
C++ class game_difficulty {
const master = 3;
const novice = 0;
const stalker = 1;
const veteran = 2;
};
C++ class snd_type {
const ambient = 128;
const anomaly = 268435456;
const anomaly_idle = 268437504;
const attack = 8192;
const bullet_hit = 524288;
const die = 131072;
const drop = 33554432;
const eat = 4096;
const empty = 1048576;
const hide = 16777216;
const idle = 2048;
const injure = 65536;
const item = 1073741824;
const item_drop = 1107296256;
const item_hide = 1090519040;
const item_pick_up = 1140850688;
const item_take = 1082130432;
const item_use = 1077936128;
const monster = 536870912;
const monster_attack = 536879104;
const monster_die = 537001984;
const monster_eat = 536875008;
const monster_injure = 536936448;
const monster_step = 536903680;
const monster_talk = 536887296;
const no_sound = 0;
const object_break = 1024;
const object_collide = 512;
const object_explode = 256;
const pick_up = 67108864;
const reload = 262144;
const shoot = 2097152;
const step = 32768;
const take = 8388608;
const talk = 16384;
const use = 4194304;
const weapon = -2147483648;
const weapon_bullet_hit = -2146959360;
const weapon_empty = -2146435072;
const weapon_reload = -2147221504;
const weapon_shoot = -2145386496;
const world = 134217728;
const world_ambient = 134217856;
const world_object_break = 134218752;
const world_object_collide = 134218240;
const world_object_explode = 134217984;
};
C++ class task {
const additional = 1;
const completed = 2;
const fail = 0;
const in_progress = 1;
const storyline = 0;
const task_dummy = 65535;
};
C++ class ui_events {
const BUTTON_CLICKED = 17;
const BUTTON_DOWN = 18;
const CHECK_BUTTON_RESET = 21;
const CHECK_BUTTON_SET = 20;
const EDIT_TEXT_COMMIT = 71;
const LIST_ITEM_CLICKED = 35;
const LIST_ITEM_SELECT = 36;
const MESSAGE_BOX_CANCEL_CLICKED = 44;
const MESSAGE_BOX_COPY_CLICKED = 45;
const MESSAGE_BOX_NO_CLICKED = 43;
const MESSAGE_BOX_OK_CLICKED = 39;
const MESSAGE_BOX_QUIT_GAME_CLICKED = 42;
const MESSAGE_BOX_QUIT_WIN_CLICKED = 41;
const MESSAGE_BOX_YES_CLICKED = 40;
const PROPERTY_CLICKED = 38;
const RADIOBUTTON_SET = 22;
const SCROLLBAR_HSCROLL = 32;
const SCROLLBAR_VSCROLL = 31;
const SCROLLBOX_MOVE = 30;
const TAB_CHANGED = 19;
const WINDOW_KEY_PRESSED = 10;
const WINDOW_KEY_RELEASED = 11;
const WINDOW_LBUTTON_DB_CLICK = 9;
const WINDOW_LBUTTON_DOWN = 0;
const WINDOW_LBUTTON_UP = 3;
const WINDOW_MOUSE_MOVE = 6;
const WINDOW_RBUTTON_DOWN = 1;
const WINDOW_RBUTTON_UP = 4;
};
C++ class GameGraph__LEVEL_MAP__value_type {
property id;
property level;
};
C++ class MEMBERS__value_type {
property id;
property object;
};
C++ class award_pair_t {
property first;
property second;
};
C++ class best_scores_pair_t {
property first;
property second;
};
C++ class hit_memory_object : entity_memory_object {
property amount;
property bone_index;
property direction;
property last_level_time;
property level_time;
property object_info;
property self_info;
function object(const entity_memory_object&);
};
C++ class clsid {
const actor = 90;
const art_bast_artefact = 0;
const art_black_drops = 1;
const art_cta = 3;
const art_dummy = 4;
const art_electric_ball = 5;
const art_faded_ball = 6;
const art_galantine = 7;
const art_gravi = 8;
const art_gravi_black = 2;
const art_mercury_ball = 9;
const art_needles = 10;
const art_rusty_hair = 11;
const art_thorn = 12;
const art_zuda = 13;
const artefact = 41;
const artefact_s = 102;
const bloodsucker = 14;
const bloodsucker_s = 108;
const boar = 15;
const boar_s = 109;
const burer = 16;
const burer_s = 110;
const car = 52;
const cat = 17;
const cat_s = 111;
const chimera = 29;
const chimera_s = 112;
const controller = 18;
const controller_s = 113;
const crow = 19;
const destrphys_s = 93;
const device_detector_advanced = 53;
const device_detector_elite = 54;
const device_detector_scientific = 57;
const device_detector_simple = 58;
const device_flare = 55;
const device_pda = 56;
const device_torch = 59;
const device_torch_s = 146;
const dog_black = 20;
const dog_red = 23;
const dog_s = 116;
const equ_exo = 60;
const equ_military = 61;
const equ_scientific = 62;
const equ_stalker = 63;
const equ_stalker_s = 65;
const flesh = 24;
const flesh_group = 25;
const flesh_s = 117;
const fracture = 26;
const fracture_s = 119;
const game = 70;
const game_cl_artefact_hunt = 45;
const game_cl_capture_the_artefact = 46;
const game_cl_deathmatch = 47;
const game_cl_single = 48;
const game_cl_team_deathmatch = 49;
const game_sv_artefact_hunt = 129;
const game_sv_capture_the_artefact = 130;
const game_sv_deathmatch = 131;
const game_sv_single = 132;
const game_sv_team_deathmatch = 133;
const game_ui_artefact_hunt = 147;
const game_ui_capture_the_artefact = 148;
const game_ui_deathmatch = 149;
const game_ui_single = 150;
const game_ui_team_deathmatch = 151;
const gigant_s = 118;
const graph_point = 28;
const hanging_lamp = 94;
const helicopter = 50;
const helmet = 64;
const hlamp_s = 125;
const hud_manager = 74;
const inventory_box = 95;
const inventory_box_s = 140;
const level = 69;
const level_changer = 84;
const level_changer_s = 85;
const main_menu = 86;
const mp_players_bag = 87;
const nogravity_zone = 211;
const obj_antirad = 75;
const obj_antirad_s = 135;
const obj_attachable = 76;
const obj_bandage = 77;
const obj_bandage_s = 136;
const obj_bolt = 78;
const obj_bottle = 79;
const obj_bottle_s = 137;
const obj_breakable = 91;
const obj_climable = 92;
const obj_document = 80;
const obj_explosive = 81;
const obj_explosive_s = 138;
const obj_food = 82;
const obj_food_s = 139;
const obj_medkit = 83;
const obj_medkit_s = 142;
const obj_pda_s = 144;
const obj_phskeleton = 100;
const obj_phys_destroyable = 99;
const obj_physic = 96;
const online_offline_group = 88;
const online_offline_group_s = 89;
const phantom = 30;
const poltergeist = 31;
const poltergeist_s = 120;
const projector = 98;
const pseudo_gigant = 27;
const pseudodog_s = 121;
const psy_dog = 22;
const psy_dog_phantom = 21;
const psy_dog_phantom_s = 114;
const psy_dog_s = 115;
const rat = 32;
const script_actor = 134;
const script_heli = 51;
const script_object = 103;
const script_phys = 97;
const script_restr = 127;
const script_stalker = 35;
const script_zone = 101;
const smart_cover = 104;
const smart_terrain = 105;
const smart_zone = 106;
const smartcover_s = 107;
const snork = 33;
const snork_s = 122;
const space_restrictor = 126;
const spectator = 128;
const stalker = 34;
const team_base_zone = 214;
const torrid_zone = 215;
const trader = 36;
const tushkano = 37;
const tushkano_s = 123;
const wpn_ak74 = 173;
const wpn_ak74_s = 152;
const wpn_ammo = 39;
const wpn_ammo_m209 = 42;
const wpn_ammo_m209_s = 141;
const wpn_ammo_og7b = 43;
const wpn_ammo_og7b_s = 143;
const wpn_ammo_s = 40;
const wpn_ammo_vog25 = 44;
const wpn_ammo_vog25_s = 145;
const wpn_auto_shotgun_s = 153;
const wpn_binocular = 174;
const wpn_binocular_s = 154;
const wpn_bm16 = 175;
const wpn_bm16_s = 155;
const wpn_fn2000 = 176;
const wpn_fort = 177;
const wpn_grenade_f1 = 66;
const wpn_grenade_f1_s = 67;
const wpn_grenade_fake = 68;
const wpn_grenade_launcher = 178;
const wpn_grenade_launcher_s = 156;
const wpn_grenade_rgd5 = 71;
const wpn_grenade_rgd5_s = 72;
const wpn_grenade_rpg7 = 73;
const wpn_groza = 179;
const wpn_groza_s = 157;
const wpn_hpsa = 180;
const wpn_hpsa_s = 158;
const wpn_knife = 181;
const wpn_knife_s = 159;
const wpn_lr300 = 182;
const wpn_lr300_s = 160;
const wpn_pm = 183;
const wpn_pm_s = 161;
const wpn_rg6 = 184;
const wpn_rg6_s = 162;
const wpn_rpg7 = 185;
const wpn_rpg7_s = 163;
const wpn_scope = 186;
const wpn_scope_s = 164;
const wpn_shotgun = 187;
const wpn_shotgun_s = 165;
const wpn_silencer = 188;
const wpn_silencer_s = 166;
const wpn_stat_mgun = 189;
const wpn_svd = 190;
const wpn_svd_s = 167;
const wpn_svu = 191;
const wpn_svu_s = 168;
const wpn_usp45 = 192;
const wpn_usp45_s = 169;
const wpn_val = 193;
const wpn_val_s = 170;
const wpn_vintorez = 194;
const wpn_vintorez_s = 171;
const wpn_walther = 195;
const wpn_walther_s = 172;
const wpn_wmagaz = 196;
const wpn_wmaggl = 197;
const zombie = 38;
const zombie_s = 124;
const zone = 216;
const zone_acid_fog = 204;
const zone_bfuzz = 205;
const zone_bfuzz_s = 198;
const zone_campfire = 206;
const zone_dead = 207;
const zone_galant_s = 199;
const zone_galantine = 208;
const zone_mbald_s = 200;
const zone_mincer = 210;
const zone_mincer_s = 201;
const zone_mosquito_bald = 209;
const zone_radio_s = 202;
const zone_radioactive = 212;
const zone_rusty_hair = 213;
const zone_torrid_s = 203;
};
C++ class memory_info : visible_memory_object {
property hit_info;
property last_level_time;
property level_time;
property object_info;
property self_info;
property sound_info;
property visual_info;
function object(const game_memory_object&);
};
C++ class MonsterSpace {
const head_anim_angry = 1;
const head_anim_glad = 2;
const head_anim_kind = 3;
const head_anim_normal = 0;
const sound_script = 128;
};
C++ class not_yet_visible_object {
property value;
function object(const not_yet_visible_object&);
};
C++ class CSightParams {
const eSightTypeAnimationDirection = 11;
const eSightTypeCover = 5;
const eSightTypeCoverLookOver = 8;
const eSightTypeCurrentDirection = 0;
const eSightTypeDirection = 2;
const eSightTypeDummy = -1;
const eSightTypeFireObject = 9;
const eSightTypeFirePosition = 10;
const eSightTypeLookOver = 7;
const eSightTypeObject = 4;
const eSightTypePathDirection = 1;
const eSightTypePosition = 3;
const eSightTypeSearch = 6;
property m_object;
property m_sight_type;
property m_vector;
CSightParams ();
};
C++ class sound_memory_object : game_memory_object {
property last_level_time;
property level_time;
property object_info;
property power;
property self_info;
function object(const game_memory_object&);
function type() const;
};
C++ class visible_memory_object : game_memory_object {
property last_level_time;
property level_time;
property object_info;
property self_info;
function object(const game_memory_object&);
};
C++ class FS_item {
function Modif();
function NameFull();
function NameShort();
function ModifDigitOnly();
function Size();
};
C++ class Patch_Dawnload_Progress {
function GetProgress();
function GetInProgress();
function GetStatus();
function GetFlieName();
};
C++ class color {
property b;
property g;
property r;
color ();
color (number, number, number);
function set(number, number, number);
};
C++ class SDrawStaticStruct {
property m_endTime;
function wnd();
};
C++ class duality {
property h;
property v;
duality ();
duality (number, number);
function set(number, number);
};
C++ class memory_object {
property last_level_time;
property level_time;
};
C++ class noise {
property fps;
property grain;
property intensity;
noise ();
noise (number, number, number);
function set(number, number, number);
};
C++ class object_params {
property level_vertex;
property position;
};
C++ class effector_params {
property blur;
property color_add;
property color_base;
property color_gray;
property dual;
property gray;
property noise;
effector_params ();
function assign(effector_params*, effector_params*);
};
C++ class rotation {
property pitch;
property yaw;
};
C++ class award_data {
property m_count;
property m_last_reward_date;
};
C++ class fs_file {
property modif;
property name;
property ptr;
property size_compressed;
property size_real;
property vfs;
};
C++ class DIK_keys {
const DIK_0 = 11;
const DIK_1 = 2;
const DIK_2 = 3;
const DIK_3 = 4;
const DIK_4 = 5;
const DIK_5 = 6;
const DIK_6 = 7;
const DIK_7 = 8;
const DIK_8 = 9;
const DIK_9 = 10;
const DIK_A = 30;
const DIK_ADD = 78;
const DIK_APOSTROPHE = 40;
const DIK_APPS = 221;
const DIK_AT = 145;
const DIK_AX = 150;
const DIK_B = 48;
const DIK_BACK = 14;
const DIK_BACKSLASH = 43;
const DIK_C = 46;
const DIK_CAPITAL = 58;
const DIK_CIRCUMFLEX = 144;
const DIK_COLON = 146;
const DIK_COMMA = 51;
const DIK_CONVERT = 121;
const DIK_D = 32;
const DIK_DECIMAL = 83;
const DIK_DELETE = 211;
const DIK_DIVIDE = 181;
const DIK_DOWN = 208;
const DIK_E = 18;
const DIK_END = 207;
const DIK_EQUALS = 13;
const DIK_ESCAPE = 1;
const DIK_F = 33;
const DIK_F1 = 59;
const DIK_F10 = 68;
const DIK_F11 = 87;
const DIK_F12 = 88;
const DIK_F13 = 100;
const DIK_F14 = 101;
const DIK_F15 = 102;
const DIK_F2 = 60;
const DIK_F3 = 61;
const DIK_F4 = 62;
const DIK_F5 = 63;
const DIK_F6 = 64;
const DIK_F7 = 65;
const DIK_F8 = 66;
const DIK_F9 = 67;
const DIK_G = 34;
const DIK_GRAVE = 41;
const DIK_H = 35;
const DIK_HOME = 199;
const DIK_I = 23;
const DIK_INSERT = 210;
const DIK_J = 36;
const DIK_K = 37;
const DIK_KANA = 112;
const DIK_KANJI = 148;
const DIK_L = 38;
const DIK_LBRACKET = 26;
const DIK_LCONTROL = 29;
const DIK_LEFT = 203;
const DIK_LMENU = 56;
const DIK_LSHIFT = 42;
const DIK_LWIN = 219;
const DIK_M = 50;
const DIK_MINUS = 12;
const DIK_MULTIPLY = 55;
const DIK_N = 49;
const DIK_NEXT = 209;
const DIK_NOCONVERT = 123;
const DIK_NUMLOCK = 69;
const DIK_NUMPAD0 = 82;
const DIK_NUMPAD1 = 79;
const DIK_NUMPAD2 = 80;
const DIK_NUMPAD3 = 81;
const DIK_NUMPAD4 = 75;
const DIK_NUMPAD5 = 76;
const DIK_NUMPAD6 = 77;
const DIK_NUMPAD7 = 71;
const DIK_NUMPAD8 = 72;
const DIK_NUMPAD9 = 73;
const DIK_NUMPADCOMMA = 179;
const DIK_NUMPADENTER = 156;
const DIK_NUMPADEQUALS = 141;
const DIK_O = 24;
const DIK_P = 25;
const DIK_PAUSE = 197;
const DIK_PERIOD = 52;
const DIK_PRIOR = 201;
const DIK_Q = 16;
const DIK_R = 19;
const DIK_RBRACKET = 27;
const DIK_RCONTROL = 157;
const DIK_RETURN = 28;
const DIK_RIGHT = 205;
const DIK_RMENU = 184;
const DIK_RSHIFT = 54;
const DIK_RWIN = 220;
const DIK_S = 31;
const DIK_SCROLL = 70;
const DIK_SEMICOLON = 39;
const DIK_SLASH = 53;
const DIK_SPACE = 57;
const DIK_STOP = 149;
const DIK_SUBTRACT = 74;
const DIK_SYSRQ = 183;
const DIK_T = 20;
const DIK_TAB = 15;
const DIK_U = 22;
const DIK_UNDERLINE = 147;
const DIK_UNLABELED = 151;
const DIK_UP = 200;
const DIK_V = 47;
const DIK_W = 17;
const DIK_X = 45;
const DIK_Y = 21;
const DIK_YEN = 125;
const DIK_Z = 44;
const MOUSE_1 = 337;
const MOUSE_2 = 338;
const MOUSE_3 = 339;
};
C++ class color_animator {
color_animator (string);
function calculate(number);
function load(string);
function length();
};
C++ class profile {
function unique_nick() const;
function online() const;
};
C++ class profile_timer {
profile_timer ();
profile_timer (profile_timer&);
operator +(const profile_timer&, profile_timer);
function stop();
function start();
function time() const;
function __tostring(profile_timer&);
operator <(const profile_timer&, profile_timer);
};
C++ class token {
property id;
property name;
token ();
};
C++ class action_base {
property object;
property storage;
action_base ();
action_base (game_object*);
action_base (game_object*, string);
function finalize();
function add_precondition(const world_property&);
function execute();
function remove_precondition(const number&);
function setup(game_object*, property_storage*);
function set_weight(const number&);
function add_effect(const world_property&);
function show(string);
function initialize();
function remove_effect(const number&);
};
C++ class action_planner {
property object;
property storage;
action_planner ();
function initialized() const;
function remove_action(const number&);
function action(const number&);
function add_action(const number&, action_base*);
function show(string);
function update();
function clear();
function evaluator(const number&);
function setup(game_object*);
function set_goal_world_state(action_planner*, world_state*);
function current_action();
function add_evaluator(const number&, property_evaluator*);
function remove_evaluator(const number&);
function current_action_id() const;
function actual(const action_planner*);
};
C++ class planner_action : action_planner,action_base {
property object;
property storage;
planner_action ();
planner_action (game_object*);
planner_action (game_object*, string);
function finalize();
function action(const number&);
function add_precondition(const world_property&);
function add_action(const number&, action_base*);
function update();
function remove_effect(const number&);
function current_action();
function current_action_id() const;
function initialized() const;
function weight(const world_state&, const world_state&) const;
function initialize();
function actual(const action_planner*);
function remove_action(const number&);
function remove_precondition(const number&);
function execute();
function clear();
function evaluator(const number&);
function set_goal_world_state(action_planner*, world_state*);
function set_weight(const number&);
function add_effect(const world_property&);
function show(string);
function setup(game_object*);
function setup(game_object*, property_storage*);
function remove_evaluator(const number&);
function add_evaluator(const number&, property_evaluator*);
};
C++ class world_state {
world_state ();
world_state (world_state);
function clear();
function includes(const world_state&) const;
operator ==(const world_state&, world_state);
function remove_property(const number&);
function add_property(const world_property&);
operator <(const world_state&, world_state);
function property(const number&) const;
};
C++ class world_property {
world_property (number, boolean);
function value() const;
operator <(const world_property&, world_property);
function condition() const;
operator ==(const world_property&, world_property);
};
C++ class property_evaluator {
property object;
property storage;
property_evaluator ();
property_evaluator (game_object*);
property_evaluator (game_object*, string);
function evaluate();
function setup(game_object*, property_storage*);
};
C++ class property_evaluator_const : property_evaluator {
property object;
property storage;
property_evaluator_const (boolean);
function evaluate();
function setup(game_object*, property_storage*);
};
C++ class ipure_alife_load_object {
};
C++ class ipure_alife_save_object {
};
C++ class ipure_alife_load_save_object : ipure_alife_load_object,ipure_alife_save_object {
};
C++ class Fbox {
property max;
property min;
Fbox ();
};
C++ class suggest_nicks_cb {
suggest_nicks_cb ();
suggest_nicks_cb (object, function<void>);
function bind(object, function<void>);
function clear();
};
C++ class account_profiles_cb {
account_profiles_cb ();
account_profiles_cb (object, function<void>);
function bind(object, function<void>);
function clear();
};
C++ class login_operation_cb {
login_operation_cb ();
login_operation_cb (object, function<void>);
function bind(object, function<void>);
function clear();
};
C++ class account_operation_cb {
account_operation_cb ();
account_operation_cb (object, function<void>);
function bind(object, function<void>);
function clear();
};
C++ class found_email_cb {
found_email_cb ();
found_email_cb (object, function<void>);
function bind(object, function<void>);
function clear();
};
C++ class store_operation_cb {
store_operation_cb ();
store_operation_cb (object, function<void>);
function bind(object, function<void>);
function clear();
};
C++ class CAI_Bloodsucker : CGameObject {
CAI_Bloodsucker ();
function Visual() const;
function getEnabled() const;
function net_Import(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function force_visibility_state(number);
function net_Export(net_packet&);
function _construct();
function use(CGameObject*);
};
C++ class CAI_Boar : CGameObject {
CAI_Boar ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CAI_Dog : CGameObject {
CAI_Dog ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CAI_Flesh : CGameObject {
CAI_Flesh ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CAI_PseudoDog : CGameObject {
CAI_PseudoDog ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CAI_Stalker : CGameObject {
CAI_Stalker ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CAI_Trader : CGameObject {
CAI_Trader ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CALifeHumanBrain : CALifeMonsterBrain {
function can_choose_alife_tasks(boolean);
function update();
function movement(const CALifeMonsterBrain*);
};
C++ class CALifeMonsterBrain {
function can_choose_alife_tasks(boolean);
function update();
function movement(const CALifeMonsterBrain*);
};
C++ class CALifeMonsterDetailPathManager {
function completed() const;
function target(const number&, const number&, const vector&);
function target(const number&);
function target(const CALifeSmartTerrainTask*);
function failed() const;
function speed (const number&);
function speed () const;
function actual() const;
};
C++ class CALifeMonsterMovementManager {
function completed() const;
function patrol(const CALifeMonsterMovementManager*);
function actual() const;
function path_type(const enum MovementManager::EPathType&);
function path_type() const;
function detail(const CALifeMonsterMovementManager*);
};
C++ class CALifeMonsterPatrolPathManager {
function path(string);
function target_game_vertex_id() const;
function target_position(CALifeMonsterPatrolPathManager*);
function target_level_vertex_id() const;
function completed() const;
function route_type(const enum PatrolPathManager::EPatrolRouteType&);
function route_type() const;
function use_randomness(const boolean&);
function use_randomness() const;
function start_type(const enum PatrolPathManager::EPatrolStartType&);
function start_type() const;
function start_vertex_index(const number&);
function actual() const;
};
C++ class alife_simulator {
function level_name(const alife_simulator*, number);
function dont_has_info(const alife_simulator*, const number&, string);
function create_ammo(alife_simulator*, string, const vector&, number, number, number, number);
function add_out_restriction(alife_simulator*, cse_alife_monster_abstract*, number);
function set_interactive(number, boolean);
function add_in_restriction(alife_simulator*, cse_alife_monster_abstract*, number);
function remove_in_restriction(alife_simulator*, cse_alife_monster_abstract*, number);
function level_id(alife_simulator*);
function valid_object_id(const alife_simulator*, number);
function remove_out_restriction(alife_simulator*, cse_alife_monster_abstract*, number);
function switch_distance() const;
function switch_distance(number);
function kill_entity(cse_alife_monster_abstract*, const number&, cse_alife_schedulable*);
function kill_entity(alife_simulator*, cse_alife_monster_abstract*, const number&);
function kill_entity(alife_simulator*, cse_alife_monster_abstract*);
function set_switch_online(number, boolean);
function set_switch_offline(number, boolean);
function has_info(const alife_simulator*, const number&, string);
function remove_all_restrictions(number, const enum RestrictionSpace::ERestrictorTypes&);
function object(const alife_simulator*, number);
function object(const alife_simulator*, number, boolean);
function actor(const alife_simulator*);
function story_object(const alife_simulator*, number);
function spawn_id(alife_simulator*, number);
function release(alife_simulator*, cse_abstract*, boolean);
function create(alife_simulator*, number);
function create(alife_simulator*, string, const vector&, number, number, number);
function create(alife_simulator*, string, const vector&, number, number);
};
C++ class CALifeSmartTerrainTask {
CALifeSmartTerrainTask (string);
CALifeSmartTerrainTask (string, number);
CALifeSmartTerrainTask (number, number);
function level_vertex_id() const;
function position() const;
function game_vertex_id() const;
};
C++ class CActor : CGameObject {
CActor ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CAntirad : CGameObject {
CAntirad ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CArtefact : CGameObject {
CArtefact ();
function Visual() const;
function getEnabled() const;
function net_Import(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function SwitchVisibility(boolean);
function FollowByPath(string, number, vector);
function _construct();
function net_Export(net_packet&);
function GetAfRank() const;
function use(CGameObject*);
};
C++ class CBastArtefact : CArtefact {
CBastArtefact ();
function Visual() const;
function _construct();
function net_Import(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function SwitchVisibility(boolean);
function FollowByPath(string, number, vector);
function getEnabled() const;
function net_Export(net_packet&);
function GetAfRank() const;
function use(CGameObject*);
};
C++ class CBlackDrops : CArtefact {
CBlackDrops ();
function Visual() const;
function _construct();
function net_Import(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function SwitchVisibility(boolean);
function FollowByPath(string, number, vector);
function getEnabled() const;
function net_Export(net_packet&);
function GetAfRank() const;
function use(CGameObject*);
};
C++ class CBlackGraviArtefact : CArtefact {
CBlackGraviArtefact ();
function Visual() const;
function _construct();
function net_Import(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function SwitchVisibility(boolean);
function FollowByPath(string, number, vector);
function getEnabled() const;
function net_Export(net_packet&);
function GetAfRank() const;
function use(CGameObject*);
};
C++ class CBlend {
};
C++ class CBottleItem : CGameObject {
CBottleItem ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CBurer : CGameObject {
CBurer ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CCar : CGameObject,holder {
const eWpnActivate = 3;
const eWpnAutoFire = 5;
const eWpnDesiredDir = 1;
const eWpnDesiredPos = 2;
const eWpnFire = 4;
const eWpnToDefaultDir = 6;
CCar ();
function _construct();
function GetfHealth() const;
function CurrentVel();
function getVisible() const;
function net_Spawn(cse_abstract*);
function SetParam(number, vector);
function net_Export(net_packet&);
function Visual() const;
function IsObjectVisible(game_object*);
function SetExplodeTime(number);
function net_Import(net_packet&);
function HasWeapon();
function SetfHealth(number);
function engaged();
function ExplodeTime();
function FireDirDiff();
function CarExplode();
function CanHit();
function getEnabled() const;
function Action(number, number);
function use(CGameObject*);
};
C++ class CCat : CGameObject {
CCat ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CChimera : CGameObject {
CChimera ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class client_spawn_manager {
function remove(number, number);
function add(number, number, const function<void>&, object);
function add(number, number, const function<void>&);
};
C++ class CConsole {
function execute_script(string);
function get_string(string);
function execute(string);
function get_bool(CConsole*, string);
function get_float(CConsole*, string);
function get_integer(CConsole*, string);
function execute_deferred(CConsole*, string);
function get_token(string);
function show();
function hide();
};
C++ class CController : CGameObject {
CController ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class cover_point {
function level_vertex_id() const;
function is_smart_cover(const cover_point*);
function position() const;
};
C++ class danger_object {
const attack_sound = 1;
const attacked = 5;
const bullet_ricochet = 0;
const enemy_sound = 7;
const entity_attacked = 2;
const entity_corpse = 4;
const entity_death = 3;
const grenade = 6;
const hit = 2;
const sound = 1;
const visual = 0;
function type() const;
function time() const;
operator ==(const danger_object&, danger_object);
function position(const danger_object*);
function object(const danger_object*);
function perceive_type() const;
function dependent_object(const danger_object*);
};
C++ class CDestroyablePhysicsObject : CGameObject {
CDestroyablePhysicsObject ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CDialogHolder {
function RemoveDialogToRender(CUIWindow*);
function AddDialogToRender(CUIWindow*);
};
C++ class CPhraseScript {
function SetScriptText(string);
function AddHasInfo(string);
function AddGiveInfo(string);
function AddDisableInfo(string);
function AddDontHasInfo(string);
function AddAction(string);
function AddPrecondition(string);
};
C++ class CDummyArtefact : CArtefact {
CDummyArtefact ();
function Visual() const;
function _construct();
function net_Import(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function SwitchVisibility(boolean);
function FollowByPath(string, number, vector);
function getEnabled() const;
function net_Export(net_packet&);
function GetAfRank() const;
function use(CGameObject*);
};
C++ class cef_storage {
function evaluate(cef_storage*, string, game_object*);
function evaluate(cef_storage*, string, game_object*, game_object*);
function evaluate(cef_storage*, string, game_object*, game_object*, game_object*);
function evaluate(cef_storage*, string, game_object*, game_object*, game_object*, game_object*);
function evaluate(cef_storage*, string, cse_alife_object*);
function evaluate(cef_storage*, string, cse_alife_object*, cse_alife_object*);
function evaluate(cef_storage*, string, cse_alife_object*, cse_alife_object*, cse_alife_object*);
function evaluate(cef_storage*, string, cse_alife_object*, cse_alife_object*, cse_alife_object*, cse_alife_object*);
};
C++ class CElectricBall : CArtefact {
CElectricBall ();
function Visual() const;
function _construct();
function net_Import(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function SwitchVisibility(boolean);
function FollowByPath(string, number, vector);
function getEnabled() const;
function net_Export(net_packet&);
function GetAfRank() const;
function use(CGameObject*);
};
C++ class explosive {
function explode();
};
C++ class CExplosiveItem : CGameObject {
CExplosiveItem ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CF1 : CGameObject {
CF1 ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CFadedBall : CArtefact {
CFadedBall ();
function Visual() const;
function _construct();
function net_Import(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function SwitchVisibility(boolean);
function FollowByPath(string, number, vector);
function getEnabled() const;
function net_Export(net_packet&);
function GetAfRank() const;
function use(CGameObject*);
};
C++ class CFoodItem : CGameObject {
CFoodItem ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CFracture : CGameObject {
CFracture ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CGalantineArtefact : CArtefact {
CGalantineArtefact ();
function Visual() const;
function _construct();
function net_Import(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function SwitchVisibility(boolean);
function FollowByPath(string, number, vector);
function getEnabled() const;
function net_Export(net_packet&);
function GetAfRank() const;
function use(CGameObject*);
};
C++ class CGameFont {
const alCenter = 2;
const alLeft = 0;
const alRight = 1;
};
C++ class CGameGraph {
function valid_vertex_id(number) const;
function vertex(number) const;
function accessible(const CGameGraph*, const number&);
function accessible(const CGameGraph*, const number&, boolean);
function levels(const CGameGraph*);
function vertex_id(const GameGraph__CVertex*) const;
};
C++ class CGameObject : DLL_Pure,ISheduled,ICollidable,IRenderable {
CGameObject ();
function Visual() const;
function getEnabled() const;
function _construct();
function net_Import(net_packet&);
function getVisible() const;
function net_Export(net_packet&);
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CGameTask {
CGameTask ();
function get_id();
function set_priority(number);
function set_title(string);
function set_map_hint(string);
function get_title();
function add_on_fail_info(string);
function add_complete_func(string);
function add_fail_func(string);
function remove_map_locations(boolean);
function add_fail_info(string);
function add_complete_info(string);
function set_type(number);
function set_map_object_id(number);
function set_description(string);
function set_id(string);
function add_on_fail_func(string);
function add_on_complete_func(string);
function set_icon_name(string);
function set_map_location(string);
function change_map_location(string, number);
function add_on_complete_info(string);
function get_priority();
};
C++ class CGraviArtefact : CArtefact {
CGraviArtefact ();
function Visual() const;
function _construct();
function net_Import(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function SwitchVisibility(boolean);
function FollowByPath(string, number, vector);
function getEnabled() const;
function net_Export(net_packet&);
function GetAfRank() const;
function use(CGameObject*);
};
C++ class CGrenadeLauncher : CGameObject {
CGrenadeLauncher ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CHairsZone : CGameObject {
CHairsZone ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class hanging_lamp : CGameObject {
hanging_lamp ();
function Visual() const;
function getEnabled() const;
function net_Import(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function turn_on();
function turn_off();
function net_Export(net_packet&);
function _construct();
function use(CGameObject*);
};
C++ class CHelicopter : CGameObject {
const eAlive = 0;
const eBodyByPath = 0;
const eBodyToPoint = 1;
const eDead = 1;
const eEnemyEntity = 2;
const eEnemyNone = 0;
const eEnemyPoint = 1;
const eMovLanding = 4;
const eMovNone = 0;
const eMovPatrolPath = 2;
const eMovRoundPath = 3;
const eMovTakeOff = 5;
const eMovToPoint = 1;
property m_dead;
property m_exploded;
property m_flame_started;
property m_light_started;
property m_max_mgun_dist;
property m_max_rocket_dist;
property m_min_mgun_dist;
property m_min_rocket_dist;
property m_syncronize_rocket;
property m_time_between_rocket_attack;
property m_use_mgun_on_attack;
property m_use_rocket_on_attack;
CHelicopter ();
function _construct();
function SetSpeedInDestPoint(number);
function getVisible() const;
function LookAtPoint(vector, boolean);
function GetRealAltitude();
function GetCurrVelocity();
function SetLinearAcc(number, number);
function GoPatrolByPatrolPath(string, number);
function GetSpeedInDestPoint(number);
function isVisible(game_object*);
function net_Import(net_packet&);
function SetMaxVelocity(number);
function SetfHealth(number);
function GetMovementState();
function SetEnemy(game_object*);
function SetEnemy(vector*);
function getEnabled() const;
function GetfHealth() const;
function Explode();
function SetOnPointRangeDist(number);
function SetFireTrailLength(number);
function GetOnPointRangeDist();
function GetMaxVelocity();
function TurnLighting(boolean);
function SetBarrelDirTolerance(number);
function GetBodyState();
function GetCurrVelocityVec();
function net_Export(net_packet&);
function SetDestPosition(vector*);
function UseFireTrail();
function UseFireTrail(boolean);
function GoPatrolByRoundPath(vector, number, boolean);
function net_Spawn(cse_abstract*);
function GetState();
function Die();
function StartFlame();
function Visual() const;
function GetDistanceToDestPosition();
function GetHuntState();
function TurnEngineSound(boolean);
function GetSafeAltitude();
function ClearEnemy();
function use(CGameObject*);
};
C++ class holder {
function engaged();
function Action(number, number);
function SetParam(number, vector);
};
C++ class CInventoryBox : CGameObject {
CInventoryBox ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CLevelChanger : CGameObject {
CLevelChanger ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class FS {
const FS_ClampExt = 4;
const FS_ListFiles = 1;
const FS_ListFolders = 2;
const FS_RootOnly = 8;
const FS_sort_by_modif_down = 5;
const FS_sort_by_modif_up = 4;
const FS_sort_by_name_down = 1;
const FS_sort_by_name_up = 0;
const FS_sort_by_size_down = 3;
const FS_sort_by_size_up = 2;
function get_file_age(string);
function file_length(string);
function file_rename(string, string, boolean);
function r_open(string, string);
function r_open(string);
function append_path(string, string, string, number);
function file_copy(string, string);
function get_file_age_str(FS*, string);
function dir_delete(FS*, string, number);
function dir_delete(FS*, string, string, number);
function update_path(FS*, string, string);
function r_close(reader*&);
function exist(string);
function exist(string, string);
function w_close(class IWriter*&);
function file_list_open(FS*, string, number);
function file_list_open(FS*, string, string, number);
function path_exist(string);
function file_list_open_ex(FS*, string, number, string);
function get_path(string);
function file_delete(string, string);
function file_delete(string);
function w_open(string, string);
function w_open(string);
};
C++ class CMainMenu {
function GetCDKey();
function GetAccountMngr();
function GetDemoInfo(string);
function GetPatchProgress();
function GetProfileStore();
function GetGSVer();
function CancelDownload();
function GetLoginMngr();
function ValidateCDKey();
function GetPlayerName();
};
C++ class CMedkit : CGameObject {
CMedkit ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CMercuryBall : CArtefact {
CMercuryBall ();
function Visual() const;
function _construct();
function net_Import(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function SwitchVisibility(boolean);
function FollowByPath(string, number, vector);
function getEnabled() const;
function net_Export(net_packet&);
function GetAfRank() const;
function use(CGameObject*);
};
C++ class CMincer : CGameObject {
CMincer ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CMosquitoBald : CGameObject {
CMosquitoBald ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class object_factory {
function register(string, string, string, string);
function register(string, string, string);
};
C++ class particle_params {
particle_params ();
particle_params (const vector&);
particle_params (const vector&, const vector&);
particle_params (const vector&, const vector&, const vector&);
};
C++ class patrol {
const continue = 1;
const custom = 3;
const dummy = -1;
const nearest = 2;
const next = 4;
const start = 0;
const stop = 0;
patrol (string);
patrol (string, enum PatrolPathManager::EPatrolStartType);
patrol (string, enum PatrolPathManager::EPatrolStartType, enum PatrolPathManager::EPatrolRouteType);
patrol (string, enum PatrolPathManager::EPatrolStartType, enum PatrolPathManager::EPatrolRouteType, boolean);
patrol (string, enum PatrolPathManager::EPatrolStartType, enum PatrolPathManager::EPatrolRouteType, boolean, number);
function level_vertex_id(number) const;
function point(const patrol*, number);
function flag(number, number) const;
function game_vertex_id(number) const;
function flags(number) const;
function name(number) const;
function index(string) const;
function terminal(number) const;
function count() const;
function get_nearest(const vector&) const;
};
C++ class CPda : CGameObject {
CPda ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CPhrase {
function GetPhraseScript();
};
C++ class CPhraseDialog {
function AddPhrase(string, string, string, number);
};
C++ class CPhysicObject : CGameObject {
CPhysicObject ();
function set_door_ignore_dynamics();
function _construct();
function getVisible() const;
function net_Spawn(cse_abstract*);
function play_bones_sound();
function run_anim_back();
function net_Export(net_packet&);
function Visual() const;
function unset_door_ignore_dynamics();
function net_Import(net_packet&);
function run_anim_forward();
function stop_anim();
function anim_time_get();
function getEnabled() const;
function anim_time_set(number);
function stop_bones_sound();
function use(CGameObject*);
};
C++ class CPoltergeist : CGameObject {
CPoltergeist ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class property_storage {
property_storage ();
function property(const number&) const;
function set_property(const number&, const boolean&);
};
C++ class CPseudoGigant : CGameObject {
CPseudoGigant ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CPsyDog : CGameObject {
CPsyDog ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CPsyDogPhantom : CGameObject {
CPsyDogPhantom ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class cpure_server_object : ipure_server_object {
};
C++ class CRGD5 : CGameObject {
CRGD5 ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CRadioactiveZone : CGameObject {
CRadioactiveZone ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class render_device {
property aspect_ratio;
property cam_dir;
property cam_pos;
property cam_right;
property cam_top;
property f_time_delta;
property fov;
property frame;
property height;
property precache_frame;
property time_delta;
property width;
function time_global(const render_device*);
function is_paused(render_device*);
function pause(render_device*, boolean);
};
C++ class CRustyHairArtefact : CArtefact {
CRustyHairArtefact ();
function Visual() const;
function _construct();
function net_Import(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function SwitchVisibility(boolean);
function FollowByPath(string, number, vector);
function getEnabled() const;
function net_Export(net_packet&);
function GetAfRank() const;
function use(CGameObject*);
};
C++ class cse_anomalous_zone : cse_custom_zone {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_anomalous_zone (string);
function on_before_register();
function use_ai_locations(boolean);
function on_register();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function can_save() const;
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function keep_saved_data_anyway() const;
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function interactive() const;
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_car : cse_alife_dynamic_object_visual,cse_ph_skeleton {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_car (string);
function on_before_register();
function use_ai_locations(boolean);
function on_register();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function can_save() const;
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function keep_saved_data_anyway() const;
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function interactive() const;
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_creature_abstract : cse_alife_dynamic_object_visual {
property angle;
property group;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
property squad;
property team;
cse_alife_creature_abstract (string);
function on_death(cse_abstract*);
function on_before_register();
function use_ai_locations(boolean);
function interactive() const;
function on_register();
function alive() const;
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function g_team();
function switch_offline();
function health() const;
function g_group();
function clsid() const;
function g_squad();
function can_save() const;
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function keep_saved_data_anyway() const;
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function o_torso(cse_alife_creature_abstract*);
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_creature_actor : cse_alife_creature_abstract,cse_alife_trader_abstract,cse_ph_skeleton {
property angle;
property group;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
property squad;
property team;
cse_alife_creature_actor (string);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function UPDATE_Read(net_packet&);
function g_squad();
function switch_offline();
function clsid() const;
function STATE_Write(net_packet&);
function init();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function profile_name(cse_alife_trader_abstract*);
function name(const cse_abstract*);
function keep_saved_data_anyway() const;
function on_death(cse_abstract*);
function used_ai_locations() const;
function use_ai_locations(boolean);
function switch_online();
function visible_for_map() const;
function visible_for_map(boolean);
function alive() const;
function community() const;
function interactive() const;
function on_register();
function on_before_register();
function reputation();
function on_unregister();
function g_team();
function can_switch_offline() const;
function can_switch_offline(boolean);
function o_torso(cse_alife_creature_abstract*);
function STATE_Read(net_packet&, number);
function health() const;
function move_offline() const;
function move_offline(boolean);
function on_spawn();
function UPDATE_Write(net_packet&);
function g_group();
function rank();
};
C++ class cse_alife_creature_crow : cse_alife_creature_abstract {
property angle;
property group;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
property squad;
property team;
cse_alife_creature_crow (string);
function on_death(cse_abstract*);
function on_before_register();
function use_ai_locations(boolean);
function UPDATE_Read(net_packet&);
function on_register();
function on_unregister();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function g_team();
function switch_offline();
function alive() const;
function can_switch_offline() const;
function can_switch_offline(boolean);
function clsid() const;
function on_spawn();
function name(const cse_abstract*);
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function g_squad();
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function o_torso(cse_alife_creature_abstract*);
function STATE_Read(net_packet&, number);
function interactive() const;
function can_save() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function g_group();
function health() const;
};
C++ class cse_alife_creature_phantom : cse_alife_creature_abstract {
property angle;
property group;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
property squad;
property team;
cse_alife_creature_phantom (string);
function on_death(cse_abstract*);
function on_before_register();
function use_ai_locations(boolean);
function UPDATE_Read(net_packet&);
function on_register();
function on_unregister();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function g_team();
function switch_offline();
function alive() const;
function can_switch_offline() const;
function can_switch_offline(boolean);
function clsid() const;
function on_spawn();
function name(const cse_abstract*);
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function g_squad();
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function o_torso(cse_alife_creature_abstract*);
function STATE_Read(net_packet&, number);
function interactive() const;
function can_save() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function g_group();
function health() const;
};
C++ class cse_custom_zone : cse_alife_dynamic_object,cse_shape {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_custom_zone (string);
function move_offline() const;
function move_offline(boolean);
function use_ai_locations(boolean);
function switch_online();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function UPDATE_Read(net_packet&);
function on_before_register();
function STATE_Write(net_packet&);
function on_register();
function init();
function can_switch_offline() const;
function can_switch_offline(boolean);
function name(const cse_abstract*);
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function on_spawn();
function STATE_Read(net_packet&, number);
function interactive() const;
function used_ai_locations() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function can_save() const;
};
C++ class cse_alife_dynamic_object : cse_alife_object {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_dynamic_object (string);
function used_ai_locations() const;
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function switch_online();
function keep_saved_data_anyway() const;
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function on_register();
function on_before_register();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function on_spawn();
function STATE_Read(net_packet&, number);
function interactive() const;
function name(const cse_abstract*);
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_dynamic_object_visual : cse_alife_dynamic_object,cse_visual {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_dynamic_object_visual (string);
function move_offline() const;
function move_offline(boolean);
function use_ai_locations(boolean);
function switch_online();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function UPDATE_Read(net_packet&);
function on_before_register();
function STATE_Write(net_packet&);
function on_register();
function init();
function can_switch_offline() const;
function can_switch_offline(boolean);
function name(const cse_abstract*);
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function on_spawn();
function STATE_Read(net_packet&, number);
function interactive() const;
function used_ai_locations() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function can_save() const;
};
C++ class cse_alife_graph_point : cse_abstract {
property angle;
property id;
property parent_id;
property position;
property script_version;
cse_alife_graph_point (string);
function STATE_Write(net_packet&);
function init();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function UPDATE_Read(net_packet&);
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function UPDATE_Write(net_packet&);
function clsid() const;
};
C++ class cse_alife_group_abstract {
};
C++ class cse_alife_helicopter : cse_alife_dynamic_object_visual,cse_motion,cse_ph_skeleton {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_helicopter (string);
function on_before_register();
function use_ai_locations(boolean);
function on_register();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function can_save() const;
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function keep_saved_data_anyway() const;
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function interactive() const;
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_human_abstract : cse_alife_trader_abstract,cse_alife_monster_abstract {
property angle;
property group;
property group_id;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_smart_terrain_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
property squad;
property team;
cse_alife_human_abstract (string);
function kill();
function can_save() const;
function update();
function can_switch_online() const;
function can_switch_online(boolean);
function UPDATE_Read(net_packet&);
function g_squad();
function switch_offline();
function clsid() const;
function STATE_Write(net_packet&);
function init();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function profile_name(cse_alife_trader_abstract*);
function name(const cse_abstract*);
function keep_saved_data_anyway() const;
function on_death(cse_abstract*);
function clear_smart_terrain(cse_alife_monster_abstract*);
function set_rank(number);
function use_ai_locations(boolean);
function g_group();
function switch_online();
function brain(cse_alife_monster_abstract*);
function brain(cse_alife_human_abstract*);
function on_spawn();
function visible_for_map() const;
function visible_for_map(boolean);
function move_offline() const;
function move_offline(boolean);
function alive() const;
function health() const;
function STATE_Read(net_packet&, number);
function smart_terrain_task_deactivate(cse_alife_monster_abstract*);
function used_ai_locations() const;
function current_level_travel_speed(cse_alife_monster_abstract*);
function current_level_travel_speed(cse_alife_monster_abstract*, number);
function can_switch_offline() const;
function can_switch_offline(boolean);
function has_detector();
function g_team();
function on_register();
function reputation();
function force_set_goodwill(cse_alife_monster_abstract*, number, number);
function on_before_register();
function smart_terrain_id(cse_alife_monster_abstract*);
function o_torso(cse_alife_creature_abstract*);
function travel_speed(cse_alife_monster_abstract*);
function travel_speed(cse_alife_monster_abstract*, number);
function interactive() const;
function community() const;
function smart_terrain_task_activate(cse_alife_monster_abstract*);
function UPDATE_Write(net_packet&);
function on_unregister();
function rank();
};
C++ class cse_alife_human_stalker : cse_alife_human_abstract,cse_ph_skeleton {
property angle;
property group;
property group_id;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_smart_terrain_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
property squad;
property team;
cse_alife_human_stalker (string);
function kill();
function can_save() const;
function brain(cse_alife_monster_abstract*);
function brain(cse_alife_human_abstract*);
function can_switch_online() const;
function can_switch_online(boolean);
function UPDATE_Read(net_packet&);
function g_squad();
function switch_offline();
function clsid() const;
function STATE_Write(net_packet&);
function init();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function profile_name(cse_alife_trader_abstract*);
function name(const cse_abstract*);
function keep_saved_data_anyway() const;
function on_death(cse_abstract*);
function move_offline() const;
function move_offline(boolean);
function switch_online();
function use_ai_locations(boolean);
function on_unregister();
function set_rank(number);
function used_ai_locations() const;
function smart_terrain_task_activate(cse_alife_monster_abstract*);
function visible_for_map() const;
function visible_for_map(boolean);
function community() const;
function alive() const;
function interactive() const;
function travel_speed(cse_alife_monster_abstract*);
function travel_speed(cse_alife_monster_abstract*, number);
function smart_terrain_task_deactivate(cse_alife_monster_abstract*);
function can_switch_offline() const;
function can_switch_offline(boolean);
function current_level_travel_speed(cse_alife_monster_abstract*);
function current_level_travel_speed(cse_alife_monster_abstract*, number);
function smart_terrain_id(cse_alife_monster_abstract*);
function has_detector();
function on_before_register();
function force_set_goodwill(cse_alife_monster_abstract*, number, number);
function reputation();
function on_register();
function g_team();
function clear_smart_terrain(cse_alife_monster_abstract*);
function o_torso(cse_alife_creature_abstract*);
function STATE_Read(net_packet&, number);
function health() const;
function update();
function on_spawn();
function UPDATE_Write(net_packet&);
function g_group();
function rank();
};
C++ class cse_alife_inventory_box : cse_alife_dynamic_object_visual {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_inventory_box (string);
function on_before_register();
function use_ai_locations(boolean);
function on_register();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function can_save() const;
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function keep_saved_data_anyway() const;
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function interactive() const;
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_inventory_item {
};
C++ class cse_alife_item : cse_alife_dynamic_object_visual,cse_alife_inventory_item {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_item (string);
function on_before_register();
function use_ai_locations(boolean);
function on_register();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function bfUseful();
function can_save() const;
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function keep_saved_data_anyway() const;
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function interactive() const;
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_item_ammo : cse_alife_item {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_item_ammo (string);
function on_before_register();
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function UPDATE_Read(net_packet&);
function on_register();
function switch_online();
function STATE_Write(net_packet&);
function can_switch_offline() const;
function can_switch_offline(boolean);
function init();
function on_spawn();
function name(const cse_abstract*);
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function bfUseful();
function STATE_Read(net_packet&, number);
function interactive() const;
function used_ai_locations() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function move_offline() const;
function move_offline(boolean);
};
C++ class cse_alife_item_artefact : cse_alife_item {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_item_artefact (string);
function on_before_register();
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function UPDATE_Read(net_packet&);
function on_register();
function switch_online();
function STATE_Write(net_packet&);
function can_switch_offline() const;
function can_switch_offline(boolean);
function init();
function on_spawn();
function name(const cse_abstract*);
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function bfUseful();
function STATE_Read(net_packet&, number);
function interactive() const;
function used_ai_locations() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function move_offline() const;
function move_offline(boolean);
};
C++ class cse_alife_item_bolt : cse_alife_item {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_item_bolt (string);
function on_before_register();
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function UPDATE_Read(net_packet&);
function on_register();
function switch_online();
function STATE_Write(net_packet&);
function can_switch_offline() const;
function can_switch_offline(boolean);
function init();
function on_spawn();
function name(const cse_abstract*);
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function bfUseful();
function STATE_Read(net_packet&, number);
function interactive() const;
function used_ai_locations() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function move_offline() const;
function move_offline(boolean);
};
C++ class cse_alife_item_custom_outfit : cse_alife_item {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_item_custom_outfit (string);
function on_before_register();
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function UPDATE_Read(net_packet&);
function on_register();
function switch_online();
function STATE_Write(net_packet&);
function can_switch_offline() const;
function can_switch_offline(boolean);
function init();
function on_spawn();
function name(const cse_abstract*);
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function bfUseful();
function STATE_Read(net_packet&, number);
function interactive() const;
function used_ai_locations() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function move_offline() const;
function move_offline(boolean);
};
C++ class cse_alife_item_detector : cse_alife_item {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_item_detector (string);
function on_before_register();
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function UPDATE_Read(net_packet&);
function on_register();
function switch_online();
function STATE_Write(net_packet&);
function can_switch_offline() const;
function can_switch_offline(boolean);
function init();
function on_spawn();
function name(const cse_abstract*);
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function bfUseful();
function STATE_Read(net_packet&, number);
function interactive() const;
function used_ai_locations() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function move_offline() const;
function move_offline(boolean);
};
C++ class cse_alife_item_document : cse_alife_item {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_item_document (string);
function on_before_register();
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function UPDATE_Read(net_packet&);
function on_register();
function switch_online();
function STATE_Write(net_packet&);
function can_switch_offline() const;
function can_switch_offline(boolean);
function init();
function on_spawn();
function name(const cse_abstract*);
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function bfUseful();
function STATE_Read(net_packet&, number);
function interactive() const;
function used_ai_locations() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function move_offline() const;
function move_offline(boolean);
};
C++ class cse_alife_item_explosive : cse_alife_item {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_item_explosive (string);
function on_before_register();
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function UPDATE_Read(net_packet&);
function on_register();
function switch_online();
function STATE_Write(net_packet&);
function can_switch_offline() const;
function can_switch_offline(boolean);
function init();
function on_spawn();
function name(const cse_abstract*);
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function bfUseful();
function STATE_Read(net_packet&, number);
function interactive() const;
function used_ai_locations() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function move_offline() const;
function move_offline(boolean);
};
C++ class cse_alife_item_grenade : cse_alife_item {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_item_grenade (string);
function on_before_register();
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function UPDATE_Read(net_packet&);
function on_register();
function switch_online();
function STATE_Write(net_packet&);
function can_switch_offline() const;
function can_switch_offline(boolean);
function init();
function on_spawn();
function name(const cse_abstract*);
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function bfUseful();
function STATE_Read(net_packet&, number);
function interactive() const;
function used_ai_locations() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function move_offline() const;
function move_offline(boolean);
};
C++ class cse_alife_item_pda : cse_alife_item {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_item_pda (string);
function on_before_register();
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function UPDATE_Read(net_packet&);
function on_register();
function switch_online();
function STATE_Write(net_packet&);
function can_switch_offline() const;
function can_switch_offline(boolean);
function init();
function on_spawn();
function name(const cse_abstract*);
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function bfUseful();
function STATE_Read(net_packet&, number);
function interactive() const;
function used_ai_locations() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function move_offline() const;
function move_offline(boolean);
};
C++ class cse_alife_item_torch : cse_alife_item {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_item_torch (string);
function on_before_register();
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function UPDATE_Read(net_packet&);
function on_register();
function switch_online();
function STATE_Write(net_packet&);
function can_switch_offline() const;
function can_switch_offline(boolean);
function init();
function on_spawn();
function name(const cse_abstract*);
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function bfUseful();
function STATE_Read(net_packet&, number);
function interactive() const;
function used_ai_locations() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function move_offline() const;
function move_offline(boolean);
};
C++ class cse_alife_item_weapon : cse_alife_item {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_item_weapon (string);
function on_before_register();
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function switch_online();
function clsid() const;
function UPDATE_Read(net_packet&);
function on_register();
function clone_addons(cse_alife_item_weapon*);
function STATE_Write(net_packet&);
function can_switch_offline() const;
function can_switch_offline(boolean);
function init();
function on_spawn();
function name(const cse_abstract*);
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function bfUseful();
function STATE_Read(net_packet&, number);
function interactive() const;
function used_ai_locations() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function move_offline() const;
function move_offline(boolean);
};
C++ class cse_alife_item_weapon_auto_shotgun : cse_alife_item_weapon {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_item_weapon_auto_shotgun (string);
function on_before_register();
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function UPDATE_Read(net_packet&);
function switch_offline();
function move_offline() const;
function move_offline(boolean);
function clsid() const;
function visible_for_map() const;
function visible_for_map(boolean);
function switch_online();
function clone_addons(cse_alife_item_weapon*);
function STATE_Write(net_packet&);
function keep_saved_data_anyway() const;
function init();
function used_ai_locations() const;
function interactive() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function bfUseful();
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function on_register();
};
C++ class cse_alife_item_weapon_magazined : cse_alife_item_weapon {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_item_weapon_magazined (string);
function on_before_register();
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function UPDATE_Read(net_packet&);
function switch_offline();
function move_offline() const;
function move_offline(boolean);
function clsid() const;
function visible_for_map() const;
function visible_for_map(boolean);
function switch_online();
function clone_addons(cse_alife_item_weapon*);
function STATE_Write(net_packet&);
function keep_saved_data_anyway() const;
function init();
function used_ai_locations() const;
function interactive() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function bfUseful();
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function on_register();
};
C++ class cse_alife_item_weapon_magazined_w_gl : cse_alife_item_weapon_magazined {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_item_weapon_magazined_w_gl (string);
function on_before_register();
function use_ai_locations(boolean);
function switch_online();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function on_register();
function clsid() const;
function can_save() const;
function used_ai_locations() const;
function clone_addons(cse_alife_item_weapon*);
function STATE_Write(net_packet&);
function can_switch_offline() const;
function can_switch_offline(boolean);
function init();
function on_spawn();
function name(const cse_abstract*);
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function bfUseful();
function STATE_Read(net_packet&, number);
function interactive() const;
function move_offline() const;
function move_offline(boolean);
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_item_weapon_shotgun : cse_alife_item_weapon {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_item_weapon_shotgun (string);
function on_before_register();
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function UPDATE_Read(net_packet&);
function switch_offline();
function move_offline() const;
function move_offline(boolean);
function clsid() const;
function visible_for_map() const;
function visible_for_map(boolean);
function switch_online();
function clone_addons(cse_alife_item_weapon*);
function STATE_Write(net_packet&);
function keep_saved_data_anyway() const;
function init();
function used_ai_locations() const;
function interactive() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function bfUseful();
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function on_register();
};
C++ class cse_alife_level_changer : cse_alife_space_restrictor {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_level_changer (string);
function on_before_register();
function use_ai_locations(boolean);
function on_register();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function can_save() const;
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function keep_saved_data_anyway() const;
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function interactive() const;
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_monster_abstract : cse_alife_creature_abstract,cse_alife_schedulable {
property angle;
property group;
property group_id;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_smart_terrain_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
property squad;
property team;
cse_alife_monster_abstract (string);
function kill();
function can_save() const;
function update();
function can_switch_online() const;
function can_switch_online(boolean);
function UPDATE_Read(net_packet&);
function g_squad();
function switch_offline();
function clsid() const;
function STATE_Write(net_packet&);
function init();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function name(const cse_abstract*);
function keep_saved_data_anyway() const;
function on_death(cse_abstract*);
function used_ai_locations() const;
function use_ai_locations(boolean);
function switch_online();
function force_set_goodwill(cse_alife_monster_abstract*, number, number);
function visible_for_map() const;
function visible_for_map(boolean);
function clear_smart_terrain(cse_alife_monster_abstract*);
function alive() const;
function interactive() const;
function travel_speed(cse_alife_monster_abstract*);
function travel_speed(cse_alife_monster_abstract*, number);
function smart_terrain_task_deactivate(cse_alife_monster_abstract*);
function smart_terrain_task_activate(cse_alife_monster_abstract*);
function current_level_travel_speed(cse_alife_monster_abstract*);
function current_level_travel_speed(cse_alife_monster_abstract*, number);
function brain(cse_alife_monster_abstract*);
function has_detector();
function smart_terrain_id(cse_alife_monster_abstract*);
function on_before_register();
function on_unregister();
function on_register();
function g_team();
function can_switch_offline() const;
function can_switch_offline(boolean);
function o_torso(cse_alife_creature_abstract*);
function STATE_Read(net_packet&, number);
function health() const;
function move_offline() const;
function move_offline(boolean);
function on_spawn();
function UPDATE_Write(net_packet&);
function g_group();
function rank();
};
C++ class cse_alife_monster_base : cse_alife_monster_abstract,cse_ph_skeleton {
property angle;
property group;
property group_id;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_smart_terrain_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
property squad;
property team;
cse_alife_monster_base (string);
function kill();
function can_save() const;
function brain(cse_alife_monster_abstract*);
function can_switch_online() const;
function can_switch_online(boolean);
function UPDATE_Read(net_packet&);
function smart_terrain_id(cse_alife_monster_abstract*);
function switch_offline();
function clsid() const;
function STATE_Write(net_packet&);
function init();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function name(const cse_abstract*);
function keep_saved_data_anyway() const;
function on_death(cse_abstract*);
function clear_smart_terrain(cse_alife_monster_abstract*);
function use_ai_locations(boolean);
function switch_online();
function on_before_register();
function visible_for_map() const;
function visible_for_map(boolean);
function g_group();
function alive() const;
function g_squad();
function on_spawn();
function smart_terrain_task_deactivate(cse_alife_monster_abstract*);
function move_offline() const;
function move_offline(boolean);
function current_level_travel_speed(cse_alife_monster_abstract*);
function current_level_travel_speed(cse_alife_monster_abstract*, number);
function health() const;
function has_detector();
function STATE_Read(net_packet&, number);
function force_set_goodwill(cse_alife_monster_abstract*, number, number);
function can_switch_offline() const;
function can_switch_offline(boolean);
function g_team();
function on_register();
function used_ai_locations() const;
function o_torso(cse_alife_creature_abstract*);
function travel_speed(cse_alife_monster_abstract*);
function travel_speed(cse_alife_monster_abstract*, number);
function interactive() const;
function update();
function smart_terrain_task_activate(cse_alife_monster_abstract*);
function UPDATE_Write(net_packet&);
function on_unregister();
function rank();
};
C++ class cse_alife_monster_rat : cse_alife_monster_abstract,cse_alife_inventory_item {
property angle;
property group;
property group_id;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_smart_terrain_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
property squad;
property team;
cse_alife_monster_rat (string);
function kill();
function can_save() const;
function brain(cse_alife_monster_abstract*);
function can_switch_online() const;
function can_switch_online(boolean);
function UPDATE_Read(net_packet&);
function smart_terrain_id(cse_alife_monster_abstract*);
function switch_offline();
function clsid() const;
function STATE_Write(net_packet&);
function init();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function name(const cse_abstract*);
function keep_saved_data_anyway() const;
function on_death(cse_abstract*);
function clear_smart_terrain(cse_alife_monster_abstract*);
function use_ai_locations(boolean);
function switch_online();
function on_before_register();
function visible_for_map() const;
function visible_for_map(boolean);
function g_group();
function alive() const;
function g_squad();
function on_spawn();
function smart_terrain_task_deactivate(cse_alife_monster_abstract*);
function move_offline() const;
function move_offline(boolean);
function current_level_travel_speed(cse_alife_monster_abstract*);
function current_level_travel_speed(cse_alife_monster_abstract*, number);
function health() const;
function has_detector();
function STATE_Read(net_packet&, number);
function force_set_goodwill(cse_alife_monster_abstract*, number, number);
function can_switch_offline() const;
function can_switch_offline(boolean);
function g_team();
function on_register();
function used_ai_locations() const;
function o_torso(cse_alife_creature_abstract*);
function travel_speed(cse_alife_monster_abstract*);
function travel_speed(cse_alife_monster_abstract*, number);
function interactive() const;
function update();
function smart_terrain_task_activate(cse_alife_monster_abstract*);
function UPDATE_Write(net_packet&);
function on_unregister();
function rank();
};
C++ class cse_alife_monster_zombie : cse_alife_monster_abstract {
property angle;
property group;
property group_id;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_smart_terrain_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
property squad;
property team;
cse_alife_monster_zombie (string);
function kill();
function can_save() const;
function brain(cse_alife_monster_abstract*);
function can_switch_online() const;
function can_switch_online(boolean);
function UPDATE_Read(net_packet&);
function smart_terrain_id(cse_alife_monster_abstract*);
function switch_offline();
function clsid() const;
function STATE_Write(net_packet&);
function init();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function name(const cse_abstract*);
function keep_saved_data_anyway() const;
function on_death(cse_abstract*);
function clear_smart_terrain(cse_alife_monster_abstract*);
function use_ai_locations(boolean);
function switch_online();
function on_before_register();
function visible_for_map() const;
function visible_for_map(boolean);
function g_group();
function alive() const;
function g_squad();
function on_spawn();
function smart_terrain_task_deactivate(cse_alife_monster_abstract*);
function move_offline() const;
function move_offline(boolean);
function current_level_travel_speed(cse_alife_monster_abstract*);
function current_level_travel_speed(cse_alife_monster_abstract*, number);
function health() const;
function has_detector();
function STATE_Read(net_packet&, number);
function force_set_goodwill(cse_alife_monster_abstract*, number, number);
function can_switch_offline() const;
function can_switch_offline(boolean);
function g_team();
function on_register();
function used_ai_locations() const;
function o_torso(cse_alife_creature_abstract*);
function travel_speed(cse_alife_monster_abstract*);
function travel_speed(cse_alife_monster_abstract*, number);
function interactive() const;
function update();
function smart_terrain_task_activate(cse_alife_monster_abstract*);
function UPDATE_Write(net_packet&);
function on_unregister();
function rank();
};
C++ class cse_alife_mounted_weapon : cse_alife_dynamic_object_visual {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_mounted_weapon (string);
function on_before_register();
function use_ai_locations(boolean);
function on_register();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function can_save() const;
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function keep_saved_data_anyway() const;
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function interactive() const;
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_object : cse_abstract {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_object (string);
function used_ai_locations() const;
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function UPDATE_Read(net_packet&);
function clsid() const;
function STATE_Write(net_packet&);
function init();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function STATE_Read(net_packet&, number);
function interactive() const;
function visible_for_map() const;
function visible_for_map(boolean);
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function name(const cse_abstract*);
};
C++ class cse_alife_object_breakable : cse_alife_dynamic_object_visual {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_object_breakable (string);
function on_before_register();
function use_ai_locations(boolean);
function on_register();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function can_save() const;
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function keep_saved_data_anyway() const;
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function interactive() const;
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_object_climable : cse_shape,cse_abstract {
property angle;
property id;
property parent_id;
property position;
property script_version;
cse_alife_object_climable (string);
function STATE_Write(net_packet&);
function init();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function UPDATE_Read(net_packet&);
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function UPDATE_Write(net_packet&);
function clsid() const;
};
C++ class cse_alife_object_hanging_lamp : cse_alife_dynamic_object_visual,cse_ph_skeleton {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_object_hanging_lamp (string);
function on_before_register();
function use_ai_locations(boolean);
function on_register();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function can_save() const;
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function keep_saved_data_anyway() const;
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function interactive() const;
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_object_physic : cse_alife_dynamic_object_visual,cse_ph_skeleton {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_object_physic (string);
function on_before_register();
function use_ai_locations(boolean);
function on_register();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function can_save() const;
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function keep_saved_data_anyway() const;
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function interactive() const;
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_object_projector : cse_alife_dynamic_object_visual {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_object_projector (string);
function on_before_register();
function use_ai_locations(boolean);
function on_register();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function can_save() const;
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function keep_saved_data_anyway() const;
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function interactive() const;
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_online_offline_group : cse_alife_dynamic_object,cse_alife_schedulable {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_online_offline_group (string);
function can_save() const;
function update();
function can_switch_online() const;
function can_switch_online(boolean);
function UPDATE_Read(net_packet&);
function switch_offline();
function clsid() const;
function register_member(number);
function STATE_Write(net_packet&);
function init();
function clear_location_types();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function name(const cse_abstract*);
function keep_saved_data_anyway() const;
function get_current_task();
function commander_id();
function used_ai_locations() const;
function use_ai_locations(boolean);
function switch_online();
function visible_for_map() const;
function visible_for_map(boolean);
function unregister_member(number);
function squad_members() const;
function force_change_position(vector);
function move_offline() const;
function move_offline(boolean);
function add_location_type(string);
function npc_count() const;
function on_before_register();
function STATE_Read(net_packet&, number);
function interactive() const;
function on_register();
function on_spawn();
function UPDATE_Write(net_packet&);
function on_unregister();
function can_switch_offline() const;
function can_switch_offline(boolean);
};
C++ class cse_alife_ph_skeleton_object : cse_alife_dynamic_object_visual,cse_ph_skeleton {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_ph_skeleton_object (string);
function on_before_register();
function use_ai_locations(boolean);
function on_register();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function can_save() const;
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function keep_saved_data_anyway() const;
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function interactive() const;
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_psydog_phantom : cse_alife_monster_base {
property angle;
property group;
property group_id;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_smart_terrain_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
property squad;
property team;
cse_alife_psydog_phantom (string);
function kill();
function can_save() const;
function brain(cse_alife_monster_abstract*);
function can_switch_online() const;
function can_switch_online(boolean);
function UPDATE_Read(net_packet&);
function g_squad();
function switch_offline();
function clsid() const;
function STATE_Write(net_packet&);
function init();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function name(const cse_abstract*);
function keep_saved_data_anyway() const;
function on_death(cse_abstract*);
function on_before_register();
function use_ai_locations(boolean);
function switch_online();
function move_offline() const;
function move_offline(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function on_unregister();
function alive() const;
function force_set_goodwill(cse_alife_monster_abstract*, number, number);
function smart_terrain_task_activate(cse_alife_monster_abstract*);
function smart_terrain_task_deactivate(cse_alife_monster_abstract*);
function update();
function current_level_travel_speed(cse_alife_monster_abstract*);
function current_level_travel_speed(cse_alife_monster_abstract*, number);
function interactive() const;
function has_detector();
function travel_speed(cse_alife_monster_abstract*);
function travel_speed(cse_alife_monster_abstract*, number);
function can_switch_offline() const;
function can_switch_offline(boolean);
function used_ai_locations() const;
function on_register();
function g_team();
function clear_smart_terrain(cse_alife_monster_abstract*);
function o_torso(cse_alife_creature_abstract*);
function STATE_Read(net_packet&, number);
function health() const;
function smart_terrain_id(cse_alife_monster_abstract*);
function on_spawn();
function UPDATE_Write(net_packet&);
function g_group();
function rank();
};
C++ class cse_alife_schedulable : ipure_schedulable_object {
};
C++ class cse_alife_smart_zone : cse_alife_space_restrictor,cse_alife_schedulable {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_smart_zone (string);
function detect_probability();
function on_before_register();
function smart_touch(cse_alife_monster_abstract*);
function use_ai_locations(boolean);
function unregister_npc(cse_alife_monster_abstract*);
function on_register();
function update();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function register_npc(cse_alife_monster_abstract*);
function switch_offline();
function suitable(cse_alife_monster_abstract*) const;
function switch_online();
function clsid() const;
function task(cse_alife_monster_abstract*);
function can_save() const;
function enabled(cse_alife_monster_abstract*) const;
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function keep_saved_data_anyway() const;
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function interactive() const;
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_space_restrictor : cse_alife_dynamic_object,cse_shape {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_space_restrictor (string);
function move_offline() const;
function move_offline(boolean);
function use_ai_locations(boolean);
function switch_online();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function UPDATE_Read(net_packet&);
function on_before_register();
function STATE_Write(net_packet&);
function on_register();
function init();
function can_switch_offline() const;
function can_switch_offline(boolean);
function name(const cse_abstract*);
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function on_spawn();
function STATE_Read(net_packet&, number);
function interactive() const;
function used_ai_locations() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function can_save() const;
};
C++ class cse_alife_team_base_zone : cse_alife_space_restrictor {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_team_base_zone (string);
function on_before_register();
function use_ai_locations(boolean);
function on_register();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function can_save() const;
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function keep_saved_data_anyway() const;
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function interactive() const;
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_torrid_zone : cse_custom_zone,cse_motion {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_torrid_zone (string);
function on_before_register();
function use_ai_locations(boolean);
function on_register();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function can_save() const;
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function keep_saved_data_anyway() const;
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function interactive() const;
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function UPDATE_Read(net_packet&);
};
C++ class cse_alife_trader : cse_alife_dynamic_object_visual,cse_alife_trader_abstract {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_alife_trader (string);
function on_before_register();
function use_ai_locations(boolean);
function on_register();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function community() const;
function switch_offline();
function UPDATE_Read(net_packet&);
function keep_saved_data_anyway() const;
function clsid() const;
function interactive() const;
function can_save() const;
function switch_online();
function STATE_Write(net_packet&);
function move_offline() const;
function move_offline(boolean);
function init();
function reputation();
function used_ai_locations() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function profile_name(cse_alife_trader_abstract*);
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function on_spawn();
function can_switch_offline() const;
function can_switch_offline(boolean);
function UPDATE_Write(net_packet&);
function on_unregister();
function rank();
};
C++ class cse_alife_trader_abstract {
function profile_name(cse_alife_trader_abstract*);
function reputation();
function rank();
function community() const;
};
C++ class cse_zone_visual : cse_anomalous_zone,cse_visual {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_zone_visual (string);
function move_offline() const;
function move_offline(boolean);
function use_ai_locations(boolean);
function can_save() const;
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function UPDATE_Read(net_packet&);
function on_register();
function STATE_Write(net_packet&);
function used_ai_locations() const;
function init();
function can_switch_offline() const;
function can_switch_offline(boolean);
function on_spawn();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function name(const cse_abstract*);
function STATE_Read(net_packet&, number);
function interactive() const;
function on_before_register();
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function switch_online();
};
C++ class cse_abstract : cpure_server_object {
property angle;
property id;
property parent_id;
property position;
property script_version;
function UPDATE_Read(net_packet&);
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function UPDATE_Write(net_packet&);
function STATE_Write(net_packet&);
function clsid() const;
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
};
C++ class CSE_AbstractVisual : cse_visual,cse_abstract {
property angle;
property id;
property parent_id;
property position;
property script_version;
CSE_AbstractVisual (string);
function STATE_Write(net_packet&);
function init();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function UPDATE_Read(net_packet&);
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function UPDATE_Write(net_packet&);
function getStartupAnimation();
function clsid() const;
};
C++ class cse_motion {
};
C++ class cse_ph_skeleton {
};
C++ class cse_shape {
};
C++ class cse_smart_cover : cse_alife_dynamic_object {
property angle;
property id;
property m_game_vertex_id;
property m_level_vertex_id;
property m_story_id;
property online;
property parent_id;
property position;
property script_version;
cse_smart_cover (string);
function move_offline() const;
function move_offline(boolean);
function description() const;
function use_ai_locations(boolean);
function switch_online();
function can_switch_online() const;
function can_switch_online(boolean);
function visible_for_map() const;
function visible_for_map(boolean);
function switch_offline();
function clsid() const;
function set_available_loopholes(object);
function UPDATE_Read(net_packet&);
function on_before_register();
function STATE_Write(net_packet&);
function on_register();
function init();
function can_switch_offline() const;
function can_switch_offline(boolean);
function name(const cse_abstract*);
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function on_spawn();
function STATE_Read(net_packet&, number);
function interactive() const;
function used_ai_locations() const;
function keep_saved_data_anyway() const;
function UPDATE_Write(net_packet&);
function on_unregister();
function can_save() const;
};
C++ class cse_spectator : cse_abstract {
property angle;
property id;
property parent_id;
property position;
property script_version;
cse_spectator (string);
function STATE_Write(net_packet&);
function init();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function UPDATE_Read(net_packet&);
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function UPDATE_Write(net_packet&);
function clsid() const;
};
C++ class cse_temporary : cse_abstract {
property angle;
property id;
property parent_id;
property position;
property script_version;
cse_temporary (string);
function STATE_Write(net_packet&);
function init();
function spawn_ini(cse_abstract*);
function section_name(const cse_abstract*);
function UPDATE_Read(net_packet&);
function STATE_Read(net_packet&, number);
function name(const cse_abstract*);
function UPDATE_Write(net_packet&);
function clsid() const;
};
C++ class cse_visual {
};
C++ class CSavedGameWrapper {
CSavedGameWrapper (string);
function level_name() const;
function level_id() const;
function game_time(const CSavedGameWrapper*);
function actor_health() const;
};
C++ class CScope : CGameObject {
CScope ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class cond {
const act_end = 128;
const anim_end = 4;
const look_end = 2;
const move_end = 1;
const object_end = 32;
const sound_end = 8;
const time_end = 64;
cond ();
cond (number);
cond (number, double);
};
C++ class anim {
const attack = 7;
const capture_prepare = 1;
const danger = 0;
const eat = 4;
const free = 1;
const lie_idle = 3;
const look_around = 8;
const panic = 2;
const rest = 6;
const sit_idle = 2;
const sleep = 5;
const stand_idle = 0;
const turn = 9;
anim ();
anim (string);
anim (string, boolean);
anim (enum MonsterSpace::EMentalState);
anim (enum MonsterSpace::EScriptMonsterAnimAction, number);
function completed();
function type(enum MonsterSpace::EMentalState);
function anim(string);
};
C++ class object_binder {
property object;
object_binder (game_object*);
function save(net_packet*);
function update(number);
function reload(string);
function net_export(net_packet*);
function net_save_relevant();
function load(reader*);
function net_destroy();
function reinit();
function net_Relcase(game_object*);
function net_spawn(cse_alife_object*);
function net_import(net_packet*);
};
C++ class effector {
effector (number, number);
function start(effector*);
function process(effector_params*);
function finish(effector*);
};
C++ class entity_action {
entity_action ();
entity_action (const entity_action*);
function set_action(move&);
function set_action(look&);
function set_action(anim&);
function set_action(sound&);
function set_action(particle&);
function set_action(object&);
function set_action(cond&);
function set_action(act&);
function move() const;
function particle() const;
function completed();
function object() const;
function all();
function time();
function look() const;
function sound() const;
function anim() const;
};
C++ class game_object {
const action_type_count = 6;
const alifeMovementTypeMask = 0;
const alifeMovementTypeRandom = 1;
const animation = 2;
const dialog_pda_msg = 0;
const dummy = -1;
const enemy = 2;
const friend = 0;
const game_path = 0;
const info_pda_msg = 1;
const level_path = 1;
const movement = 0;
const neutral = 1;
const no_path = 3;
const no_pda_msg = 2;
const object = 5;
const particle = 4;
const patrol_path = 2;
const relation_attack = 1;
const relation_fight_help_human = 2;
const relation_fight_help_monster = 4;
const relation_kill = 0;
const sound = 3;
const watch = 1;
property bleeding;
property health;
property morale;
property power;
property psy_health;
property radiation;
function memory_time(const game_object&);
function dont_has_info(string);
function max_ignore_monster_distance(const number&);
function max_ignore_monster_distance() const;
function best_item();
function disable_info_portion(string);
function add_animation(string, boolean, boolean);
function add_animation(string, boolean, vector, vector, boolean);
function get_script() const;
function enable_night_vision(boolean);
function buy_supplies(ini_file*, string);
function sound_voice_prefix() const;
function use_smart_covers_only() const;
function use_smart_covers_only(boolean);
function external_sound_start(string);
function get_dest_smart_cover_name();
function memory_visible_objects() const;
function who_hit_name();
function lookout_max_time(number);
function lookout_max_time() const;
function in_current_loophole_fov(vector) const;
function disable_trade();
function active_item();
function mental_state() const;
function clear_animations();
function can_throw_grenades() const;
function can_throw_grenades(boolean);
function set_enemy(game_object*);
function set_smart_cover_target_default(boolean);
function get_physics_object();
function switch_to_talk();
function idle_max_time(number);
function idle_max_time() const;
function base_out_restrictions();
function weapon_is_scope();
function iterate_inventory_box(function<void>, object);
function set_smart_cover_target_selector(function<void>);
function set_smart_cover_target_selector(function<void>, object);
function set_smart_cover_target_selector();
function debug_planner(const action_planner*);
function best_weapon();
function active_slot();
function who_hit_section_name();
function inventory_for_each(const function<void>&);
function disable_talk();
function relation(game_object*);
function set_previous_point(number);
function set_item(enum MonsterSpace::EObjectAction);
function set_item(enum MonsterSpace::EObjectAction, game_object*);
function set_item(enum MonsterSpace::EObjectAction, game_object*, number);
function set_item(enum MonsterSpace::EObjectAction, game_object*, number, number);
function set_smart_cover_target_fire();
function set_community_goodwill(string, number);
function team() const;
function get_smart_cover_description() const;
function set_ammo_elapsed(number);
function active_zone_contact(number);
function set_smart_cover_target_lookout();
function action_count() const;
function set_dest_smart_cover(string);
function set_dest_smart_cover();
function get_dest_smart_cover();
function get_current_outfit_protection(number);
function restore_sound_threshold();
function object_count() const;
function is_talk_enabled();
function animation_slot() const;
function get_current_direction();
function action() const;
function give_talk_message(string, string, string);
function not_yet_visible_objects() const;
function set_mental_state(enum MonsterSpace::EMentalState);
function squad() const;
function reset_action_queue();
function burer_set_force_gravi_attack(boolean);
function can_select_weapon() const;
function can_select_weapon(boolean);
function set_actor_direction(number);
function drop_item(game_object*);
function add_restrictions(string, string);
function get_monster_hit_info();
function memory_hit_objects() const;
function bind_object(object_binder*);
function weapon_silencer_status();
function get_bone_id(string) const;
function binded_object();
function path_completed() const;
function active_detector() const;
function release_stand_sleep_animation();
function set_fastcall(const function<boolean>&, object);
function set_smart_cover_target(vector);
function set_smart_cover_target(game_object*);
function set_smart_cover_target();
function set_start_point(number);
function set_fov(number);
function set_path_type(enum MovementManager::EPathType);
function weapon_strapped() const;
function get_ammo_total() const;
function best_danger();
function restore_max_ignore_monster_distance();
function set_collision_off(boolean);
function enable_memory_object(game_object*, boolean);
function lookout_min_time(number);
function lookout_min_time() const;
function get_current_outfit() const;
function animation_count() const;
function disable_inv_upgrade();
function memory_sound_objects() const;
function activate_slot(number);
function get_hanging_lamp();
function get_force_anti_aim();
function enable_inv_upgrade();
function set_smart_cover_target_idle();
function invulnerable() const;
function invulnerable(boolean);
function movement_type() const;
function explode(number);
function remove_home();
function condition() const;
function switch_to_trade();
function set_dest_level_vertex_id(number);
function deadbody_closed(boolean);
function eat(game_object*);
function clsid() const;
function register_door_for_npc();
function get_script_name() const;
function set_sympathy(number);
function torch_enabled() const;
function sympathy();
function spawn_ini() const;
function drop_item_and_teleport(game_object*, vector);
function get_campfire();
function get_movement_speed() const;
function set_body_state(enum MonsterSpace::EBodyState);
function in_loophole_fov(string, string, vector) const;
function set_invisible(boolean);
function in_smart_cover() const;
function has_info(string);
function set_enemy_callback();
function set_enemy_callback(const function<boolean>&);
function set_enemy_callback(const function<boolean>&, object);
function play_sound(number);
function play_sound(number, number);
function play_sound(number, number, number);
function play_sound(number, number, number, number);
function play_sound(number, number, number, number, number);
function play_sound(number, number, number, number, number, number);
function get_visual_name() const;
function set_movement_selection_type(enum ESelectionType);
function disable_anomaly();
function motivation_action_manager(game_object*);
function bone_position(string) const;
function object(string);
function object(number);
function fov() const;
function set_default_panic_threshold();
function set_actor_relation_flags(flags32);
function character_name();
function lock_door_for_npc();
function hide_weapon();
function is_body_turning() const;
function set_dest_game_vertex_id(number);
function marked_dropped(game_object*);
function set_character_rank(number);
function patrol_path_make_inactual();
function fake_death_stand_up();
function character_rank();
function remove_sound(number);
function set_detail_path_type(enum DetailPathManager::EDetailPathType);
function extrapolate_length() const;
function extrapolate_length(number);
function death_sound_enabled(boolean);
function death_sound_enabled() const;
function play_cycle(string);
function play_cycle(string, boolean);
function weapon_is_grenadelauncher();
function set_capture_anim(game_object*, string, const vector&, number);
function character_icon();
function patrol();
function story_id() const;
function in_restrictions();
function unlock_door_for_npc();
function buy_item_condition_factor(number);
function visibility_threshold() const;
function sniper_update_rate(boolean);
function sniper_update_rate() const;
function section() const;
function get_current_point_index();
function stop_particles(string, string);
function set_alien_control(boolean);
function inv_box_can_take(boolean);
function set_patrol_path(string, enum PatrolPathManager::EPatrolStartType, enum PatrolPathManager::EPatrolRouteType, boolean);
function allow_sprint(boolean);
function special_danger_move(boolean);
function special_danger_move();
function is_level_changer_enabled();
function enable_level_changer(boolean);
function actor_look_at_point(vector);
function make_item_active(game_object*);
function set_const_force(const vector&, number, number);
function sell_condition(ini_file*, string);
function sell_condition(number, number);
function aim_bone_id(string);
function aim_bone_id() const;
function restore_default_start_dialog();
function change_team(number, number, number);
function set_trader_sound(string, string);
function aim_time(game_object*, number);
function aim_time(game_object*);
function direction() const;
function kill(game_object*);
function cost() const;
function get_artefact();
function body_state() const;
function skip_transfer_enemy(boolean);
function see(const game_object*);
function see(string);
function critically_wounded();
function idle_min_time(number);
function idle_min_time() const;
function info_add(string);
function sight_params();
function unload_magazine();
function set_character_community(string, number, number);
function take_items_enabled(boolean);
function take_items_enabled() const;
function set_sight(enum SightManager::ESightType, vector*, number);
function set_sight(enum SightManager::ESightType, boolean, boolean);
function set_sight(enum SightManager::ESightType, vector&, boolean);
function set_sight(enum SightManager::ESightType, vector*);
function set_sight(game_object*);
function set_sight(game_object*, boolean);
function set_sight(game_object*, boolean, boolean);
function set_sight(game_object*, boolean, boolean, boolean);
function set_visual_memory_enabled(boolean);
function wounded() const;
function wounded(boolean);
function remove_restrictions(string, string);
function get_holder_class();
function money();
function disable_hit_marks(boolean);
function disable_hit_marks() const;
function is_there_items_to_pickup() const;
function location_on_path(number, vector*);
function weapon_unstrapped() const;
function sound_prefix() const;
function sound_prefix(string);
function set_task_state(enum ETaskState, string);
function show_condition(ini_file*, string);
function add_sound(string, number, enum ESoundTypes, number, number, number);
function add_sound(string, number, enum ESoundTypes, number, number, number, string);
function max_health() const;
function restore_ignore_monster_threshold();
function set_queue_size(number);
function buy_condition(ini_file*, string);
function buy_condition(number, number);
function make_object_visible_somewhen(game_object*);
function jump(const vector&, number);
function restore_weapon();
function inv_box_can_take_status();
function force_visibility_state(number);
function night_vision_enabled() const;
function start_particles(string, string);
function enable_vision(boolean);
function vertex_in_direction(number, vector, number) const;
function set_dest_loophole(string);
function set_dest_loophole();
function detail_path_type() const;
function group_throw_time_interval() const;
function group_throw_time_interval(number);
function is_inv_box_empty();
function target_body_state() const;
function info_clear();
function head_orientation() const;
function inside(const vector&, number) const;
function inside(const vector&) const;
function set_nonscript_usable(boolean);
function set_tip_text_default();
function set_tip_text(string);
function get_current_holder();
function get_physics_shell() const;
function set_actor_position(vector);
function unregister_in_combat();
function remove_all_restrictions();
function get_car();
function in_current_loophole_range(vector) const;
function mass() const;
function active_sound_count();
function active_sound_count(boolean);
function get_anomaly_power();
function enable_anomaly();
function item_in_slot(number) const;
function get_actor_relation_flags() const;
function is_trade_enabled();
function set_sound_mask(number);
function community_goodwill(string);
function vision_enabled() const;
function is_door_locked_for_npc() const;
function fake_death_fall_down();
function mark_item_dropped(game_object*);
function ignore_monster_threshold(number);
function ignore_monster_threshold() const;
function target_movement_type() const;
function attachable_item_enabled() const;
function change_character_reputation(number);
function character_reputation();
function sniper_fire_mode(boolean);
function sniper_fire_mode() const;
function set_smart_cover_target_fire_no_lookout();
function transfer_money(number, game_object*);
function on_door_is_open();
function general_goodwill(game_object*);
function change_goodwill(number, game_object*);
function force_set_goodwill(number, game_object*);
function set_goodwill(number, game_object*);
function goodwill(game_object*);
function stop_talk();
function profile_name();
function get_start_dialog();
function set_start_dialog(string);
function set_level_changer_invitation(string);
function run_talk_dialog(game_object*, boolean);
function weapon_scope_status();
function set_custom_panic_threshold(number);
function weapon_grenadelauncher_status();
function weapon_is_silencer();
function allow_break_talk_dialog(boolean);
function is_talking();
function deadbody_can_take_status();
function switch_to_upgrade();
function on_door_is_closed();
function apply_loophole_direction_distance(number);
function apply_loophole_direction_distance() const;
function give_money(number);
function set_relation(enum ALife::ERelationType, game_object*);
function out_restrictions();
function transfer_item(game_object*, game_object*);
function enable_attachable_item(boolean);
function disable_show_hide_sounds(boolean);
function is_inv_upgrade_enabled();
function enable_trade();
function set_trader_global_anim(string);
function enable_talk();
function set_home(string, number, number, boolean, number);
function set_home(number, number, number, boolean, number);
function poltergeist_get_actor_ignore();
function give_info_portion(string);
function burer_get_force_gravi_attack();
function inv_box_closed(boolean, string);
function get_task(string, boolean);
function set_active_task(CGameTask*);
function get_enemy() const;
function set_callback(enum GameObject::ECallbackType, const function<void>&);
function set_callback(enum GameObject::ECallbackType, const function<void>&, object);
function set_callback(enum GameObject::ECallbackType);
function get_corpse() const;
function give_task(CGameTask*, number, boolean, number);
function get_task_state(string);
function get_enemy_strength() const;
function path_type() const;
function rank();
function range() const;
function set_anomaly_power(number);
function deadbody_can_take(boolean);
function give_talk_message2(string, string, string, string);
function set_vis_state(number);
function get_ammo_in_magazine();
function give_game_news(string, string, string, number, number);
function give_game_news(string, string, string, number, number, number);
function best_enemy();
function death_time() const;
function get_visibility_state();
function center();
function best_cover(const vector&, const vector&, number, number, number);
function accuracy() const;
function set_desired_position();
function set_desired_position(const vector*);
function poltergeist_set_actor_ignore(boolean);
function accessible(const vector&);
function accessible(number);
function suitable_smart_cover(game_object*);
function deadbody_closed_status();
function set_patrol_extrapolate_callback();
function set_patrol_extrapolate_callback(const function<boolean>&);
function set_patrol_extrapolate_callback(const function<boolean>&, object);
function set_range(number);
function attachable_item_load_attach(string);
function in_loophole_range(string, string, vector) const;
function enable_torch(boolean);
function set_force_anti_aim(boolean);
function force_stand_sleep_animation(number);
function add_combat_sound(string, number, enum ESoundTypes, number, number, number, string);
function command(const entity_action*, boolean);
function hit(hit*);
function iterate_inventory(function<void>, object);
function set_condition(number);
function movement_enabled(boolean);
function movement_enabled();
function berserk();
function accessible_nearest(const vector&, vector&);
function name() const;
function set_movement_type(enum MonsterSpace::EMovementType);
function character_community();
function group() const;
function alive() const;
function script(boolean, string);
function safe_cover(const vector&, number, number);
function can_script_capture() const;
function base_in_restrictions();
function level_vertex_id() const;
function set_trader_head_anim(string);
function unregister_door_for_npc();
function set_npc_position(vector);
function movement_target_reached();
function set_desired_direction();
function set_desired_direction(const vector*);
function position() const;
function get_helicopter();
function get_sound_info();
function find_best_cover(vector);
function id() const;
function register_in_combat();
function set_sound_threshold(number);
function memory_position(const game_object&);
function set_visual_name(string);
function external_sound_stop();
function inv_box_closed_status();
function target_mental_state() const;
function parent() const;
function set_manual_invisibility(boolean);
function game_vertex_id() const;
function action_by_index(number);
};
C++ class hit {
const burn = 0;
const chemical_burn = 2;
const dummy = 12;
const explosion = 7;
const fire_wound = 8;
const light_burn = 11;
const radiation = 3;
const shock = 1;
const strike = 5;
const telepatic = 4;
const wound = 6;
property direction;
property draftsman;
property impulse;
property power;
property type;
hit ();
hit (const hit*);
function bone(string);
};
C++ class ini_file {
ini_file (string);
function line_count(string);
function r_bool(string, string);
function section_exist(string);
function r_float(string, string);
function r_clsid(string, string);
function r_s32(string, string);
function r_line(ini_file*, string, number, string&, string&);
function r_token(string, string, const token_list&);
function r_vector(string, string);
function r_u32(string, string);
function r_string_wq(string, string);
function r_string(string, string);
function line_exist(string, string);
};
C++ class act {
const attack = 2;
const eat = 1;
const panic = 3;
const rest = 0;
act ();
act (enum MonsterSpace::EScriptMonsterGlobalAction);
act (enum MonsterSpace::EScriptMonsterGlobalAction, game_object*);
};
C++ class MonsterHitInfo {
property direction;
property time;
property who;
};
C++ class move {
const back = 4;
const criteria = 2;
const crouch = 0;
const curve = 0;
const curve_criteria = 2;
const default = 0;
const dodge = 1;
const down = 64;
const drag = 3;
const force = 1;
const fwd = 2;
const handbrake = 128;
const jump = 4;
const left = 8;
const line = 0;
const none = 1;
const off = 512;
const on = 256;
const right = 16;
const run = 1;
const run_fwd = 2;
const run_with_leader = 7;
const stand = 2;
const standing = 1;
const steal = 5;
const up = 32;
const walk = 0;
const walk_bkwd = 1;
const walk_fwd = 0;
const walk_with_leader = 6;
move ();
move (enum CScriptMovementAction::EInputKeys);
move (enum CScriptMovementAction::EInputKeys, number);
move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, game_object*);
move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, game_object*, number);
move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, patrol*);
move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, patrol*, number);
move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, vector*);
move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, vector*, number);
move (vector*, number);
move (enum MonsterSpace::EScriptMonsterMoveAction, vector*);
move (enum MonsterSpace::EScriptMonsterMoveAction, patrol*);
move (enum MonsterSpace::EScriptMonsterMoveAction, game_object*);
move (enum MonsterSpace::EScriptMonsterMoveAction, vector*, number);
move (enum MonsterSpace::EScriptMonsterMoveAction, number, vector*);
move (enum MonsterSpace::EScriptMonsterMoveAction, number, vector*, number);
move (enum MonsterSpace::EScriptMonsterMoveAction, patrol*, number);
move (enum MonsterSpace::EScriptMonsterMoveAction, game_object*, number);
move (enum MonsterSpace::EScriptMonsterMoveAction, vector*, number, enum MonsterSpace::EScriptMonsterSpeedParam);
move (enum MonsterSpace::EScriptMonsterMoveAction, patrol*, number, enum MonsterSpace::EScriptMonsterSpeedParam);
move (enum MonsterSpace::EScriptMonsterMoveAction, game_object*, number, enum MonsterSpace::EScriptMonsterSpeedParam);
function completed();
function path(enum DetailPathManager::EDetailPathType);
function move(enum MonsterSpace::EMovementType);
function position(const vector&);
function input(enum CScriptMovementAction::EInputKeys);
function patrol(const class CPatrolPath*, class shared_str);
function object(game_object*);
function body(enum MonsterSpace::EBodyState);
};
C++ class object {
const activate = 16;
const aim1 = 4;
const aim2 = 5;
const deactivate = 17;
const drop = 11;
const dummy = -1;
const fire1 = 6;
const fire2 = 8;
const hide = 22;
const idle = 9;
const reload = 2;
const reload1 = 2;
const reload2 = 3;
const show = 21;
const strap = 10;
const switch1 = 0;
const switch2 = 1;
const take = 23;
const turn_off = 20;
const turn_on = 19;
const use = 18;
object ();
object (game_object*, enum MonsterSpace::EObjectAction);
object (game_object*, enum MonsterSpace::EObjectAction, number);
object (enum MonsterSpace::EObjectAction);
object (string, enum MonsterSpace::EObjectAction);
function completed();
function object(string);
function object(game_object*);
function action(enum MonsterSpace::EObjectAction);
};
C++ class particle {
particle ();
particle (string, string);
particle (string, string, const particle_params&);
particle (string, string, const particle_params&, boolean);
particle (string, const particle_params&);
particle (string, const particle_params&, boolean);
function set_velocity(const vector&);
function set_position(const vector&);
function set_bone(string);
function set_angles(const vector&);
function completed();
function set_particle(string, boolean);
};
C++ class particles_object {
particles_object (string);
function pause_path(boolean);
function play_at_pos(const vector&);
function move_to(const vector&, const vector&);
function looped() const;
function load_path(string);
function start_path(boolean);
function stop();
function stop_path();
function stop_deffered();
function play();
function playing() const;
};
C++ class rtoken_list {
rtoken_list ();
function clear();
function remove(number);
function count();
function get(number);
function add(string);
};
C++ class sound_object {
const looped = 1;
const s2d = 2;
const s3d = 0;
property frequency;
property max_distance;
property min_distance;
property volume;
sound_object (string);
sound_object (string, enum ESoundTypes);
function set_position(const vector&);
function stop_deffered();
function get_position() const;
function stop();
function play_no_feedback(game_object*, number, number, vector, number);
function play_at_pos(game_object*, const vector&);
function play_at_pos(game_object*, const vector&, number);
function play_at_pos(game_object*, const vector&, number, number);
function attach_tail(string);
function length();
function play(game_object*);
function play(game_object*, number);
function play(game_object*, number, number);
function playing() const;
};
C++ class sound {
const attack = 3;
const attack_hit = 4;
const die = 7;
const eat = 2;
const idle = 1;
const panic = 11;
const steal = 10;
const take_damage = 5;
const threaten = 9;
sound ();
sound (string, string);
sound (string, string, const vector&);
sound (string, string, const vector&, const vector&);
sound (string, string, const vector&, const vector&, boolean);
sound (string, vector*);
sound (string, vector*, const vector&);
sound (string, vector*, const vector&, boolean);
sound (sound_object*, string, const vector&);
sound (sound_object*, string, const vector&, const vector&);
sound (sound_object*, string, const vector&, const vector&, boolean);
sound (sound_object*, vector*);
sound (sound_object*, vector*, const vector&);
sound (sound_object*, vector*, const vector&, boolean);
sound (enum MonsterSound::EType);
sound (enum MonsterSound::EType, number);
sound (string, string, enum MonsterSpace::EMonsterHeadAnimType);
function set_sound(string);
function set_sound(const sound_object&);
function set_position(const vector&);
function set_bone(string);
function set_angles(const vector&);
function set_sound_type(enum ESoundTypes);
function completed();
};
C++ class SoundInfo {
property danger;
property position;
property power;
property time;
property who;
};
C++ class token_list {
token_list ();
function clear();
function remove(string);
function name(number);
function id(string);
function add(string, number);
};
C++ class look {
const cur_dir = 0;
const danger = 5;
const direction = 2;
const fire_point = 10;
const path_dir = 1;
const point = 3;
const search = 6;
look ();
look (enum SightManager::ESightType);
look (enum SightManager::ESightType, vector&);
look (enum SightManager::ESightType, game_object*);
look (enum SightManager::ESightType, game_object*, string);
look (const vector&, number, number);
look (game_object*, number, number);
function completed();
function type(enum SightManager::ESightType);
function object(game_object*);
function bone(string);
function direct(const vector&);
};
C++ class CScriptXmlInit {
CScriptXmlInit ();
function InitSpinText(string, CUIWindow*);
function InitTab(string, CUIWindow*);
function InitStatic(string, CUIWindow*);
function InitSleepStatic(string, CUIWindow*);
function InitTextWnd(string, CUIWindow*);
function InitSpinFlt(string, CUIWindow*);
function InitProgressBar(string, CUIWindow*);
function InitSpinNum(string, CUIWindow*);
function InitMapList(string, CUIWindow*);
function ParseFile(string);
function InitCDkey(string, CUIWindow*);
function InitListBox(string, CUIWindow*);
function InitKeyBinding(string, CUIWindow*);
function InitMMShniaga(string, CUIWindow*);
function InitWindow(string, number, CUIWindow*);
function InitEditBox(string, CUIWindow*);
function InitCheck(string, CUIWindow*);
function InitScrollView(string, CUIWindow*);
function InitMPPlayerName(string, CUIWindow*);
function InitTrackBar(string, CUIWindow*);
function InitMapInfo(string, CUIWindow*);
function InitServerList(string, CUIWindow*);
function InitComboBox(string, CUIWindow*);
function InitFrameLine(string, CUIWindow*);
function Init3tButton(string, CUIWindow*);
function InitAnimStatic(string, CUIWindow*);
function InitFrame(string, CUIWindow*);
};
C++ class ce_script_zone : DLL_Pure {
ce_script_zone ();
function _construct();
};
C++ class CServerList : CUIWindow {
CServerList ();
function SetPlayerName(string);
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetFilters(SServerFilters&);
function RefreshList(boolean);
function SetAutoDelete(boolean);
function SetSortFunc(string, boolean);
function NetRadioChanged(boolean);
function AttachChild(CUIWindow*);
function ShowServerInfo();
function SetWndPos(vector2);
function RefreshQuick();
function ConnectToSelected();
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndRect(Frect);
function Show(boolean);
function GetHeight() const;
function GetWidth() const;
function SetWndSize(vector2);
function IsEnabled();
function ResetPPMode();
function Enable(boolean);
function IsAutoDelete();
};
C++ class CSilencer : CGameObject {
CSilencer ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class ce_smart_zone : DLL_Pure {
ce_smart_zone ();
function _construct();
};
C++ class CSnork : CGameObject {
CSnork ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class sound_params {
property frequency;
property max_distance;
property min_distance;
property position;
property volume;
};
C++ class CSpaceRestrictor : CGameObject {
CSpaceRestrictor ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CStalkerOutfit : CGameObject {
CStalkerOutfit ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class stalker_ids {
const action_accomplish_task = 7;
const action_aim_enemy = 16;
const action_alife_planner = 88;
const action_anomaly_planner = 90;
const action_combat_planner = 89;
const action_communicate_with_customer = 9;
const action_critically_wounded = 36;
const action_danger_by_sound_planner = 73;
const action_danger_grenade_look_around = 85;
const action_danger_grenade_planner = 72;
const action_danger_grenade_search = 86;
const action_danger_grenade_take_cover = 82;
const action_danger_grenade_take_cover_after_explosion = 84;
const action_danger_grenade_wait_for_explosion = 83;
const action_danger_in_direction_detour = 80;
const action_danger_in_direction_hold_position = 79;
const action_danger_in_direction_look_out = 78;
const action_danger_in_direction_planner = 71;
const action_danger_in_direction_search = 81;
const action_danger_in_direction_take_cover = 77;
const action_danger_planner = 91;
const action_danger_unknown_look_around = 75;
const action_danger_unknown_planner = 70;
const action_danger_unknown_search = 76;
const action_danger_unknown_take_cover = 74;
const action_dead = 0;
const action_death_planner = 87;
const action_detour_enemy = 25;
const action_dying = 1;
const action_find_ammo = 15;
const action_find_item_to_kill = 13;
const action_gather_items = 2;
const action_get_distance = 24;
const action_get_item_to_kill = 12;
const action_get_ready_to_kill = 17;
const action_hold_position = 23;
const action_kill_enemy = 19;
const action_kill_enemy_if_not_visible = 29;
const action_kill_if_enemy_critically_wounded = 37;
const action_kill_if_player_on_the_path = 35;
const action_kill_wounded_enemy = 33;
const action_look_out = 22;
const action_make_item_killing = 14;
const action_no_alife = 3;
const action_post_combat_wait = 34;
const action_prepare_wounded_enemy = 32;
const action_reach_customer_location = 8;
const action_reach_task_location = 6;
const action_reach_wounded_enemy = 30;
const action_retreat_from_enemy = 20;
const action_script = 92;
const action_search_enemy = 26;
const action_smart_terrain_task = 4;
const action_solve_zone_puzzle = 5;
const action_sudden_attack = 28;
const action_take_cover = 21;
const detect_anomaly = 11;
const get_out_of_anomaly = 10;
const property_alife = 3;
const property_alive = 0;
const property_already_dead = 2;
const property_anomaly = 46;
const property_cover_actual = 42;
const property_cover_reached = 43;
const property_critically_wounded = 29;
const property_danger = 8;
const property_danger_by_sound = 41;
const property_danger_grenade = 40;
const property_danger_in_direction = 39;
const property_danger_unknown = 38;
const property_dead = 1;
const property_enemy = 7;
const property_enemy_critically_wounded = 30;
const property_enemy_detoured = 21;
const property_found_ammo = 12;
const property_found_item_to_kill = 10;
const property_grenade_exploded = 45;
const property_in_cover = 18;
const property_inside_anomaly = 47;
const property_item_can_kill = 11;
const property_item_to_kill = 9;
const property_items = 6;
const property_looked_around = 44;
const property_looked_out = 19;
const property_panic = 17;
const property_position_holded = 20;
const property_pure_enemy = 23;
const property_puzzle_solved = 4;
const property_ready_to_detour = 14;
const property_ready_to_kill = 13;
const property_script = 74;
const property_see_enemy = 15;
const property_smart_terrain_task = 5;
const property_use_crouch_to_look_out = 24;
const property_use_suddenness = 22;
const sound_alarm = 4;
const sound_attack_allies_several_enemies = 7;
const sound_attack_allies_single_enemy = 6;
const sound_attack_no_allies = 5;
const sound_backup = 8;
const sound_detour = 9;
const sound_die = 0;
const sound_die_in_anomaly = 1;
const sound_enemy_critically_wounded = 24;
const sound_enemy_killed_or_wounded = -805289984;
const sound_enemy_lost_no_allies = 12;
const sound_enemy_lost_with_allies = 13;
const sound_friendly_grenade_alarm = 20;
const sound_grenade_alarm = 19;
const sound_humming = 3;
const sound_injuring = 2;
const sound_injuring_by_friend = 14;
const sound_kill_wounded = 23;
const sound_need_backup = 21;
const sound_panic_human = 15;
const sound_panic_monster = 16;
const sound_running_in_danger = 22;
const sound_script = 27;
const sound_search1_no_allies = 11;
const sound_search1_with_allies = 10;
const sound_tolls = 17;
const sound_wounded = 18;
};
C++ class CThornArtefact : CArtefact {
CThornArtefact ();
function Visual() const;
function _construct();
function net_Import(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function SwitchVisibility(boolean);
function FollowByPath(string, number, vector);
function getEnabled() const;
function net_Export(net_packet&);
function GetAfRank() const;
function use(CGameObject*);
};
C++ class CTorch : CGameObject {
CTorch ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CTorridZone : CGameObject {
CTorridZone ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CTushkano : CGameObject {
CTushkano ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CUI3tButton : CUIButton {
CUI3tButton ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function TextControl();
function SetAutoDelete(boolean);
function Enable(boolean);
function AttachChild(CUIWindow*);
function GetTextureRect();
function SetWndPos(vector2);
function SetWndSize(vector2);
function SetWndRect(Frect);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetTextureRect(Frect*);
function Show(boolean);
function GetHeight() const;
function GetWidth() const;
function InitTexture(string);
function IsEnabled();
function ResetPPMode();
function SetStretchTexture(boolean);
function IsAutoDelete();
};
C++ class CUIButton : CUIStatic {
CUIButton ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function TextControl();
function SetAutoDelete(boolean);
function SetStretchTexture(boolean);
function AttachChild(CUIWindow*);
function Enable(boolean);
function SetTextureRect(Frect*);
function ResetPPMode();
function Show(boolean);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndPos(vector2);
function SetWndRect(Frect);
function GetHeight() const;
function GetWidth() const;
function InitTexture(string);
function IsEnabled();
function SetWndSize(vector2);
function GetTextureRect();
function IsAutoDelete();
};
C++ class CUICheckButton : CUI3tButton {
CUICheckButton ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function TextControl();
function Enable(boolean);
function SetAutoDelete(boolean);
function GetTextureRect();
function ResetPPMode();
function SetCheck(boolean);
function AttachChild(CUIWindow*);
function SetStretchTexture(boolean);
function SetTextureRect(Frect*);
function GetCheck();
function Show(boolean);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndPos(vector2);
function SetWndRect(Frect);
function GetHeight() const;
function GetWidth() const;
function InitTexture(string);
function IsEnabled();
function SetWndSize(vector2);
function SetDependControl(CUIWindow*);
function IsAutoDelete();
};
C++ class CUIComboBox : CUIWindow {
CUIComboBox ();
function ClearList();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetText(string);
function enable_id(number);
function SetWndSize(vector2);
function AddItem(string, number);
function GetText();
function SetAutoDelete(boolean);
function SetListLength(number);
function CurrentID();
function GetTextOf(number);
function AttachChild(CUIWindow*);
function Enable(boolean);
function SetWndPos(vector2);
function SetCurrentValue();
function SetVertScroll(boolean);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndRect(Frect);
function Show(boolean);
function GetHeight() const;
function GetWidth() const;
function disable_id(number);
function IsEnabled();
function ResetPPMode();
function SetCurrentID(number);
function IsAutoDelete();
};
C++ class CUICustomEdit : CUIWindow {
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetText(string);
function SetNextFocusCapturer(CUICustomEdit*);
function GetText();
function SetAutoDelete(boolean);
function AttachChild(CUIWindow*);
function SetWndPos(vector2);
function CaptureFocus(boolean);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndRect(Frect);
function Show(boolean);
function GetHeight() const;
function GetWidth() const;
function SetWndSize(vector2);
function IsEnabled();
function ResetPPMode();
function Enable(boolean);
function IsAutoDelete();
};
C++ class CUICustomSpin : CUIWindow {
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function GetText();
function SetAutoDelete(boolean);
function AttachChild(CUIWindow*);
function SetWndPos(vector2);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndRect(Frect);
function Show(boolean);
function GetHeight() const;
function GetWidth() const;
function SetWndSize(vector2);
function IsEnabled();
function ResetPPMode();
function Enable(boolean);
function IsAutoDelete();
};
C++ class CUIDialogWnd : CUIWindow {
function HideDialog();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetAutoDelete(boolean);
function AttachChild(CUIWindow*);
function SetWndPos(vector2);
function SetWndRect(Frect);
function ShowDialog(boolean);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function GetHolder();
function Show(boolean);
function GetHeight() const;
function GetWidth() const;
function SetWndSize(vector2);
function IsEnabled();
function ResetPPMode();
function Enable(boolean);
function IsAutoDelete();
};
C++ class CUIScriptWnd : CUIDialogWnd,DLL_Pure {
CUIScriptWnd ();
function HideDialog();
function _construct();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function OnKeyboard(number, enum EUIMessages);
function Update();
function AddCallback(string, number, const function<void>&, object);
function SetAutoDelete(boolean);
function Dispatch(number, number);
function Show(boolean);
function AttachChild(CUIWindow*);
function Register(CUIWindow*, string);
function SetWndPos(vector2);
function ShowDialog(boolean);
function Enable(boolean);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function GetHolder();
function SetWndRect(Frect);
function GetHeight() const;
function ResetPPMode();
function GetWidth() const;
function IsEnabled();
function SetWndSize(vector2);
function Load(string);
function IsAutoDelete();
};
C++ class CUIEditBox : CUICustomEdit {
CUIEditBox ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetText(string);
function SetNextFocusCapturer(CUICustomEdit*);
function GetText();
function SetAutoDelete(boolean);
function AttachChild(CUIWindow*);
function SetWndPos(vector2);
function GetWidth() const;
function SetPPMode();
function DetachChild(CUIWindow*);
function CaptureFocus(boolean);
function WindowName();
function IsShown();
function Enable(boolean);
function SetWndRect(Frect);
function GetHeight() const;
function ResetPPMode();
function InitTexture(string);
function IsEnabled();
function SetWndSize(vector2);
function Show(boolean);
function IsAutoDelete();
};
C++ class CUIEditBoxEx : CUICustomEdit {
CUIEditBoxEx ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetText(string);
function SetNextFocusCapturer(CUICustomEdit*);
function GetText();
function SetAutoDelete(boolean);
function AttachChild(CUIWindow*);
function SetWndPos(vector2);
function GetWidth() const;
function SetPPMode();
function DetachChild(CUIWindow*);
function CaptureFocus(boolean);
function WindowName();
function IsShown();
function Enable(boolean);
function SetWndRect(Frect);
function GetHeight() const;
function ResetPPMode();
function InitTexture(string);
function IsEnabled();
function SetWndSize(vector2);
function Show(boolean);
function IsAutoDelete();
};
C++ class CUIFrameLineWnd : CUIWindow {
CUIFrameLineWnd ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetHeight(number);
function SetAutoDelete(boolean);
function AttachChild(CUIWindow*);
function SetWndPos(vector2);
function SetColor(number);
function GetWidth() const;
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndRect(Frect);
function Show(boolean);
function GetHeight() const;
function SetWidth(number);
function SetWndSize(vector2);
function IsEnabled();
function ResetPPMode();
function Enable(boolean);
function IsAutoDelete();
};
C++ class CUIFrameWindow : CUIWindow {
CUIFrameWindow ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetHeight(number);
function SetAutoDelete(boolean);
function AttachChild(CUIWindow*);
function SetWndPos(vector2);
function SetColor(number);
function GetWidth() const;
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndRect(Frect);
function Show(boolean);
function GetHeight() const;
function SetWidth(number);
function SetWndSize(vector2);
function IsEnabled();
function ResetPPMode();
function Enable(boolean);
function IsAutoDelete();
};
C++ class CUIGameCustom {
function HidePdaMenu();
function HideActorMenu();
function AddDialogToRender(CUIWindow*);
function RemoveDialogToRender(CUIWindow*);
function show_messages();
function GetCustomStatic(string);
function AddCustomStatic(string, boolean);
function hide_messages();
function RemoveCustomStatic(string);
};
C++ class CUILines {
function GetText();
function SetTextST(string);
function SetTextColor(number);
function SetText(string);
function SetFont(CGameFont*);
function SetElipsis(boolean);
};
C++ class CUIListBox : CUIScrollView {
CUIListBox ();
function SetWindowName(string);
function Enable(boolean);
function RemoveWindow(CUIWindow*);
function ScrollToBegin();
function GetMinScrollPos();
function AddExistingItem(CUIListBoxItem*);
function AddWindow(CUIWindow*, boolean);
function GetWidth() const;
function Clear();
function DetachChild(CUIWindow*);
function SetPPMode();
function IsShown();
function Show(boolean);
function GetHeight() const;
function IsEnabled();
function ResetPPMode();
function GetWndPos(CUIWindow*);
function GetCurrentScrollPos();
function SetAutoDelete(boolean);
function AttachChild(CUIWindow*);
function AddTextItem(string);
function SetWndPos(vector2);
function ScrollToEnd();
function RemoveItem(CUIWindow*);
function GetMaxScrollPos();
function GetItemByIndex(number);
function WindowName();
function GetSelectedIndex();
function GetSelectedItem();
function SetWndRect(Frect);
function SetScrollPos(number);
function GetSize();
function RemoveAll();
function ShowSelectedItem(boolean);
function SetWndSize(vector2);
function GetItem(number);
function IsAutoDelete();
};
C++ class CUIListBoxItem : CUIFrameLineWnd {
CUIListBoxItem (number);
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetHeight(number);
function AddIconField(number);
function SetAutoDelete(boolean);
function SetTextColor(number);
function AddTextField(string, number);
function AttachChild(CUIWindow*);
function GetTextItem();
function SetWndPos(vector2);
function IsAutoDelete();
function Enable(boolean);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function ResetPPMode();
function SetWndRect(Frect);
function GetHeight() const;
function SetWidth(number);
function Show(boolean);
function IsEnabled();
function SetWndSize(vector2);
function GetWidth() const;
function SetColor(number);
};
C++ class CUIListBoxItemMsgChain : CUIListBoxItem {
CUIListBoxItemMsgChain (number);
function SetWindowName(string);
function Enable(boolean);
function SetHeight(number);
function AddIconField(number);
function SetAutoDelete(boolean);
function SetTextColor(number);
function SetColor(number);
function AttachChild(CUIWindow*);
function GetWidth() const;
function SetWndPos(vector2);
function SetWndSize(vector2);
function IsShown();
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function AddTextField(string, number);
function Show(boolean);
function SetWndRect(Frect);
function GetTextItem();
function SetWidth(number);
function GetHeight() const;
function IsEnabled();
function ResetPPMode();
function GetWndPos(CUIWindow*);
function IsAutoDelete();
};
C++ class CUIMMShniaga : CUIWindow {
const epi_main = 0;
const epi_new_game = 1;
const epi_new_network_game = 2;
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetAutoDelete(boolean);
function AttachChild(CUIWindow*);
function ShowPage(enum CUIMMShniaga::enum_page_id);
function SetWndPos(vector2);
function SetPage(enum CUIMMShniaga::enum_page_id, string, string);
function SetVisibleMagnifier(boolean);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndRect(Frect);
function Show(boolean);
function GetHeight() const;
function GetWidth() const;
function SetWndSize(vector2);
function IsEnabled();
function ResetPPMode();
function Enable(boolean);
function IsAutoDelete();
};
C++ class CUIMapInfo : CUIWindow {
CUIMapInfo ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function InitMap(string, string);
function SetAutoDelete(boolean);
function AttachChild(CUIWindow*);
function SetWndPos(vector2);
function Init(vector2, vector2);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndRect(Frect);
function Show(boolean);
function GetHeight() const;
function GetWidth() const;
function SetWndSize(vector2);
function IsEnabled();
function ResetPPMode();
function Enable(boolean);
function IsAutoDelete();
};
C++ class CUIMapList : CUIWindow {
CUIMapList ();
function IsEmpty();
function StartDedicatedServer();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetModeSelector(CUISpinText*);
function ClearList();
function SetMapInfo(CUIMapInfo*);
function OnModeChange();
function LoadMapList();
function SetAutoDelete(boolean);
function GetCommandLine(string);
function GetCurGameType();
function SetWndRect(Frect);
function AttachChild(CUIWindow*);
function SaveMapList();
function SetWndPos(vector2);
function SetMapPic(CUIStatic*);
function SetServerParams(string);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWeatherSelector(CUIComboBox*);
function Show(boolean);
function GetHeight() const;
function GetWidth() const;
function SetWndSize(vector2);
function IsEnabled();
function ResetPPMode();
function Enable(boolean);
function IsAutoDelete();
};
C++ class CUIMessageBox : CUIStatic {
CUIMessageBox ();
function InitMessageBox(string);
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetText(string);
function TextControl();
function SetAutoDelete(boolean);
function GetPassword();
function GetHost();
function SetStretchTexture(boolean);
function AttachChild(CUIWindow*);
function Enable(boolean);
function SetTextureRect(Frect*);
function ResetPPMode();
function Show(boolean);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndPos(vector2);
function SetWndRect(Frect);
function GetHeight() const;
function GetWidth() const;
function InitTexture(string);
function IsEnabled();
function SetWndSize(vector2);
function GetTextureRect();
function IsAutoDelete();
};
C++ class CUIMessageBoxEx : CUIDialogWnd {
CUIMessageBoxEx ();
function HideDialog();
function InitMessageBox(string);
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetText(string);
function SetAutoDelete(boolean);
function GetPassword();
function AttachChild(CUIWindow*);
function GetHost();
function SetWndPos(vector2);
function ShowDialog(boolean);
function Enable(boolean);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function GetHolder();
function SetWndRect(Frect);
function GetHeight() const;
function ResetPPMode();
function GetWidth() const;
function IsEnabled();
function SetWndSize(vector2);
function Show(boolean);
function IsAutoDelete();
};
C++ class COptionsManager {
COptionsManager ();
function SendMessage2Group(string, string);
function UndoGroup(string);
function SaveBackupValues(string);
function IsGroupChanged(string);
function SaveValues(string);
function SetCurrentValues(string);
function NeedSystemRestart();
function OptionsPostAccept();
};
C++ class CUIProgressBar : CUIWindow {
CUIProgressBar ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function GetRange_max();
function SetAutoDelete(boolean);
function GetRange_min();
function SetProgressPos(number);
function AttachChild(CUIWindow*);
function SetWndPos(vector2);
function GetProgressPos();
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndRect(Frect);
function Show(boolean);
function GetHeight() const;
function GetWidth() const;
function SetWndSize(vector2);
function IsEnabled();
function ResetPPMode();
function Enable(boolean);
function IsAutoDelete();
};
C++ class CUIPropertiesBox : CUIFrameWindow {
CUIPropertiesBox ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetHeight(number);
function AddItem(string);
function SetAutoDelete(boolean);
function AutoUpdateSize();
function RemoveItem(number);
function RemoveAll();
function AttachChild(CUIWindow*);
function Hide();
function SetWndPos(vector2);
function IsAutoDelete();
function Enable(boolean);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function ResetPPMode();
function SetWndRect(Frect);
function GetHeight() const;
function SetWidth(number);
function Show(boolean);
function Show(number, number);
function IsEnabled();
function SetWndSize(vector2);
function GetWidth() const;
function SetColor(number);
};
C++ class CUIScrollView : CUIWindow {
CUIScrollView ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetScrollPos(number);
function RemoveWindow(CUIWindow*);
function ScrollToBegin();
function SetAutoDelete(boolean);
function GetCurrentScrollPos();
function AddWindow(CUIWindow*, boolean);
function GetMaxScrollPos();
function AttachChild(CUIWindow*);
function GetMinScrollPos();
function SetWndPos(vector2);
function ScrollToEnd();
function Clear();
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndRect(Frect);
function Show(boolean);
function GetHeight() const;
function GetWidth() const;
function SetWndSize(vector2);
function IsEnabled();
function ResetPPMode();
function Enable(boolean);
function IsAutoDelete();
};
C++ class CUISleepStatic : CUIStatic {
CUISleepStatic ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function TextControl();
function SetAutoDelete(boolean);
function SetStretchTexture(boolean);
function AttachChild(CUIWindow*);
function Enable(boolean);
function SetTextureRect(Frect*);
function ResetPPMode();
function Show(boolean);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndPos(vector2);
function SetWndRect(Frect);
function GetHeight() const;
function GetWidth() const;
function InitTexture(string);
function IsEnabled();
function SetWndSize(vector2);
function GetTextureRect();
function IsAutoDelete();
};
C++ class CUISpinFlt : CUICustomSpin {
CUISpinFlt ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function GetText();
function SetAutoDelete(boolean);
function AttachChild(CUIWindow*);
function SetWndPos(vector2);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function GetWidth() const;
function SetWndRect(Frect);
function GetHeight() const;
function Enable(boolean);
function ResetPPMode();
function IsEnabled();
function SetWndSize(vector2);
function Show(boolean);
function IsAutoDelete();
};
C++ class CUISpinNum : CUICustomSpin {
CUISpinNum ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function GetText();
function SetAutoDelete(boolean);
function AttachChild(CUIWindow*);
function SetWndPos(vector2);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function GetWidth() const;
function SetWndRect(Frect);
function GetHeight() const;
function Enable(boolean);
function ResetPPMode();
function IsEnabled();
function SetWndSize(vector2);
function Show(boolean);
function IsAutoDelete();
};
C++ class CUISpinText : CUICustomSpin {
CUISpinText ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function GetText();
function SetAutoDelete(boolean);
function AttachChild(CUIWindow*);
function SetWndPos(vector2);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function GetWidth() const;
function SetWndRect(Frect);
function GetHeight() const;
function Enable(boolean);
function ResetPPMode();
function IsEnabled();
function SetWndSize(vector2);
function Show(boolean);
function IsAutoDelete();
};
C++ class CUIStatic : CUIWindow {
CUIStatic ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function TextControl();
function SetAutoDelete(boolean);
function GetTextureRect();
function AttachChild(CUIWindow*);
function SetStretchTexture(boolean);
function SetWndPos(vector2);
function SetTextureRect(Frect*);
function SetWndSize(vector2);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndRect(Frect);
function Show(boolean);
function GetHeight() const;
function GetWidth() const;
function InitTexture(string);
function IsEnabled();
function ResetPPMode();
function Enable(boolean);
function IsAutoDelete();
};
C++ class CUITabButton : CUIButton {
CUITabButton ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function TextControl();
function SetAutoDelete(boolean);
function Enable(boolean);
function AttachChild(CUIWindow*);
function GetTextureRect();
function SetWndPos(vector2);
function SetWndSize(vector2);
function SetWndRect(Frect);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetTextureRect(Frect*);
function Show(boolean);
function GetHeight() const;
function GetWidth() const;
function InitTexture(string);
function IsEnabled();
function ResetPPMode();
function SetStretchTexture(boolean);
function IsAutoDelete();
};
C++ class CUITabControl : CUIWindow {
CUITabControl ();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetAutoDelete(boolean);
function GetActiveId();
function SetActiveTab(string);
function GetTabsCount() const;
function AttachChild(CUIWindow*);
function GetButtonById(string);
function SetWndPos(vector2);
function RemoveAll();
function AddItem(CUITabButton*);
function AddItem(string, string, vector2, vector2);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndRect(Frect);
function Show(boolean);
function GetHeight() const;
function GetWidth() const;
function SetWndSize(vector2);
function IsEnabled();
function ResetPPMode();
function Enable(boolean);
function IsAutoDelete();
};
C++ class CUITextWnd : CUIWindow {
CUITextWnd ();
function SetWndRect(Frect);
function GetFont();
function SetTextOffset(number, number);
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetText(string);
function SetWndSize(vector2);
function SetTextAlignment(enum CGameFont::EAligment);
function SetTextComplexMode(boolean);
function GetText();
function SetAutoDelete(boolean);
function GetTextColor();
function SetTextColor(number);
function SetFont(CGameFont*);
function AttachChild(CUIWindow*);
function SetTextST(string);
function SetWndPos(vector2);
function AdjustHeightToText();
function AdjustWidthToText();
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetEllipsis(boolean);
function Show(boolean);
function GetHeight() const;
function GetWidth() const;
function SetVTextAlignment(enum EVTextAlignment);
function IsEnabled();
function ResetPPMode();
function Enable(boolean);
function IsAutoDelete();
};
C++ class CUITrackBar : CUIWindow {
CUITrackBar ();
function GetFValue();
function SetWindowName(string);
function GetWndPos(CUIWindow*);
function SetAutoDelete(boolean);
function SetCheck(boolean);
function AttachChild(CUIWindow*);
function SetCurrentValue();
function SetWndPos(vector2);
function GetCheck();
function GetIValue();
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function SetWndRect(Frect);
function Show(boolean);
function GetHeight() const;
function GetWidth() const;
function SetWndSize(vector2);
function IsEnabled();
function ResetPPMode();
function Enable(boolean);
function IsAutoDelete();
};
C++ class CUIWindow {
CUIWindow ();
function SetWindowName(string);
function Enable(boolean);
function SetAutoDelete(boolean);
function AttachChild(CUIWindow*);
function SetWndPos(vector2);
function DetachChild(CUIWindow*);
function SetPPMode();
function WindowName();
function IsShown();
function ResetPPMode();
function SetWndRect(Frect);
function GetHeight() const;
function Show(boolean);
function GetWndPos(CUIWindow*);
function IsEnabled();
function SetWndSize(vector2);
function GetWidth() const;
function IsAutoDelete();
};
C++ class GameGraph__CVertex {
function level_vertex_id() const;
function game_point(const GameGraph__CVertex*);
function level_id() const;
function level_point(const GameGraph__CVertex*);
};
C++ class CWeaponAK74 : CGameObject {
CWeaponAK74 ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponAmmo : CGameObject {
CWeaponAmmo ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponAutomaticShotgun : CGameObject {
CWeaponAutomaticShotgun ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponBM16 : CGameObject {
CWeaponBM16 ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponBinoculars : CGameObject {
CWeaponBinoculars ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponFN2000 : CGameObject {
CWeaponFN2000 ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponFORT : CGameObject {
CWeaponFORT ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponGroza : CGameObject {
CWeaponGroza ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponHPSA : CGameObject {
CWeaponHPSA ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponKnife : CGameObject {
CWeaponKnife ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponLR300 : CGameObject {
CWeaponLR300 ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponPM : CGameObject {
CWeaponPM ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponRG6 : CGameObject {
CWeaponRG6 ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponRPG7 : CGameObject {
CWeaponRPG7 ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponSVD : CGameObject {
CWeaponSVD ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponSVU : CGameObject {
CWeaponSVU ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponShotgun : CGameObject {
CWeaponShotgun ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponUSP45 : CGameObject {
CWeaponUSP45 ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponVal : CGameObject {
CWeaponVal ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponVintorez : CGameObject {
CWeaponVintorez ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CWeaponWalther : CGameObject {
CWeaponWalther ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CZombie : CGameObject {
CZombie ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class CZoneCampfire : CGameObject {
CZoneCampfire ();
function Visual() const;
function getEnabled() const;
function net_Import(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function is_on();
function turn_on();
function turn_off();
function net_Export(net_packet&);
function _construct();
function use(CGameObject*);
};
C++ class CZudaArtefact : CArtefact {
CZudaArtefact ();
function Visual() const;
function _construct();
function net_Import(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function SwitchVisibility(boolean);
function FollowByPath(string, number, vector);
function getEnabled() const;
function net_Export(net_packet&);
function GetAfRank() const;
function use(CGameObject*);
};
C++ class ClientID {
ClientID ();
function value() const;
operator ==(ClientID&, ClientID);
function set(number);
};
C++ class DLL_Pure {
DLL_Pure ();
function _construct();
};
C++ class FS_file_list {
function Free();
function GetAt(number);
function Size();
};
C++ class FS_file_list_ex {
function Sort(number);
function GetAt(number);
function Size();
};
C++ class FactionState {
property actor_goodwill;
property bonus;
property faction_id;
property icon;
property icon_big;
property location;
property member_count;
property name;
property power;
property resource;
property target;
property target_desc;
property war_state1;
property war_state2;
property war_state3;
property war_state4;
property war_state5;
property war_state_hint1;
property war_state_hint2;
property war_state_hint3;
property war_state_hint4;
property war_state_hint5;
};
C++ class ICollidable {
ICollidable ();
};
C++ class IKinematicsAnimated {
function PlayCycle(IKinematicsAnimated*, string);
};
C++ class ipure_schedulable_object {
};
C++ class ipure_server_object : ipure_alife_load_save_object {
};
C++ class reader {
function r_advance(number);
function r_u64(unsigned __int64&);
function r_u64();
function r_bool(reader*);
function r_dir(vector&);
function r_u8(number&);
function r_u8();
function r_eof(reader*);
function r_float_q8(number, number);
function r_vec3(reader*, vector*);
function r_stringZ(reader*);
function r_u16(number&);
function r_u16();
function r_float_q16(number, number);
function r_angle16();
function r_s64(__int64&);
function r_s64();
function r_float(number&);
function r_float();
function r_s32(number&);
function r_s32();
function r_elapsed() const;
function r_sdir(vector&);
function r_tell() const;
function r_s8(signed char&);
function r_s8();
function r_s16(number&);
function r_s16();
function r_seek(number);
function r_u32(number&);
function r_u32();
function r_angle8();
};
C++ class IRender_Visual {
function dcast_PKinematicsAnimated();
};
C++ class IRenderable {
};
C++ class ISheduled {
};
C++ class net_packet {
net_packet ();
function r_advance(number);
function r_begin(number&);
function w_chunk_open16(number&);
function r_u32(number&);
function r_u32();
function w_begin(number);
function w_u32(number);
function r_u8(number&);
function r_u8();
function r_eof(net_packet*);
function w_chunk_open8(number&);
function r_vec3(vector&);
function w_u8(number);
function r_u16(number&);
function r_u16();
function r_float_q16(number&, number, number);
function r_angle16(number&);
function r_s64(__int64&);
function r_s64();
function w_angle16(number);
function r_tell();
function r_s16(number&);
function r_s16();
function w_clientID(ClientID&);
function r_elapsed();
function r_u64(unsigned __int64&);
function r_u64();
function w_sdir(const vector&);
function r_clientID(net_packet*);
function r_dir(vector&);
function r_matrix(matrix&);
function r_stringZ(net_packet*);
function w_s16(number);
function r_sdir(vector&);
function w_matrix(matrix&);
function w_u16(number);
function r_float_q8(number&, number, number);
function w_s64(__int64);
function r_bool(net_packet*);
function w_bool(net_packet*, boolean);
function w_dir(const vector&);
function w_s32(number);
function w_stringZ(string);
function w_float_q16(number, number, number);
function r_s8(signed char&);
function r_s8();
function w_chunk_close8(number);
function r_float(number&);
function r_float();
function w_angle8(number);
function r_s32(number&);
function r_s32();
function w_float(number);
function w_tell();
function r_seek(number);
function w_float_q8(number, number, number);
function w_vec3(const vector&);
function w_chunk_close16(number);
function w_u64(unsigned __int64);
function r_angle8(number&);
};
C++ class SServerFilters {
property empty;
property full;
property listen_servers;
property with_pass;
property without_ff;
property without_pass;
SServerFilters ();
};
C++ class account_manager {
function get_account_profiles(string, string, account_profiles_cb);
function create_profile(string, string, string, string, account_operation_cb);
function get_suggested_unicks() const;
function stop_suggest_unique_nicks();
function verify_password(string);
function verify_unique_nick(string);
function stop_searching_email();
function verify_email(string);
function search_for_email(string, found_email_cb);
function suggest_unique_nicks(string, suggest_nicks_cb);
function get_verify_error_descr() const;
function delete_profile(account_operation_cb);
function stop_fetching_account_profiles();
function get_found_profiles() const;
};
C++ class physics_element {
function get_density();
function get_mass();
function is_fixed();
function is_breakable();
function get_volume();
function get_linear_vel(vector&) const;
function fix();
function get_angular_vel(vector&) const;
function apply_force(number, number, number);
function release_fixed();
function global_transform(physics_element*);
};
C++ class physics_joint {
function set_limits(number, number, number);
function get_axis_angle(number);
function get_anchor(vector&);
function get_axis_dir(number, vector&);
function get_bone_id();
function is_breakable();
function set_max_force_and_velocity(number, number, number);
function set_axis_dir_global(number, number, number, number);
function get_first_element();
function set_axis_dir_vs_second_element(number, number, number, number);
function get_axes_number();
function set_joint_spring_dumping_factors(number, number);
function set_axis_spring_dumping_factors(number, number, number);
function set_anchor_vs_first_element(number, number, number);
function get_stcond_element();
function set_anchor_global(number, number, number);
function get_limits(number&, number&, number);
function set_anchor_vs_second_element(number, number, number);
function set_axis_dir_vs_first_element(number, number, number, number);
function get_max_force_and_velocity(number&, number&, number);
};
C++ class physics_shell {
function get_joints_number();
function is_breaking_blocked();
function get_element_by_bone_id(number);
function get_linear_vel(vector&) const;
function is_breakable();
function get_elements_number();
function unblock_breaking();
function get_joint_by_bone_name(string);
function get_element_by_order(number);
function get_element_by_bone_name(string);
function apply_force(number, number, number);
function get_angular_vel(vector&) const;
function block_breaking();
function get_joint_by_order(number);
function get_joint_by_bone_id(number);
};
C++ class physics_world {
function set_gravity(number);
function gravity();
function add_call(class CPHCondition*, class CPHAction*);
};
C++ class demo_info {
function get_map_name() const;
function get_player(number) const;
function get_game_type() const;
function get_players_count() const;
function get_map_version() const;
function get_author_name() const;
function get_game_score() const;
};
C++ class demo_player_info {
function get_spots() const;
function get_name() const;
function get_rank() const;
function get_artefacts() const;
function get_team() const;
function get_deaths() const;
function get_frags() const;
};
C++ class login_manager {
function save_nick_to_registry(string);
function forgot_password(string);
function get_nick_from_registry();
function get_current_profile() const;
function get_remember_me_from_registry();
function stop_login();
function save_password_to_registry(string);
function login_offline(string, login_operation_cb);
function save_remember_me_to_registry(boolean);
function set_unique_nick(string, login_operation_cb);
function login(string, string, string, login_operation_cb);
function get_email_from_registry();
function logout();
function get_password_from_registry();
function save_email_to_registry(string);
function stop_setting_unique_nick();
};
C++ class smart_cover_object : CGameObject {
smart_cover_object ();
function Visual() const;
function _construct();
function getEnabled() const;
function net_Import(net_packet&);
function net_Export(net_packet&);
function getVisible() const;
function net_Spawn(cse_abstract*);
function use(CGameObject*);
};
C++ class profile_store {
const at_award_massacre = 0;
const at_awards_count = 30;
const bst_backstabs_in_row = 2;
const bst_bleed_kills_in_row = 2;
const bst_explosive_kills_in_row = 3;
const bst_eye_kills_in_row = 4;
const bst_head_shots_in_row = 3;
const bst_kills_in_row = 0;
const bst_kinife_kills_in_row = 1;
const bst_score_types_count = 7;
function get_best_scores();
function get_awards();
function stop_loading();
function load_current_profile(store_operation_cb, store_operation_cb);
};
C++ class CTime {
const DateToDay = 0;
const DateToMonth = 1;
const DateToYear = 2;
const TimeToHours = 0;
const TimeToMilisecs = 3;
const TimeToMinutes = 1;
const TimeToSeconds = 2;
CTime ();
CTime (const CTime&);
function sub(CTime*);
function timeToString(number);
function dateToString(number);
operator ==(const CTime&, CTime);
function get(number&, number&, number&, number&, number&, number&, number&);
function set(number, number, number, number, number, number, number);
function setHMSms(number, number, number, number);
function diffSec(CTime*);
operator <(const CTime&, CTime);
operator +(CTime&, CTime);
operator >=(const CTime&, CTime);
function setHMS(number, number, number);
operator >(const CTime&, CTime);
operator -(CTime&, CTime);
operator <=(const CTime&, CTime);
function add(CTime*);
};
End of list of the classes exported to LUA
List of the namespaces exported to LUA
namespace {
function game_ini();
function bit_and(number, number);
function GetFontGraffiti32Russian();
function device();
function cast_planner(action_base*);
function IsGameTypeSingle();
function game_graph();
function dik_to_bind(number);
function render_get_dx_level();
function GetFontGraffiti19Russian();
function sell_condition(ini_file*, string);
function sell_condition(number, number);
function buy_condition(ini_file*, string);
function buy_condition(number, number);
function create_ini_file(string);
function get_hud();
function GetFontSmall();
function error_log(string);
function GetFontLetterica18Russian();
function command_line();
function getFS();
function valid_saved_game(string);
function get_console();
function GetFontGraffiti50Russian();
function app_ready();
function IsDynamicMusic();
function GetFontDI();
function GetFontLetterica16Russian();
function log(string);
function show_condition(ini_file*, string);
function IsImportantSave();
function GetFontLetterica25();
function system_ini();
function GetFontMedium();
function alife();
function flush();
function editor();
function bit_or(number, number);
function GetFontGraffiti22Russian();
function prefetch(string);
function time_global();
function verify_if_thread_is_running();
function script_server_object_version();
function bit_not(number);
function ef_storage();
function GetARGB(number, number, number, number);
function user_name();
function bit_xor(number, number);
namespace level {
function add_complex_effector(string, number);
function enable_input();
function check_object(game_object*);
function map_change_spot_hint(number, string, string);
function game_id();
function vertex_id(vector);
function vertex_in_direction(number, vector, number);
function change_game_time(number, number, number);
function remove_complex_effector(number);
function get_time_days();
function set_pp_effector_factor(number, number, number);
function set_pp_effector_factor(number, number);
function rain_factor();
function remove_pp_effector(number);
function add_pp_effector(string, number, boolean);
function get_bounding_volume();
function set_snd_volume(number);
function add_cam_effector(string, number, boolean, string);
function add_call(const function<boolean>&, const function<void>&);
function add_call(object, const function<boolean>&, const function<void>&);
function add_call(object, string, string);
function set_weather_fx(string);
function add_cam_effector2(string, number, boolean, string, number);
function get_snd_volume();
function remove_calls_for_object(object);
function prefetch_sound(string);
function iterate_sounds(string, number, function<void>);
function iterate_sounds(string, number, object, function<void>);
function name();
function environment();
function remove_cam_effector(number);
function high_cover_in_direction(number, const vector&);
function spawn_phantom(const vector&);
function object_by_id(number);
function debug_object(string);
function get_weather();
function present();
function hide_indicators();
function physics_world();
function get_time_hours();
function remove_call(const function<boolean>&, const function<void>&);
function remove_call(object, const function<boolean>&, const function<void>&);
function remove_call(object, string, string);
function set_weather(string, boolean);
function show_indicators();
function get_game_difficulty();
function map_remove_object_spot(number, string);
function remove_dialog_to_render(CUIDialogWnd*);
function stop_weather_fx();
function patrol_path_exists(string);
function vertex_position(number);
function show_weapon(boolean);
function get_wfx_time();
function disable_input();
function map_add_object_spot(number, string, string);
function get_time_minutes();
function get_time_factor();
function map_add_object_spot_ser(number, string, string);
function set_game_difficulty(enum ESingleGameDifficulty);
function low_cover_in_direction(number, const vector&);
function is_wfx_playing();
function set_time_factor(number);
function client_spawn_manager();
function map_has_object_spot(number, string);
function add_dialog_to_render(CUIDialogWnd*);
function start_weather_fx_from_time(string, number);
function hide_indicators_safe();
function debug_actor();
};
namespace relation_registry {
function change_community_goodwill(string, number, number);
function community_relation(string, string);
function set_community_goodwill(string, number, number);
function community_goodwill(string, number);
function set_community_relation(string, string, number);
};
namespace main_menu {
function get_main_menu();
};
namespace game {
function translate_string(string);
function time();
function get_game_time();
function start_tutorial(string);
function has_active_tutorial();
function stop_tutorial();
};
namespace actor_stats {
function add_points_str(string, string, string);
function get_points(string);
function add_points(string, string, number, number);
};
};
End of list of the namespaces exported to LUA