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  1. List of the classes exported to LUA
  2.  
  3. C++ class entity_memory_object : memory_object {
  4. property last_level_time;
  5. property level_time;
  6. property object_info;
  7. property self_info;
  8.  
  9. function object(const entity_memory_object&);
  10. };
  11.  
  12. C++ class game_memory_object : memory_object {
  13. property last_level_time;
  14. property level_time;
  15. property object_info;
  16. property self_info;
  17.  
  18. function object(const game_memory_object&);
  19. };
  20.  
  21. C++ class fcolor {
  22. property a;
  23. property b;
  24. property g;
  25. property r;
  26.  
  27. fcolor ();
  28.  
  29. function set(number, number, number, number);
  30. function set(const fcolor&);
  31. function set(number);
  32. };
  33.  
  34. C++ class flags16 {
  35. flags16 ();
  36.  
  37. function zero();
  38. function assign(const flags16&);
  39. function assign(number);
  40. function is(flags16*, number);
  41. function and(number);
  42. function and(const flags16&, number);
  43. function equal(flags16*, const flags16&);
  44. function equal(flags16*, const flags16&, number);
  45. function test(flags16*, number);
  46. function is_any(flags16*, number);
  47. function or(number);
  48. function or(const flags16&, number);
  49. function one(flags16*);
  50. function set(flags16*, number, boolean);
  51. function invert();
  52. function invert(const flags16&);
  53. function invert(number);
  54. function get();
  55. };
  56.  
  57. C++ class flags32 {
  58. flags32 ();
  59.  
  60. function zero();
  61. function assign(const flags32&);
  62. function assign(number);
  63. function is(flags32*, number);
  64. function and(number);
  65. function and(const flags32&, number);
  66. function equal(flags32*, const flags32&);
  67. function equal(flags32*, const flags32&, number);
  68. function test(flags32*, number);
  69. function is_any(flags32*, number);
  70. function or(number);
  71. function or(const flags32&, number);
  72. function one();
  73. function set(flags32*, number, boolean);
  74. function invert();
  75. function invert(const flags32&);
  76. function invert(number);
  77. function get();
  78. };
  79.  
  80. C++ class matrix {
  81. property _14_;
  82. property _24_;
  83. property _34_;
  84. property _44_;
  85. property c;
  86. property i;
  87. property j;
  88. property k;
  89.  
  90. matrix ();
  91.  
  92. function mk_xform(const struct _quaternion<number>&, const vector&);
  93. function set(const matrix&);
  94. function set(const vector&, const vector&, const vector&, const vector&);
  95. function div(const matrix&, number);
  96. function div(number);
  97. function identity();
  98. function setHPB(number, number, number);
  99. function setXYZ(number, number, number);
  100. function getHPB(matrix*, number*, number*, number*);
  101. function mul(const matrix&, const matrix&);
  102. function mul(const matrix&, number);
  103. function mul(number);
  104. function setXYZi(number, number, number);
  105. };
  106.  
  107. C++ class Frect {
  108. property lt;
  109. property rb;
  110. property x1;
  111. property x2;
  112. property y1;
  113. property y2;
  114.  
  115. Frect ();
  116.  
  117. function set(number, number, number, number);
  118. };
  119.  
  120. C++ class vector {
  121. property x;
  122. property y;
  123. property z;
  124.  
  125. vector ();
  126.  
  127. function set_length(number);
  128. function sub(number);
  129. function sub(const vector&);
  130. function sub(const vector&, const vector&);
  131. function sub(const vector&, number);
  132. function reflect(const vector&, const vector&);
  133. function slide(const vector&, const vector&);
  134. function average(const vector&);
  135. function average(const vector&, const vector&);
  136. function normalize_safe();
  137. function normalize_safe(const vector&);
  138. function normalize();
  139. function normalize(const vector&);
  140. function align();
  141. function magnitude() const;
  142. function getP() const;
  143. function max(const vector&);
  144. function max(const vector&, const vector&);
  145. function distance_to_xz(const vector&) const;
  146. function invert();
  147. function invert(const vector&);
  148. function mad(const vector&, number);
  149. function mad(const vector&, const vector&, number);
  150. function mad(const vector&, const vector&);
  151. function mad(const vector&, const vector&, const vector&);
  152. function clamp(const vector&);
  153. function clamp(const vector&, vector);
  154. function inertion(const vector&, number);
  155. function crossproduct(const vector&, const vector&);
  156. function set(number, number, number);
  157. function set(const vector&);
  158. function abs(const vector&);
  159. function div(number);
  160. function div(const vector&);
  161. function div(const vector&, const vector&);
  162. function div(const vector&, number);
  163. function dotproduct(const vector&) const;
  164. function getH() const;
  165. function min(const vector&);
  166. function min(const vector&, const vector&);
  167. function similar(const vector&, number) const;
  168. function distance_to(const vector&) const;
  169. function lerp(const vector&, const vector&, number);
  170. function distance_to_sqr(const vector&) const;
  171. function mul(number);
  172. function mul(const vector&);
  173. function mul(const vector&, const vector&);
  174. function mul(const vector&, number);
  175. function setHP(number, number);
  176. function add(number);
  177. function add(const vector&);
  178. function add(const vector&, const vector&);
  179. function add(const vector&, number);
  180. };
  181.  
  182. C++ class spawn_story_ids {
  183. const INVALID_SPAWN_STORY_ID = -1;
  184.  
  185. };
  186.  
  187. C++ class story_ids {
  188. const Escape_Trader = 3;
  189. const Escape_Tutorial_Artefact = 2;
  190. const Escape_anomaly_field = 8;
  191. const Escape_blockpost_case = 0;
  192. const Escape_bridge_stalkers = 9;
  193. const Escape_dinamite = 7;
  194. const Escape_novice_lager_volk = 6;
  195. const Escape_raid_commander1 = 10;
  196. const Escape_raid_commander2 = 11;
  197. const Escape_stalker_from_raid = 5;
  198. const Escape_trader_self = 1;
  199. const Escape_tutorial_wounded = 4;
  200. const Freedom_patrol_commander_base = 700;
  201. const Freedom_patrol_commander_level = 701;
  202. const Garbage_Seriy = 100;
  203. const INVALID_STORY_ID = -1;
  204. const Invalid = 65535;
  205. const Mil_Bandit_Secret = 705;
  206. const Mil_Bomb = 723;
  207. const Mil_Controller = 729;
  208. const Mil_Cook = 728;
  209. const Mil_Courier = 710;
  210. const Mil_Crazy = 703;
  211. const Mil_Dolg_Khutor = 774;
  212. const Mil_Dolg_Zoneguard = 708;
  213. const Mil_Exit_to_Bar = 771;
  214. const Mil_Exit_to_DeadCity = 772;
  215. const Mil_Exit_to_Radar = 773;
  216. const Mil_Freedom_Kamikadze = 709;
  217. const Mil_Freedom_base = 733;
  218. const Mil_Hunter1 = 725;
  219. const Mil_Hunter2 = 726;
  220. const Mil_Hunter3 = 727;
  221. const Mil_Informator = 719;
  222. const Mil_Kap = 724;
  223. const Mil_Killer1 = 712;
  224. const Mil_Killer2 = 713;
  225. const Mil_Killer3 = 714;
  226. const Mil_Locator_barier = 770;
  227. const Mil_Lukash = 707;
  228. const Mil_Master_Max = 702;
  229. const Mil_Miser = 734;
  230. const Mil_RG6 = 706;
  231. const Mil_Silence = 711;
  232. const Mil_Sniper = 704;
  233. const Mil_Sniper1 = 730;
  234. const Mil_Sniper2 = 731;
  235. const Mil_Sniper3 = 732;
  236. const Mil_WaterTower = 735;
  237. const Mil_patrol_kamikadze1 = 720;
  238. const Mil_patrol_kamikadze2 = 721;
  239. const Mil_patrol_kamikadze3 = 722;
  240. const aes_btr1 = 1112;
  241. const aes_btr2 = 1113;
  242. const aes_btr3 = 1114;
  243. const aes_gate = 1115;
  244. const aes_grenade = 1101;
  245. const aes_grif = 1108;
  246. const aes_korshun = 1104;
  247. const aes_kvartet = 1111;
  248. const aes_lun = 1109;
  249. const aes_monolit1 = 1116;
  250. const aes_monolit2 = 1117;
  251. const aes_pustelga = 1107;
  252. const aes_sapsan = 1106;
  253. const aes_sarcofag = 1102;
  254. const aes_sidorovich = 1118;
  255. const aes_sokol = 1103;
  256. const aes_sova = 1110;
  257. const aes_yastreb = 1105;
  258. const aes_zombie1 = 1119;
  259. const aes_zombie2 = 1120;
  260. const aes_zombie3 = 1121;
  261. const aes_zombie4 = 1122;
  262. const aes_zombie5 = 1123;
  263. const aes_zombie6 = 1124;
  264. const agr_attacking_heli = 393;
  265. const agr_bloodsucker_e3_growl = 396;
  266. const agr_captains_chamber = 306;
  267. const agr_collector_entrance1 = 311;
  268. const agr_collector_entrance2 = 312;
  269. const agr_collector_entrance3 = 313;
  270. const agr_collector_entrance4 = 314;
  271. const agr_collector_entrance5 = 315;
  272. const agr_collector_entrance6 = 316;
  273. const agr_controller_e3_growl = 397;
  274. const agr_exit_to_garbage_01 = 391;
  275. const agr_exit_to_garbage_02 = 392;
  276. const agr_factory_location = 320;
  277. const agr_factory_skirmish1 = 303;
  278. const agr_gunslinger_collector_entrance = 301;
  279. const agr_gunslinger_e3_documents = 395;
  280. const agr_hanging_lamp = 399;
  281. const agr_krot = 302;
  282. const agr_military_documents = 300;
  283. const agr_nii_location = 321;
  284. const agr_ratcatcher = 304;
  285. const agr_rtask_stalker_bandit = 3003;
  286. const agr_secret_0000 = 5065;
  287. const agr_secret_0001 = 5066;
  288. const agr_secret_0002 = 5067;
  289. const agr_secret_0003 = 5068;
  290. const agr_secret_0004 = 5069;
  291. const agr_secret_0005 = 5070;
  292. const agr_secret_0006 = 5071;
  293. const agr_secret_0007 = 5072;
  294. const agr_secret_0008 = 5073;
  295. const agr_secret_0009 = 5074;
  296. const agr_secret_0010 = 5075;
  297. const agr_secret_0011 = 5076;
  298. const agr_secret_0012 = 5077;
  299. const agr_secret_0013 = 5078;
  300. const agr_secret_0014 = 5079;
  301. const agr_secret_0015 = 5080;
  302. const agr_secret_0016 = 5081;
  303. const agr_secret_0017 = 5082;
  304. const agr_secret_0018 = 5083;
  305. const agr_secret_0019 = 5084;
  306. const agr_secret_0020 = 5085;
  307. const agr_secret_0021 = 5086;
  308. const agr_secret_0022 = 5087;
  309. const agr_secret_0023 = 5088;
  310. const agr_secret_0024 = 5089;
  311. const agr_secret_0025 = 5090;
  312. const agr_secret_0026 = 5091;
  313. const agr_secret_0027 = 5092;
  314. const agr_simulation_box_1 = 2010;
  315. const agr_simulation_box_2 = 2011;
  316. const agr_simulation_box_3 = 2012;
  317. const agr_simulation_box_4 = 2013;
  318. const agr_simulation_box_5 = 2014;
  319. const agr_stalker_look_point = 394;
  320. const agr_stalker_on_enter = 398;
  321. const agr_u_secret_0000 = 5100;
  322. const agr_u_secret_0001 = 5101;
  323. const agr_u_secret_0002 = 5102;
  324. const agr_u_secret_0003 = 5103;
  325. const agr_u_secret_0004 = 5104;
  326. const agr_zaz = 307;
  327. const bar_Barman = 500;
  328. const bar_arena_inventory_box = 573;
  329. const bar_arena_inventory_box_2 = 574;
  330. const bar_arena_locator = 571;
  331. const bar_bar_locator = 570;
  332. const bar_bar_osvedomitel = 515;
  333. const bar_crazy_veterans_leader = 511;
  334. const bar_darklab_documents = 512;
  335. const bar_decoding_documents = 513;
  336. const bar_dolg_arhive_documents = 501;
  337. const bar_dolg_captain_ivancov = 505;
  338. const bar_dolg_general_voronin = 507;
  339. const bar_dolg_guard_commander = 516;
  340. const bar_dolg_locator = 572;
  341. const bar_dolg_polkovnik_petrenko = 506;
  342. const bar_drunk_dolg = 510;
  343. const bar_ecolog_professor = 503;
  344. const bar_exit_to_garbage = 593;
  345. const bar_exit_to_military = 592;
  346. const bar_exit_to_rostok = 594;
  347. const bar_freedom_volkodav = 509;
  348. const bar_hunter = 504;
  349. const bar_hunter_toz = 502;
  350. const bar_lisiy = 607;
  351. const bar_psih = 517;
  352. const bar_secret_0000 = 5435;
  353. const bar_secret_0001 = 5436;
  354. const bar_secret_0002 = 5437;
  355. const bar_secret_0003 = 5438;
  356. const bar_secret_0004 = 5439;
  357. const bar_secret_0005 = 5440;
  358. const bar_secret_0006 = 5441;
  359. const bar_secret_0007 = 5442;
  360. const bar_secret_0008 = 5443;
  361. const bar_secret_0009 = 5444;
  362. const bar_secret_0010 = 5445;
  363. const bar_secret_0011 = 5446;
  364. const bar_secret_0012 = 5447;
  365. const bar_secret_0013 = 5448;
  366. const bar_secret_0014 = 5449;
  367. const bar_secret_0015 = 5450;
  368. const bar_secret_0016 = 5451;
  369. const bar_secret_0017 = 5452;
  370. const bar_secret_0018 = 5453;
  371. const bar_secret_0019 = 5454;
  372. const bar_simulation_box_1 = 2020;
  373. const bar_simulation_box_2 = 2021;
  374. const bar_simulation_box_3 = 2022;
  375. const bar_simulation_box_4 = 2023;
  376. const bar_simulation_box_5 = 2024;
  377. const bar_svoboda_ambush_tiran = 514;
  378. const bar_water_tower = 508;
  379. const bar_zastava_commander = 518;
  380. const brain_snork_growl = 923;
  381. const bun_bloodsucker_prim = 1550;
  382. const cit_actor_escape_car_zone = 1205;
  383. const cit_actor_escape_zone = 1203;
  384. const cit_actor_weapon_zone = 1202;
  385. const cit_bandits_base_zone = 1207;
  386. const cit_bochka_button = 1210;
  387. const cit_doctor = 1200;
  388. const cit_gorsovet_zone = 1208;
  389. const cit_heli = 1201;
  390. const cit_killers_base_zone = 1206;
  391. const cit_level_exit_zone = 1204;
  392. const cit_vp = 1209;
  393. const dar_codedoor_1 = 432;
  394. const dar_codedoor_2 = 433;
  395. const dar_corpse_1 = 450;
  396. const dar_corpse_2 = 451;
  397. const dar_poltergeist = 452;
  398. const darscape_helicopter = 1500;
  399. const ds_barrel_faller1 = 1520;
  400. const ds_barrel_faller2 = 1521;
  401. const ds_barrel_faller3 = 1522;
  402. const ds_barrel_faller4 = 1523;
  403. const ds_barrel_faller5 = 1524;
  404. const ds_barrel_faller6 = 1525;
  405. const ds_barrel_faller7 = 1526;
  406. const ds_barrel_faller8 = 1527;
  407. const ds_barrel_faller9 = 1528;
  408. const ds_falling_barrel_1 = 1501;
  409. const ds_falling_barrel_10 = 1510;
  410. const ds_falling_barrel_2 = 1502;
  411. const ds_falling_barrel_3 = 1503;
  412. const ds_falling_barrel_4 = 1504;
  413. const ds_falling_barrel_5 = 1505;
  414. const ds_falling_barrel_6 = 1506;
  415. const ds_falling_barrel_7 = 1507;
  416. const ds_falling_barrel_8 = 1508;
  417. const ds_falling_barrel_9 = 1509;
  418. const ds_table = 1515;
  419. const esc_bandits_factory = 17;
  420. const esc_dead_tunel_novice = 33;
  421. const esc_exit_to_garbage_01 = 91;
  422. const esc_helicopter = 14;
  423. const esc_kuznetsov = 32;
  424. const esc_lager_leader = 22;
  425. const esc_leader_killers = 21;
  426. const esc_level_patrol = 15;
  427. const esc_matugalnik = 18;
  428. const esc_mill = 28;
  429. const esc_pm_broken = 26;
  430. const esc_secret_0000 = 5000;
  431. const esc_secret_0001 = 5001;
  432. const esc_secret_0002 = 5002;
  433. const esc_secret_0003 = 5003;
  434. const esc_secret_0004 = 5004;
  435. const esc_secret_0005 = 5005;
  436. const esc_secret_0006 = 5006;
  437. const esc_secret_0007 = 5007;
  438. const esc_secret_0008 = 5008;
  439. const esc_secret_0009 = 5009;
  440. const esc_secret_0010 = 5010;
  441. const esc_secret_0011 = 5011;
  442. const esc_secret_0012 = 5012;
  443. const esc_secret_0013 = 5013;
  444. const esc_secret_0014 = 5014;
  445. const esc_secret_0015 = 5015;
  446. const esc_secret_0016 = 5016;
  447. const esc_secret_0017 = 5017;
  448. const esc_secret_0018 = 5018;
  449. const esc_secret_0019 = 5019;
  450. const esc_secret_shustryi = 23;
  451. const esc_simulation_box_1 = 2000;
  452. const esc_simulation_box_2 = 2001;
  453. const esc_simulation_box_3 = 2002;
  454. const esc_simulation_box_4 = 2003;
  455. const esc_simulation_box_5 = 2004;
  456. const esc_toz_broken = 27;
  457. const esc_tutorial_flesh = 29;
  458. const esc_tutorial_secret_place = 25;
  459. const esc_vagon_newbie1 = 12;
  460. const esc_vagon_newbie2 = 13;
  461. const esc_vp_finder = 30;
  462. const esc_wounded_flash = 16;
  463. const esc_wounded_follower_2 = 24;
  464. const gar_bandit_post = 111;
  465. const gar_bandits_leader = 106;
  466. const gar_boars_nest = 105;
  467. const gar_dm_bandit1 = 101;
  468. const gar_dm_bandit2 = 102;
  469. const gar_dm_bandit3 = 103;
  470. const gar_dm_novice = 104;
  471. const gar_dolg_blockpost = 108;
  472. const gar_exir_to_escape = 193;
  473. const gar_exit_to_agroprom_01 = 191;
  474. const gar_exit_to_agroprom_02 = 192;
  475. const gar_exit_to_bar = 194;
  476. const gar_exit_to_darkvalley_high = 196;
  477. const gar_exit_to_darkvalley_low = 195;
  478. const gar_hellcar = 107;
  479. const gar_newbie_in_tunnel = 110;
  480. const gar_rtask_boars = 3050;
  481. const gar_rtask_stalker_bandit = 3002;
  482. const gar_secret_0000 = 5030;
  483. const gar_secret_0001 = 5031;
  484. const gar_secret_0002 = 5032;
  485. const gar_secret_0003 = 5033;
  486. const gar_secret_0004 = 5034;
  487. const gar_secret_0005 = 5035;
  488. const gar_secret_0006 = 5036;
  489. const gar_secret_0007 = 5037;
  490. const gar_secret_0008 = 5038;
  491. const gar_secret_0009 = 5039;
  492. const gar_secret_0010 = 5040;
  493. const gar_secret_0011 = 5041;
  494. const gar_secret_0012 = 5042;
  495. const gar_secret_0013 = 5043;
  496. const gar_secret_0014 = 5044;
  497. const gar_secret_0015 = 5045;
  498. const gar_secret_0016 = 5046;
  499. const gar_secret_0017 = 5047;
  500. const gar_secret_0018 = 5048;
  501. const gar_secret_0019 = 5049;
  502. const gar_secret_0020 = 5050;
  503. const gar_secret_0021 = 5051;
  504. const gar_secret_0022 = 5052;
  505. const gar_secret_0023 = 5053;
  506. const gar_secret_0024 = 5054;
  507. const gar_seryi_drug_wounded = 123;
  508. const gar_simulation_box_1 = 2005;
  509. const gar_simulation_box_2 = 2006;
  510. const gar_simulation_box_3 = 2007;
  511. const gar_simulation_box_4 = 2008;
  512. const gar_simulation_box_5 = 2009;
  513. const gar_spot_angar = 116;
  514. const gar_spot_bandit_agr = 117;
  515. const gar_spot_car_graveyard = 114;
  516. const gar_spot_dogs_forest = 119;
  517. const gar_spot_dolg_blokpost = 115;
  518. const gar_spot_secret1 = 113;
  519. const gar_spot_swamp = 112;
  520. const gar_spot_trash1 = 120;
  521. const gar_spot_trash2 = 121;
  522. const gar_spot_trash3 = 122;
  523. const gar_spot_tunnel = 118;
  524. const gar_stalker_corpse = 124;
  525. const gar_wounded = 109;
  526. const mil_barrier_monster = 3070;
  527. const mil_secret_0000 = 5200;
  528. const mil_secret_0001 = 5201;
  529. const mil_secret_0002 = 5202;
  530. const mil_secret_0003 = 5203;
  531. const mil_secret_0004 = 5204;
  532. const mil_secret_0005 = 5205;
  533. const mil_secret_0006 = 5206;
  534. const mil_secret_0007 = 5207;
  535. const mil_secret_0008 = 5208;
  536. const mil_secret_0009 = 5209;
  537. const mil_secret_0010 = 5210;
  538. const mil_secret_0011 = 5211;
  539. const mil_secret_0012 = 5212;
  540. const mil_secret_0013 = 5213;
  541. const mil_secret_0014 = 5214;
  542. const mil_secret_0015 = 5215;
  543. const mil_secret_0016 = 5216;
  544. const mil_secret_0017 = 5217;
  545. const mil_secret_0018 = 5218;
  546. const mil_secret_0019 = 5219;
  547. const mil_secret_0020 = 5220;
  548. const mil_secret_0021 = 5221;
  549. const mil_secret_0022 = 5222;
  550. const mil_secret_0023 = 5223;
  551. const mil_secret_0024 = 5224;
  552. const mil_secret_0025 = 5225;
  553. const mil_secret_0026 = 5226;
  554. const mil_secret_0027 = 5227;
  555. const mil_secret_0028 = 5228;
  556. const mil_simulation_box_1 = 2015;
  557. const mil_simulation_box_2 = 2016;
  558. const mil_simulation_box_3 = 2017;
  559. const mil_simulation_box_4 = 2018;
  560. const mil_simulation_box_5 = 2019;
  561. const mil_stalker_killer = 3071;
  562. const oso = 1307;
  563. const pl_weapon_spawn = 606;
  564. const pri_bomber = 806;
  565. const pri_btr = 807;
  566. const pri_bus_station_zone = 824;
  567. const pri_controller1 = 810;
  568. const pri_controller2 = 811;
  569. const pri_controller3 = 812;
  570. const pri_corner_monolith1 = 809;
  571. const pri_decoder_room_door = 822;
  572. const pri_exit_to_aes = 832;
  573. const pri_exit_to_radar = 833;
  574. const pri_followers_gulag = 823;
  575. const pri_followers_marker = 831;
  576. const pri_gigant1 = 815;
  577. const pri_gigant2 = 816;
  578. const pri_gigant3 = 817;
  579. const pri_gigant4 = 818;
  580. const pri_gigant5 = 819;
  581. const pri_heli1 = 800;
  582. const pri_heli2 = 801;
  583. const pri_heli3 = 802;
  584. const pri_heli4 = 803;
  585. const pri_hotel_zone = 825;
  586. const pri_monolith_base_zone = 826;
  587. const pri_monolith_leader = 828;
  588. const pri_secret_0000 = 5251;
  589. const pri_secret_0001 = 5252;
  590. const pri_secret_0002 = 5253;
  591. const pri_secret_0003 = 5254;
  592. const pri_secret_0004 = 5255;
  593. const pri_snork_growl = 829;
  594. const pri_stadium_entrance = 830;
  595. const pri_stadium_zone = 827;
  596. const pri_wave1_monolith_victim1 = 808;
  597. const pri_wave2_monolith_victim1 = 804;
  598. const pri_wave2_monolith_victim2 = 805;
  599. const pri_wave4_monolith6 = 820;
  600. const pri_wave4_monolith8 = 821;
  601. const pri_zombied_victim1 = 813;
  602. const pri_zombied_victim2 = 814;
  603. const rad_antenna = 1000;
  604. const rad_barrel_faller1 = 1071;
  605. const rad_barrel_faller2 = 1072;
  606. const rad_barrel_faller3 = 1073;
  607. const rad_barrel_faller4 = 1074;
  608. const rad_barrel_faller5 = 1075;
  609. const rad_bunker = 1005;
  610. const rad_code_door = 1001;
  611. const rad_entrance_guard1 = 1002;
  612. const rad_entrance_guard2 = 1003;
  613. const rad_exit_to_military = 1008;
  614. const rad_exit_to_pripyat = 1007;
  615. const rad_falling_barrel_1 = 1090;
  616. const rad_falling_barrel_10 = 1099;
  617. const rad_falling_barrel_11 = 1080;
  618. const rad_falling_barrel_12 = 1081;
  619. const rad_falling_barrel_13 = 1082;
  620. const rad_falling_barrel_14 = 1083;
  621. const rad_falling_barrel_15 = 1084;
  622. const rad_falling_barrel_16 = 1085;
  623. const rad_falling_barrel_2 = 1091;
  624. const rad_falling_barrel_3 = 1092;
  625. const rad_falling_barrel_4 = 1093;
  626. const rad_falling_barrel_5 = 1094;
  627. const rad_falling_barrel_6 = 1095;
  628. const rad_falling_barrel_7 = 1096;
  629. const rad_falling_barrel_8 = 1097;
  630. const rad_falling_barrel_9 = 1098;
  631. const rad_secret_0000 = 5245;
  632. const rad_secret_0001 = 5246;
  633. const rad_secret_0002 = 5247;
  634. const rad_secret_0003 = 5248;
  635. const rad_secret_0004 = 5249;
  636. const rad_secret_0005 = 5250;
  637. const rad_suicide = 1004;
  638. const rad_swith = 1006;
  639. const ros_secret_0000 = 5455;
  640. const ros_secret_0001 = 5456;
  641. const ros_secret_0002 = 5457;
  642. const ros_secret_0003 = 5458;
  643. const ros_secret_0004 = 5459;
  644. const ros_secret_0005 = 5460;
  645. const ros_secret_0006 = 5461;
  646. const ros_secret_0007 = 5462;
  647. const ros_secret_0008 = 5463;
  648. const ros_secret_0009 = 5464;
  649. const ros_secret_0010 = 5465;
  650. const ros_secret_0011 = 5466;
  651. const ros_secret_0012 = 5467;
  652. const ros_secret_0013 = 5468;
  653. const ros_secret_0014 = 5469;
  654. const ros_secret_0015 = 5470;
  655. const ros_secret_0016 = 5471;
  656. const ros_secret_0017 = 5472;
  657. const ros_secret_0018 = 5473;
  658. const ros_secret_0019 = 5474;
  659. const ros_secret_0020 = 5475;
  660. const ros_secret_0021 = 5476;
  661. const ros_secret_0022 = 5477;
  662. const ros_secret_0023 = 5478;
  663. const ros_secret_0024 = 5479;
  664. const ros_secret_0025 = 5480;
  665. const ros_simulation_box_1 = 2030;
  666. const ros_simulation_box_2 = 2031;
  667. const ros_simulation_box_3 = 2032;
  668. const ros_simulation_box_4 = 2033;
  669. const ros_simulation_box_5 = 2034;
  670. const rostok_banda_volkodava = 597;
  671. const rostok_exit_to_bar = 591;
  672. const rostok_exit_to_yantar = 608;
  673. const rostok_kruglov_finish = 605;
  674. const rostok_naemnik = 595;
  675. const rostok_offline_walker_1 = 601;
  676. const rostok_offline_walker_2 = 602;
  677. const rostok_offline_walker_3 = 603;
  678. const rostok_offline_walker_4 = 604;
  679. const rostok_tainyi_hod = 596;
  680. const sar2_destroyable_monolith = 1305;
  681. const sar_command_center = 1304;
  682. const sar_generator_1 = 1301;
  683. const sar_generator_2 = 1302;
  684. const sar_monolith = 1300;
  685. const sar_monolith_find = 1306;
  686. const sar_secret_door = 1303;
  687. const soldiers_bridge = 31;
  688. const test_searchlight1 = 20002;
  689. const test_searchlight2 = 20003;
  690. const test_stalker1 = 20000;
  691. const test_stalker2 = 20001;
  692. const tm_stohe_selo_test_lager = 10001;
  693. const val_bandit_rpg_dead = 437;
  694. const val_borov = 425;
  695. const val_door_to_x18 = 426;
  696. const val_escort_captive = 400;
  697. const val_escort_guard1 = 407;
  698. const val_escort_guard2 = 408;
  699. const val_escort_nap1 = 406;
  700. const val_escort_wounded = 424;
  701. const val_exit_gate = 421;
  702. const val_gate_btr = 423;
  703. const val_lvl_changer1 = 415;
  704. const val_lvl_changer2 = 416;
  705. const val_lvl_changer3 = 417;
  706. const val_opendoor_monolith = 410;
  707. const val_opendoor_soldier = 412;
  708. const val_opendoor_victim = 411;
  709. const val_prisoner = 402;
  710. const val_rtask_dolg_bandit = 3001;
  711. const val_sacrifice_bloodsucker = 403;
  712. const val_sacrifice_guard1 = 404;
  713. const val_sacrifice_guard2 = 405;
  714. const val_sacrifice_victim = 401;
  715. const val_secret_0000 = 5400;
  716. const val_secret_0001 = 5401;
  717. const val_secret_0002 = 5402;
  718. const val_secret_0003 = 5403;
  719. const val_secret_0004 = 5404;
  720. const val_secret_0005 = 5405;
  721. const val_secret_0006 = 5406;
  722. const val_secret_0007 = 5407;
  723. const val_secret_0008 = 5408;
  724. const val_secret_0009 = 5409;
  725. const val_secret_0010 = 5410;
  726. const val_secret_0011 = 5411;
  727. const val_secret_0012 = 5412;
  728. const val_secret_0013 = 5413;
  729. const val_secret_0014 = 5414;
  730. const val_secret_0015 = 5415;
  731. const val_secret_0016 = 5416;
  732. const val_secret_0017 = 5417;
  733. const val_secret_0018 = 5418;
  734. const val_secret_0019 = 5419;
  735. const val_secret_0020 = 5420;
  736. const val_secret_0021 = 5421;
  737. const val_secret_0022 = 5422;
  738. const val_secret_0023 = 5423;
  739. const val_secret_0024 = 5424;
  740. const val_secret_0025 = 5425;
  741. const val_secret_0026 = 5426;
  742. const val_secret_0027 = 5427;
  743. const val_secret_0028 = 5428;
  744. const val_secret_0029 = 5429;
  745. const val_secret_0030 = 5430;
  746. const val_secret_0031 = 5431;
  747. const val_secret_0032 = 5432;
  748. const val_simulation_box_1 = 2025;
  749. const val_simulation_box_2 = 2026;
  750. const val_simulation_box_3 = 2027;
  751. const val_simulation_box_4 = 2028;
  752. const val_simulation_box_5 = 2029;
  753. const val_sos_bs = 436;
  754. const val_sos_stalker = 422;
  755. const val_stairs_victim1 = 413;
  756. const val_stairs_victim2 = 414;
  757. const val_stopper_soldier1 = 418;
  758. const val_stopper_soldier2 = 419;
  759. const val_stopper_soldier3 = 420;
  760. const val_tunnel_bandit = 409;
  761. const val_zone_bandits = 427;
  762. const val_zone_exit_tunnel = 434;
  763. const val_zone_farm = 435;
  764. const val_zone_monolith = 428;
  765. const val_zone_pipe = 431;
  766. const val_zone_robbers = 429;
  767. const val_zone_south_gate = 430;
  768. const warlab = 1400;
  769. const x16_secret_0000 = 5243;
  770. const x16_secret_0001 = 5244;
  771. const x18_secret_0000 = 5433;
  772. const x18_secret_0001 = 5434;
  773. const x18_sound_1 = 471;
  774. const x18_sound_10 = 480;
  775. const x18_sound_2 = 472;
  776. const x18_sound_3 = 473;
  777. const x18_sound_4 = 474;
  778. const x18_sound_5 = 475;
  779. const x18_sound_6 = 476;
  780. const x18_sound_7 = 477;
  781. const x18_sound_8 = 478;
  782. const x18_sound_9 = 479;
  783. const yan_ecolog_help = 900;
  784. const yan_exit_to_rostok = 925;
  785. const yan_general_ecolog = 902;
  786. const yan_ghost = 918;
  787. const yan_giant_growl = 924;
  788. const yan_helmet = 920;
  789. const yan_labx16_documents = 917;
  790. const yan_labx16switcher_lamp1 = 908;
  791. const yan_labx16switcher_lamp2 = 909;
  792. const yan_labx16switcher_lamp3 = 910;
  793. const yan_labx16switcher_primary_1_green = 911;
  794. const yan_labx16switcher_primary_1_red = 912;
  795. const yan_labx16switcher_primary_2_green = 913;
  796. const yan_labx16switcher_primary_2_red = 914;
  797. const yan_labx16switcher_primary_3_green = 915;
  798. const yan_labx16switcher_primary_3_red = 916;
  799. const yan_mapspot_from_vasilyev = 907;
  800. const yan_scan_psi_radiation = 901;
  801. const yan_secret_0000 = 5229;
  802. const yan_secret_0001 = 5230;
  803. const yan_secret_0002 = 5231;
  804. const yan_secret_0003 = 5232;
  805. const yan_secret_0004 = 5233;
  806. const yan_secret_0005 = 5234;
  807. const yan_secret_0006 = 5235;
  808. const yan_secret_0007 = 5236;
  809. const yan_secret_0008 = 5237;
  810. const yan_secret_0009 = 5238;
  811. const yan_secret_0010 = 5239;
  812. const yan_secret_0011 = 5240;
  813. const yan_secret_0012 = 5241;
  814. const yan_secret_0013 = 5242;
  815. const yan_secret_exit = 921;
  816. const yan_semenov_help = 905;
  817. const yan_simulation_box_1 = 2035;
  818. const yan_simulation_box_2 = 2036;
  819. const yan_simulation_box_3 = 2037;
  820. const yan_simulation_box_4 = 2038;
  821. const yan_simulation_box_5 = 2039;
  822. const yan_specnaz_corpse = 922;
  823. const yan_vasilyev = 903;
  824. const yan_zombie_zone_mapspot = 906;
  825.  
  826. };
  827.  
  828. C++ class callback {
  829. const action_animation = 20;
  830. const action_movement = 18;
  831. const action_object = 23;
  832. const action_particle = 22;
  833. const action_sound = 21;
  834. const action_watch = 19;
  835. const actor_sleep = 24;
  836. const article_info = 12;
  837. const death = 8;
  838. const helicopter_on_hit = 26;
  839. const helicopter_on_point = 25;
  840. const hit = 16;
  841. const inventory_info = 11;
  842. const inventory_pda = 10;
  843. const level_border_enter = 7;
  844. const level_border_exit = 6;
  845. const map_location_added = 14;
  846. const on_item_drop = 28;
  847. const on_item_take = 27;
  848. const patrol_path_in_point = 9;
  849. const script_animation = 29;
  850. const sound = 17;
  851. const take_item_from_box = 33;
  852. const task_state = 13;
  853. const trade_perform_operation = 3;
  854. const trade_sell_buy_item = 2;
  855. const trade_start = 0;
  856. const trade_stop = 1;
  857. const trader_global_anim_request = 30;
  858. const trader_head_anim_request = 31;
  859. const trader_sound_end = 32;
  860. const use_object = 15;
  861. const zone_enter = 4;
  862. const zone_exit = 5;
  863.  
  864. };
  865.  
  866. C++ class key_bindings {
  867. const kACCEL = 7;
  868. const kBACK = 10;
  869. const kBUY = 50;
  870. const kCAM_1 = 16;
  871. const kCAM_2 = 17;
  872. const kCAM_3 = 18;
  873. const kCAM_4 = 19;
  874. const kCAM_ZOOM_IN = 20;
  875. const kCAM_ZOOM_OUT = 21;
  876. const kCHAT = 44;
  877. const kCONSOLE = 48;
  878. const kCROUCH = 5;
  879. const kCROUCH_TOGGLE = 6;
  880. const kDOWN = 3;
  881. const kDROP = 41;
  882. const kFWD = 9;
  883. const kINVENTORY = 49;
  884. const kJUMP = 4;
  885. const kLEFT = 0;
  886. const kL_LOOKOUT = 13;
  887. const kL_STRAFE = 11;
  888. const kNIGHT_VISION = 23;
  889. const kQUIT = 47;
  890. const kRIGHT = 1;
  891. const kR_LOOKOUT = 14;
  892. const kR_STRAFE = 12;
  893. const kSCORES = 43;
  894. const kSCREENSHOT = 46;
  895. const kSKIN = 51;
  896. const kTEAM = 52;
  897. const kTORCH = 22;
  898. const kUP = 2;
  899. const kUSE = 42;
  900. const kWPN_1 = 24;
  901. const kWPN_2 = 25;
  902. const kWPN_3 = 26;
  903. const kWPN_4 = 27;
  904. const kWPN_5 = 28;
  905. const kWPN_6 = 29;
  906. const kWPN_FIRE = 32;
  907. const kWPN_FUNC = 37;
  908. const kWPN_NEXT = 31;
  909. const kWPN_RELOAD = 36;
  910. const kWPN_ZOOM = 33;
  911.  
  912. };
  913.  
  914. C++ class game_messages {
  915. const GAME_EVENT_ARTEFACT_DESTROYED = 15;
  916. const GAME_EVENT_ARTEFACT_DROPPED = 17;
  917. const GAME_EVENT_ARTEFACT_ONBASE = 18;
  918. const GAME_EVENT_ARTEFACT_SPAWNED = 14;
  919. const GAME_EVENT_ARTEFACT_TAKEN = 16;
  920. const GAME_EVENT_BUY_MENU_CLOSED = 21;
  921. const GAME_EVENT_PLAYER_BUY_FINISHED = 2;
  922. const GAME_EVENT_PLAYER_CHANGE_SKIN = 4;
  923. const GAME_EVENT_PLAYER_CHANGE_TEAM = 4;
  924. const GAME_EVENT_PLAYER_CONNECTED = 6;
  925. const GAME_EVENT_PLAYER_DISCONNECTED = 7;
  926. const GAME_EVENT_PLAYER_ENTER_TEAM_BASE = 19;
  927. const GAME_EVENT_PLAYER_JOIN_TEAM = 11;
  928. const GAME_EVENT_PLAYER_KILL = 1;
  929. const GAME_EVENT_PLAYER_KILLED = 9;
  930. const GAME_EVENT_PLAYER_LEAVE_TEAM_BASE = 20;
  931. const GAME_EVENT_PLAYER_READY = 0;
  932. const GAME_EVENT_ROUND_END = 13;
  933. const GAME_EVENT_ROUND_STARTED = 12;
  934. const GAME_EVENT_SCRIPT_BEGINS_FROM = 36;
  935. const GAME_EVENT_SKIN_MENU_CLOSED = 23;
  936. const GAME_EVENT_TEAM_MENU_CLOSED = 22;
  937.  
  938. };
  939.  
  940. C++ class game_phases {
  941. const GAME_PHASE_INPROGRESS = 1;
  942. const GAME_PHASE_NONE = 0;
  943. const GAME_PHASE_PENDING = 2;
  944. const GAME_PHASE_SCRIPT_BEGINS_FROM = 9;
  945. const GAME_PHASE_TEAM1_SCORES = 3;
  946. const GAME_PHASE_TEAM2_SCORES = 4;
  947. const GAME_PHASE_TEAMS_IN_A_DRAW = 7;
  948.  
  949. };
  950.  
  951. C++ class game_player_flags {
  952. const GAME_PLAYER_FLAG_LOCAL = 1;
  953. const GAME_PLAYER_FLAG_READY = 2;
  954. const GAME_PLAYER_FLAG_SCRIPT_BEGINS_FROM = 16;
  955. const GAME_PLAYER_FLAG_SPECTATOR = 8;
  956. const GAME_PLAYER_FLAG_VERY_VERY_DEAD = 4;
  957.  
  958. };
  959.  
  960. C++ class GAME_TYPE {
  961. const GAME_ARTEFACTHUNT = 7;
  962. const GAME_DEATHMATCH = 2;
  963. const GAME_TEAMDEATHMATCH = 6;
  964. const GAME_UNKNOWN = 0;
  965.  
  966. };
  967.  
  968. C++ class game_difficulty {
  969. const master = 3;
  970. const novice = 0;
  971. const stalker = 1;
  972. const veteran = 2;
  973.  
  974. };
  975.  
  976. C++ class snd_type {
  977. const ambient = 128;
  978. const anomaly = 268435456;
  979. const anomaly_idle = 268437504;
  980. const attack = 8192;
  981. const bullet_hit = 524288;
  982. const die = 131072;
  983. const drop = 33554432;
  984. const eat = 4096;
  985. const empty = 1048576;
  986. const hide = 16777216;
  987. const idle = 2048;
  988. const injure = 65536;
  989. const item = 1073741824;
  990. const item_drop = 1107296256;
  991. const item_hide = 1090519040;
  992. const item_pick_up = 1140850688;
  993. const item_take = 1082130432;
  994. const item_use = 1077936128;
  995. const monster = 536870912;
  996. const monster_attack = 536879104;
  997. const monster_die = 537001984;
  998. const monster_eat = 536875008;
  999. const monster_injure = 536936448;
  1000. const monster_step = 536903680;
  1001. const monster_talk = 536887296;
  1002. const no_sound = 0;
  1003. const object_break = 1024;
  1004. const object_collide = 512;
  1005. const object_explode = 256;
  1006. const pick_up = 67108864;
  1007. const reload = 262144;
  1008. const shoot = 2097152;
  1009. const step = 32768;
  1010. const take = 8388608;
  1011. const talk = 16384;
  1012. const use = 4194304;
  1013. const weapon = -2147483648;
  1014. const weapon_bullet_hit = -2146959360;
  1015. const weapon_empty = -2146435072;
  1016. const weapon_reload = -2147221504;
  1017. const weapon_shoot = -2145386496;
  1018. const world = 134217728;
  1019. const world_ambient = 134217856;
  1020. const world_object_break = 134218752;
  1021. const world_object_collide = 134218240;
  1022. const world_object_explode = 134217984;
  1023.  
  1024. };
  1025.  
  1026. C++ class task {
  1027. const completed = 2;
  1028. const fail = 0;
  1029. const in_progress = 1;
  1030. const task_dummy = -1;
  1031.  
  1032. };
  1033.  
  1034. C++ class ui_events {
  1035. const BUTTON_CLICKED = 16;
  1036. const BUTTON_DOWN = 17;
  1037. const CHECK_BUTTON_RESET = 20;
  1038. const CHECK_BUTTON_SET = 19;
  1039. const DRAG_DROP_ITEM_DB_CLICK = 24;
  1040. const DRAG_DROP_ITEM_DRAG = 22;
  1041. const DRAG_DROP_ITEM_DROP = 23;
  1042. const DRAG_DROP_ITEM_RBUTTON_CLICK = 25;
  1043. const EDIT_TEXT_CHANGED = 74;
  1044. const EDIT_TEXT_COMMIT = 75;
  1045. const INTERACTIVE_ITEM_CLICK = 37;
  1046. const INVENTORY_ATTACH_ADDON = 60;
  1047. const INVENTORY_DETACH_GRENADE_LAUNCHER_ADDON = 66;
  1048. const INVENTORY_DETACH_SCOPE_ADDON = 62;
  1049. const INVENTORY_DETACH_SILENCER_ADDON = 64;
  1050. const INVENTORY_DROP_ACTION = 55;
  1051. const INVENTORY_EAT_ACTION = 56;
  1052. const INVENTORY_TO_BAG_ACTION = 59;
  1053. const INVENTORY_TO_BELT_ACTION = 57;
  1054. const INVENTORY_TO_SLOT_ACTION = 58;
  1055. const LIST_ITEM_CLICKED = 33;
  1056. const LIST_ITEM_SELECT = 34;
  1057. const MESSAGE_BOX_CANCEL_CLICKED = 44;
  1058. const MESSAGE_BOX_NO_CLICKED = 43;
  1059. const MESSAGE_BOX_OK_CLICKED = 39;
  1060. const MESSAGE_BOX_QUIT_GAME_CLICKED = 42;
  1061. const MESSAGE_BOX_QUIT_WIN_CLICKED = 41;
  1062. const MESSAGE_BOX_YES_CLICKED = 40;
  1063. const OUTFIT_RETURNED_BACK = 54;
  1064. const PDA_CONTACTS_WND_CONTACT_SELECTED = 51;
  1065. const PDA_DIALOG_WND_BACK_BUTTON_CLICKED = 49;
  1066. const PDA_DIALOG_WND_MESSAGE_BUTTON_CLICKED = 50;
  1067. const PROPERTY_CLICKED = 38;
  1068. const RADIOBUTTON_SET = 21;
  1069. const SCROLLBAR_HSCROLL = 30;
  1070. const SCROLLBAR_VSCROLL = 29;
  1071. const SCROLLBOX_MOVE = 27;
  1072. const SCROLLBOX_STOP = 28;
  1073. const STATIC_FOCUS_LOST = 15;
  1074. const STATIC_FOCUS_RECEIVED = 14;
  1075. const TAB_CHANGED = 18;
  1076. const TALK_DIALOG_QUESTION_CLICKED = 46;
  1077. const TALK_DIALOG_TRADE_BUTTON_CLICKED = 45;
  1078. const TRADE_WND_CLOSED = 52;
  1079. const UNDRESS_OUTFIT = 53;
  1080. const WINDOW_KEYBOARD_CAPTURE_LOST = 13;
  1081. const WINDOW_KEY_PRESSED = 10;
  1082. const WINDOW_KEY_RELEASED = 11;
  1083. const WINDOW_LBUTTON_DB_CLICK = 9;
  1084. const WINDOW_LBUTTON_DOWN = 0;
  1085. const WINDOW_LBUTTON_UP = 3;
  1086. const WINDOW_MOUSE_CAPTURE_LOST = 12;
  1087. const WINDOW_MOUSE_MOVE = 6;
  1088. const WINDOW_RBUTTON_DOWN = 1;
  1089. const WINDOW_RBUTTON_UP = 4;
  1090.  
  1091. };
  1092.  
  1093. C++ class hit_memory_object : entity_memory_object {
  1094. property amount;
  1095. property bone_index;
  1096. property direction;
  1097. property last_level_time;
  1098. property level_time;
  1099. property object_info;
  1100. property self_info;
  1101.  
  1102. function object(const entity_memory_object&);
  1103. };
  1104.  
  1105. C++ class clsid {
  1106. const actor = 78;
  1107. const ameba_zone = 173;
  1108. const art_bast_artefact = 0;
  1109. const art_black_drops = 1;
  1110. const art_dummy = 3;
  1111. const art_electric_ball = 4;
  1112. const art_faded_ball = 5;
  1113. const art_galantine = 6;
  1114. const art_gravi = 7;
  1115. const art_gravi_black = 2;
  1116. const art_mercury_ball = 8;
  1117. const art_needles = 9;
  1118. const art_rusty_hair = 10;
  1119. const art_thorn = 11;
  1120. const art_zuda = 12;
  1121. const artefact = 39;
  1122. const artefact_s = 90;
  1123. const bloodsucker = 13;
  1124. const bloodsucker_s = 95;
  1125. const boar = 14;
  1126. const boar_s = 96;
  1127. const burer = 15;
  1128. const burer_s = 97;
  1129. const car = 49;
  1130. const car_s = 91;
  1131. const cat = 16;
  1132. const cat_s = 98;
  1133. const chimera = 28;
  1134. const chimera_s = 99;
  1135. const controller = 17;
  1136. const controller_s = 100;
  1137. const crow = 18;
  1138. const device_detector_simple = 51;
  1139. const device_pda = 50;
  1140. const device_torch = 52;
  1141. const device_torch_s = 119;
  1142. const dog_black = 19;
  1143. const dog_red = 22;
  1144. const dog_s = 103;
  1145. const equ_exo = 53;
  1146. const equ_military = 54;
  1147. const equ_scientific = 55;
  1148. const equ_stalker = 56;
  1149. const equ_stalker_s = 57;
  1150. const flesh = 23;
  1151. const flesh_group = 24;
  1152. const flesh_s = 104;
  1153. const fracture = 25;
  1154. const fracture_s = 106;
  1155. const game = 61;
  1156. const game_cl_LastStanding = 45;
  1157. const game_cl_artefact_hunt = 43;
  1158. const game_cl_deathmatch = 44;
  1159. const game_cl_single = 46;
  1160. const game_cl_team_deathmatch = 47;
  1161. const game_sv_LastStanding = 116;
  1162. const game_sv_artefact_hunt = 114;
  1163. const game_sv_deathmatch = 115;
  1164. const game_sv_single = 117;
  1165. const game_sv_team_deathmatch = 118;
  1166. const game_ui_artefact_hunt = 120;
  1167. const game_ui_deathmatch = 121;
  1168. const game_ui_single = 122;
  1169. const game_ui_team_deathmatch = 123;
  1170. const gigant_s = 105;
  1171. const graph_point = 27;
  1172. const hanging_lamp = 81;
  1173. const helicopter = 48;
  1174. const hud_manager = 64;
  1175. const inventory_box = 82;
  1176. const level = 60;
  1177. const level_changer = 74;
  1178. const main_menu = 75;
  1179. const mp_players_bag = 76;
  1180. const nogravity_zone = 179;
  1181. const obj_antirad = 65;
  1182. const obj_attachable = 66;
  1183. const obj_bandage = 67;
  1184. const obj_bolt = 68;
  1185. const obj_bottle = 69;
  1186. const obj_breakable = 79;
  1187. const obj_climable = 80;
  1188. const obj_document = 70;
  1189. const obj_explosive = 71;
  1190. const obj_food = 72;
  1191. const obj_medkit = 73;
  1192. const obj_phskeleton = 87;
  1193. const obj_phys_destroyable = 86;
  1194. const obj_physic = 83;
  1195. const online_offline_group = 77;
  1196. const phantom = 29;
  1197. const poltergeist = 30;
  1198. const poltergeist_s = 107;
  1199. const projector = 84;
  1200. const pseudo_gigant = 26;
  1201. const pseudodog_s = 108;
  1202. const psy_dog = 21;
  1203. const psy_dog_phantom = 20;
  1204. const psy_dog_phantom_s = 101;
  1205. const psy_dog_s = 102;
  1206. const respawn = 88;
  1207. const script_object = 92;
  1208. const script_stalker = 33;
  1209. const script_trader = 35;
  1210. const script_zone = 89;
  1211. const smart_terrain = 93;
  1212. const smart_zone = 94;
  1213. const snork = 31;
  1214. const snork_s = 109;
  1215. const space_restrictor = 112;
  1216. const spectator = 113;
  1217. const stalker = 32;
  1218. const switcher = 85;
  1219. const team_base_zone = 182;
  1220. const torrid_zone = 183;
  1221. const trader = 34;
  1222. const tushkano = 36;
  1223. const tushkano_s = 110;
  1224. const wpn_ak74 = 142;
  1225. const wpn_ak74_s = 124;
  1226. const wpn_ammo = 38;
  1227. const wpn_ammo_m209 = 40;
  1228. const wpn_ammo_og7b = 41;
  1229. const wpn_ammo_vog25 = 42;
  1230. const wpn_binocular = 143;
  1231. const wpn_binocular_s = 125;
  1232. const wpn_bm16 = 144;
  1233. const wpn_bm16_s = 126;
  1234. const wpn_fn2000 = 145;
  1235. const wpn_fort = 146;
  1236. const wpn_grenade_f1 = 58;
  1237. const wpn_grenade_fake = 59;
  1238. const wpn_grenade_launcher = 147;
  1239. const wpn_grenade_rgd5 = 62;
  1240. const wpn_grenade_rpg7 = 63;
  1241. const wpn_groza = 148;
  1242. const wpn_groza_s = 127;
  1243. const wpn_hpsa = 149;
  1244. const wpn_hpsa_s = 128;
  1245. const wpn_knife = 150;
  1246. const wpn_knife_s = 129;
  1247. const wpn_lr300 = 151;
  1248. const wpn_lr300_s = 130;
  1249. const wpn_mounted = 152;
  1250. const wpn_pm = 153;
  1251. const wpn_pm_s = 131;
  1252. const wpn_rg6 = 154;
  1253. const wpn_rg6_s = 132;
  1254. const wpn_rpg7 = 155;
  1255. const wpn_rpg7_s = 133;
  1256. const wpn_scope = 156;
  1257. const wpn_scope_s = 134;
  1258. const wpn_shotgun = 157;
  1259. const wpn_shotgun_s = 135;
  1260. const wpn_silencer = 158;
  1261. const wpn_stat_mgun = 159;
  1262. const wpn_svd = 160;
  1263. const wpn_svd_s = 136;
  1264. const wpn_svu = 161;
  1265. const wpn_svu_s = 137;
  1266. const wpn_usp45 = 162;
  1267. const wpn_usp45_s = 138;
  1268. const wpn_val = 163;
  1269. const wpn_val_s = 139;
  1270. const wpn_vintorez = 164;
  1271. const wpn_vintorez_s = 140;
  1272. const wpn_walther = 165;
  1273. const wpn_walther_s = 141;
  1274. const wpn_wmagaz = 166;
  1275. const wpn_wmaggl = 167;
  1276. const zombie = 37;
  1277. const zombie_s = 111;
  1278. const zone = 184;
  1279. const zone_acid_fog = 172;
  1280. const zone_bfuzz = 174;
  1281. const zone_bfuzz_s = 168;
  1282. const zone_dead = 175;
  1283. const zone_galant_s = 169;
  1284. const zone_galantine = 176;
  1285. const zone_mbald_s = 170;
  1286. const zone_mincer = 178;
  1287. const zone_mincer_s = 171;
  1288. const zone_mosquito_bald = 177;
  1289. const zone_radioactive = 180;
  1290. const zone_rusty_hair = 181;
  1291.  
  1292. };
  1293.  
  1294. C++ class memory_info : visible_memory_object {
  1295. property hit_info;
  1296. property last_level_time;
  1297. property level_time;
  1298. property object_info;
  1299. property self_info;
  1300. property sound_info;
  1301. property visual_info;
  1302.  
  1303. function object(const game_memory_object&);
  1304. };
  1305.  
  1306. C++ class MonsterSpace {
  1307. const head_anim_angry = 1;
  1308. const head_anim_glad = 2;
  1309. const head_anim_kind = 3;
  1310. const head_anim_normal = 0;
  1311. const sound_script = 128;
  1312.  
  1313. };
  1314.  
  1315. C++ class not_yet_visible_object {
  1316. property value;
  1317.  
  1318. function object(const not_yet_visible_object&);
  1319. };
  1320.  
  1321. C++ class CSightParams {
  1322. const eSightTypeCover = 5;
  1323. const eSightTypeCoverLookOver = 8;
  1324. const eSightTypeCurrentDirection = 0;
  1325. const eSightTypeDirection = 2;
  1326. const eSightTypeDummy = -1;
  1327. const eSightTypeFireObject = 9;
  1328. const eSightTypeFirePosition = 10;
  1329. const eSightTypeLookOver = 7;
  1330. const eSightTypeObject = 4;
  1331. const eSightTypePathDirection = 1;
  1332. const eSightTypePosition = 3;
  1333. const eSightTypeSearch = 6;
  1334.  
  1335. property m_object;
  1336. property m_sight_type;
  1337. property m_vector;
  1338.  
  1339. CSightParams ();
  1340.  
  1341. };
  1342.  
  1343. C++ class sound_memory_object : game_memory_object {
  1344. property last_level_time;
  1345. property level_time;
  1346. property object_info;
  1347. property power;
  1348. property self_info;
  1349.  
  1350. function object(const game_memory_object&);
  1351. function type() const;
  1352. };
  1353.  
  1354. C++ class visible_memory_object : game_memory_object {
  1355. property last_level_time;
  1356. property level_time;
  1357. property object_info;
  1358. property self_info;
  1359.  
  1360. function object(const game_memory_object&);
  1361. };
  1362.  
  1363. C++ class FS_item {
  1364. function Modif();
  1365. function NameShort();
  1366. function NameFull();
  1367. function Size();
  1368. };
  1369.  
  1370. C++ class RPoint {
  1371. property A;
  1372. property P;
  1373.  
  1374. RPoint ();
  1375.  
  1376. };
  1377.  
  1378. C++ class color {
  1379. property b;
  1380. property g;
  1381. property r;
  1382.  
  1383. color ();
  1384. color (number, number, number);
  1385.  
  1386. function set(number, number, number);
  1387. };
  1388.  
  1389. C++ class SDrawStaticStruct {
  1390. property m_endTime;
  1391.  
  1392. function wnd();
  1393. };
  1394.  
  1395. C++ class duality {
  1396. property h;
  1397. property v;
  1398.  
  1399. duality ();
  1400. duality (number, number);
  1401.  
  1402. function set(number, number);
  1403. };
  1404.  
  1405. C++ class memory_object {
  1406. property last_level_time;
  1407. property level_time;
  1408.  
  1409. };
  1410.  
  1411. C++ class noise {
  1412. property fps;
  1413. property grain;
  1414. property intensity;
  1415.  
  1416. noise ();
  1417. noise (number, number, number);
  1418.  
  1419. function set(number, number, number);
  1420. };
  1421.  
  1422. C++ class object_params {
  1423. property level_vertex;
  1424. property position;
  1425.  
  1426. };
  1427.  
  1428. C++ class effector_params {
  1429. property blur;
  1430. property color_add;
  1431. property color_base;
  1432. property color_gray;
  1433. property dual;
  1434. property gray;
  1435. property noise;
  1436.  
  1437. effector_params ();
  1438.  
  1439. function assign(effector_params*, effector_params*);
  1440. };
  1441.  
  1442. C++ class SZoneMapEntityData {
  1443. property color;
  1444. property pos;
  1445.  
  1446. SZoneMapEntityData ();
  1447.  
  1448. };
  1449.  
  1450. C++ class TEX_INFO {
  1451. function get_rect();
  1452. function get_file_name();
  1453. };
  1454.  
  1455. C++ class fs_file {
  1456. property modif;
  1457. property name;
  1458. property ptr;
  1459. property size_compressed;
  1460. property size_real;
  1461. property vfs;
  1462.  
  1463. };
  1464.  
  1465. C++ class game_PlayerState {
  1466. property GameID;
  1467. property LastBuyAcount;
  1468. property RespawnTime;
  1469. property Skip;
  1470. property deaths;
  1471. property flags;
  1472. property kills;
  1473. property lasthitter;
  1474. property lasthitweapon;
  1475. property money_delta;
  1476. property money_for_round;
  1477. property money_total;
  1478. property pItemList;
  1479. property ping;
  1480. property skin;
  1481. property team;
  1482.  
  1483. game_PlayerState ();
  1484.  
  1485. function clear();
  1486. function setName(string);
  1487. function testFlag(number);
  1488. function net_Import(net_packet&);
  1489. function resetFlag(number);
  1490. function net_Export(net_packet&);
  1491. function getName();
  1492. function setFlag(number);
  1493. };
  1494.  
  1495. C++ class DIK_keys {
  1496. const DIK_0 = 11;
  1497. const DIK_1 = 2;
  1498. const DIK_2 = 3;
  1499. const DIK_3 = 4;
  1500. const DIK_4 = 5;
  1501. const DIK_5 = 6;
  1502. const DIK_6 = 7;
  1503. const DIK_7 = 8;
  1504. const DIK_8 = 9;
  1505. const DIK_9 = 10;
  1506. const DIK_A = 30;
  1507. const DIK_ADD = 78;
  1508. const DIK_APOSTROPHE = 40;
  1509. const DIK_APPS = 221;
  1510. const DIK_AT = 145;
  1511. const DIK_AX = 150;
  1512. const DIK_B = 48;
  1513. const DIK_BACK = 14;
  1514. const DIK_BACKSLASH = 43;
  1515. const DIK_C = 46;
  1516. const DIK_CAPITAL = 58;
  1517. const DIK_CIRCUMFLEX = 144;
  1518. const DIK_COLON = 146;
  1519. const DIK_COMMA = 51;
  1520. const DIK_CONVERT = 121;
  1521. const DIK_D = 32;
  1522. const DIK_DECIMAL = 83;
  1523. const DIK_DELETE = 211;
  1524. const DIK_DIVIDE = 181;
  1525. const DIK_DOWN = 208;
  1526. const DIK_E = 18;
  1527. const DIK_END = 207;
  1528. const DIK_EQUALS = 13;
  1529. const DIK_ESCAPE = 1;
  1530. const DIK_F = 33;
  1531. const DIK_F1 = 59;
  1532. const DIK_F10 = 68;
  1533. const DIK_F11 = 87;
  1534. const DIK_F12 = 88;
  1535. const DIK_F13 = 100;
  1536. const DIK_F14 = 101;
  1537. const DIK_F15 = 102;
  1538. const DIK_F2 = 60;
  1539. const DIK_F3 = 61;
  1540. const DIK_F4 = 62;
  1541. const DIK_F5 = 63;
  1542. const DIK_F6 = 64;
  1543. const DIK_F7 = 65;
  1544. const DIK_F8 = 66;
  1545. const DIK_F9 = 67;
  1546. const DIK_G = 34;
  1547. const DIK_GRAVE = 41;
  1548. const DIK_H = 35;
  1549. const DIK_HOME = 199;
  1550. const DIK_I = 23;
  1551. const DIK_INSERT = 210;
  1552. const DIK_J = 36;
  1553. const DIK_K = 37;
  1554. const DIK_KANA = 112;
  1555. const DIK_KANJI = 148;
  1556. const DIK_L = 38;
  1557. const DIK_LBRACKET = 26;
  1558. const DIK_LCONTROL = 29;
  1559. const DIK_LEFT = 203;
  1560. const DIK_LMENU = 56;
  1561. const DIK_LSHIFT = 42;
  1562. const DIK_LWIN = 219;
  1563. const DIK_M = 50;
  1564. const DIK_MINUS = 12;
  1565. const DIK_MULTIPLY = 55;
  1566. const DIK_N = 49;
  1567. const DIK_NEXT = 209;
  1568. const DIK_NOCONVERT = 123;
  1569. const DIK_NUMLOCK = 69;
  1570. const DIK_NUMPAD0 = 82;
  1571. const DIK_NUMPAD1 = 79;
  1572. const DIK_NUMPAD2 = 80;
  1573. const DIK_NUMPAD3 = 81;
  1574. const DIK_NUMPAD4 = 75;
  1575. const DIK_NUMPAD5 = 76;
  1576. const DIK_NUMPAD6 = 77;
  1577. const DIK_NUMPAD7 = 71;
  1578. const DIK_NUMPAD8 = 72;
  1579. const DIK_NUMPAD9 = 73;
  1580. const DIK_NUMPADCOMMA = 179;
  1581. const DIK_NUMPADENTER = 156;
  1582. const DIK_NUMPADEQUALS = 141;
  1583. const DIK_O = 24;
  1584. const DIK_P = 25;
  1585. const DIK_PAUSE = 197;
  1586. const DIK_PERIOD = 52;
  1587. const DIK_PRIOR = 201;
  1588. const DIK_Q = 16;
  1589. const DIK_R = 19;
  1590. const DIK_RBRACKET = 27;
  1591. const DIK_RCONTROL = 157;
  1592. const DIK_RETURN = 28;
  1593. const DIK_RIGHT = 205;
  1594. const DIK_RMENU = 184;
  1595. const DIK_RSHIFT = 54;
  1596. const DIK_RWIN = 220;
  1597. const DIK_S = 31;
  1598. const DIK_SCROLL = 70;
  1599. const DIK_SEMICOLON = 39;
  1600. const DIK_SLASH = 53;
  1601. const DIK_SPACE = 57;
  1602. const DIK_STOP = 149;
  1603. const DIK_SUBTRACT = 74;
  1604. const DIK_SYSRQ = 183;
  1605. const DIK_T = 20;
  1606. const DIK_TAB = 15;
  1607. const DIK_U = 22;
  1608. const DIK_UNDERLINE = 147;
  1609. const DIK_UNLABELED = 151;
  1610. const DIK_UP = 200;
  1611. const DIK_V = 47;
  1612. const DIK_W = 17;
  1613. const DIK_X = 45;
  1614. const DIK_Y = 21;
  1615. const DIK_YEN = 125;
  1616. const DIK_Z = 44;
  1617. const MOUSE_1 = 256;
  1618. const MOUSE_2 = 512;
  1619. const MOUSE_3 = 1024;
  1620.  
  1621. };
  1622.  
  1623. C++ class color_animator {
  1624. color_animator (string);
  1625.  
  1626. function calculate(number);
  1627. function load(string);
  1628. function length();
  1629. };
  1630.  
  1631. C++ class profile_timer {
  1632. profile_timer ();
  1633. profile_timer (profile_timer&);
  1634.  
  1635. operator +(const profile_timer&, profile_timer);
  1636. function stop();
  1637. function start();
  1638. function time() const;
  1639. function __tostring(profile_timer&);
  1640. operator <(const profile_timer&, profile_timer);
  1641. };
  1642.  
  1643. C++ class token {
  1644. property id;
  1645. property name;
  1646.  
  1647. token ();
  1648.  
  1649. };
  1650.  
  1651. C++ class action_base {
  1652. property object;
  1653. property storage;
  1654.  
  1655. action_base ();
  1656. action_base (game_object*);
  1657. action_base (game_object*, string);
  1658.  
  1659. function finalize();
  1660. function add_precondition(const world_property&);
  1661. function execute();
  1662. function remove_precondition(const number&);
  1663. function setup(game_object*, property_storage*);
  1664. function set_weight(const number&);
  1665. function add_effect(const world_property&);
  1666. function show(string);
  1667. function weight(const world_state&, const world_state&) const;
  1668. function initialize();
  1669. function remove_effect(const number&);
  1670. };
  1671.  
  1672. C++ class action_planner {
  1673. property object;
  1674. property storage;
  1675.  
  1676. action_planner ();
  1677.  
  1678. function initialized() const;
  1679. function remove_action(const number&);
  1680. function action(const number&);
  1681. function add_action(const number&, action_base*);
  1682. function show(string);
  1683. function update();
  1684. function clear();
  1685. function evaluator(const number&);
  1686. function setup(game_object*);
  1687. function set_goal_world_state(action_planner*, world_state*);
  1688. function current_action();
  1689. function add_evaluator(const number&, property_evaluator*);
  1690. function remove_evaluator(const number&);
  1691. function current_action_id() const;
  1692. function actual(const action_planner*);
  1693. };
  1694.  
  1695. C++ class planner_action : action_planner,action_base {
  1696. property object;
  1697. property storage;
  1698.  
  1699. planner_action ();
  1700. planner_action (game_object*);
  1701. planner_action (game_object*, string);
  1702.  
  1703. function finalize();
  1704. function action(const number&);
  1705. function add_precondition(const world_property&);
  1706. function add_action(const number&, action_base*);
  1707. function update();
  1708. function weight(const world_state&, const world_state&) const;
  1709. function current_action();
  1710. function current_action_id() const;
  1711. function initialized() const;
  1712. function remove_effect(const number&);
  1713. function initialize();
  1714. function actual(const action_planner*);
  1715. function remove_action(const number&);
  1716. function remove_precondition(const number&);
  1717. function execute();
  1718. function clear();
  1719. function evaluator(const number&);
  1720. function set_goal_world_state(action_planner*, world_state*);
  1721. function set_weight(const number&);
  1722. function add_effect(const world_property&);
  1723. function show(string);
  1724. function setup(game_object*);
  1725. function setup(game_object*, property_storage*);
  1726. function remove_evaluator(const number&);
  1727. function add_evaluator(const number&, property_evaluator*);
  1728. };
  1729.  
  1730. C++ class world_state {
  1731. world_state ();
  1732. world_state (world_state);
  1733.  
  1734. function clear();
  1735. function includes(const world_state&) const;
  1736. operator ==(const world_state&, world_state);
  1737. function remove_property(const number&);
  1738. function add_property(const world_property&);
  1739. operator <(const world_state&, world_state);
  1740. function property(const number&) const;
  1741. };
  1742.  
  1743. C++ class world_property {
  1744. world_property (number, boolean);
  1745.  
  1746. function value() const;
  1747. operator <(const world_property&, world_property);
  1748. function condition() const;
  1749. operator ==(const world_property&, world_property);
  1750. };
  1751.  
  1752. C++ class property_evaluator {
  1753. property object;
  1754. property storage;
  1755.  
  1756. property_evaluator ();
  1757. property_evaluator (game_object*);
  1758. property_evaluator (game_object*, string);
  1759.  
  1760. function evaluate();
  1761. function setup(game_object*, property_storage*);
  1762. };
  1763.  
  1764. C++ class property_evaluator_const : property_evaluator {
  1765. property object;
  1766. property storage;
  1767.  
  1768. property_evaluator_const (boolean);
  1769.  
  1770. function evaluate();
  1771. function setup(game_object*, property_storage*);
  1772. };
  1773.  
  1774. C++ class ipure_alife_load_object {
  1775. };
  1776.  
  1777. C++ class ipure_alife_save_object {
  1778. };
  1779.  
  1780. C++ class ipure_alife_load_save_object : ipure_alife_load_object,ipure_alife_save_object {
  1781. };
  1782.  
  1783. C++ class Fbox {
  1784. property max;
  1785. property min;
  1786.  
  1787. Fbox ();
  1788.  
  1789. };
  1790.  
  1791. C++ class ZoneMapEntities {
  1792. function push_back(SZoneMapEntityData&);
  1793. };
  1794.  
  1795. C++ class CAI_Bloodsucker : CGameObject {
  1796. CAI_Bloodsucker ();
  1797.  
  1798. function Visual();
  1799. function _construct();
  1800. function getEnabled() const;
  1801. function net_Import(net_packet&);
  1802. function net_Export(net_packet&);
  1803. function getVisible() const;
  1804. function net_Spawn(cse_abstract*);
  1805. function use(CGameObject*);
  1806. };
  1807.  
  1808. C++ class CAI_Boar : CGameObject {
  1809. CAI_Boar ();
  1810.  
  1811. function Visual();
  1812. function _construct();
  1813. function getEnabled() const;
  1814. function net_Import(net_packet&);
  1815. function net_Export(net_packet&);
  1816. function getVisible() const;
  1817. function net_Spawn(cse_abstract*);
  1818. function use(CGameObject*);
  1819. };
  1820.  
  1821. C++ class CAI_Dog : CGameObject {
  1822. CAI_Dog ();
  1823.  
  1824. function Visual();
  1825. function _construct();
  1826. function getEnabled() const;
  1827. function net_Import(net_packet&);
  1828. function net_Export(net_packet&);
  1829. function getVisible() const;
  1830. function net_Spawn(cse_abstract*);
  1831. function use(CGameObject*);
  1832. };
  1833.  
  1834. C++ class CAI_Flesh : CGameObject {
  1835. CAI_Flesh ();
  1836.  
  1837. function Visual();
  1838. function _construct();
  1839. function getEnabled() const;
  1840. function net_Import(net_packet&);
  1841. function net_Export(net_packet&);
  1842. function getVisible() const;
  1843. function net_Spawn(cse_abstract*);
  1844. function use(CGameObject*);
  1845. };
  1846.  
  1847. C++ class CAI_PseudoDog : CGameObject {
  1848. CAI_PseudoDog ();
  1849.  
  1850. function Visual();
  1851. function _construct();
  1852. function getEnabled() const;
  1853. function net_Import(net_packet&);
  1854. function net_Export(net_packet&);
  1855. function getVisible() const;
  1856. function net_Spawn(cse_abstract*);
  1857. function use(CGameObject*);
  1858. };
  1859.  
  1860. C++ class CAI_Stalker : CGameObject {
  1861. CAI_Stalker ();
  1862.  
  1863. function Visual();
  1864. function _construct();
  1865. function getEnabled() const;
  1866. function net_Import(net_packet&);
  1867. function net_Export(net_packet&);
  1868. function getVisible() const;
  1869. function net_Spawn(cse_abstract*);
  1870. function use(CGameObject*);
  1871. };
  1872.  
  1873. C++ class CAI_Trader : CGameObject {
  1874. CAI_Trader ();
  1875.  
  1876. function Visual();
  1877. function _construct();
  1878. function getEnabled() const;
  1879. function net_Import(net_packet&);
  1880. function net_Export(net_packet&);
  1881. function getVisible() const;
  1882. function net_Spawn(cse_abstract*);
  1883. function use(CGameObject*);
  1884. };
  1885.  
  1886. C++ class CALifeHumanBrain : CALifeMonsterBrain {
  1887. function movement(const CALifeMonsterBrain*);
  1888. function update();
  1889. };
  1890.  
  1891. C++ class CALifeMonsterBrain {
  1892. function movement(const CALifeMonsterBrain*);
  1893. function update();
  1894. };
  1895.  
  1896. C++ class CALifeMonsterDetailPathManager {
  1897. function completed() const;
  1898. function target(const number&, const number&, const vector&);
  1899. function target(const number&);
  1900. function target(const CALifeSmartTerrainTask*);
  1901. function failed() const;
  1902. function speed (const number&);
  1903. function speed () const;
  1904. function actual() const;
  1905. };
  1906.  
  1907. C++ class CALifeMonsterMovementManager {
  1908. function completed() const;
  1909. function patrol(const CALifeMonsterMovementManager*);
  1910. function actual() const;
  1911. function path_type(const enum MovementManager::EPathType&);
  1912. function path_type() const;
  1913. function detail(const CALifeMonsterMovementManager*);
  1914. };
  1915.  
  1916. C++ class CALifeMonsterPatrolPathManager {
  1917. function path(string);
  1918. function target_game_vertex_id() const;
  1919. function target_position(CALifeMonsterPatrolPathManager*);
  1920. function target_level_vertex_id() const;
  1921. function completed() const;
  1922. function route_type(const enum PatrolPathManager::EPatrolRouteType&);
  1923. function route_type() const;
  1924. function use_randomness(const boolean&);
  1925. function use_randomness() const;
  1926. function start_type(const enum PatrolPathManager::EPatrolStartType&);
  1927. function start_type() const;
  1928. function start_vertex_index(const number&);
  1929. function actual() const;
  1930. };
  1931.  
  1932. C++ class alife_simulator {
  1933. function level_name(const alife_simulator*, number);
  1934. function dont_has_info(const alife_simulator*, const number&, string);
  1935. function create_ammo(alife_simulator*, string, const vector&, number, number, number, number);
  1936. function add_out_restriction(alife_simulator*, cse_alife_monster_abstract*, number);
  1937. function set_interactive(number, boolean);
  1938. function add_in_restriction(alife_simulator*, cse_alife_monster_abstract*, number);
  1939. function remove_in_restriction(alife_simulator*, cse_alife_monster_abstract*, number);
  1940. function level_id(alife_simulator*);
  1941. function valid_object_id(const alife_simulator*, number);
  1942. function remove_out_restriction(alife_simulator*, cse_alife_monster_abstract*, number);
  1943. function switch_distance() const;
  1944. function switch_distance(number);
  1945. function kill_entity(cse_alife_monster_abstract*, const number&, cse_alife_schedulable*);
  1946. function kill_entity(alife_simulator*, cse_alife_monster_abstract*, const number&);
  1947. function kill_entity(alife_simulator*, cse_alife_monster_abstract*);
  1948. function set_switch_online(number, boolean);
  1949. function set_switch_offline(number, boolean);
  1950. function has_info(const alife_simulator*, const number&, string);
  1951. function remove_all_restrictions(number, const enum RestrictionSpace::ERestrictorTypes&);
  1952. function object(const alife_simulator*, number);
  1953. function object(const alife_simulator*, string);
  1954. function object(const alife_simulator*, number, boolean);
  1955. function actor(const alife_simulator*);
  1956. function story_object(const alife_simulator*, number);
  1957. function spawn_id(alife_simulator*, number);
  1958. function release(alife_simulator*, cse_abstract*, boolean);
  1959. function create(alife_simulator*, number);
  1960. function create(alife_simulator*, string, const vector&, number, number, number);
  1961. function create(alife_simulator*, string, const vector&, number, number);
  1962. };
  1963.  
  1964. C++ class CALifeSmartTerrainTask {
  1965. CALifeSmartTerrainTask (string);
  1966. CALifeSmartTerrainTask (string, number);
  1967.  
  1968. function level_vertex_id() const;
  1969. function position() const;
  1970. function game_vertex_id() const;
  1971. };
  1972.  
  1973. C++ class CBastArtefact : CGameObject {
  1974. CBastArtefact ();
  1975.  
  1976. function Visual();
  1977. function _construct();
  1978. function getEnabled() const;
  1979. function net_Import(net_packet&);
  1980. function net_Export(net_packet&);
  1981. function getVisible() const;
  1982. function net_Spawn(cse_abstract*);
  1983. function use(CGameObject*);
  1984. };
  1985.  
  1986. C++ class CBlackDrops : CGameObject {
  1987. CBlackDrops ();
  1988.  
  1989. function Visual();
  1990. function _construct();
  1991. function getEnabled() const;
  1992. function net_Import(net_packet&);
  1993. function net_Export(net_packet&);
  1994. function getVisible() const;
  1995. function net_Spawn(cse_abstract*);
  1996. function use(CGameObject*);
  1997. };
  1998.  
  1999. C++ class CBlackGraviArtefact : CGameObject {
  2000. CBlackGraviArtefact ();
  2001.  
  2002. function Visual();
  2003. function _construct();
  2004. function getEnabled() const;
  2005. function net_Import(net_packet&);
  2006. function net_Export(net_packet&);
  2007. function getVisible() const;
  2008. function net_Spawn(cse_abstract*);
  2009. function use(CGameObject*);
  2010. };
  2011.  
  2012. C++ class CBlend {
  2013. };
  2014.  
  2015. C++ class CBurer : CGameObject {
  2016. CBurer ();
  2017.  
  2018. function Visual();
  2019. function _construct();
  2020. function getEnabled() const;
  2021. function net_Import(net_packet&);
  2022. function net_Export(net_packet&);
  2023. function getVisible() const;
  2024. function net_Spawn(cse_abstract*);
  2025. function use(CGameObject*);
  2026. };
  2027.  
  2028. C++ class CCar : CGameObject,holder {
  2029. const eWpnActivate = 3;
  2030. const eWpnAutoFire = 5;
  2031. const eWpnDesiredDir = 1;
  2032. const eWpnDesiredPos = 2;
  2033. const eWpnFire = 4;
  2034. const eWpnToDefaultDir = 6;
  2035.  
  2036. CCar ();
  2037.  
  2038. function _construct();
  2039. function GetfHealth() const;
  2040. function CurrentVel();
  2041. function getVisible() const;
  2042. function net_Spawn(cse_abstract*);
  2043. function SetParam(number, vector);
  2044. function net_Export(net_packet&);
  2045. function Visual();
  2046. function IsObjectVisible(game_object*);
  2047. function SetExplodeTime(number);
  2048. function net_Import(net_packet&);
  2049. function HasWeapon();
  2050. function SetfHealth(number);
  2051. function engaged();
  2052. function ExplodeTime();
  2053. function FireDirDiff();
  2054. function CarExplode();
  2055. function CanHit();
  2056. function getEnabled() const;
  2057. function Action(number, number);
  2058. function use(CGameObject*);
  2059. };
  2060.  
  2061. C++ class CCat : CGameObject {
  2062. CCat ();
  2063.  
  2064. function Visual();
  2065. function _construct();
  2066. function getEnabled() const;
  2067. function net_Import(net_packet&);
  2068. function net_Export(net_packet&);
  2069. function getVisible() const;
  2070. function net_Spawn(cse_abstract*);
  2071. function use(CGameObject*);
  2072. };
  2073.  
  2074. C++ class CChimera : CGameObject {
  2075. CChimera ();
  2076.  
  2077. function Visual();
  2078. function _construct();
  2079. function getEnabled() const;
  2080. function net_Import(net_packet&);
  2081. function net_Export(net_packet&);
  2082. function getVisible() const;
  2083. function net_Spawn(cse_abstract*);
  2084. function use(CGameObject*);
  2085. };
  2086.  
  2087. C++ class client_spawn_manager {
  2088. function remove(number, number);
  2089. function add(number, number, const function<void>&, object);
  2090. function add(number, number, const function<void>&);
  2091. };
  2092.  
  2093. C++ class CConsole {
  2094. function execute_script(string);
  2095. function get_string(string);
  2096. function execute(string);
  2097. function get_bool(CConsole*, string);
  2098. function get_float(CConsole*, string);
  2099. function get_integer(CConsole*, string);
  2100. function get_token(string);
  2101. function show();
  2102. function hide();
  2103. };
  2104.  
  2105. C++ class CController : CGameObject {
  2106. CController ();
  2107.  
  2108. function Visual();
  2109. function _construct();
  2110. function getEnabled() const;
  2111. function net_Import(net_packet&);
  2112. function net_Export(net_packet&);
  2113. function getVisible() const;
  2114. function net_Spawn(cse_abstract*);
  2115. function use(CGameObject*);
  2116. };
  2117.  
  2118. C++ class cover_point {
  2119. function level_vertex_id() const;
  2120. function position() const;
  2121. };
  2122.  
  2123. C++ class danger_object {
  2124. const attack_sound = 1;
  2125. const attacked = 5;
  2126. const bullet_ricochet = 0;
  2127. const enemy_sound = 7;
  2128. const entity_attacked = 2;
  2129. const entity_corpse = 4;
  2130. const entity_death = 3;
  2131. const grenade = 6;
  2132. const hit = 2;
  2133. const sound = 1;
  2134. const visual = 0;
  2135.  
  2136. function type() const;
  2137. function time() const;
  2138. operator ==(const danger_object&, danger_object);
  2139. function position(const danger_object*);
  2140. function object(const danger_object*);
  2141. function perceive_type() const;
  2142. function dependent_object(const danger_object*);
  2143. };
  2144.  
  2145. C++ class CDialogHolder {
  2146. function start_stop_menu(CUIDialogWnd*, boolean);
  2147. function RemoveDialogToRender(CUIWindow*);
  2148. function AddDialogToRender(CUIWindow*);
  2149. function MainInputReceiver();
  2150. };
  2151.  
  2152. C++ class CDummyArtefact : CGameObject {
  2153. CDummyArtefact ();
  2154.  
  2155. function Visual();
  2156. function _construct();
  2157. function getEnabled() const;
  2158. function net_Import(net_packet&);
  2159. function net_Export(net_packet&);
  2160. function getVisible() const;
  2161. function net_Spawn(cse_abstract*);
  2162. function use(CGameObject*);
  2163. };
  2164.  
  2165. C++ class cef_storage {
  2166. function evaluate(cef_storage*, string, game_object*);
  2167. function evaluate(cef_storage*, string, game_object*, game_object*);
  2168. function evaluate(cef_storage*, string, game_object*, game_object*, game_object*);
  2169. function evaluate(cef_storage*, string, game_object*, game_object*, game_object*, game_object*);
  2170. function evaluate(cef_storage*, string, cse_alife_object*);
  2171. function evaluate(cef_storage*, string, cse_alife_object*, cse_alife_object*);
  2172. function evaluate(cef_storage*, string, cse_alife_object*, cse_alife_object*, cse_alife_object*);
  2173. function evaluate(cef_storage*, string, cse_alife_object*, cse_alife_object*, cse_alife_object*, cse_alife_object*);
  2174. };
  2175.  
  2176. C++ class CElectricBall : CGameObject {
  2177. CElectricBall ();
  2178.  
  2179. function Visual();
  2180. function _construct();
  2181. function getEnabled() const;
  2182. function net_Import(net_packet&);
  2183. function net_Export(net_packet&);
  2184. function getVisible() const;
  2185. function net_Spawn(cse_abstract*);
  2186. function use(CGameObject*);
  2187. };
  2188.  
  2189. C++ class explosive {
  2190. function explode();
  2191. };
  2192.  
  2193. C++ class CF1 : CGameObject {
  2194. CF1 ();
  2195.  
  2196. function Visual();
  2197. function _construct();
  2198. function getEnabled() const;
  2199. function net_Import(net_packet&);
  2200. function net_Export(net_packet&);
  2201. function getVisible() const;
  2202. function net_Spawn(cse_abstract*);
  2203. function use(CGameObject*);
  2204. };
  2205.  
  2206. C++ class CFadedBall : CGameObject {
  2207. CFadedBall ();
  2208.  
  2209. function Visual();
  2210. function _construct();
  2211. function getEnabled() const;
  2212. function net_Import(net_packet&);
  2213. function net_Export(net_packet&);
  2214. function getVisible() const;
  2215. function net_Spawn(cse_abstract*);
  2216. function use(CGameObject*);
  2217. };
  2218.  
  2219. C++ class CFracture : CGameObject {
  2220. CFracture ();
  2221.  
  2222. function Visual();
  2223. function _construct();
  2224. function getEnabled() const;
  2225. function net_Import(net_packet&);
  2226. function net_Export(net_packet&);
  2227. function getVisible() const;
  2228. function net_Spawn(cse_abstract*);
  2229. function use(CGameObject*);
  2230. };
  2231.  
  2232. C++ class CGalantineArtefact : CGameObject {
  2233. CGalantineArtefact ();
  2234.  
  2235. function Visual();
  2236. function _construct();
  2237. function getEnabled() const;
  2238. function net_Import(net_packet&);
  2239. function net_Export(net_packet&);
  2240. function getVisible() const;
  2241. function net_Spawn(cse_abstract*);
  2242. function use(CGameObject*);
  2243. };
  2244.  
  2245. C++ class CGameFont {
  2246. const alCenter = 2;
  2247. const alLeft = 0;
  2248. const alRight = 1;
  2249.  
  2250. };
  2251.  
  2252. C++ class CGameGraph {
  2253. function vertex_id(const GameGraph__CVertex*) const;
  2254. function accessible(const CGameGraph*, const number&);
  2255. function accessible(const CGameGraph*, const number&, boolean);
  2256. function vertex(const number&) const;
  2257. function valid_vertex_id(const number&) const;
  2258. };
  2259.  
  2260. C++ class CGameObject : DLL_Pure,ISheduled,ICollidable,IRenderable {
  2261. CGameObject ();
  2262.  
  2263. function Visual();
  2264. function getEnabled() const;
  2265. function _construct();
  2266. function net_Import(net_packet&);
  2267. function getVisible() const;
  2268. function net_Export(net_packet&);
  2269. function net_Spawn(cse_abstract*);
  2270. function use(CGameObject*);
  2271. };
  2272.  
  2273. C++ class CGameTask {
  2274. CGameTask ();
  2275.  
  2276. function get_objective(number);
  2277. function get_title();
  2278. function get_id();
  2279. function add_objective(SGameTaskObjective*);
  2280. function set_title(string);
  2281. function load(string);
  2282. function get_objectives_cnt();
  2283. };
  2284.  
  2285. C++ class CGraviArtefact : CGameObject {
  2286. CGraviArtefact ();
  2287.  
  2288. function Visual();
  2289. function _construct();
  2290. function getEnabled() const;
  2291. function net_Import(net_packet&);
  2292. function net_Export(net_packet&);
  2293. function getVisible() const;
  2294. function net_Spawn(cse_abstract*);
  2295. function use(CGameObject*);
  2296. };
  2297.  
  2298. C++ class CHairsZone : CGameObject {
  2299. CHairsZone ();
  2300.  
  2301. function Visual();
  2302. function _construct();
  2303. function getEnabled() const;
  2304. function net_Import(net_packet&);
  2305. function net_Export(net_packet&);
  2306. function getVisible() const;
  2307. function net_Spawn(cse_abstract*);
  2308. function use(CGameObject*);
  2309. };
  2310.  
  2311. C++ class hanging_lamp : CGameObject {
  2312. hanging_lamp ();
  2313.  
  2314. function Visual();
  2315. function getEnabled() const;
  2316. function net_Import(net_packet&);
  2317. function getVisible() const;
  2318. function net_Spawn(cse_abstract*);
  2319. function turn_on();
  2320. function turn_off();
  2321. function net_Export(net_packet&);
  2322. function _construct();
  2323. function use(CGameObject*);
  2324. };
  2325.  
  2326. C++ class CHelicopter {
  2327. const eAlive = 0;
  2328. const eBodyByPath = 0;
  2329. const eBodyToPoint = 1;
  2330. const eDead = 1;
  2331. const eEnemyEntity = 2;
  2332. const eEnemyNone = 0;
  2333. const eEnemyPoint = 1;
  2334. const eMovLanding = 4;
  2335. const eMovNone = 0;
  2336. const eMovPatrolPath = 2;
  2337. const eMovRoundPath = 3;
  2338. const eMovTakeOff = 5;
  2339. const eMovToPoint = 1;
  2340.  
  2341. property m_dead;
  2342. property m_exploded;
  2343. property m_flame_started;
  2344. property m_light_started;
  2345. property m_max_mgun_dist;
  2346. property m_max_rocket_dist;
  2347. property m_min_mgun_dist;
  2348. property m_min_rocket_dist;
  2349. property m_syncronize_rocket;
  2350. property m_time_between_rocket_attack;
  2351. property m_use_mgun_on_attack;
  2352. property m_use_rocket_on_attack;
  2353.  
  2354. function TurnEngineSound(boolean);
  2355. function TurnLighting(boolean);
  2356. function GetMaxVelocity();
  2357. function GetfHealth() const;
  2358. function SetSpeedInDestPoint(number);
  2359. function GetMovementState();
  2360. function SetOnPointRangeDist(number);
  2361. function SetFireTrailLength(number);
  2362. function GetRealAltitude();
  2363. function LookAtPoint(vector, boolean);
  2364. function GetOnPointRangeDist();
  2365. function GoPatrolByPatrolPath(string, number);
  2366. function GetCurrVelocity();
  2367. function Explode();
  2368. function SetBarrelDirTolerance(number);
  2369. function GetBodyState();
  2370. function GetSpeedInDestPoint(number);
  2371. function isVisible(game_object*);
  2372. function Die();
  2373. function UseFireTrail();
  2374. function UseFireTrail(boolean);
  2375. function SetDestPosition(vector*);
  2376. function GoPatrolByRoundPath(vector, number, boolean);
  2377. function SetMaxVelocity(number);
  2378. function SetfHealth(number);
  2379. function StartFlame();
  2380. function GetState();
  2381. function GetDistanceToDestPosition();
  2382. function GetHuntState();
  2383. function GetCurrVelocityVec();
  2384. function GetSafeAltitude();
  2385. function ClearEnemy();
  2386. function SetEnemy(game_object*);
  2387. function SetEnemy(vector*);
  2388. };
  2389.  
  2390. C++ class holder {
  2391. function engaged();
  2392. function Action(number, number);
  2393. function SetParam(number, vector);
  2394. };
  2395.  
  2396. C++ class CKinematicsAnimated {
  2397. function PlayCycle(CKinematicsAnimated*, string);
  2398. };
  2399.  
  2400. C++ class FS {
  2401. const FS_ClampExt = 4;
  2402. const FS_ListFiles = 1;
  2403. const FS_ListFolders = 2;
  2404. const FS_RootOnly = 8;
  2405. const FS_sort_by_modif_down = 5;
  2406. const FS_sort_by_modif_up = 4;
  2407. const FS_sort_by_name_down = 1;
  2408. const FS_sort_by_name_up = 0;
  2409. const FS_sort_by_size_down = 3;
  2410. const FS_sort_by_size_up = 2;
  2411.  
  2412. function get_file_age(string);
  2413. function file_length(string);
  2414. function file_rename(string, string, boolean);
  2415. function r_open(string, string);
  2416. function r_open(string);
  2417. function append_path(string, string, string, number);
  2418. function file_copy(string, string);
  2419. function get_file_age_str(FS*, string);
  2420. function dir_delete(FS*, string, number);
  2421. function dir_delete(FS*, string, string, number);
  2422. function update_path(FS*, string, string);
  2423. function r_close(reader*&);
  2424. function exist(string);
  2425. function exist(string, string);
  2426. function w_close(class IWriter*&);
  2427. function file_list_open(FS*, string, number);
  2428. function file_list_open(FS*, string, string, number);
  2429. function path_exist(string);
  2430. function file_list_open_ex(FS*, string, number, string);
  2431. function get_path(string);
  2432. function file_delete(string, string);
  2433. function file_delete(string);
  2434. function w_open(string, string);
  2435. function w_open(string);
  2436. };
  2437.  
  2438. C++ class CMercuryBall : CGameObject {
  2439. CMercuryBall ();
  2440.  
  2441. function Visual();
  2442. function _construct();
  2443. function getEnabled() const;
  2444. function net_Import(net_packet&);
  2445. function net_Export(net_packet&);
  2446. function getVisible() const;
  2447. function net_Spawn(cse_abstract*);
  2448. function use(CGameObject*);
  2449. };
  2450.  
  2451. C++ class CMincer : CGameObject {
  2452. CMincer ();
  2453.  
  2454. function Visual();
  2455. function _construct();
  2456. function getEnabled() const;
  2457. function net_Import(net_packet&);
  2458. function net_Export(net_packet&);
  2459. function getVisible() const;
  2460. function net_Spawn(cse_abstract*);
  2461. function use(CGameObject*);
  2462. };
  2463.  
  2464. C++ class CMosquitoBald : CGameObject {
  2465. CMosquitoBald ();
  2466.  
  2467. function Visual();
  2468. function _construct();
  2469. function getEnabled() const;
  2470. function net_Import(net_packet&);
  2471. function net_Export(net_packet&);
  2472. function getVisible() const;
  2473. function net_Spawn(cse_abstract*);
  2474. function use(CGameObject*);
  2475. };
  2476.  
  2477. C++ class object_factory {
  2478. function register(string, string, string, string);
  2479. function register(string, string, string);
  2480. };
  2481.  
  2482. C++ class particle_params {
  2483. particle_params ();
  2484. particle_params (const vector&);
  2485. particle_params (const vector&, const vector&);
  2486. particle_params (const vector&, const vector&, const vector&);
  2487.  
  2488. };
  2489.  
  2490. C++ class patrol {
  2491. const continue = 1;
  2492. const custom = 3;
  2493. const dummy = -1;
  2494. const nearest = 2;
  2495. const next = 4;
  2496. const start = 0;
  2497. const stop = 0;
  2498.  
  2499. patrol (string);
  2500. patrol (string, enum PatrolPathManager::EPatrolStartType);
  2501. patrol (string, enum PatrolPathManager::EPatrolStartType, enum PatrolPathManager::EPatrolRouteType);
  2502. patrol (string, enum PatrolPathManager::EPatrolStartType, enum PatrolPathManager::EPatrolRouteType, boolean);
  2503. patrol (string, enum PatrolPathManager::EPatrolStartType, enum PatrolPathManager::EPatrolRouteType, boolean, number);
  2504.  
  2505. function level_vertex_id(number) const;
  2506. function point(const patrol*, number);
  2507. function flag(number, number) const;
  2508. function game_vertex_id(number) const;
  2509. function flags(number) const;
  2510. function name(number) const;
  2511. function index(string) const;
  2512. function terminal(number) const;
  2513. function count() const;
  2514. function get_nearest(const vector&) const;
  2515. };
  2516.  
  2517. C++ class CPhrase {
  2518. function GetPhraseScript();
  2519. };
  2520.  
  2521. C++ class CPhraseDialog {
  2522. function AddPhrase(string, number, number, number);
  2523. };
  2524.  
  2525. C++ class CPhraseScript {
  2526. function AddHasInfo(string);
  2527. function AddGiveInfo(string);
  2528. function AddDisableInfo(string);
  2529. function AddDontHasInfo(string);
  2530. function AddAction(string);
  2531. function AddPrecondition(string);
  2532. };
  2533.  
  2534. C++ class physics_element {
  2535. function get_density();
  2536. function get_mass();
  2537. function is_fixed();
  2538. function is_breakable();
  2539. function get_volume();
  2540. function get_linear_vel(vector&);
  2541. function fix();
  2542. function get_angular_vel(vector&);
  2543. function apply_force(number, number, number);
  2544. function release_fixed();
  2545. function global_transform(physics_element*);
  2546. };
  2547.  
  2548. C++ class physics_joint {
  2549. function set_limits(number, number, number);
  2550. function get_axis_angle(number);
  2551. function get_anchor(vector&);
  2552. function get_axis_dir(number, vector&);
  2553. function get_bone_id();
  2554. function is_breakable();
  2555. function set_max_force_and_velocity(number, number, number);
  2556. function set_axis_dir_global(number, number, number, number);
  2557. function get_first_element();
  2558. function set_axis_dir_vs_second_element(number, number, number, number);
  2559. function get_axes_number();
  2560. function set_joint_spring_dumping_factors(number, number);
  2561. function set_axis_spring_dumping_factors(number, number, number);
  2562. function set_anchor_vs_first_element(number, number, number);
  2563. function get_stcond_element();
  2564. function set_anchor_global(number, number, number);
  2565. function get_limits(number&, number&, number);
  2566. function set_anchor_vs_second_element(number, number, number);
  2567. function set_axis_dir_vs_first_element(number, number, number, number);
  2568. function get_max_force_and_velocity(number&, number&, number);
  2569. };
  2570.  
  2571. C++ class physics_shell {
  2572. function get_joints_number();
  2573. function is_breaking_blocked();
  2574. function get_element_by_bone_id(number);
  2575. function get_linear_vel(vector&);
  2576. function is_breakable();
  2577. function get_elements_number();
  2578. function unblock_breaking();
  2579. function get_joint_by_bone_name(string);
  2580. function get_element_by_order(number);
  2581. function get_element_by_bone_name(string);
  2582. function apply_force(number, number, number);
  2583. function get_angular_vel(vector&);
  2584. function block_breaking();
  2585. function get_joint_by_order(number);
  2586. function get_joint_by_bone_id(number);
  2587. };
  2588.  
  2589. C++ class CPoltergeist : CGameObject {
  2590. CPoltergeist ();
  2591.  
  2592. function Visual();
  2593. function _construct();
  2594. function getEnabled() const;
  2595. function net_Import(net_packet&);
  2596. function net_Export(net_packet&);
  2597. function getVisible() const;
  2598. function net_Spawn(cse_abstract*);
  2599. function use(CGameObject*);
  2600. };
  2601.  
  2602. C++ class property_storage {
  2603. property_storage ();
  2604.  
  2605. function property(const number&) const;
  2606. function set_property(const number&, const boolean&);
  2607. };
  2608.  
  2609. C++ class CPseudoGigant : CGameObject {
  2610. CPseudoGigant ();
  2611.  
  2612. function Visual();
  2613. function _construct();
  2614. function getEnabled() const;
  2615. function net_Import(net_packet&);
  2616. function net_Export(net_packet&);
  2617. function getVisible() const;
  2618. function net_Spawn(cse_abstract*);
  2619. function use(CGameObject*);
  2620. };
  2621.  
  2622. C++ class CPsyDog : CGameObject {
  2623. CPsyDog ();
  2624.  
  2625. function Visual();
  2626. function _construct();
  2627. function getEnabled() const;
  2628. function net_Import(net_packet&);
  2629. function net_Export(net_packet&);
  2630. function getVisible() const;
  2631. function net_Spawn(cse_abstract*);
  2632. function use(CGameObject*);
  2633. };
  2634.  
  2635. C++ class CPsyDogPhantom : CGameObject {
  2636. CPsyDogPhantom ();
  2637.  
  2638. function Visual();
  2639. function _construct();
  2640. function getEnabled() const;
  2641. function net_Import(net_packet&);
  2642. function net_Export(net_packet&);
  2643. function getVisible() const;
  2644. function net_Spawn(cse_abstract*);
  2645. function use(CGameObject*);
  2646. };
  2647.  
  2648. C++ class cpure_server_object : ipure_server_object {
  2649. };
  2650.  
  2651. C++ class CRGD5 : CGameObject {
  2652. CRGD5 ();
  2653.  
  2654. function Visual();
  2655. function _construct();
  2656. function getEnabled() const;
  2657. function net_Import(net_packet&);
  2658. function net_Export(net_packet&);
  2659. function getVisible() const;
  2660. function net_Spawn(cse_abstract*);
  2661. function use(CGameObject*);
  2662. };
  2663.  
  2664. C++ class render_device {
  2665. property aspect_ratio;
  2666. property cam_dir;
  2667. property cam_pos;
  2668. property cam_right;
  2669. property cam_top;
  2670. property f_time_delta;
  2671. property fov;
  2672. property frame;
  2673. property height;
  2674. property precache_frame;
  2675. property time_delta;
  2676. property width;
  2677.  
  2678. function time_global(const render_device*);
  2679. function is_paused(render_device*);
  2680. function pause(render_device*, boolean);
  2681. };
  2682.  
  2683. C++ class CRustyHairArtefact : CGameObject {
  2684. CRustyHairArtefact ();
  2685.  
  2686. function Visual();
  2687. function _construct();
  2688. function getEnabled() const;
  2689. function net_Import(net_packet&);
  2690. function net_Export(net_packet&);
  2691. function getVisible() const;
  2692. function net_Spawn(cse_abstract*);
  2693. function use(CGameObject*);
  2694. };
  2695.  
  2696. C++ class cse_anomalous_zone : cse_custom_zone {
  2697. property id;
  2698. property m_game_vertex_id;
  2699. property m_level_vertex_id;
  2700. property m_story_id;
  2701. property online;
  2702. property parent_id;
  2703. property position;
  2704. property script_version;
  2705.  
  2706. cse_anomalous_zone (string);
  2707.  
  2708. function on_before_register();
  2709. function can_save() const;
  2710. function can_switch_online() const;
  2711. function can_switch_online(boolean);
  2712. function visible_for_map() const;
  2713. function visible_for_map(boolean);
  2714. function interactive() const;
  2715. function clsid() const;
  2716. function on_spawn();
  2717. function UPDATE_Read(net_packet&);
  2718. function OnEvent(net_packet&, number, number, ClientID);
  2719. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  2720. function keep_saved_data_anyway() const;
  2721. function init();
  2722. function used_ai_locations() const;
  2723. function spawn_artefacts();
  2724. function spawn_ini(cse_abstract*);
  2725. function section_name(const cse_abstract*);
  2726. function STATE_Write(net_packet&);
  2727. function STATE_Read(net_packet&, number);
  2728. function name(const cse_abstract*);
  2729. function move_offline() const;
  2730. function move_offline(boolean);
  2731. function can_switch_offline() const;
  2732. function can_switch_offline(boolean);
  2733. function UPDATE_Write(net_packet&);
  2734. function on_unregister();
  2735. function on_register();
  2736. };
  2737.  
  2738. C++ class cse_alife_car : cse_alife_dynamic_object_visual,cse_ph_skeleton {
  2739. property id;
  2740. property m_game_vertex_id;
  2741. property m_level_vertex_id;
  2742. property m_story_id;
  2743. property online;
  2744. property parent_id;
  2745. property position;
  2746. property script_version;
  2747.  
  2748. cse_alife_car (string);
  2749.  
  2750. function on_before_register();
  2751. function can_save() const;
  2752. function can_switch_online() const;
  2753. function can_switch_online(boolean);
  2754. function visible_for_map() const;
  2755. function visible_for_map(boolean);
  2756. function clsid() const;
  2757. function on_spawn();
  2758. function UPDATE_Read(net_packet&);
  2759. function OnEvent(net_packet&, number, number, ClientID);
  2760. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  2761. function keep_saved_data_anyway() const;
  2762. function init();
  2763. function used_ai_locations() const;
  2764. function interactive() const;
  2765. function spawn_ini(cse_abstract*);
  2766. function section_name(const cse_abstract*);
  2767. function STATE_Write(net_packet&);
  2768. function STATE_Read(net_packet&, number);
  2769. function name(const cse_abstract*);
  2770. function move_offline() const;
  2771. function move_offline(boolean);
  2772. function can_switch_offline() const;
  2773. function can_switch_offline(boolean);
  2774. function UPDATE_Write(net_packet&);
  2775. function on_unregister();
  2776. function on_register();
  2777. };
  2778.  
  2779. C++ class cse_alife_creature_abstract : cse_alife_dynamic_object_visual {
  2780. property group;
  2781. property id;
  2782. property m_game_vertex_id;
  2783. property m_level_vertex_id;
  2784. property m_story_id;
  2785. property online;
  2786. property parent_id;
  2787. property position;
  2788. property script_version;
  2789. property squad;
  2790. property team;
  2791.  
  2792. cse_alife_creature_abstract (string);
  2793.  
  2794. function on_death(cse_abstract*);
  2795. function on_before_register();
  2796. function can_save() const;
  2797. function health() const;
  2798. function can_switch_online() const;
  2799. function can_switch_online(boolean);
  2800. function visible_for_map() const;
  2801. function visible_for_map(boolean);
  2802. function g_team();
  2803. function alive() const;
  2804. function g_group();
  2805. function g_squad();
  2806. function clsid() const;
  2807. function on_spawn();
  2808. function UPDATE_Read(net_packet&);
  2809. function OnEvent(net_packet&, number, number, ClientID);
  2810. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  2811. function keep_saved_data_anyway() const;
  2812. function init();
  2813. function used_ai_locations() const;
  2814. function interactive() const;
  2815. function spawn_ini(cse_abstract*);
  2816. function section_name(const cse_abstract*);
  2817. function STATE_Write(net_packet&);
  2818. function STATE_Read(net_packet&, number);
  2819. function name(const cse_abstract*);
  2820. function move_offline() const;
  2821. function move_offline(boolean);
  2822. function can_switch_offline() const;
  2823. function can_switch_offline(boolean);
  2824. function UPDATE_Write(net_packet&);
  2825. function on_unregister();
  2826. function on_register();
  2827. };
  2828.  
  2829. C++ class cse_alife_creature_actor : cse_alife_creature_abstract,cse_alife_trader_abstract,cse_ph_skeleton {
  2830. property group;
  2831. property id;
  2832. property m_game_vertex_id;
  2833. property m_level_vertex_id;
  2834. property m_story_id;
  2835. property online;
  2836. property parent_id;
  2837. property position;
  2838. property script_version;
  2839. property squad;
  2840. property team;
  2841.  
  2842. cse_alife_creature_actor (string);
  2843.  
  2844. function on_register();
  2845. function can_switch_online() const;
  2846. function can_switch_online(boolean);
  2847. function UPDATE_Read(net_packet&);
  2848. function g_squad();
  2849. function clsid() const;
  2850. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  2851. function init();
  2852. function spawn_ini(cse_abstract*);
  2853. function section_name(const cse_abstract*);
  2854. function profile_name(cse_alife_trader_abstract*);
  2855. function name(const cse_abstract*);
  2856. function keep_saved_data_anyway() const;
  2857. function on_death(cse_abstract*);
  2858. function used_ai_locations() const;
  2859. function community() const;
  2860. function visible_for_map() const;
  2861. function visible_for_map(boolean);
  2862. function alive() const;
  2863. function on_before_register();
  2864. function g_team();
  2865. function STATE_Write(net_packet&);
  2866. function interactive() const;
  2867. function reputation();
  2868. function can_save() const;
  2869. function on_unregister();
  2870. function OnEvent(net_packet&, number, number, ClientID);
  2871. function can_switch_offline() const;
  2872. function can_switch_offline(boolean);
  2873. function STATE_Read(net_packet&, number);
  2874. function health() const;
  2875. function move_offline() const;
  2876. function move_offline(boolean);
  2877. function on_spawn();
  2878. function UPDATE_Write(net_packet&);
  2879. function g_group();
  2880. function rank();
  2881. };
  2882.  
  2883. C++ class cse_alife_creature_crow : cse_alife_creature_abstract {
  2884. property group;
  2885. property id;
  2886. property m_game_vertex_id;
  2887. property m_level_vertex_id;
  2888. property m_story_id;
  2889. property online;
  2890. property parent_id;
  2891. property position;
  2892. property script_version;
  2893. property squad;
  2894. property team;
  2895.  
  2896. cse_alife_creature_crow (string);
  2897.  
  2898. function on_death(cse_abstract*);
  2899. function on_before_register();
  2900. function can_save() const;
  2901. function on_register();
  2902. function can_switch_online() const;
  2903. function can_switch_online(boolean);
  2904. function visible_for_map() const;
  2905. function visible_for_map(boolean);
  2906. function g_squad();
  2907. function alive() const;
  2908. function on_unregister();
  2909. function UPDATE_Read(net_packet&);
  2910. function clsid() const;
  2911. function can_switch_offline() const;
  2912. function can_switch_offline(boolean);
  2913. function move_offline() const;
  2914. function move_offline(boolean);
  2915. function name(const cse_abstract*);
  2916. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  2917. function used_ai_locations() const;
  2918. function init();
  2919. function STATE_Write(net_packet&);
  2920. function section_name(const cse_abstract*);
  2921. function spawn_ini(cse_abstract*);
  2922. function OnEvent(net_packet&, number, number, ClientID);
  2923. function interactive() const;
  2924. function STATE_Read(net_packet&, number);
  2925. function health() const;
  2926. function keep_saved_data_anyway() const;
  2927. function on_spawn();
  2928. function UPDATE_Write(net_packet&);
  2929. function g_group();
  2930. function g_team();
  2931. };
  2932.  
  2933. C++ class cse_alife_creature_phantom : cse_alife_creature_abstract {
  2934. property group;
  2935. property id;
  2936. property m_game_vertex_id;
  2937. property m_level_vertex_id;
  2938. property m_story_id;
  2939. property online;
  2940. property parent_id;
  2941. property position;
  2942. property script_version;
  2943. property squad;
  2944. property team;
  2945.  
  2946. cse_alife_creature_phantom (string);
  2947.  
  2948. function on_death(cse_abstract*);
  2949. function on_before_register();
  2950. function can_save() const;
  2951. function on_register();
  2952. function can_switch_online() const;
  2953. function can_switch_online(boolean);
  2954. function visible_for_map() const;
  2955. function visible_for_map(boolean);
  2956. function g_squad();
  2957. function alive() const;
  2958. function on_unregister();
  2959. function UPDATE_Read(net_packet&);
  2960. function clsid() const;
  2961. function can_switch_offline() const;
  2962. function can_switch_offline(boolean);
  2963. function move_offline() const;
  2964. function move_offline(boolean);
  2965. function name(const cse_abstract*);
  2966. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  2967. function used_ai_locations() const;
  2968. function init();
  2969. function STATE_Write(net_packet&);
  2970. function section_name(const cse_abstract*);
  2971. function spawn_ini(cse_abstract*);
  2972. function OnEvent(net_packet&, number, number, ClientID);
  2973. function interactive() const;
  2974. function STATE_Read(net_packet&, number);
  2975. function health() const;
  2976. function keep_saved_data_anyway() const;
  2977. function on_spawn();
  2978. function UPDATE_Write(net_packet&);
  2979. function g_group();
  2980. function g_team();
  2981. };
  2982.  
  2983. C++ class cse_custom_zone : cse_alife_dynamic_object,cse_shape {
  2984. property id;
  2985. property m_game_vertex_id;
  2986. property m_level_vertex_id;
  2987. property m_story_id;
  2988. property online;
  2989. property parent_id;
  2990. property position;
  2991. property script_version;
  2992.  
  2993. cse_custom_zone (string);
  2994.  
  2995. function on_before_register();
  2996. function on_register();
  2997. function can_switch_online() const;
  2998. function can_switch_online(boolean);
  2999. function UPDATE_Read(net_packet&);
  3000. function clsid() const;
  3001. function move_offline() const;
  3002. function move_offline(boolean);
  3003. function visible_for_map() const;
  3004. function visible_for_map(boolean);
  3005. function can_save() const;
  3006. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3007. function can_switch_offline() const;
  3008. function can_switch_offline(boolean);
  3009. function init();
  3010. function section_name(const cse_abstract*);
  3011. function name(const cse_abstract*);
  3012. function spawn_ini(cse_abstract*);
  3013. function OnEvent(net_packet&, number, number, ClientID);
  3014. function STATE_Write(net_packet&);
  3015. function STATE_Read(net_packet&, number);
  3016. function interactive() const;
  3017. function used_ai_locations() const;
  3018. function keep_saved_data_anyway() const;
  3019. function UPDATE_Write(net_packet&);
  3020. function on_unregister();
  3021. function on_spawn();
  3022. };
  3023.  
  3024. C++ class cse_alife_dynamic_object : cse_alife_object {
  3025. property id;
  3026. property m_game_vertex_id;
  3027. property m_level_vertex_id;
  3028. property m_story_id;
  3029. property online;
  3030. property parent_id;
  3031. property position;
  3032. property script_version;
  3033.  
  3034. cse_alife_dynamic_object (string);
  3035.  
  3036. function used_ai_locations() const;
  3037. function can_save() const;
  3038. function can_switch_online() const;
  3039. function can_switch_online(boolean);
  3040. function UPDATE_Read(net_packet&);
  3041. function clsid() const;
  3042. function keep_saved_data_anyway() const;
  3043. function visible_for_map() const;
  3044. function visible_for_map(boolean);
  3045. function on_register();
  3046. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3047. function on_before_register();
  3048. function init();
  3049. function on_spawn();
  3050. function interactive() const;
  3051. function spawn_ini(cse_abstract*);
  3052. function OnEvent(net_packet&, number, number, ClientID);
  3053. function STATE_Write(net_packet&);
  3054. function STATE_Read(net_packet&, number);
  3055. function name(const cse_abstract*);
  3056. function section_name(const cse_abstract*);
  3057. function can_switch_offline() const;
  3058. function can_switch_offline(boolean);
  3059. function UPDATE_Write(net_packet&);
  3060. function on_unregister();
  3061. function move_offline() const;
  3062. function move_offline(boolean);
  3063. };
  3064.  
  3065. C++ class cse_alife_dynamic_object_visual : cse_alife_dynamic_object,cse_visual {
  3066. property id;
  3067. property m_game_vertex_id;
  3068. property m_level_vertex_id;
  3069. property m_story_id;
  3070. property online;
  3071. property parent_id;
  3072. property position;
  3073. property script_version;
  3074.  
  3075. cse_alife_dynamic_object_visual (string);
  3076.  
  3077. function on_before_register();
  3078. function on_register();
  3079. function can_switch_online() const;
  3080. function can_switch_online(boolean);
  3081. function UPDATE_Read(net_packet&);
  3082. function clsid() const;
  3083. function move_offline() const;
  3084. function move_offline(boolean);
  3085. function visible_for_map() const;
  3086. function visible_for_map(boolean);
  3087. function can_save() const;
  3088. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3089. function can_switch_offline() const;
  3090. function can_switch_offline(boolean);
  3091. function init();
  3092. function section_name(const cse_abstract*);
  3093. function name(const cse_abstract*);
  3094. function spawn_ini(cse_abstract*);
  3095. function OnEvent(net_packet&, number, number, ClientID);
  3096. function STATE_Write(net_packet&);
  3097. function STATE_Read(net_packet&, number);
  3098. function interactive() const;
  3099. function used_ai_locations() const;
  3100. function keep_saved_data_anyway() const;
  3101. function UPDATE_Write(net_packet&);
  3102. function on_unregister();
  3103. function on_spawn();
  3104. };
  3105.  
  3106. C++ class cse_alife_graph_point : cse_abstract {
  3107. property id;
  3108. property parent_id;
  3109. property position;
  3110. property script_version;
  3111.  
  3112. cse_alife_graph_point (string);
  3113.  
  3114. function STATE_Write(net_packet&);
  3115. function init();
  3116. function spawn_ini(cse_abstract*);
  3117. function section_name(const cse_abstract*);
  3118. function UPDATE_Read(net_packet&);
  3119. function STATE_Read(net_packet&, number);
  3120. function name(const cse_abstract*);
  3121. function OnEvent(net_packet&, number, number, ClientID);
  3122. function UPDATE_Write(net_packet&);
  3123. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3124. function clsid() const;
  3125. };
  3126.  
  3127. C++ class cse_alife_group_abstract {
  3128. };
  3129.  
  3130. C++ class cse_alife_helicopter : cse_alife_dynamic_object_visual,cse_motion,cse_ph_skeleton {
  3131. property id;
  3132. property m_game_vertex_id;
  3133. property m_level_vertex_id;
  3134. property m_story_id;
  3135. property online;
  3136. property parent_id;
  3137. property position;
  3138. property script_version;
  3139.  
  3140. cse_alife_helicopter (string);
  3141.  
  3142. function on_before_register();
  3143. function can_save() const;
  3144. function can_switch_online() const;
  3145. function can_switch_online(boolean);
  3146. function visible_for_map() const;
  3147. function visible_for_map(boolean);
  3148. function clsid() const;
  3149. function on_spawn();
  3150. function UPDATE_Read(net_packet&);
  3151. function OnEvent(net_packet&, number, number, ClientID);
  3152. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3153. function keep_saved_data_anyway() const;
  3154. function init();
  3155. function used_ai_locations() const;
  3156. function interactive() const;
  3157. function spawn_ini(cse_abstract*);
  3158. function section_name(const cse_abstract*);
  3159. function STATE_Write(net_packet&);
  3160. function STATE_Read(net_packet&, number);
  3161. function name(const cse_abstract*);
  3162. function move_offline() const;
  3163. function move_offline(boolean);
  3164. function can_switch_offline() const;
  3165. function can_switch_offline(boolean);
  3166. function UPDATE_Write(net_packet&);
  3167. function on_unregister();
  3168. function on_register();
  3169. };
  3170.  
  3171. C++ class cse_alife_human_abstract : cse_alife_trader_abstract,cse_alife_monster_abstract {
  3172. property group;
  3173. property id;
  3174. property m_game_vertex_id;
  3175. property m_level_vertex_id;
  3176. property m_story_id;
  3177. property online;
  3178. property parent_id;
  3179. property position;
  3180. property script_version;
  3181. property squad;
  3182. property team;
  3183.  
  3184. cse_alife_human_abstract (string);
  3185.  
  3186. function on_register();
  3187. function brain(cse_alife_monster_abstract*);
  3188. function brain(cse_alife_human_abstract*);
  3189. function can_switch_online() const;
  3190. function can_switch_online(boolean);
  3191. function UPDATE_Read(net_packet&);
  3192. function smart_terrain_id(cse_alife_monster_abstract*);
  3193. function clsid() const;
  3194. function STATE_Write(net_packet&);
  3195. function init();
  3196. function spawn_ini(cse_abstract*);
  3197. function section_name(const cse_abstract*);
  3198. function profile_name(cse_alife_trader_abstract*);
  3199. function name(const cse_abstract*);
  3200. function keep_saved_data_anyway() const;
  3201. function on_death(cse_abstract*);
  3202. function on_before_register();
  3203. function community() const;
  3204. function set_rank(number);
  3205. function visible_for_map() const;
  3206. function visible_for_map(boolean);
  3207. function alive() const;
  3208. function g_group();
  3209. function clear_smart_terrain(cse_alife_monster_abstract*);
  3210. function smart_terrain_task_deactivate(cse_alife_monster_abstract*);
  3211. function on_spawn();
  3212. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3213. function health() const;
  3214. function g_team();
  3215. function move_offline() const;
  3216. function move_offline(boolean);
  3217. function used_ai_locations() const;
  3218. function reputation();
  3219. function can_save() const;
  3220. function can_switch_offline() const;
  3221. function can_switch_offline(boolean);
  3222. function OnEvent(net_packet&, number, number, ClientID);
  3223. function update();
  3224. function STATE_Read(net_packet&, number);
  3225. function interactive() const;
  3226. function g_squad();
  3227. function smart_terrain_task_activate(cse_alife_monster_abstract*);
  3228. function UPDATE_Write(net_packet&);
  3229. function on_unregister();
  3230. function rank();
  3231. };
  3232.  
  3233. C++ class cse_alife_human_stalker : cse_alife_human_abstract,cse_ph_skeleton {
  3234. property group;
  3235. property id;
  3236. property m_game_vertex_id;
  3237. property m_level_vertex_id;
  3238. property m_story_id;
  3239. property online;
  3240. property parent_id;
  3241. property position;
  3242. property script_version;
  3243. property squad;
  3244. property team;
  3245.  
  3246. cse_alife_human_stalker (string);
  3247.  
  3248. function can_save() const;
  3249. function brain(cse_alife_monster_abstract*);
  3250. function brain(cse_alife_human_abstract*);
  3251. function can_switch_online() const;
  3252. function can_switch_online(boolean);
  3253. function UPDATE_Read(net_packet&);
  3254. function g_team();
  3255. function clsid() const;
  3256. function STATE_Write(net_packet&);
  3257. function init();
  3258. function spawn_ini(cse_abstract*);
  3259. function section_name(const cse_abstract*);
  3260. function profile_name(cse_alife_trader_abstract*);
  3261. function name(const cse_abstract*);
  3262. function keep_saved_data_anyway() const;
  3263. function on_death(cse_abstract*);
  3264. function clear_smart_terrain(cse_alife_monster_abstract*);
  3265. function community() const;
  3266. function set_rank(number);
  3267. function visible_for_map() const;
  3268. function visible_for_map(boolean);
  3269. function alive() const;
  3270. function move_offline() const;
  3271. function move_offline(boolean);
  3272. function on_unregister();
  3273. function smart_terrain_task_deactivate(cse_alife_monster_abstract*);
  3274. function used_ai_locations() const;
  3275. function smart_terrain_task_activate(cse_alife_monster_abstract*);
  3276. function g_squad();
  3277. function interactive() const;
  3278. function smart_terrain_id(cse_alife_monster_abstract*);
  3279. function update();
  3280. function reputation();
  3281. function on_before_register();
  3282. function can_switch_offline() const;
  3283. function can_switch_offline(boolean);
  3284. function OnEvent(net_packet&, number, number, ClientID);
  3285. function on_register();
  3286. function STATE_Read(net_packet&, number);
  3287. function health() const;
  3288. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3289. function on_spawn();
  3290. function UPDATE_Write(net_packet&);
  3291. function g_group();
  3292. function rank();
  3293. };
  3294.  
  3295. C++ class cse_alife_inventory_item {
  3296. };
  3297.  
  3298. C++ class cse_alife_item : cse_alife_dynamic_object_visual,cse_alife_inventory_item {
  3299. property id;
  3300. property m_game_vertex_id;
  3301. property m_level_vertex_id;
  3302. property m_story_id;
  3303. property online;
  3304. property parent_id;
  3305. property position;
  3306. property script_version;
  3307.  
  3308. cse_alife_item (string);
  3309.  
  3310. function on_before_register();
  3311. function can_save() const;
  3312. function can_switch_online() const;
  3313. function can_switch_online(boolean);
  3314. function visible_for_map() const;
  3315. function visible_for_map(boolean);
  3316. function clsid() const;
  3317. function on_spawn();
  3318. function UPDATE_Read(net_packet&);
  3319. function OnEvent(net_packet&, number, number, ClientID);
  3320. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3321. function keep_saved_data_anyway() const;
  3322. function init();
  3323. function used_ai_locations() const;
  3324. function interactive() const;
  3325. function spawn_ini(cse_abstract*);
  3326. function section_name(const cse_abstract*);
  3327. function STATE_Write(net_packet&);
  3328. function STATE_Read(net_packet&, number);
  3329. function name(const cse_abstract*);
  3330. function move_offline() const;
  3331. function move_offline(boolean);
  3332. function can_switch_offline() const;
  3333. function can_switch_offline(boolean);
  3334. function UPDATE_Write(net_packet&);
  3335. function on_unregister();
  3336. function on_register();
  3337. };
  3338.  
  3339. C++ class cse_alife_item_ammo : cse_alife_item {
  3340. property id;
  3341. property m_game_vertex_id;
  3342. property m_level_vertex_id;
  3343. property m_story_id;
  3344. property online;
  3345. property parent_id;
  3346. property position;
  3347. property script_version;
  3348.  
  3349. cse_alife_item_ammo (string);
  3350.  
  3351. function used_ai_locations() const;
  3352. function can_save() const;
  3353. function can_switch_online() const;
  3354. function can_switch_online(boolean);
  3355. function visible_for_map() const;
  3356. function visible_for_map(boolean);
  3357. function bfUseful();
  3358. function clsid() const;
  3359. function on_register();
  3360. function keep_saved_data_anyway() const;
  3361. function section_name(const cse_abstract*);
  3362. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3363. function can_switch_offline() const;
  3364. function can_switch_offline(boolean);
  3365. function init();
  3366. function move_offline() const;
  3367. function move_offline(boolean);
  3368. function name(const cse_abstract*);
  3369. function spawn_ini(cse_abstract*);
  3370. function OnEvent(net_packet&, number, number, ClientID);
  3371. function STATE_Write(net_packet&);
  3372. function STATE_Read(net_packet&, number);
  3373. function interactive() const;
  3374. function on_before_register();
  3375. function on_spawn();
  3376. function UPDATE_Write(net_packet&);
  3377. function on_unregister();
  3378. function UPDATE_Read(net_packet&);
  3379. };
  3380.  
  3381. C++ class cse_alife_item_artefact : cse_alife_item {
  3382. property id;
  3383. property m_game_vertex_id;
  3384. property m_level_vertex_id;
  3385. property m_story_id;
  3386. property online;
  3387. property parent_id;
  3388. property position;
  3389. property script_version;
  3390.  
  3391. cse_alife_item_artefact (string);
  3392.  
  3393. function used_ai_locations() const;
  3394. function can_save() const;
  3395. function can_switch_online() const;
  3396. function can_switch_online(boolean);
  3397. function visible_for_map() const;
  3398. function visible_for_map(boolean);
  3399. function bfUseful();
  3400. function clsid() const;
  3401. function on_register();
  3402. function keep_saved_data_anyway() const;
  3403. function section_name(const cse_abstract*);
  3404. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3405. function can_switch_offline() const;
  3406. function can_switch_offline(boolean);
  3407. function init();
  3408. function move_offline() const;
  3409. function move_offline(boolean);
  3410. function name(const cse_abstract*);
  3411. function spawn_ini(cse_abstract*);
  3412. function OnEvent(net_packet&, number, number, ClientID);
  3413. function STATE_Write(net_packet&);
  3414. function STATE_Read(net_packet&, number);
  3415. function interactive() const;
  3416. function on_before_register();
  3417. function on_spawn();
  3418. function UPDATE_Write(net_packet&);
  3419. function on_unregister();
  3420. function UPDATE_Read(net_packet&);
  3421. };
  3422.  
  3423. C++ class cse_alife_item_bolt : cse_alife_item {
  3424. property id;
  3425. property m_game_vertex_id;
  3426. property m_level_vertex_id;
  3427. property m_story_id;
  3428. property online;
  3429. property parent_id;
  3430. property position;
  3431. property script_version;
  3432.  
  3433. cse_alife_item_bolt (string);
  3434.  
  3435. function used_ai_locations() const;
  3436. function can_save() const;
  3437. function can_switch_online() const;
  3438. function can_switch_online(boolean);
  3439. function visible_for_map() const;
  3440. function visible_for_map(boolean);
  3441. function bfUseful();
  3442. function clsid() const;
  3443. function on_register();
  3444. function keep_saved_data_anyway() const;
  3445. function section_name(const cse_abstract*);
  3446. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3447. function can_switch_offline() const;
  3448. function can_switch_offline(boolean);
  3449. function init();
  3450. function move_offline() const;
  3451. function move_offline(boolean);
  3452. function name(const cse_abstract*);
  3453. function spawn_ini(cse_abstract*);
  3454. function OnEvent(net_packet&, number, number, ClientID);
  3455. function STATE_Write(net_packet&);
  3456. function STATE_Read(net_packet&, number);
  3457. function interactive() const;
  3458. function on_before_register();
  3459. function on_spawn();
  3460. function UPDATE_Write(net_packet&);
  3461. function on_unregister();
  3462. function UPDATE_Read(net_packet&);
  3463. };
  3464.  
  3465. C++ class cse_alife_item_custom_outfit : cse_alife_item {
  3466. property id;
  3467. property m_game_vertex_id;
  3468. property m_level_vertex_id;
  3469. property m_story_id;
  3470. property online;
  3471. property parent_id;
  3472. property position;
  3473. property script_version;
  3474.  
  3475. cse_alife_item_custom_outfit (string);
  3476.  
  3477. function used_ai_locations() const;
  3478. function can_save() const;
  3479. function can_switch_online() const;
  3480. function can_switch_online(boolean);
  3481. function visible_for_map() const;
  3482. function visible_for_map(boolean);
  3483. function bfUseful();
  3484. function clsid() const;
  3485. function on_register();
  3486. function keep_saved_data_anyway() const;
  3487. function section_name(const cse_abstract*);
  3488. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3489. function can_switch_offline() const;
  3490. function can_switch_offline(boolean);
  3491. function init();
  3492. function move_offline() const;
  3493. function move_offline(boolean);
  3494. function name(const cse_abstract*);
  3495. function spawn_ini(cse_abstract*);
  3496. function OnEvent(net_packet&, number, number, ClientID);
  3497. function STATE_Write(net_packet&);
  3498. function STATE_Read(net_packet&, number);
  3499. function interactive() const;
  3500. function on_before_register();
  3501. function on_spawn();
  3502. function UPDATE_Write(net_packet&);
  3503. function on_unregister();
  3504. function UPDATE_Read(net_packet&);
  3505. };
  3506.  
  3507. C++ class cse_alife_item_detector : cse_alife_item {
  3508. property id;
  3509. property m_game_vertex_id;
  3510. property m_level_vertex_id;
  3511. property m_story_id;
  3512. property online;
  3513. property parent_id;
  3514. property position;
  3515. property script_version;
  3516.  
  3517. cse_alife_item_detector (string);
  3518.  
  3519. function used_ai_locations() const;
  3520. function can_save() const;
  3521. function can_switch_online() const;
  3522. function can_switch_online(boolean);
  3523. function visible_for_map() const;
  3524. function visible_for_map(boolean);
  3525. function bfUseful();
  3526. function clsid() const;
  3527. function on_register();
  3528. function keep_saved_data_anyway() const;
  3529. function section_name(const cse_abstract*);
  3530. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3531. function can_switch_offline() const;
  3532. function can_switch_offline(boolean);
  3533. function init();
  3534. function move_offline() const;
  3535. function move_offline(boolean);
  3536. function name(const cse_abstract*);
  3537. function spawn_ini(cse_abstract*);
  3538. function OnEvent(net_packet&, number, number, ClientID);
  3539. function STATE_Write(net_packet&);
  3540. function STATE_Read(net_packet&, number);
  3541. function interactive() const;
  3542. function on_before_register();
  3543. function on_spawn();
  3544. function UPDATE_Write(net_packet&);
  3545. function on_unregister();
  3546. function UPDATE_Read(net_packet&);
  3547. };
  3548.  
  3549. C++ class cse_alife_item_document : cse_alife_item {
  3550. property id;
  3551. property m_game_vertex_id;
  3552. property m_level_vertex_id;
  3553. property m_story_id;
  3554. property online;
  3555. property parent_id;
  3556. property position;
  3557. property script_version;
  3558.  
  3559. cse_alife_item_document (string);
  3560.  
  3561. function used_ai_locations() const;
  3562. function can_save() const;
  3563. function can_switch_online() const;
  3564. function can_switch_online(boolean);
  3565. function visible_for_map() const;
  3566. function visible_for_map(boolean);
  3567. function bfUseful();
  3568. function clsid() const;
  3569. function on_register();
  3570. function keep_saved_data_anyway() const;
  3571. function section_name(const cse_abstract*);
  3572. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3573. function can_switch_offline() const;
  3574. function can_switch_offline(boolean);
  3575. function init();
  3576. function move_offline() const;
  3577. function move_offline(boolean);
  3578. function name(const cse_abstract*);
  3579. function spawn_ini(cse_abstract*);
  3580. function OnEvent(net_packet&, number, number, ClientID);
  3581. function STATE_Write(net_packet&);
  3582. function STATE_Read(net_packet&, number);
  3583. function interactive() const;
  3584. function on_before_register();
  3585. function on_spawn();
  3586. function UPDATE_Write(net_packet&);
  3587. function on_unregister();
  3588. function UPDATE_Read(net_packet&);
  3589. };
  3590.  
  3591. C++ class cse_alife_item_explosive : cse_alife_item {
  3592. property id;
  3593. property m_game_vertex_id;
  3594. property m_level_vertex_id;
  3595. property m_story_id;
  3596. property online;
  3597. property parent_id;
  3598. property position;
  3599. property script_version;
  3600.  
  3601. cse_alife_item_explosive (string);
  3602.  
  3603. function used_ai_locations() const;
  3604. function can_save() const;
  3605. function can_switch_online() const;
  3606. function can_switch_online(boolean);
  3607. function visible_for_map() const;
  3608. function visible_for_map(boolean);
  3609. function bfUseful();
  3610. function clsid() const;
  3611. function on_register();
  3612. function keep_saved_data_anyway() const;
  3613. function section_name(const cse_abstract*);
  3614. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3615. function can_switch_offline() const;
  3616. function can_switch_offline(boolean);
  3617. function init();
  3618. function move_offline() const;
  3619. function move_offline(boolean);
  3620. function name(const cse_abstract*);
  3621. function spawn_ini(cse_abstract*);
  3622. function OnEvent(net_packet&, number, number, ClientID);
  3623. function STATE_Write(net_packet&);
  3624. function STATE_Read(net_packet&, number);
  3625. function interactive() const;
  3626. function on_before_register();
  3627. function on_spawn();
  3628. function UPDATE_Write(net_packet&);
  3629. function on_unregister();
  3630. function UPDATE_Read(net_packet&);
  3631. };
  3632.  
  3633. C++ class cse_alife_item_grenade : cse_alife_item {
  3634. property id;
  3635. property m_game_vertex_id;
  3636. property m_level_vertex_id;
  3637. property m_story_id;
  3638. property online;
  3639. property parent_id;
  3640. property position;
  3641. property script_version;
  3642.  
  3643. cse_alife_item_grenade (string);
  3644.  
  3645. function used_ai_locations() const;
  3646. function can_save() const;
  3647. function can_switch_online() const;
  3648. function can_switch_online(boolean);
  3649. function visible_for_map() const;
  3650. function visible_for_map(boolean);
  3651. function bfUseful();
  3652. function clsid() const;
  3653. function on_register();
  3654. function keep_saved_data_anyway() const;
  3655. function section_name(const cse_abstract*);
  3656. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3657. function can_switch_offline() const;
  3658. function can_switch_offline(boolean);
  3659. function init();
  3660. function move_offline() const;
  3661. function move_offline(boolean);
  3662. function name(const cse_abstract*);
  3663. function spawn_ini(cse_abstract*);
  3664. function OnEvent(net_packet&, number, number, ClientID);
  3665. function STATE_Write(net_packet&);
  3666. function STATE_Read(net_packet&, number);
  3667. function interactive() const;
  3668. function on_before_register();
  3669. function on_spawn();
  3670. function UPDATE_Write(net_packet&);
  3671. function on_unregister();
  3672. function UPDATE_Read(net_packet&);
  3673. };
  3674.  
  3675. C++ class cse_alife_item_pda : cse_alife_item {
  3676. property id;
  3677. property m_game_vertex_id;
  3678. property m_level_vertex_id;
  3679. property m_story_id;
  3680. property online;
  3681. property parent_id;
  3682. property position;
  3683. property script_version;
  3684.  
  3685. cse_alife_item_pda (string);
  3686.  
  3687. function used_ai_locations() const;
  3688. function can_save() const;
  3689. function can_switch_online() const;
  3690. function can_switch_online(boolean);
  3691. function visible_for_map() const;
  3692. function visible_for_map(boolean);
  3693. function bfUseful();
  3694. function clsid() const;
  3695. function on_register();
  3696. function keep_saved_data_anyway() const;
  3697. function section_name(const cse_abstract*);
  3698. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3699. function can_switch_offline() const;
  3700. function can_switch_offline(boolean);
  3701. function init();
  3702. function move_offline() const;
  3703. function move_offline(boolean);
  3704. function name(const cse_abstract*);
  3705. function spawn_ini(cse_abstract*);
  3706. function OnEvent(net_packet&, number, number, ClientID);
  3707. function STATE_Write(net_packet&);
  3708. function STATE_Read(net_packet&, number);
  3709. function interactive() const;
  3710. function on_before_register();
  3711. function on_spawn();
  3712. function UPDATE_Write(net_packet&);
  3713. function on_unregister();
  3714. function UPDATE_Read(net_packet&);
  3715. };
  3716.  
  3717. C++ class cse_alife_item_torch : cse_alife_item {
  3718. property id;
  3719. property m_game_vertex_id;
  3720. property m_level_vertex_id;
  3721. property m_story_id;
  3722. property online;
  3723. property parent_id;
  3724. property position;
  3725. property script_version;
  3726.  
  3727. cse_alife_item_torch (string);
  3728.  
  3729. function used_ai_locations() const;
  3730. function can_save() const;
  3731. function can_switch_online() const;
  3732. function can_switch_online(boolean);
  3733. function visible_for_map() const;
  3734. function visible_for_map(boolean);
  3735. function bfUseful();
  3736. function clsid() const;
  3737. function on_register();
  3738. function keep_saved_data_anyway() const;
  3739. function section_name(const cse_abstract*);
  3740. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3741. function can_switch_offline() const;
  3742. function can_switch_offline(boolean);
  3743. function init();
  3744. function move_offline() const;
  3745. function move_offline(boolean);
  3746. function name(const cse_abstract*);
  3747. function spawn_ini(cse_abstract*);
  3748. function OnEvent(net_packet&, number, number, ClientID);
  3749. function STATE_Write(net_packet&);
  3750. function STATE_Read(net_packet&, number);
  3751. function interactive() const;
  3752. function on_before_register();
  3753. function on_spawn();
  3754. function UPDATE_Write(net_packet&);
  3755. function on_unregister();
  3756. function UPDATE_Read(net_packet&);
  3757. };
  3758.  
  3759. C++ class cse_alife_item_weapon : cse_alife_item {
  3760. property id;
  3761. property m_game_vertex_id;
  3762. property m_level_vertex_id;
  3763. property m_story_id;
  3764. property online;
  3765. property parent_id;
  3766. property position;
  3767. property script_version;
  3768.  
  3769. cse_alife_item_weapon (string);
  3770.  
  3771. function used_ai_locations() const;
  3772. function can_save() const;
  3773. function can_switch_online() const;
  3774. function can_switch_online(boolean);
  3775. function visible_for_map() const;
  3776. function visible_for_map(boolean);
  3777. function bfUseful();
  3778. function clsid() const;
  3779. function on_register();
  3780. function keep_saved_data_anyway() const;
  3781. function section_name(const cse_abstract*);
  3782. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3783. function can_switch_offline() const;
  3784. function can_switch_offline(boolean);
  3785. function init();
  3786. function move_offline() const;
  3787. function move_offline(boolean);
  3788. function name(const cse_abstract*);
  3789. function spawn_ini(cse_abstract*);
  3790. function OnEvent(net_packet&, number, number, ClientID);
  3791. function STATE_Write(net_packet&);
  3792. function STATE_Read(net_packet&, number);
  3793. function interactive() const;
  3794. function on_before_register();
  3795. function on_spawn();
  3796. function UPDATE_Write(net_packet&);
  3797. function on_unregister();
  3798. function UPDATE_Read(net_packet&);
  3799. };
  3800.  
  3801. C++ class cse_alife_item_weapon_magazined : cse_alife_item_weapon {
  3802. property id;
  3803. property m_game_vertex_id;
  3804. property m_level_vertex_id;
  3805. property m_story_id;
  3806. property online;
  3807. property parent_id;
  3808. property position;
  3809. property script_version;
  3810.  
  3811. cse_alife_item_weapon_magazined (string);
  3812.  
  3813. function used_ai_locations() const;
  3814. function on_register();
  3815. function can_switch_online() const;
  3816. function can_switch_online(boolean);
  3817. function visible_for_map() const;
  3818. function visible_for_map(boolean);
  3819. function UPDATE_Read(net_packet&);
  3820. function clsid() const;
  3821. function can_save() const;
  3822. function move_offline() const;
  3823. function move_offline(boolean);
  3824. function on_spawn();
  3825. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3826. function on_before_register();
  3827. function init();
  3828. function interactive() const;
  3829. function OnEvent(net_packet&, number, number, ClientID);
  3830. function spawn_ini(cse_abstract*);
  3831. function section_name(const cse_abstract*);
  3832. function STATE_Write(net_packet&);
  3833. function STATE_Read(net_packet&, number);
  3834. function name(const cse_abstract*);
  3835. function bfUseful();
  3836. function keep_saved_data_anyway() const;
  3837. function UPDATE_Write(net_packet&);
  3838. function on_unregister();
  3839. function can_switch_offline() const;
  3840. function can_switch_offline(boolean);
  3841. };
  3842.  
  3843. C++ class cse_alife_item_weapon_magazined_w_gl : cse_alife_item_weapon_magazined {
  3844. property id;
  3845. property m_game_vertex_id;
  3846. property m_level_vertex_id;
  3847. property m_story_id;
  3848. property online;
  3849. property parent_id;
  3850. property position;
  3851. property script_version;
  3852.  
  3853. cse_alife_item_weapon_magazined_w_gl (string);
  3854.  
  3855. function used_ai_locations() const;
  3856. function can_save() const;
  3857. function can_switch_online() const;
  3858. function can_switch_online(boolean);
  3859. function visible_for_map() const;
  3860. function visible_for_map(boolean);
  3861. function can_switch_offline() const;
  3862. function can_switch_offline(boolean);
  3863. function clsid() const;
  3864. function UPDATE_Read(net_packet&);
  3865. function on_register();
  3866. function keep_saved_data_anyway() const;
  3867. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3868. function bfUseful();
  3869. function init();
  3870. function name(const cse_abstract*);
  3871. function section_name(const cse_abstract*);
  3872. function spawn_ini(cse_abstract*);
  3873. function OnEvent(net_packet&, number, number, ClientID);
  3874. function STATE_Write(net_packet&);
  3875. function STATE_Read(net_packet&, number);
  3876. function interactive() const;
  3877. function move_offline() const;
  3878. function move_offline(boolean);
  3879. function on_spawn();
  3880. function UPDATE_Write(net_packet&);
  3881. function on_unregister();
  3882. function on_before_register();
  3883. };
  3884.  
  3885. C++ class cse_alife_item_weapon_shotgun : cse_alife_item_weapon {
  3886. property id;
  3887. property m_game_vertex_id;
  3888. property m_level_vertex_id;
  3889. property m_story_id;
  3890. property online;
  3891. property parent_id;
  3892. property position;
  3893. property script_version;
  3894.  
  3895. cse_alife_item_weapon_shotgun (string);
  3896.  
  3897. function used_ai_locations() const;
  3898. function on_register();
  3899. function can_switch_online() const;
  3900. function can_switch_online(boolean);
  3901. function visible_for_map() const;
  3902. function visible_for_map(boolean);
  3903. function UPDATE_Read(net_packet&);
  3904. function clsid() const;
  3905. function can_save() const;
  3906. function move_offline() const;
  3907. function move_offline(boolean);
  3908. function on_spawn();
  3909. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3910. function on_before_register();
  3911. function init();
  3912. function interactive() const;
  3913. function OnEvent(net_packet&, number, number, ClientID);
  3914. function spawn_ini(cse_abstract*);
  3915. function section_name(const cse_abstract*);
  3916. function STATE_Write(net_packet&);
  3917. function STATE_Read(net_packet&, number);
  3918. function name(const cse_abstract*);
  3919. function bfUseful();
  3920. function keep_saved_data_anyway() const;
  3921. function UPDATE_Write(net_packet&);
  3922. function on_unregister();
  3923. function can_switch_offline() const;
  3924. function can_switch_offline(boolean);
  3925. };
  3926.  
  3927. C++ class cse_alife_level_changer : cse_alife_space_restrictor {
  3928. property id;
  3929. property m_game_vertex_id;
  3930. property m_level_vertex_id;
  3931. property m_story_id;
  3932. property online;
  3933. property parent_id;
  3934. property position;
  3935. property script_version;
  3936.  
  3937. cse_alife_level_changer (string);
  3938.  
  3939. function on_before_register();
  3940. function can_save() const;
  3941. function can_switch_online() const;
  3942. function can_switch_online(boolean);
  3943. function visible_for_map() const;
  3944. function visible_for_map(boolean);
  3945. function clsid() const;
  3946. function on_spawn();
  3947. function UPDATE_Read(net_packet&);
  3948. function OnEvent(net_packet&, number, number, ClientID);
  3949. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  3950. function keep_saved_data_anyway() const;
  3951. function init();
  3952. function used_ai_locations() const;
  3953. function interactive() const;
  3954. function spawn_ini(cse_abstract*);
  3955. function section_name(const cse_abstract*);
  3956. function STATE_Write(net_packet&);
  3957. function STATE_Read(net_packet&, number);
  3958. function name(const cse_abstract*);
  3959. function move_offline() const;
  3960. function move_offline(boolean);
  3961. function can_switch_offline() const;
  3962. function can_switch_offline(boolean);
  3963. function UPDATE_Write(net_packet&);
  3964. function on_unregister();
  3965. function on_register();
  3966. };
  3967.  
  3968. C++ class cse_alife_monster_abstract : cse_alife_creature_abstract,cse_alife_schedulable {
  3969. property group;
  3970. property id;
  3971. property m_game_vertex_id;
  3972. property m_level_vertex_id;
  3973. property m_story_id;
  3974. property online;
  3975. property parent_id;
  3976. property position;
  3977. property script_version;
  3978. property squad;
  3979. property team;
  3980.  
  3981. cse_alife_monster_abstract (string);
  3982.  
  3983. function can_save() const;
  3984. function update();
  3985. function can_switch_online() const;
  3986. function can_switch_online(boolean);
  3987. function UPDATE_Read(net_packet&);
  3988. function g_team();
  3989. function clsid() const;
  3990. function STATE_Write(net_packet&);
  3991. function init();
  3992. function spawn_ini(cse_abstract*);
  3993. function section_name(const cse_abstract*);
  3994. function name(const cse_abstract*);
  3995. function keep_saved_data_anyway() const;
  3996. function on_death(cse_abstract*);
  3997. function used_ai_locations() const;
  3998. function visible_for_map() const;
  3999. function visible_for_map(boolean);
  4000. function alive() const;
  4001. function smart_terrain_task_activate(cse_alife_monster_abstract*);
  4002. function smart_terrain_task_deactivate(cse_alife_monster_abstract*);
  4003. function interactive() const;
  4004. function brain(cse_alife_monster_abstract*);
  4005. function on_before_register();
  4006. function clear_smart_terrain(cse_alife_monster_abstract*);
  4007. function smart_terrain_id(cse_alife_monster_abstract*);
  4008. function on_register();
  4009. function g_squad();
  4010. function on_unregister();
  4011. function can_switch_offline() const;
  4012. function can_switch_offline(boolean);
  4013. function OnEvent(net_packet&, number, number, ClientID);
  4014. function move_offline() const;
  4015. function move_offline(boolean);
  4016. function STATE_Read(net_packet&, number);
  4017. function health() const;
  4018. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4019. function on_spawn();
  4020. function UPDATE_Write(net_packet&);
  4021. function g_group();
  4022. function rank();
  4023. };
  4024.  
  4025. C++ class cse_alife_monster_base : cse_alife_monster_abstract,cse_ph_skeleton {
  4026. property group;
  4027. property id;
  4028. property m_game_vertex_id;
  4029. property m_level_vertex_id;
  4030. property m_story_id;
  4031. property online;
  4032. property parent_id;
  4033. property position;
  4034. property script_version;
  4035. property squad;
  4036. property team;
  4037.  
  4038. cse_alife_monster_base (string);
  4039.  
  4040. function on_register();
  4041. function update();
  4042. function can_switch_online() const;
  4043. function can_switch_online(boolean);
  4044. function UPDATE_Read(net_packet&);
  4045. function smart_terrain_id(cse_alife_monster_abstract*);
  4046. function clsid() const;
  4047. function STATE_Write(net_packet&);
  4048. function init();
  4049. function spawn_ini(cse_abstract*);
  4050. function section_name(const cse_abstract*);
  4051. function name(const cse_abstract*);
  4052. function keep_saved_data_anyway() const;
  4053. function on_death(cse_abstract*);
  4054. function on_before_register();
  4055. function visible_for_map() const;
  4056. function visible_for_map(boolean);
  4057. function alive() const;
  4058. function clear_smart_terrain(cse_alife_monster_abstract*);
  4059. function smart_terrain_task_deactivate(cse_alife_monster_abstract*);
  4060. function g_group();
  4061. function g_squad();
  4062. function on_spawn();
  4063. function used_ai_locations() const;
  4064. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4065. function health() const;
  4066. function brain(cse_alife_monster_abstract*);
  4067. function can_save() const;
  4068. function g_team();
  4069. function OnEvent(net_packet&, number, number, ClientID);
  4070. function move_offline() const;
  4071. function move_offline(boolean);
  4072. function STATE_Read(net_packet&, number);
  4073. function interactive() const;
  4074. function can_switch_offline() const;
  4075. function can_switch_offline(boolean);
  4076. function smart_terrain_task_activate(cse_alife_monster_abstract*);
  4077. function UPDATE_Write(net_packet&);
  4078. function on_unregister();
  4079. function rank();
  4080. };
  4081.  
  4082. C++ class cse_alife_monster_zombie : cse_alife_monster_abstract {
  4083. property group;
  4084. property id;
  4085. property m_game_vertex_id;
  4086. property m_level_vertex_id;
  4087. property m_story_id;
  4088. property online;
  4089. property parent_id;
  4090. property position;
  4091. property script_version;
  4092. property squad;
  4093. property team;
  4094.  
  4095. cse_alife_monster_zombie (string);
  4096.  
  4097. function on_register();
  4098. function update();
  4099. function can_switch_online() const;
  4100. function can_switch_online(boolean);
  4101. function UPDATE_Read(net_packet&);
  4102. function smart_terrain_id(cse_alife_monster_abstract*);
  4103. function clsid() const;
  4104. function STATE_Write(net_packet&);
  4105. function init();
  4106. function spawn_ini(cse_abstract*);
  4107. function section_name(const cse_abstract*);
  4108. function name(const cse_abstract*);
  4109. function keep_saved_data_anyway() const;
  4110. function on_death(cse_abstract*);
  4111. function on_before_register();
  4112. function visible_for_map() const;
  4113. function visible_for_map(boolean);
  4114. function alive() const;
  4115. function clear_smart_terrain(cse_alife_monster_abstract*);
  4116. function smart_terrain_task_deactivate(cse_alife_monster_abstract*);
  4117. function g_group();
  4118. function g_squad();
  4119. function on_spawn();
  4120. function used_ai_locations() const;
  4121. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4122. function health() const;
  4123. function brain(cse_alife_monster_abstract*);
  4124. function can_save() const;
  4125. function g_team();
  4126. function OnEvent(net_packet&, number, number, ClientID);
  4127. function move_offline() const;
  4128. function move_offline(boolean);
  4129. function STATE_Read(net_packet&, number);
  4130. function interactive() const;
  4131. function can_switch_offline() const;
  4132. function can_switch_offline(boolean);
  4133. function smart_terrain_task_activate(cse_alife_monster_abstract*);
  4134. function UPDATE_Write(net_packet&);
  4135. function on_unregister();
  4136. function rank();
  4137. };
  4138.  
  4139. C++ class cse_alife_mounted_weapon : cse_alife_dynamic_object_visual {
  4140. property id;
  4141. property m_game_vertex_id;
  4142. property m_level_vertex_id;
  4143. property m_story_id;
  4144. property online;
  4145. property parent_id;
  4146. property position;
  4147. property script_version;
  4148.  
  4149. cse_alife_mounted_weapon (string);
  4150.  
  4151. function on_before_register();
  4152. function can_save() const;
  4153. function can_switch_online() const;
  4154. function can_switch_online(boolean);
  4155. function visible_for_map() const;
  4156. function visible_for_map(boolean);
  4157. function clsid() const;
  4158. function on_spawn();
  4159. function UPDATE_Read(net_packet&);
  4160. function OnEvent(net_packet&, number, number, ClientID);
  4161. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4162. function keep_saved_data_anyway() const;
  4163. function init();
  4164. function used_ai_locations() const;
  4165. function interactive() const;
  4166. function spawn_ini(cse_abstract*);
  4167. function section_name(const cse_abstract*);
  4168. function STATE_Write(net_packet&);
  4169. function STATE_Read(net_packet&, number);
  4170. function name(const cse_abstract*);
  4171. function move_offline() const;
  4172. function move_offline(boolean);
  4173. function can_switch_offline() const;
  4174. function can_switch_offline(boolean);
  4175. function UPDATE_Write(net_packet&);
  4176. function on_unregister();
  4177. function on_register();
  4178. };
  4179.  
  4180. C++ class cse_alife_object : cse_abstract {
  4181. property id;
  4182. property m_game_vertex_id;
  4183. property m_level_vertex_id;
  4184. property m_story_id;
  4185. property online;
  4186. property parent_id;
  4187. property position;
  4188. property script_version;
  4189.  
  4190. cse_alife_object (string);
  4191.  
  4192. function used_ai_locations() const;
  4193. function can_save() const;
  4194. function can_switch_online() const;
  4195. function can_switch_online(boolean);
  4196. function UPDATE_Read(net_packet&);
  4197. function clsid() const;
  4198. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4199. function init();
  4200. function visible_for_map() const;
  4201. function visible_for_map(boolean);
  4202. function spawn_ini(cse_abstract*);
  4203. function section_name(const cse_abstract*);
  4204. function move_offline() const;
  4205. function move_offline(boolean);
  4206. function STATE_Read(net_packet&, number);
  4207. function name(const cse_abstract*);
  4208. function OnEvent(net_packet&, number, number, ClientID);
  4209. function can_switch_offline() const;
  4210. function can_switch_offline(boolean);
  4211. function UPDATE_Write(net_packet&);
  4212. function STATE_Write(net_packet&);
  4213. function interactive() const;
  4214. };
  4215.  
  4216. C++ class cse_alife_object_breakable : cse_alife_dynamic_object_visual {
  4217. property id;
  4218. property m_game_vertex_id;
  4219. property m_level_vertex_id;
  4220. property m_story_id;
  4221. property online;
  4222. property parent_id;
  4223. property position;
  4224. property script_version;
  4225.  
  4226. cse_alife_object_breakable (string);
  4227.  
  4228. function on_before_register();
  4229. function can_save() const;
  4230. function can_switch_online() const;
  4231. function can_switch_online(boolean);
  4232. function visible_for_map() const;
  4233. function visible_for_map(boolean);
  4234. function clsid() const;
  4235. function on_spawn();
  4236. function UPDATE_Read(net_packet&);
  4237. function OnEvent(net_packet&, number, number, ClientID);
  4238. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4239. function keep_saved_data_anyway() const;
  4240. function init();
  4241. function used_ai_locations() const;
  4242. function interactive() const;
  4243. function spawn_ini(cse_abstract*);
  4244. function section_name(const cse_abstract*);
  4245. function STATE_Write(net_packet&);
  4246. function STATE_Read(net_packet&, number);
  4247. function name(const cse_abstract*);
  4248. function move_offline() const;
  4249. function move_offline(boolean);
  4250. function can_switch_offline() const;
  4251. function can_switch_offline(boolean);
  4252. function UPDATE_Write(net_packet&);
  4253. function on_unregister();
  4254. function on_register();
  4255. };
  4256.  
  4257. C++ class cse_alife_object_climable : cse_shape,cse_abstract {
  4258. property id;
  4259. property parent_id;
  4260. property position;
  4261. property script_version;
  4262.  
  4263. cse_alife_object_climable (string);
  4264.  
  4265. function STATE_Write(net_packet&);
  4266. function init();
  4267. function spawn_ini(cse_abstract*);
  4268. function section_name(const cse_abstract*);
  4269. function UPDATE_Read(net_packet&);
  4270. function STATE_Read(net_packet&, number);
  4271. function name(const cse_abstract*);
  4272. function OnEvent(net_packet&, number, number, ClientID);
  4273. function UPDATE_Write(net_packet&);
  4274. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4275. function clsid() const;
  4276. };
  4277.  
  4278. C++ class cse_alife_object_hanging_lamp : cse_alife_dynamic_object_visual,cse_ph_skeleton {
  4279. property id;
  4280. property m_game_vertex_id;
  4281. property m_level_vertex_id;
  4282. property m_story_id;
  4283. property online;
  4284. property parent_id;
  4285. property position;
  4286. property script_version;
  4287.  
  4288. cse_alife_object_hanging_lamp (string);
  4289.  
  4290. function on_before_register();
  4291. function can_save() const;
  4292. function can_switch_online() const;
  4293. function can_switch_online(boolean);
  4294. function visible_for_map() const;
  4295. function visible_for_map(boolean);
  4296. function clsid() const;
  4297. function on_spawn();
  4298. function UPDATE_Read(net_packet&);
  4299. function OnEvent(net_packet&, number, number, ClientID);
  4300. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4301. function keep_saved_data_anyway() const;
  4302. function init();
  4303. function used_ai_locations() const;
  4304. function interactive() const;
  4305. function spawn_ini(cse_abstract*);
  4306. function section_name(const cse_abstract*);
  4307. function STATE_Write(net_packet&);
  4308. function STATE_Read(net_packet&, number);
  4309. function name(const cse_abstract*);
  4310. function move_offline() const;
  4311. function move_offline(boolean);
  4312. function can_switch_offline() const;
  4313. function can_switch_offline(boolean);
  4314. function UPDATE_Write(net_packet&);
  4315. function on_unregister();
  4316. function on_register();
  4317. };
  4318.  
  4319. C++ class cse_alife_object_physic : cse_alife_dynamic_object_visual,cse_ph_skeleton {
  4320. property id;
  4321. property m_game_vertex_id;
  4322. property m_level_vertex_id;
  4323. property m_story_id;
  4324. property online;
  4325. property parent_id;
  4326. property position;
  4327. property script_version;
  4328.  
  4329. cse_alife_object_physic (string);
  4330.  
  4331. function on_before_register();
  4332. function can_save() const;
  4333. function can_switch_online() const;
  4334. function can_switch_online(boolean);
  4335. function visible_for_map() const;
  4336. function visible_for_map(boolean);
  4337. function clsid() const;
  4338. function on_spawn();
  4339. function UPDATE_Read(net_packet&);
  4340. function OnEvent(net_packet&, number, number, ClientID);
  4341. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4342. function keep_saved_data_anyway() const;
  4343. function init();
  4344. function used_ai_locations() const;
  4345. function interactive() const;
  4346. function spawn_ini(cse_abstract*);
  4347. function section_name(const cse_abstract*);
  4348. function STATE_Write(net_packet&);
  4349. function STATE_Read(net_packet&, number);
  4350. function name(const cse_abstract*);
  4351. function move_offline() const;
  4352. function move_offline(boolean);
  4353. function can_switch_offline() const;
  4354. function can_switch_offline(boolean);
  4355. function UPDATE_Write(net_packet&);
  4356. function on_unregister();
  4357. function on_register();
  4358. };
  4359.  
  4360. C++ class cse_alife_object_projector : cse_alife_dynamic_object_visual {
  4361. property id;
  4362. property m_game_vertex_id;
  4363. property m_level_vertex_id;
  4364. property m_story_id;
  4365. property online;
  4366. property parent_id;
  4367. property position;
  4368. property script_version;
  4369.  
  4370. cse_alife_object_projector (string);
  4371.  
  4372. function on_before_register();
  4373. function can_save() const;
  4374. function can_switch_online() const;
  4375. function can_switch_online(boolean);
  4376. function visible_for_map() const;
  4377. function visible_for_map(boolean);
  4378. function clsid() const;
  4379. function on_spawn();
  4380. function UPDATE_Read(net_packet&);
  4381. function OnEvent(net_packet&, number, number, ClientID);
  4382. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4383. function keep_saved_data_anyway() const;
  4384. function init();
  4385. function used_ai_locations() const;
  4386. function interactive() const;
  4387. function spawn_ini(cse_abstract*);
  4388. function section_name(const cse_abstract*);
  4389. function STATE_Write(net_packet&);
  4390. function STATE_Read(net_packet&, number);
  4391. function name(const cse_abstract*);
  4392. function move_offline() const;
  4393. function move_offline(boolean);
  4394. function can_switch_offline() const;
  4395. function can_switch_offline(boolean);
  4396. function UPDATE_Write(net_packet&);
  4397. function on_unregister();
  4398. function on_register();
  4399. };
  4400.  
  4401. C++ class cse_alife_online_offline_group : cse_alife_dynamic_object,cse_alife_schedulable {
  4402. property id;
  4403. property m_game_vertex_id;
  4404. property m_level_vertex_id;
  4405. property m_story_id;
  4406. property online;
  4407. property parent_id;
  4408. property position;
  4409. property script_version;
  4410.  
  4411. cse_alife_online_offline_group (string);
  4412.  
  4413. function on_before_register();
  4414. function on_register();
  4415. function can_switch_online() const;
  4416. function can_switch_online(boolean);
  4417. function UPDATE_Read(net_packet&);
  4418. function clsid() const;
  4419. function move_offline() const;
  4420. function move_offline(boolean);
  4421. function visible_for_map() const;
  4422. function visible_for_map(boolean);
  4423. function can_save() const;
  4424. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4425. function can_switch_offline() const;
  4426. function can_switch_offline(boolean);
  4427. function init();
  4428. function section_name(const cse_abstract*);
  4429. function name(const cse_abstract*);
  4430. function spawn_ini(cse_abstract*);
  4431. function OnEvent(net_packet&, number, number, ClientID);
  4432. function STATE_Write(net_packet&);
  4433. function STATE_Read(net_packet&, number);
  4434. function interactive() const;
  4435. function used_ai_locations() const;
  4436. function keep_saved_data_anyway() const;
  4437. function UPDATE_Write(net_packet&);
  4438. function on_unregister();
  4439. function on_spawn();
  4440. };
  4441.  
  4442. C++ class cse_alife_ph_skeleton_object : cse_alife_dynamic_object_visual,cse_ph_skeleton {
  4443. property id;
  4444. property m_game_vertex_id;
  4445. property m_level_vertex_id;
  4446. property m_story_id;
  4447. property online;
  4448. property parent_id;
  4449. property position;
  4450. property script_version;
  4451.  
  4452. cse_alife_ph_skeleton_object (string);
  4453.  
  4454. function on_before_register();
  4455. function can_save() const;
  4456. function can_switch_online() const;
  4457. function can_switch_online(boolean);
  4458. function visible_for_map() const;
  4459. function visible_for_map(boolean);
  4460. function clsid() const;
  4461. function on_spawn();
  4462. function UPDATE_Read(net_packet&);
  4463. function OnEvent(net_packet&, number, number, ClientID);
  4464. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4465. function keep_saved_data_anyway() const;
  4466. function init();
  4467. function used_ai_locations() const;
  4468. function interactive() const;
  4469. function spawn_ini(cse_abstract*);
  4470. function section_name(const cse_abstract*);
  4471. function STATE_Write(net_packet&);
  4472. function STATE_Read(net_packet&, number);
  4473. function name(const cse_abstract*);
  4474. function move_offline() const;
  4475. function move_offline(boolean);
  4476. function can_switch_offline() const;
  4477. function can_switch_offline(boolean);
  4478. function UPDATE_Write(net_packet&);
  4479. function on_unregister();
  4480. function on_register();
  4481. };
  4482.  
  4483. C++ class cse_alife_psydog_phantom : cse_alife_monster_base {
  4484. property group;
  4485. property id;
  4486. property m_game_vertex_id;
  4487. property m_level_vertex_id;
  4488. property m_story_id;
  4489. property online;
  4490. property parent_id;
  4491. property position;
  4492. property script_version;
  4493. property squad;
  4494. property team;
  4495.  
  4496. cse_alife_psydog_phantom (string);
  4497.  
  4498. function can_save() const;
  4499. function brain(cse_alife_monster_abstract*);
  4500. function can_switch_online() const;
  4501. function can_switch_online(boolean);
  4502. function UPDATE_Read(net_packet&);
  4503. function g_team();
  4504. function clsid() const;
  4505. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4506. function init();
  4507. function spawn_ini(cse_abstract*);
  4508. function section_name(const cse_abstract*);
  4509. function name(const cse_abstract*);
  4510. function keep_saved_data_anyway() const;
  4511. function on_death(cse_abstract*);
  4512. function clear_smart_terrain(cse_alife_monster_abstract*);
  4513. function visible_for_map() const;
  4514. function visible_for_map(boolean);
  4515. function alive() const;
  4516. function used_ai_locations() const;
  4517. function smart_terrain_task_deactivate(cse_alife_monster_abstract*);
  4518. function on_unregister();
  4519. function STATE_Write(net_packet&);
  4520. function smart_terrain_task_activate(cse_alife_monster_abstract*);
  4521. function on_before_register();
  4522. function can_switch_offline() const;
  4523. function can_switch_offline(boolean);
  4524. function interactive() const;
  4525. function g_squad();
  4526. function on_register();
  4527. function update();
  4528. function OnEvent(net_packet&, number, number, ClientID);
  4529. function smart_terrain_id(cse_alife_monster_abstract*);
  4530. function STATE_Read(net_packet&, number);
  4531. function health() const;
  4532. function move_offline() const;
  4533. function move_offline(boolean);
  4534. function on_spawn();
  4535. function UPDATE_Write(net_packet&);
  4536. function g_group();
  4537. function rank();
  4538. };
  4539.  
  4540. C++ class cse_alife_schedulable : ipure_schedulable_object {
  4541. };
  4542.  
  4543. C++ class cse_alife_smart_zone : cse_alife_space_restrictor,cse_alife_schedulable {
  4544. property id;
  4545. property m_game_vertex_id;
  4546. property m_level_vertex_id;
  4547. property m_story_id;
  4548. property online;
  4549. property parent_id;
  4550. property position;
  4551. property script_version;
  4552.  
  4553. cse_alife_smart_zone (string);
  4554.  
  4555. function on_before_register();
  4556. function detect_probability();
  4557. function smart_touch(cse_alife_monster_abstract*);
  4558. function on_spawn();
  4559. function can_save() const;
  4560. function update();
  4561. function can_switch_online() const;
  4562. function can_switch_online(boolean);
  4563. function visible_for_map() const;
  4564. function visible_for_map(boolean);
  4565. function unregister_npc(cse_alife_monster_abstract*);
  4566. function register_npc(cse_alife_monster_abstract*);
  4567. function suitable(cse_alife_monster_abstract*) const;
  4568. function OnEvent(net_packet&, number, number, ClientID);
  4569. function clsid() const;
  4570. function task(cse_alife_monster_abstract*);
  4571. function UPDATE_Read(net_packet&);
  4572. function enabled(cse_alife_monster_abstract*) const;
  4573. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4574. function keep_saved_data_anyway() const;
  4575. function init();
  4576. function used_ai_locations() const;
  4577. function interactive() const;
  4578. function spawn_ini(cse_abstract*);
  4579. function section_name(const cse_abstract*);
  4580. function STATE_Write(net_packet&);
  4581. function STATE_Read(net_packet&, number);
  4582. function name(const cse_abstract*);
  4583. function move_offline() const;
  4584. function move_offline(boolean);
  4585. function can_switch_offline() const;
  4586. function can_switch_offline(boolean);
  4587. function UPDATE_Write(net_packet&);
  4588. function on_unregister();
  4589. function on_register();
  4590. };
  4591.  
  4592. C++ class cse_alife_space_restrictor : cse_alife_dynamic_object,cse_shape {
  4593. property id;
  4594. property m_game_vertex_id;
  4595. property m_level_vertex_id;
  4596. property m_story_id;
  4597. property online;
  4598. property parent_id;
  4599. property position;
  4600. property script_version;
  4601.  
  4602. cse_alife_space_restrictor (string);
  4603.  
  4604. function on_before_register();
  4605. function on_register();
  4606. function can_switch_online() const;
  4607. function can_switch_online(boolean);
  4608. function UPDATE_Read(net_packet&);
  4609. function clsid() const;
  4610. function move_offline() const;
  4611. function move_offline(boolean);
  4612. function visible_for_map() const;
  4613. function visible_for_map(boolean);
  4614. function can_save() const;
  4615. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4616. function can_switch_offline() const;
  4617. function can_switch_offline(boolean);
  4618. function init();
  4619. function section_name(const cse_abstract*);
  4620. function name(const cse_abstract*);
  4621. function spawn_ini(cse_abstract*);
  4622. function OnEvent(net_packet&, number, number, ClientID);
  4623. function STATE_Write(net_packet&);
  4624. function STATE_Read(net_packet&, number);
  4625. function interactive() const;
  4626. function used_ai_locations() const;
  4627. function keep_saved_data_anyway() const;
  4628. function UPDATE_Write(net_packet&);
  4629. function on_unregister();
  4630. function on_spawn();
  4631. };
  4632.  
  4633. C++ class cse_alife_team_base_zone : cse_alife_space_restrictor {
  4634. property id;
  4635. property m_game_vertex_id;
  4636. property m_level_vertex_id;
  4637. property m_story_id;
  4638. property online;
  4639. property parent_id;
  4640. property position;
  4641. property script_version;
  4642.  
  4643. cse_alife_team_base_zone (string);
  4644.  
  4645. function on_before_register();
  4646. function can_save() const;
  4647. function can_switch_online() const;
  4648. function can_switch_online(boolean);
  4649. function visible_for_map() const;
  4650. function visible_for_map(boolean);
  4651. function clsid() const;
  4652. function on_spawn();
  4653. function UPDATE_Read(net_packet&);
  4654. function OnEvent(net_packet&, number, number, ClientID);
  4655. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4656. function keep_saved_data_anyway() const;
  4657. function init();
  4658. function used_ai_locations() const;
  4659. function interactive() const;
  4660. function spawn_ini(cse_abstract*);
  4661. function section_name(const cse_abstract*);
  4662. function STATE_Write(net_packet&);
  4663. function STATE_Read(net_packet&, number);
  4664. function name(const cse_abstract*);
  4665. function move_offline() const;
  4666. function move_offline(boolean);
  4667. function can_switch_offline() const;
  4668. function can_switch_offline(boolean);
  4669. function UPDATE_Write(net_packet&);
  4670. function on_unregister();
  4671. function on_register();
  4672. };
  4673.  
  4674. C++ class cse_torrid_zone : cse_custom_zone,cse_motion {
  4675. property id;
  4676. property m_game_vertex_id;
  4677. property m_level_vertex_id;
  4678. property m_story_id;
  4679. property online;
  4680. property parent_id;
  4681. property position;
  4682. property script_version;
  4683.  
  4684. cse_torrid_zone (string);
  4685.  
  4686. function on_before_register();
  4687. function can_save() const;
  4688. function can_switch_online() const;
  4689. function can_switch_online(boolean);
  4690. function visible_for_map() const;
  4691. function visible_for_map(boolean);
  4692. function clsid() const;
  4693. function on_spawn();
  4694. function UPDATE_Read(net_packet&);
  4695. function OnEvent(net_packet&, number, number, ClientID);
  4696. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4697. function keep_saved_data_anyway() const;
  4698. function init();
  4699. function used_ai_locations() const;
  4700. function interactive() const;
  4701. function spawn_ini(cse_abstract*);
  4702. function section_name(const cse_abstract*);
  4703. function STATE_Write(net_packet&);
  4704. function STATE_Read(net_packet&, number);
  4705. function name(const cse_abstract*);
  4706. function move_offline() const;
  4707. function move_offline(boolean);
  4708. function can_switch_offline() const;
  4709. function can_switch_offline(boolean);
  4710. function UPDATE_Write(net_packet&);
  4711. function on_unregister();
  4712. function on_register();
  4713. };
  4714.  
  4715. C++ class cse_alife_trader : cse_alife_dynamic_object_visual,cse_alife_trader_abstract {
  4716. property id;
  4717. property m_game_vertex_id;
  4718. property m_level_vertex_id;
  4719. property m_story_id;
  4720. property online;
  4721. property parent_id;
  4722. property position;
  4723. property script_version;
  4724.  
  4725. cse_alife_trader (string);
  4726.  
  4727. function on_before_register();
  4728. function community() const;
  4729. function can_save() const;
  4730. function can_switch_online() const;
  4731. function can_switch_online(boolean);
  4732. function visible_for_map() const;
  4733. function visible_for_map(boolean);
  4734. function on_register();
  4735. function used_ai_locations() const;
  4736. function STATE_Write(net_packet&);
  4737. function clsid() const;
  4738. function on_spawn();
  4739. function UPDATE_Read(net_packet&);
  4740. function OnEvent(net_packet&, number, number, ClientID);
  4741. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4742. function keep_saved_data_anyway() const;
  4743. function init();
  4744. function reputation();
  4745. function interactive() const;
  4746. function spawn_ini(cse_abstract*);
  4747. function section_name(const cse_abstract*);
  4748. function profile_name(cse_alife_trader_abstract*);
  4749. function STATE_Read(net_packet&, number);
  4750. function name(const cse_abstract*);
  4751. function move_offline() const;
  4752. function move_offline(boolean);
  4753. function can_switch_offline() const;
  4754. function can_switch_offline(boolean);
  4755. function UPDATE_Write(net_packet&);
  4756. function on_unregister();
  4757. function rank();
  4758. };
  4759.  
  4760. C++ class cse_alife_trader_abstract {
  4761. function profile_name(cse_alife_trader_abstract*);
  4762. function reputation();
  4763. function rank();
  4764. function community() const;
  4765. };
  4766.  
  4767. C++ class cse_zone_visual : cse_anomalous_zone,cse_visual {
  4768. property id;
  4769. property m_game_vertex_id;
  4770. property m_level_vertex_id;
  4771. property m_story_id;
  4772. property online;
  4773. property parent_id;
  4774. property position;
  4775. property script_version;
  4776.  
  4777. cse_zone_visual (string);
  4778.  
  4779. function used_ai_locations() const;
  4780. function can_save() const;
  4781. function can_switch_online() const;
  4782. function can_switch_online(boolean);
  4783. function visible_for_map() const;
  4784. function visible_for_map(boolean);
  4785. function on_register();
  4786. function clsid() const;
  4787. function UPDATE_Read(net_packet&);
  4788. function on_before_register();
  4789. function can_switch_offline() const;
  4790. function can_switch_offline(boolean);
  4791. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4792. function move_offline() const;
  4793. function move_offline(boolean);
  4794. function init();
  4795. function name(const cse_abstract*);
  4796. function spawn_artefacts();
  4797. function spawn_ini(cse_abstract*);
  4798. function OnEvent(net_packet&, number, number, ClientID);
  4799. function STATE_Write(net_packet&);
  4800. function STATE_Read(net_packet&, number);
  4801. function interactive() const;
  4802. function section_name(const cse_abstract*);
  4803. function on_spawn();
  4804. function UPDATE_Write(net_packet&);
  4805. function on_unregister();
  4806. function keep_saved_data_anyway() const;
  4807. };
  4808.  
  4809. C++ class cse_abstract : cpure_server_object {
  4810. property id;
  4811. property parent_id;
  4812. property position;
  4813. property script_version;
  4814.  
  4815. function UPDATE_Read(net_packet&);
  4816. function STATE_Read(net_packet&, number);
  4817. function name(const cse_abstract*);
  4818. function UPDATE_Write(net_packet&);
  4819. function STATE_Write(net_packet&);
  4820. function clsid() const;
  4821. function spawn_ini(cse_abstract*);
  4822. function section_name(const cse_abstract*);
  4823. };
  4824.  
  4825. C++ class CSE_AbstractVisual : cse_visual,cse_abstract {
  4826. property id;
  4827. property parent_id;
  4828. property position;
  4829. property script_version;
  4830.  
  4831. CSE_AbstractVisual (string);
  4832.  
  4833. function STATE_Write(net_packet&);
  4834. function init();
  4835. function spawn_ini(cse_abstract*);
  4836. function section_name(const cse_abstract*);
  4837. function UPDATE_Read(net_packet&);
  4838. function STATE_Read(net_packet&, number);
  4839. function name(const cse_abstract*);
  4840. function getStartupAnimation();
  4841. function OnEvent(net_packet&, number, number, ClientID);
  4842. function UPDATE_Write(net_packet&);
  4843. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4844. function clsid() const;
  4845. };
  4846.  
  4847. C++ class cse_motion {
  4848. };
  4849.  
  4850. C++ class cse_ph_skeleton {
  4851. };
  4852.  
  4853. C++ class cse_shape {
  4854. };
  4855.  
  4856. C++ class cse_spectator : cse_abstract {
  4857. property id;
  4858. property parent_id;
  4859. property position;
  4860. property script_version;
  4861.  
  4862. cse_spectator (string);
  4863.  
  4864. function STATE_Write(net_packet&);
  4865. function init();
  4866. function spawn_ini(cse_abstract*);
  4867. function section_name(const cse_abstract*);
  4868. function UPDATE_Read(net_packet&);
  4869. function STATE_Read(net_packet&, number);
  4870. function name(const cse_abstract*);
  4871. function OnEvent(net_packet&, number, number, ClientID);
  4872. function UPDATE_Write(net_packet&);
  4873. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4874. function clsid() const;
  4875. };
  4876.  
  4877. C++ class cse_temporary : cse_abstract {
  4878. property id;
  4879. property parent_id;
  4880. property position;
  4881. property script_version;
  4882.  
  4883. cse_temporary (string);
  4884.  
  4885. function STATE_Write(net_packet&);
  4886. function init();
  4887. function spawn_ini(cse_abstract*);
  4888. function section_name(const cse_abstract*);
  4889. function UPDATE_Read(net_packet&);
  4890. function STATE_Read(net_packet&, number);
  4891. function name(const cse_abstract*);
  4892. function OnEvent(net_packet&, number, number, ClientID);
  4893. function UPDATE_Write(net_packet&);
  4894. function FillProps(string, class xr_vector<class PropItem *,class xalloc<class PropItem *> >&);
  4895. function clsid() const;
  4896. };
  4897.  
  4898. C++ class cse_visual {
  4899. };
  4900.  
  4901. C++ class CSavedGameWrapper {
  4902. CSavedGameWrapper (string);
  4903.  
  4904. function level_name(const CSavedGameWrapper*);
  4905. function level_id() const;
  4906. function game_time(const CSavedGameWrapper*);
  4907. function actor_health() const;
  4908. };
  4909.  
  4910. C++ class CScope : CGameObject {
  4911. CScope ();
  4912.  
  4913. function Visual();
  4914. function _construct();
  4915. function getEnabled() const;
  4916. function net_Import(net_packet&);
  4917. function net_Export(net_packet&);
  4918. function getVisible() const;
  4919. function net_Spawn(cse_abstract*);
  4920. function use(CGameObject*);
  4921. };
  4922.  
  4923. C++ class cond {
  4924. const act_end = 128;
  4925. const anim_end = 4;
  4926. const look_end = 2;
  4927. const move_end = 1;
  4928. const object_end = 32;
  4929. const sound_end = 8;
  4930. const time_end = 64;
  4931.  
  4932. cond ();
  4933. cond (number);
  4934. cond (number, double);
  4935.  
  4936. };
  4937.  
  4938. C++ class anim {
  4939. const attack = 6;
  4940. const danger = 0;
  4941. const eat = 3;
  4942. const free = 1;
  4943. const lie_idle = 2;
  4944. const look_around = 7;
  4945. const panic = 2;
  4946. const rest = 5;
  4947. const sit_idle = 1;
  4948. const sleep = 4;
  4949. const stand_idle = 0;
  4950. const turn = 8;
  4951.  
  4952. anim ();
  4953. anim (string);
  4954. anim (string, boolean);
  4955. anim (enum MonsterSpace::EMentalState);
  4956. anim (enum MonsterSpace::EScriptMonsterAnimAction, number);
  4957.  
  4958. function completed();
  4959. function type(enum MonsterSpace::EMentalState);
  4960. function anim(string);
  4961. };
  4962.  
  4963. C++ class object_binder {
  4964. property object;
  4965.  
  4966. object_binder (game_object*);
  4967.  
  4968. function save(net_packet*);
  4969. function update(number);
  4970. function reload(string);
  4971. function net_export(net_packet*);
  4972. function net_save_relevant();
  4973. function load(reader*);
  4974. function net_destroy();
  4975. function reinit();
  4976. function net_Relcase(game_object*);
  4977. function net_spawn(cse_alife_object*);
  4978. function net_import(net_packet*);
  4979. };
  4980.  
  4981. C++ class effector {
  4982. effector (number, number);
  4983.  
  4984. function start(effector*);
  4985. function process(effector_params*);
  4986. function finish(effector*);
  4987. };
  4988.  
  4989. C++ class entity_action {
  4990. entity_action ();
  4991. entity_action (const entity_action*);
  4992.  
  4993. function set_action(move&);
  4994. function set_action(look&);
  4995. function set_action(anim&);
  4996. function set_action(sound&);
  4997. function set_action(particle&);
  4998. function set_action(object&);
  4999. function set_action(cond&);
  5000. function set_action(act&);
  5001. function move() const;
  5002. function particle() const;
  5003. function completed();
  5004. function object() const;
  5005. function all();
  5006. function time();
  5007. function look() const;
  5008. function sound() const;
  5009. function anim() const;
  5010. };
  5011.  
  5012. C++ class game_object {
  5013. const action_type_count = 6;
  5014. const animation = 2;
  5015. const dialog_pda_msg = 0;
  5016. const dummy = -1;
  5017. const enemy = 2;
  5018. const friend = 0;
  5019. const game_path = 0;
  5020. const info_pda_msg = 1;
  5021. const level_path = 1;
  5022. const movement = 0;
  5023. const neutral = 1;
  5024. const no_path = 3;
  5025. const no_pda_msg = 2;
  5026. const object = 5;
  5027. const particle = 4;
  5028. const patrol_path = 2;
  5029. const relation_attack = 1;
  5030. const relation_fight_help_human = 2;
  5031. const relation_fight_help_monster = 4;
  5032. const relation_kill = 0;
  5033. const sound = 3;
  5034. const watch = 1;
  5035.  
  5036. property health;
  5037. property morale;
  5038. property power;
  5039. property psy_health;
  5040. property radiation;
  5041.  
  5042. function accessible(const vector&);
  5043. function accessible(number);
  5044. function accessible_nearest(const vector&, vector&);
  5045. function accuracy() const;
  5046. function action() const;
  5047. function action_by_index(number);
  5048. function action_count() const;
  5049. function activate_slot(number);
  5050. function active_item();
  5051. function active_slot();
  5052. function active_sound_count();
  5053. function active_sound_count(boolean);
  5054. function active_zone_contact(number);
  5055. function add_animation(string);
  5056. function add_animation(string, boolean);
  5057. function add_restrictions(string, string);
  5058. function add_sound(string, number, enum ESoundTypes, number, number, number);
  5059. function add_sound(string, number, enum ESoundTypes, number, number, number, string);
  5060. function alive() const;
  5061. function animation_count() const;
  5062. function animation_slot() const;
  5063. function attachable_item_enabled() const;
  5064. function base_in_restrictions();
  5065. function base_out_restrictions();
  5066. function berserk();
  5067. function best_cover(const vector&, const vector&, number, number, number);
  5068. function best_danger();
  5069. function best_enemy();
  5070. function best_item();
  5071. function best_weapon();
  5072. function binded_object();
  5073. function bind_object(object_binder*);
  5074. function body_state() const;
  5075. function bone_position(string) const;
  5076. function buy_condition(ini_file*, string);
  5077. function buy_condition(number, number);
  5078. function buy_supplies(ini_file*, string);
  5079. function can_script_capture() const;
  5080. function center();
  5081. function change_character_reputation(number);
  5082. function change_goodwill(number, game_object*);
  5083. function change_team(number, number, number);
  5084. function character_community();
  5085. function character_name();
  5086. function character_rank();
  5087. function character_reputation();
  5088. function clear_animations();
  5089. function clsid() const;
  5090. function command(const entity_action*, boolean);
  5091. function condition() const;
  5092. function cost() const;
  5093. function critically_wounded();
  5094. function death_time() const;
  5095. function debug_planner(const action_planner*);
  5096. function detail_path_type() const;
  5097. function direction() const;
  5098. function disable_anomaly();
  5099. function disable_info_portion(string);
  5100. function disable_talk();
  5101. function disable_trade();
  5102. function dont_has_info(string);
  5103. function drop_item(game_object*);
  5104. function drop_item_and_teleport(game_object*, vector);
  5105. function eat(game_object*);
  5106. function enable_anomaly();
  5107. function enable_attachable_item(boolean);
  5108. function enable_memory_object(game_object*, boolean);
  5109. function enable_talk();
  5110. function enable_trade();
  5111. function enable_vision(boolean);
  5112. function explode(number);
  5113. function external_sound_start(string);
  5114. function external_sound_stop();
  5115. function extrapolate_length() const;
  5116. function extrapolate_length(number);
  5117. function fake_death_fall_down();
  5118. function fake_death_stand_up();
  5119. function fov() const;
  5120. function game_vertex_id() const;
  5121. function general_goodwill(game_object*);
  5122. function get_actor_relation_flags() const;
  5123. function get_ammo_in_magazine();
  5124. function get_ammo_total() const;
  5125. function get_anomaly_power();
  5126. function get_bleeding() const;
  5127. function get_car();
  5128. function get_corpse() const;
  5129. function get_current_direction();
  5130. function get_current_holder();
  5131. function get_current_outfit() const;
  5132. function get_current_outfit_protection(number);
  5133. function get_current_point_index();
  5134. function get_enemy() const;
  5135. function get_enemy_strength() const;
  5136. function get_hanging_lamp();
  5137. function get_helicopter();
  5138. function get_holder_class();
  5139. function get_info_time(string);
  5140. function get_monster_hit_info();
  5141. function get_physics_shell() const;
  5142. function get_script() const;
  5143. function get_script_name() const;
  5144. function get_sound_info();
  5145. function get_start_dialog();
  5146. function get_task_state(string, number);
  5147. function give_game_news(string, string, Frect, number, number);
  5148. function give_info_portion(string);
  5149. function give_money(number);
  5150. function give_talk_message(string, string, Frect, string);
  5151. function give_task(CGameTask*, number, boolean);
  5152. function goodwill(game_object*);
  5153. function group() const;
  5154. function has_info(string);
  5155. function head_orientation() const;
  5156. function hide_weapon();
  5157. function hit(hit*);
  5158. function id() const;
  5159. function ignore_monster_threshold() const;
  5160. function ignore_monster_threshold(number);
  5161. function info_add(string);
  5162. function info_clear();
  5163. function inside(const vector&) const;
  5164. function inside(const vector&, number) const;
  5165. function inventory_for_each(const function<void>&);
  5166. function in_restrictions();
  5167. function is_body_turning() const;
  5168. function is_inv_box_empty();
  5169. function is_talking();
  5170. function is_talk_enabled();
  5171. function is_trade_enabled();
  5172. function item_in_slot(number) const;
  5173. function iterate_inventory(function<void>, object);
  5174. function jump(const vector&, number);
  5175. function kill(game_object*);
  5176. function level_vertex_id() const;
  5177. function level_vertex_light(const number&) const;
  5178. function location_on_path(number, vector*);
  5179. function make_object_visible_somewhen(game_object*);
  5180. function marked_dropped(game_object*);
  5181. function mark_item_dropped(game_object*);
  5182. function mass() const;
  5183. function max_health() const;
  5184. function max_ignore_monster_distance() const;
  5185. function max_ignore_monster_distance(const number&);
  5186. function memory_hit_objects() const;
  5187. function memory_position(const game_object&);
  5188. function memory_sound_objects() const;
  5189. function memory_time(const game_object&);
  5190. function memory_visible_objects() const;
  5191. function mental_state() const;
  5192. function money();
  5193. function motivation_action_manager(game_object*);
  5194. function movement_enabled();
  5195. function movement_enabled(boolean);
  5196. function movement_type() const;
  5197. function name() const;
  5198. function not_yet_visible_objects() const;
  5199. function object(number);
  5200. function object(string);
  5201. function object_count() const;
  5202. function out_restrictions();
  5203. function parent() const;
  5204. function path_completed() const;
  5205. function path_type() const;
  5206. function patrol();
  5207. function patrol_path_make_inactual();
  5208. function play_cycle(string);
  5209. function play_cycle(string, boolean);
  5210. function play_sound(number);
  5211. function play_sound(number, number);
  5212. function play_sound(number, number, number);
  5213. function play_sound(number, number, number, number);
  5214. function play_sound(number, number, number, number, number);
  5215. function play_sound(number, number, number, number, number, number);
  5216. function position() const;
  5217. function profile_name();
  5218. function range() const;
  5219. function rank();
  5220. function relation(game_object*);
  5221. function remove_all_restrictions();
  5222. function remove_home();
  5223. function remove_restrictions(string, string);
  5224. function remove_sound(number);
  5225. function reset_action_queue();
  5226. function restore_default_start_dialog();
  5227. function restore_ignore_monster_threshold();
  5228. function restore_max_ignore_monster_distance();
  5229. function restore_sound_threshold();
  5230. function restore_weapon();
  5231. function run_talk_dialog(game_object*);
  5232. function safe_cover(const vector&, number, number);
  5233. function script(boolean, string);
  5234. function section() const;
  5235. function see(const game_object*);
  5236. function see(string);
  5237. function sell_condition(ini_file*, string);
  5238. function sell_condition(number, number);
  5239. function set_actor_direction(number);
  5240. function set_actor_position(vector);
  5241. function set_actor_relation_flags(flags32);
  5242. function set_alien_control(boolean);
  5243. function set_ammo_elapsed(number);
  5244. function set_anomaly_power(number);
  5245. function set_body_state(enum MonsterSpace::EBodyState);
  5246. function set_callback(enum GameObject::ECallbackType);
  5247. function set_callback(enum GameObject::ECallbackType, const function<void>&);
  5248. function set_callback(enum GameObject::ECallbackType, const function<void>&, object);
  5249. function set_character_community(string, number, number);
  5250. function set_character_rank(number);
  5251. function set_character_reputation(number);
  5252. function set_condition(number);
  5253. function set_const_force(const vector&, number, number);
  5254. function set_custom_panic_threshold(number);
  5255. function set_default_panic_threshold();
  5256. function set_desired_direction();
  5257. function set_desired_direction(const vector*);
  5258. function set_desired_position();
  5259. function set_desired_position(const vector*);
  5260. function set_dest_level_vertex_id(number);
  5261. function set_detail_path_type(enum DetailPathManager::EDetailPathType);
  5262. function set_enemy_callback();
  5263. function set_enemy_callback(const function<boolean>&);
  5264. function set_enemy_callback(const function<boolean>&, object);
  5265. function set_fastcall(const function<boolean>&, object);
  5266. function set_fov(number);
  5267. function set_goodwill(number, game_object*);
  5268. function set_home(string, number, number, boolean);
  5269. function set_invisible(boolean);
  5270. function set_item(enum MonsterSpace::EObjectAction);
  5271. function set_item(enum MonsterSpace::EObjectAction, game_object*);
  5272. function set_item(enum MonsterSpace::EObjectAction, game_object*, number);
  5273. function set_item(enum MonsterSpace::EObjectAction, game_object*, number, number);
  5274. function set_manual_invisibility(boolean);
  5275. function set_mental_state(enum MonsterSpace::EMentalState);
  5276. function set_movement_type(enum MonsterSpace::EMovementType);
  5277. function set_nonscript_usable(boolean);
  5278. function set_path_type(enum MovementManager::EPathType);
  5279. function set_patrol_extrapolate_callback();
  5280. function set_patrol_extrapolate_callback(const function<boolean>&);
  5281. function set_patrol_extrapolate_callback(const function<boolean>&, object);
  5282. function set_patrol_path(string, enum PatrolPathManager::EPatrolStartType, enum PatrolPathManager::EPatrolRouteType, boolean);
  5283. function set_previous_point(number);
  5284. function set_queue_size(number);
  5285. function set_range(number);
  5286. function set_relation(enum ALife::ERelationType, game_object*);
  5287. function set_sight(enum SightManager::ESightType, boolean, boolean);
  5288. function set_sight(enum SightManager::ESightType, const vector&, boolean);
  5289. function set_sight(enum SightManager::ESightType, const vector*);
  5290. function set_sight(enum SightManager::ESightType, const vector*, number);
  5291. function set_sight(game_object*);
  5292. function set_sight(game_object*, boolean);
  5293. function set_sight(game_object*, boolean, boolean);
  5294. function set_sight(game_object*, boolean, boolean, boolean);
  5295. function set_sound_mask(number);
  5296. function set_sound_threshold(number);
  5297. function set_start_dialog(string);
  5298. function set_start_point(number);
  5299. function set_task_state(enum ETaskState, string, number);
  5300. function set_tip_text(string);
  5301. function set_tip_text_default();
  5302. function set_trader_global_anim(string);
  5303. function set_trader_head_anim(string);
  5304. function set_trader_sound(string, string);
  5305. function show_condition(ini_file*, string);
  5306. function sight_params();
  5307. function skip_transfer_enemy(boolean);
  5308. function sound_prefix() const;
  5309. function sound_prefix(string);
  5310. function sound_voice_prefix() const;
  5311. function spawn_ini() const;
  5312. function squad() const;
  5313. function stop_talk();
  5314. function story_id() const;
  5315. function switch_to_talk();
  5316. function switch_to_trade();
  5317. function target_body_state() const;
  5318. function target_mental_state() const;
  5319. function target_movement_type() const;
  5320. function team() const;
  5321. function transfer_item(game_object*, game_object*);
  5322. function transfer_money(number, game_object*);
  5323. function unload_magazine();
  5324. function vertex_in_direction(number, vector, number) const;
  5325. function visibility_threshold() const;
  5326. function vision_enabled() const;
  5327. function weapon_strapped() const;
  5328. function weapon_unstrapped() const;
  5329. function who_hit_name();
  5330. function who_hit_section_name();
  5331. function wounded() const;
  5332. function wounded(boolean);
  5333. };
  5334.  
  5335. C++ class hit {
  5336. const burn = 0;
  5337. const chemical_burn = 6;
  5338. const dummy = 10;
  5339. const explosion = 7;
  5340. const fire_wound = 8;
  5341. const radiation = 4;
  5342. const shock = 1;
  5343. const strike = 2;
  5344. const telepatic = 5;
  5345. const wound = 3;
  5346.  
  5347. property direction;
  5348. property draftsman;
  5349. property impulse;
  5350. property power;
  5351. property type;
  5352.  
  5353. hit ();
  5354. hit (const hit*);
  5355.  
  5356. function bone(string);
  5357. };
  5358.  
  5359. C++ class ini_file {
  5360. ini_file (string);
  5361.  
  5362. function line_count(string);
  5363. function r_bool(string, string);
  5364. function section_exist(string);
  5365. function r_float(string, string);
  5366. function r_clsid(string, string);
  5367. function r_s32(string, string);
  5368. function r_line(ini_file*, string, number, string&, string&);
  5369. function r_token(string, string, const token_list&);
  5370. function r_vector(string, string);
  5371. function r_u32(string, string);
  5372. function r_string_wq(string, string);
  5373. function r_string(string, string);
  5374. function line_exist(string, string);
  5375. };
  5376.  
  5377. C++ class act {
  5378. const attack = 2;
  5379. const eat = 1;
  5380. const panic = 3;
  5381. const rest = 0;
  5382.  
  5383. act ();
  5384. act (enum MonsterSpace::EScriptMonsterGlobalAction);
  5385. act (enum MonsterSpace::EScriptMonsterGlobalAction, game_object*);
  5386.  
  5387. };
  5388.  
  5389. C++ class MonsterHitInfo {
  5390. property direction;
  5391. property time;
  5392. property who;
  5393.  
  5394. };
  5395.  
  5396. C++ class move {
  5397. const back = 4;
  5398. const criteria = 2;
  5399. const crouch = 0;
  5400. const curve = 0;
  5401. const curve_criteria = 2;
  5402. const default = 0;
  5403. const dodge = 1;
  5404. const down = 64;
  5405. const drag = 3;
  5406. const force = 1;
  5407. const fwd = 2;
  5408. const handbrake = 128;
  5409. const jump = 4;
  5410. const left = 8;
  5411. const line = 0;
  5412. const none = 1;
  5413. const off = 512;
  5414. const on = 256;
  5415. const right = 16;
  5416. const run = 1;
  5417. const run_fwd = 2;
  5418. const stand = 2;
  5419. const standing = 1;
  5420. const steal = 5;
  5421. const up = 32;
  5422. const walk = 0;
  5423. const walk_bkwd = 1;
  5424. const walk_fwd = 0;
  5425.  
  5426. move ();
  5427. move (enum CScriptMovementAction::EInputKeys);
  5428. move (enum CScriptMovementAction::EInputKeys, number);
  5429. move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, game_object*);
  5430. move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, game_object*, number);
  5431. move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, const patrol&);
  5432. move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, const patrol&, number);
  5433. move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, const vector&);
  5434. move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, const vector&, number);
  5435. move (const vector&, number);
  5436. move (enum MonsterSpace::EScriptMonsterMoveAction, vector&);
  5437. move (enum MonsterSpace::EScriptMonsterMoveAction, patrol&);
  5438. move (enum MonsterSpace::EScriptMonsterMoveAction, game_object*);
  5439. move (enum MonsterSpace::EScriptMonsterMoveAction, vector&, number);
  5440. move (enum MonsterSpace::EScriptMonsterMoveAction, number, vector&);
  5441. move (enum MonsterSpace::EScriptMonsterMoveAction, number, vector&, number);
  5442. move (enum MonsterSpace::EScriptMonsterMoveAction, patrol&, number);
  5443. move (enum MonsterSpace::EScriptMonsterMoveAction, game_object*, number);
  5444. move (enum MonsterSpace::EScriptMonsterMoveAction, vector&, number, enum MonsterSpace::EScriptMonsterSpeedParam);
  5445. move (enum MonsterSpace::EScriptMonsterMoveAction, patrol&, number, enum MonsterSpace::EScriptMonsterSpeedParam);
  5446. move (enum MonsterSpace::EScriptMonsterMoveAction, game_object*, number, enum MonsterSpace::EScriptMonsterSpeedParam);
  5447.  
  5448. function completed();
  5449. function path(enum DetailPathManager::EDetailPathType);
  5450. function move(enum MonsterSpace::EMovementType);
  5451. function position(const vector&);
  5452. function input(enum CScriptMovementAction::EInputKeys);
  5453. function patrol(const class CPatrolPath*, class shared_str);
  5454. function object(game_object*);
  5455. function body(enum MonsterSpace::EBodyState);
  5456. };
  5457.  
  5458. C++ class object {
  5459. const activate = 15;
  5460. const aim1 = 4;
  5461. const aim2 = 5;
  5462. const deactivate = 16;
  5463. const drop = 10;
  5464. const dummy = -1;
  5465. const fire1 = 6;
  5466. const fire2 = 7;
  5467. const hide = 21;
  5468. const idle = 8;
  5469. const reload = 2;
  5470. const reload1 = 2;
  5471. const reload2 = 3;
  5472. const show = 20;
  5473. const strap = 9;
  5474. const switch1 = 0;
  5475. const switch2 = 1;
  5476. const take = 22;
  5477. const turn_off = 19;
  5478. const turn_on = 18;
  5479. const use = 17;
  5480.  
  5481. object ();
  5482. object (game_object*, enum MonsterSpace::EObjectAction);
  5483. object (game_object*, enum MonsterSpace::EObjectAction, number);
  5484. object (enum MonsterSpace::EObjectAction);
  5485. object (string, enum MonsterSpace::EObjectAction);
  5486.  
  5487. function completed();
  5488. function object(string);
  5489. function object(game_object*);
  5490. function action(enum MonsterSpace::EObjectAction);
  5491. };
  5492.  
  5493. C++ class particle {
  5494. particle ();
  5495. particle (string, string);
  5496. particle (string, string, const particle_params&);
  5497. particle (string, string, const particle_params&, boolean);
  5498. particle (string, const particle_params&);
  5499. particle (string, const particle_params&, boolean);
  5500.  
  5501. function set_velocity(const vector&);
  5502. function set_position(const vector&);
  5503. function set_bone(string);
  5504. function set_angles(const vector&);
  5505. function completed();
  5506. function set_particle(string, boolean);
  5507. };
  5508.  
  5509. C++ class particles_object {
  5510. particles_object (string);
  5511.  
  5512. function pause_path(boolean);
  5513. function play_at_pos(const vector&);
  5514. function move_to(const vector&, const vector&);
  5515. function looped() const;
  5516. function load_path(string);
  5517. function start_path(boolean);
  5518. function stop();
  5519. function stop_path();
  5520. function stop_deffered();
  5521. function play();
  5522. function playing() const;
  5523. };
  5524.  
  5525. C++ class rtoken_list {
  5526. rtoken_list ();
  5527.  
  5528. function clear();
  5529. function remove(number);
  5530. function count();
  5531. function get(number);
  5532. function add(string);
  5533. };
  5534.  
  5535. C++ class sound_object {
  5536. const looped = 1;
  5537. const s2d = 2;
  5538. const s3d = 0;
  5539.  
  5540. property frequency;
  5541. property max_distance;
  5542. property min_distance;
  5543. property volume;
  5544.  
  5545. sound_object (string);
  5546. sound_object (string, enum ESoundTypes);
  5547.  
  5548. function set_position(const vector&);
  5549. function stop_deffered();
  5550. function get_position() const;
  5551. function play_no_feedback(game_object*, number, number, vector, number);
  5552. function play_at_pos(game_object*, const vector&);
  5553. function play_at_pos(game_object*, const vector&, number);
  5554. function play_at_pos(game_object*, const vector&, number, number);
  5555. function stop();
  5556. function length();
  5557. function play(game_object*);
  5558. function play(game_object*, number);
  5559. function play(game_object*, number, number);
  5560. function playing() const;
  5561. };
  5562.  
  5563. C++ class sound {
  5564. const attack = 3;
  5565. const attack_hit = 4;
  5566. const die = 7;
  5567. const eat = 2;
  5568. const idle = 1;
  5569. const panic = 11;
  5570. const steal = 10;
  5571. const take_damage = 5;
  5572. const threaten = 9;
  5573.  
  5574. sound ();
  5575. sound (string, string);
  5576. sound (string, string, const vector&);
  5577. sound (string, string, const vector&, const vector&);
  5578. sound (string, string, const vector&, const vector&, boolean);
  5579. sound (string, const vector&);
  5580. sound (string, const vector&, const vector&);
  5581. sound (string, const vector&, const vector&, boolean);
  5582. sound (sound_object&, string, const vector&);
  5583. sound (sound_object&, string, const vector&, const vector&);
  5584. sound (sound_object&, string, const vector&, const vector&, boolean);
  5585. sound (sound_object&, const vector&);
  5586. sound (sound_object&, const vector&, const vector&);
  5587. sound (sound_object&, const vector&, const vector&, boolean);
  5588. sound (enum MonsterSound::EType);
  5589. sound (enum MonsterSound::EType, number);
  5590. sound (string, string, enum MonsterSpace::EMonsterHeadAnimType);
  5591.  
  5592. function set_sound(string);
  5593. function set_sound(const sound_object&);
  5594. function set_position(const vector&);
  5595. function set_bone(string);
  5596. function set_angles(const vector&);
  5597. function set_sound_type(enum ESoundTypes);
  5598. function completed();
  5599. };
  5600.  
  5601. C++ class SoundInfo {
  5602. property danger;
  5603. property position;
  5604. property power;
  5605. property time;
  5606. property who;
  5607.  
  5608. };
  5609.  
  5610. C++ class token_list {
  5611. token_list ();
  5612.  
  5613. function clear();
  5614. function remove(string);
  5615. function name(number);
  5616. function id(string);
  5617. function add(string, number);
  5618. };
  5619.  
  5620. C++ class look {
  5621. const cur_dir = 0;
  5622. const danger = 5;
  5623. const direction = 2;
  5624. const fire_point = 10;
  5625. const path_dir = 1;
  5626. const point = 3;
  5627. const search = 6;
  5628.  
  5629. look ();
  5630. look (enum SightManager::ESightType);
  5631. look (enum SightManager::ESightType, vector&);
  5632. look (enum SightManager::ESightType, game_object*);
  5633. look (enum SightManager::ESightType, game_object*, string);
  5634. look (const vector&, number, number);
  5635. look (game_object*, number, number);
  5636.  
  5637. function completed();
  5638. function type(enum SightManager::ESightType);
  5639. function object(game_object*);
  5640. function bone(string);
  5641. function direct(const vector&);
  5642. };
  5643.  
  5644. C++ class CScriptXmlInit {
  5645. CScriptXmlInit ();
  5646.  
  5647. function InitSpinText(string, CUIWindow*);
  5648. function InitTab(string, CUIWindow*);
  5649. function InitStatic(string, CUIWindow*);
  5650. function InitList(string, CUIWindow*);
  5651. function InitTrackBar(string, CUIWindow*);
  5652. function InitSpinFlt(string, CUIWindow*);
  5653. function ParseShTexInfo(string);
  5654. function InitLabel(string, CUIWindow*);
  5655. function InitSpinNum(string, CUIWindow*);
  5656. function InitMapList(string, CUIWindow*);
  5657. function ParseFile(string);
  5658. function InitCDkey(string, CUIWindow*);
  5659. function InitKeyBinding(string, CUIWindow*);
  5660. function InitMMShniaga(string, CUIWindow*);
  5661. function InitWindow(string, number, CUIWindow*);
  5662. function InitEditBox(string, CUIWindow*);
  5663. function InitCheck(string, CUIWindow*);
  5664. function InitAutoStaticGroup(string, CUIWindow*);
  5665. function InitScrollView(string, CUIWindow*);
  5666. function InitMapInfo(string, CUIWindow*);
  5667. function InitServerList(string, CUIWindow*);
  5668. function Init3tButton(string, CUIWindow*);
  5669. function InitAnimStatic(string, CUIWindow*);
  5670. function InitFrameLine(string, CUIWindow*);
  5671. function InitComboBox(string, CUIWindow*);
  5672. function InitButton(string, CUIWindow*);
  5673. function InitFrame(string, CUIWindow*);
  5674. };
  5675.  
  5676. C++ class ce_script_zone : DLL_Pure {
  5677. ce_script_zone ();
  5678.  
  5679. function _construct();
  5680. };
  5681.  
  5682. C++ class CServerList : CUIWindow {
  5683. CServerList ();
  5684.  
  5685. function SetPlayerName(string);
  5686. function GetFont();
  5687. function SetWindowName(string);
  5688. function Enable(boolean);
  5689. function SetHeight(number);
  5690. function SetFilters(SServerFilters&);
  5691. function RefreshList(boolean);
  5692. function SetSortFunc(string, boolean);
  5693. function SetAutoDelete(boolean);
  5694. function NetRadioChanged(boolean);
  5695. function ShowServerInfo();
  5696. function RefreshQuick();
  5697. function AttachChild(CUIWindow*);
  5698. function GetWidth() const;
  5699. function SetWndPos(number, number);
  5700. function Init(number, number, number, number);
  5701. function Init(Frect*);
  5702. function ConnectToSelected();
  5703. function DetachChild(CUIWindow*);
  5704. function SetPPMode();
  5705. function WindowName();
  5706. function IsShown();
  5707. function SetWndSize(number, number);
  5708. function SetWndRect(Frect);
  5709. function SetWndRect(number, number, number, number);
  5710. function GetHeight() const;
  5711. function SetWidth(number);
  5712. function Show(boolean);
  5713. function IsEnabled();
  5714. function ResetPPMode();
  5715. function SetFont(CGameFont*);
  5716. function IsAutoDelete();
  5717. };
  5718.  
  5719. C++ class ce_smart_zone : DLL_Pure {
  5720. ce_smart_zone ();
  5721.  
  5722. function _construct();
  5723. };
  5724.  
  5725. C++ class CSnork : CGameObject {
  5726. CSnork ();
  5727.  
  5728. function Visual();
  5729. function _construct();
  5730. function getEnabled() const;
  5731. function net_Import(net_packet&);
  5732. function net_Export(net_packet&);
  5733. function getVisible() const;
  5734. function net_Spawn(cse_abstract*);
  5735. function use(CGameObject*);
  5736. };
  5737.  
  5738. C++ class sound_params {
  5739. property frequency;
  5740. property max_distance;
  5741. property min_distance;
  5742. property position;
  5743. property volume;
  5744.  
  5745. };
  5746.  
  5747. C++ class CSpaceRestrictor : CGameObject {
  5748. CSpaceRestrictor ();
  5749.  
  5750. function Visual();
  5751. function _construct();
  5752. function getEnabled() const;
  5753. function net_Import(net_packet&);
  5754. function net_Export(net_packet&);
  5755. function getVisible() const;
  5756. function net_Spawn(cse_abstract*);
  5757. function use(CGameObject*);
  5758. };
  5759.  
  5760. C++ class CStalkerOutfit : CGameObject {
  5761. CStalkerOutfit ();
  5762.  
  5763. function Visual();
  5764. function _construct();
  5765. function getEnabled() const;
  5766. function net_Import(net_packet&);
  5767. function net_Export(net_packet&);
  5768. function getVisible() const;
  5769. function net_Spawn(cse_abstract*);
  5770. function use(CGameObject*);
  5771. };
  5772.  
  5773. C++ class stalker_ids {
  5774. const action_accomplish_task = 7;
  5775. const action_aim_enemy = 16;
  5776. const action_alife_planner = 57;
  5777. const action_anomaly_planner = 59;
  5778. const action_combat_planner = 58;
  5779. const action_communicate_with_customer = 9;
  5780. const action_critically_wounded = 36;
  5781. const action_danger_by_sound_planner = 42;
  5782. const action_danger_grenade_look_around = 54;
  5783. const action_danger_grenade_planner = 41;
  5784. const action_danger_grenade_search = 55;
  5785. const action_danger_grenade_take_cover = 51;
  5786. const action_danger_grenade_take_cover_after_explosion = 53;
  5787. const action_danger_grenade_wait_for_explosion = 52;
  5788. const action_danger_in_direction_detour = 49;
  5789. const action_danger_in_direction_hold_position = 48;
  5790. const action_danger_in_direction_look_out = 47;
  5791. const action_danger_in_direction_planner = 40;
  5792. const action_danger_in_direction_search = 50;
  5793. const action_danger_in_direction_take_cover = 46;
  5794. const action_danger_planner = 60;
  5795. const action_danger_unknown_look_around = 44;
  5796. const action_danger_unknown_planner = 39;
  5797. const action_danger_unknown_search = 45;
  5798. const action_danger_unknown_take_cover = 43;
  5799. const action_dead = 0;
  5800. const action_death_planner = 56;
  5801. const action_detour_enemy = 25;
  5802. const action_dying = 1;
  5803. const action_find_ammo = 15;
  5804. const action_find_item_to_kill = 13;
  5805. const action_gather_items = 2;
  5806. const action_get_distance = 24;
  5807. const action_get_item_to_kill = 12;
  5808. const action_get_ready_to_kill = 17;
  5809. const action_hold_position = 23;
  5810. const action_kill_enemy = 19;
  5811. const action_kill_enemy_if_not_visible = 29;
  5812. const action_kill_if_enemy_critically_wounded = 37;
  5813. const action_kill_if_player_on_the_path = 35;
  5814. const action_kill_wounded_enemy = 33;
  5815. const action_look_out = 22;
  5816. const action_make_item_killing = 14;
  5817. const action_no_alife = 3;
  5818. const action_post_combat_wait = 34;
  5819. const action_prepare_wounded_enemy = 32;
  5820. const action_reach_customer_location = 8;
  5821. const action_reach_task_location = 6;
  5822. const action_reach_wounded_enemy = 30;
  5823. const action_retreat_from_enemy = 20;
  5824. const action_script = 61;
  5825. const action_search_enemy = 26;
  5826. const action_smart_terrain_task = 4;
  5827. const action_solve_zone_puzzle = 5;
  5828. const action_sudden_attack = 28;
  5829. const action_take_cover = 21;
  5830. const detect_anomaly = 11;
  5831. const get_out_of_anomaly = 10;
  5832. const property_alife = 3;
  5833. const property_alive = 0;
  5834. const property_already_dead = 2;
  5835. const property_anomaly = 42;
  5836. const property_cover_actual = 38;
  5837. const property_cover_reached = 39;
  5838. const property_critically_wounded = 29;
  5839. const property_danger = 8;
  5840. const property_danger_by_sound = 37;
  5841. const property_danger_grenade = 36;
  5842. const property_danger_in_direction = 35;
  5843. const property_danger_unknown = 34;
  5844. const property_dead = 1;
  5845. const property_enemy = 7;
  5846. const property_enemy_critically_wounded = 30;
  5847. const property_enemy_detoured = 21;
  5848. const property_found_ammo = 12;
  5849. const property_found_item_to_kill = 10;
  5850. const property_grenade_exploded = 41;
  5851. const property_in_cover = 18;
  5852. const property_inside_anomaly = 43;
  5853. const property_item_can_kill = 11;
  5854. const property_item_to_kill = 9;
  5855. const property_items = 6;
  5856. const property_looked_around = 40;
  5857. const property_looked_out = 19;
  5858. const property_panic = 17;
  5859. const property_position_holded = 20;
  5860. const property_pure_enemy = 23;
  5861. const property_puzzle_solved = 4;
  5862. const property_ready_to_detour = 14;
  5863. const property_ready_to_kill = 13;
  5864. const property_script = 44;
  5865. const property_see_enemy = 15;
  5866. const property_smart_terrain_task = 5;
  5867. const property_use_crouch_to_look_out = 24;
  5868. const property_use_suddenness = 22;
  5869. const sound_alarm = 4;
  5870. const sound_attack_allies_several_enemies = 7;
  5871. const sound_attack_allies_single_enemy = 6;
  5872. const sound_attack_no_allies = 5;
  5873. const sound_backup = 8;
  5874. const sound_detour = 9;
  5875. const sound_die = 0;
  5876. const sound_die_in_anomaly = 1;
  5877. const sound_enemy_critically_wounded = 21;
  5878. const sound_enemy_killed_or_wounded = -805302272;
  5879. const sound_friendly_grenade_alarm = 17;
  5880. const sound_grenade_alarm = 16;
  5881. const sound_humming = 3;
  5882. const sound_injuring = 2;
  5883. const sound_injuring_by_friend = 12;
  5884. const sound_kill_wounded = 20;
  5885. const sound_need_backup = 18;
  5886. const sound_panic_human = 13;
  5887. const sound_panic_monster = 14;
  5888. const sound_running_in_danger = 19;
  5889. const sound_script = 23;
  5890. const sound_search1_no_allies = 11;
  5891. const sound_search1_with_allies = 10;
  5892. const sound_tolls = 15;
  5893.  
  5894. };
  5895.  
  5896. C++ class CThornArtefact : CGameObject {
  5897. CThornArtefact ();
  5898.  
  5899. function Visual();
  5900. function _construct();
  5901. function getEnabled() const;
  5902. function net_Import(net_packet&);
  5903. function net_Export(net_packet&);
  5904. function getVisible() const;
  5905. function net_Spawn(cse_abstract*);
  5906. function use(CGameObject*);
  5907. };
  5908.  
  5909. C++ class CTorch : CGameObject {
  5910. CTorch ();
  5911.  
  5912. function Visual();
  5913. function _construct();
  5914. function getEnabled() const;
  5915. function net_Import(net_packet&);
  5916. function net_Export(net_packet&);
  5917. function getVisible() const;
  5918. function net_Spawn(cse_abstract*);
  5919. function use(CGameObject*);
  5920. };
  5921.  
  5922. C++ class CTushkano : CGameObject {
  5923. CTushkano ();
  5924.  
  5925. function Visual();
  5926. function _construct();
  5927. function getEnabled() const;
  5928. function net_Import(net_packet&);
  5929. function net_Export(net_packet&);
  5930. function getVisible() const;
  5931. function net_Spawn(cse_abstract*);
  5932. function use(CGameObject*);
  5933. };
  5934.  
  5935. C++ class CUI3tButton : CUIButton {
  5936. CUI3tButton ();
  5937.  
  5938. function SetHighlightColor(number);
  5939. function SetWindowName(string);
  5940. function Enable(boolean);
  5941. function SetHeight(number);
  5942. function GetText();
  5943. function GetColor() const;
  5944. function GetWidth() const;
  5945. function SetTextX(number);
  5946. function DetachChild(CUIWindow*);
  5947. function SetPPMode();
  5948. function SetFont(CGameFont*);
  5949. function IsShown();
  5950. function Show(boolean);
  5951. function GetHeight() const;
  5952. function SetWidth(number);
  5953. function GetTextX();
  5954. function IsEnabled();
  5955. function ResetPPMode();
  5956. function GetHeading();
  5957. function EnableTextHighlighting(boolean);
  5958. function SetStretchTexture(boolean);
  5959. function SetColor(number);
  5960. function ClipperOn();
  5961. function GetFont();
  5962. function SetAutoDelete(boolean);
  5963. function GetClipperState();
  5964. function SetTextColor(number, number, number, number);
  5965. function SetHeading(number);
  5966. function AttachChild(CUIWindow*);
  5967. function GetTextY();
  5968. function SetWndPos(number, number);
  5969. function SetOriginalRect(number, number, number, number);
  5970. function GetTextAlign();
  5971. function Init(number, number, number, number);
  5972. function Init(Frect*);
  5973. function Init(string, number, number, number, number);
  5974. function SetTextureOffset(number, number);
  5975. function WindowName();
  5976. function ClipperOff();
  5977. function SetTextY(number);
  5978. function SetWndRect(Frect);
  5979. function SetWndRect(number, number, number, number);
  5980. function SetText(string);
  5981. function SetTextST(string);
  5982. function InitTexture(string);
  5983. function GetStretchTexture();
  5984. function SetWndSize(number, number);
  5985. function SetTextAlign(number);
  5986. function IsAutoDelete();
  5987. };
  5988.  
  5989. C++ class CUIButton : CUIStatic {
  5990. CUIButton ();
  5991.  
  5992. function SetHighlightColor(number);
  5993. function GetTextY();
  5994. function Enable(boolean);
  5995. function SetHeight(number);
  5996. function GetText();
  5997. function GetColor() const;
  5998. function GetWidth() const;
  5999. function GetClipperState();
  6000. function DetachChild(CUIWindow*);
  6001. function SetPPMode();
  6002. function SetFont(CGameFont*);
  6003. function IsShown();
  6004. function Show(boolean);
  6005. function GetHeight() const;
  6006. function SetWidth(number);
  6007. function GetTextX();
  6008. function IsEnabled();
  6009. function ResetPPMode();
  6010. function GetHeading();
  6011. function GetFont();
  6012. function SetStretchTexture(boolean);
  6013. function EnableTextHighlighting(boolean);
  6014. function ClipperOn();
  6015. function IsAutoDelete();
  6016. function SetAutoDelete(boolean);
  6017. function SetTextX(number);
  6018. function SetTextColor(number, number, number, number);
  6019. function SetWndPos(number, number);
  6020. function AttachChild(CUIWindow*);
  6021. function SetWindowName(string);
  6022. function GetStretchTexture();
  6023. function Init(number, number, number, number);
  6024. function Init(Frect*);
  6025. function Init(string, number, number, number, number);
  6026. function GetTextAlign();
  6027. function SetTextST(string);
  6028. function SetText(string);
  6029. function WindowName();
  6030. function ClipperOff();
  6031. function SetTextY(number);
  6032. function SetWndRect(Frect);
  6033. function SetWndRect(number, number, number, number);
  6034. function SetTextureOffset(number, number);
  6035. function SetOriginalRect(number, number, number, number);
  6036. function InitTexture(string);
  6037. function SetHeading(number);
  6038. function SetWndSize(number, number);
  6039. function SetTextAlign(number);
  6040. function SetColor(number);
  6041. };
  6042.  
  6043. C++ class CUICaption {
  6044. function addCustomMessage(const class shared_str&, number, number, number, CGameFont*, enum CGameFont::EAligment, number, string);
  6045. function setCaption(const class shared_str&, string, number, boolean);
  6046. };
  6047.  
  6048. C++ class CUICheckButton : CUI3tButton {
  6049. CUICheckButton ();
  6050.  
  6051. function SetHighlightColor(number);
  6052. function GetTextY();
  6053. function Enable(boolean);
  6054. function SetHeight(number);
  6055. function GetText();
  6056. function GetColor() const;
  6057. function GetWidth() const;
  6058. function GetClipperState();
  6059. function GetCheck();
  6060. function DetachChild(CUIWindow*);
  6061. function SetPPMode();
  6062. function SetFont(CGameFont*);
  6063. function IsShown();
  6064. function Show(boolean);
  6065. function GetHeight() const;
  6066. function SetWidth(number);
  6067. function GetTextX();
  6068. function IsEnabled();
  6069. function ResetPPMode();
  6070. function SetDependControl(CUIWindow*);
  6071. function GetHeading();
  6072. function EnableTextHighlighting(boolean);
  6073. function SetStretchTexture(boolean);
  6074. function GetStretchTexture();
  6075. function IsAutoDelete();
  6076. function ClipperOn();
  6077. function GetFont();
  6078. function SetAutoDelete(boolean);
  6079. function SetTextX(number);
  6080. function SetTextColor(number, number, number, number);
  6081. function SetCheck(boolean);
  6082. function AttachChild(CUIWindow*);
  6083. function SetWindowName(string);
  6084. function SetWndPos(number, number);
  6085. function SetTextST(string);
  6086. function GetTextAlign();
  6087. function Init(number, number, number, number);
  6088. function Init(Frect*);
  6089. function Init(string, number, number, number, number);
  6090. function SetText(string);
  6091. function WindowName();
  6092. function ClipperOff();
  6093. function SetTextY(number);
  6094. function SetWndRect(Frect);
  6095. function SetWndRect(number, number, number, number);
  6096. function SetTextureOffset(number, number);
  6097. function SetOriginalRect(number, number, number, number);
  6098. function InitTexture(string);
  6099. function SetHeading(number);
  6100. function SetWndSize(number, number);
  6101. function SetTextAlign(number);
  6102. function SetColor(number);
  6103. };
  6104.  
  6105. C++ class CUIComboBox : CUIWindow {
  6106. CUIComboBox ();
  6107.  
  6108. function GetFont();
  6109. function SetWindowName(string);
  6110. function Enable(boolean);
  6111. function SetHeight(number);
  6112. function SetAutoDelete(boolean);
  6113. function SetListLength(number);
  6114. function SetFont(CGameFont*);
  6115. function CurrentID();
  6116. function AttachChild(CUIWindow*);
  6117. function GetWidth() const;
  6118. function SetWndPos(number, number);
  6119. function Init(number, number, number, number);
  6120. function Init(Frect*);
  6121. function Init(number, number, number);
  6122. function SetVertScroll(boolean);
  6123. function DetachChild(CUIWindow*);
  6124. function SetPPMode();
  6125. function WindowName();
  6126. function IsShown();
  6127. function SetWndSize(number, number);
  6128. function SetWndRect(Frect);
  6129. function SetWndRect(number, number, number, number);
  6130. function GetHeight() const;
  6131. function SetWidth(number);
  6132. function Show(boolean);
  6133. function IsEnabled();
  6134. function ResetPPMode();
  6135. function SetCurrentID(number);
  6136. function IsAutoDelete();
  6137. };
  6138.  
  6139. C++ class CUICustomEdit : CUIWindow {
  6140. function GetFont();
  6141. function SetNumbersOnly(boolean);
  6142. function SetWindowName(string);
  6143. function Enable(boolean);
  6144. function SetHeight(number);
  6145. function SetTextPosX(number);
  6146. function Init(number, number, number, number);
  6147. function Init(Frect*);
  6148. function GetTextAlignment();
  6149. function GetText();
  6150. function SetAutoDelete(boolean);
  6151. function SetTextAlignment(enum CGameFont::EAligment);
  6152. function SetTextColor(number);
  6153. function GetTextColor();
  6154. function AttachChild(CUIWindow*);
  6155. function SetText(string);
  6156. function SetWndPos(number, number);
  6157. function SetTextPosY(number);
  6158. function GetWidth() const;
  6159. function DetachChild(CUIWindow*);
  6160. function SetPPMode();
  6161. function WindowName();
  6162. function IsShown();
  6163. function SetWndSize(number, number);
  6164. function SetWndRect(Frect);
  6165. function SetWndRect(number, number, number, number);
  6166. function GetHeight() const;
  6167. function SetWidth(number);
  6168. function Show(boolean);
  6169. function IsEnabled();
  6170. function ResetPPMode();
  6171. function SetFont(CGameFont*);
  6172. function IsAutoDelete();
  6173. };
  6174.  
  6175. C++ class CUICustomSpin : CUIWindow {
  6176. function GetFont();
  6177. function SetWindowName(string);
  6178. function Enable(boolean);
  6179. function SetHeight(number);
  6180. function GetText();
  6181. function SetAutoDelete(boolean);
  6182. function AttachChild(CUIWindow*);
  6183. function SetWndPos(number, number);
  6184. function Init(number, number, number, number);
  6185. function Init(Frect*);
  6186. function GetWidth() const;
  6187. function DetachChild(CUIWindow*);
  6188. function SetPPMode();
  6189. function WindowName();
  6190. function IsShown();
  6191. function SetWndSize(number, number);
  6192. function SetWndRect(Frect);
  6193. function SetWndRect(number, number, number, number);
  6194. function GetHeight() const;
  6195. function SetWidth(number);
  6196. function Show(boolean);
  6197. function IsEnabled();
  6198. function ResetPPMode();
  6199. function SetFont(CGameFont*);
  6200. function IsAutoDelete();
  6201. };
  6202.  
  6203. C++ class CUIDialogWnd : CUIWindow {
  6204. function GetFont();
  6205. function SetWindowName(string);
  6206. function Enable(boolean);
  6207. function SetHeight(number);
  6208. function SetAutoDelete(boolean);
  6209. function SetHolder(CDialogHolder*);
  6210. function AttachChild(CUIWindow*);
  6211. function SetWndSize(number, number);
  6212. function SetWndPos(number, number);
  6213. function Init(number, number, number, number);
  6214. function Init(Frect*);
  6215. function GetWidth() const;
  6216. function DetachChild(CUIWindow*);
  6217. function SetPPMode();
  6218. function WindowName();
  6219. function IsShown();
  6220. function GetHolder();
  6221. function SetWndRect(Frect);
  6222. function SetWndRect(number, number, number, number);
  6223. function GetHeight() const;
  6224. function SetWidth(number);
  6225. function Show(boolean);
  6226. function IsEnabled();
  6227. function ResetPPMode();
  6228. function SetFont(CGameFont*);
  6229. function IsAutoDelete();
  6230. };
  6231.  
  6232. C++ class CUIScriptWnd : CUIDialogWnd,DLL_Pure {
  6233. CUIScriptWnd ();
  6234.  
  6235. function _construct();
  6236. function Register(CUIWindow*);
  6237. function Register(CUIWindow*, string);
  6238. function Enable(boolean);
  6239. function SetHeight(number);
  6240. function GetFrameLineWnd(string);
  6241. function SetHolder(CDialogHolder*);
  6242. function GetWidth() const;
  6243. function GetCheckButton(string);
  6244. function DetachChild(CUIWindow*);
  6245. function SetPPMode();
  6246. function SetFont(CGameFont*);
  6247. function IsShown();
  6248. function Show(boolean);
  6249. function GetHeight() const;
  6250. function SetWidth(number);
  6251. function GetListWndEx(string);
  6252. function IsEnabled();
  6253. function ResetPPMode();
  6254. function GetPropertiesBox(string);
  6255. function GetFont();
  6256. function Update();
  6257. function AddCallback(string, number, const function<void>&);
  6258. function AddCallback(string, number, const function<void>&, object);
  6259. function GetButton(string);
  6260. function SetAutoDelete(boolean);
  6261. function OnKeyboard(number, enum EUIMessages);
  6262. function Dispatch(number, number);
  6263. function GetListWnd(string);
  6264. function AttachChild(CUIWindow*);
  6265. function GetStatic(string);
  6266. function SetWndPos(number, number);
  6267. function GetTabControl(string);
  6268. function GetRadioButton(string);
  6269. function Init(number, number, number, number);
  6270. function Init(Frect*);
  6271. function GetFrameWindow(string);
  6272. function WindowName();
  6273. function GetDialogWnd(string);
  6274. function GetHolder();
  6275. function SetWndRect(Frect);
  6276. function SetWndRect(number, number, number, number);
  6277. function GetEditBox(string);
  6278. function SetWindowName(string);
  6279. function GetProgressBar(string);
  6280. function GetMessageBox(string);
  6281. function SetWndSize(number, number);
  6282. function Load(string);
  6283. function IsAutoDelete();
  6284. };
  6285.  
  6286. C++ class CUIEditBox : CUICustomEdit {
  6287. CUIEditBox ();
  6288.  
  6289. function GetWidth() const;
  6290. function GetTextAlignment();
  6291. function AttachChild(CUIWindow*);
  6292. function SetWindowName(string);
  6293. function Enable(boolean);
  6294. function SetText(string);
  6295. function SetTextPosX(number);
  6296. function SetFont(CGameFont*);
  6297. function ResetPPMode();
  6298. function GetText();
  6299. function SetAutoDelete(boolean);
  6300. function GetTextColor();
  6301. function SetTextColor(number);
  6302. function Show(boolean);
  6303. function SetNumbersOnly(boolean);
  6304. function DetachChild(CUIWindow*);
  6305. function SetWndPos(number, number);
  6306. function SetTextPosY(number);
  6307. function WindowName();
  6308. function Init(number, number, number, number);
  6309. function Init(Frect*);
  6310. function SetPPMode();
  6311. function SetTextAlignment(enum CGameFont::EAligment);
  6312. function IsShown();
  6313. function GetFont();
  6314. function SetWndRect(Frect);
  6315. function SetWndRect(number, number, number, number);
  6316. function GetHeight() const;
  6317. function SetWidth(number);
  6318. function InitTexture(string);
  6319. function IsEnabled();
  6320. function SetWndSize(number, number);
  6321. function SetHeight(number);
  6322. function IsAutoDelete();
  6323. };
  6324.  
  6325. C++ class CUIEditBoxEx : CUICustomEdit {
  6326. CUIEditBoxEx ();
  6327.  
  6328. function GetWidth() const;
  6329. function GetTextAlignment();
  6330. function AttachChild(CUIWindow*);
  6331. function SetWindowName(string);
  6332. function Enable(boolean);
  6333. function SetText(string);
  6334. function SetTextPosX(number);
  6335. function SetFont(CGameFont*);
  6336. function ResetPPMode();
  6337. function GetText();
  6338. function SetAutoDelete(boolean);
  6339. function GetTextColor();
  6340. function SetTextColor(number);
  6341. function Show(boolean);
  6342. function SetNumbersOnly(boolean);
  6343. function DetachChild(CUIWindow*);
  6344. function SetWndPos(number, number);
  6345. function SetTextPosY(number);
  6346. function WindowName();
  6347. function Init(number, number, number, number);
  6348. function Init(Frect*);
  6349. function SetPPMode();
  6350. function SetTextAlignment(enum CGameFont::EAligment);
  6351. function IsShown();
  6352. function GetFont();
  6353. function SetWndRect(Frect);
  6354. function SetWndRect(number, number, number, number);
  6355. function GetHeight() const;
  6356. function SetWidth(number);
  6357. function InitTexture(string);
  6358. function IsEnabled();
  6359. function SetWndSize(number, number);
  6360. function SetHeight(number);
  6361. function IsAutoDelete();
  6362. };
  6363.  
  6364. C++ class CUIFrameLineWnd : CUIWindow {
  6365. CUIFrameLineWnd ();
  6366.  
  6367. function GetFont();
  6368. function SetWindowName(string);
  6369. function Enable(boolean);
  6370. function SetHeight(number);
  6371. function SetAutoDelete(boolean);
  6372. function SetOrientation(boolean);
  6373. function GetTitleStatic();
  6374. function AttachChild(CUIWindow*);
  6375. function SetColor(number);
  6376. function SetWndPos(number, number);
  6377. function Init(number, number, number, number);
  6378. function Init(Frect*);
  6379. function Init(string, number, number, number, number, boolean);
  6380. function GetWidth() const;
  6381. function DetachChild(CUIWindow*);
  6382. function SetPPMode();
  6383. function WindowName();
  6384. function IsShown();
  6385. function SetWndSize(number, number);
  6386. function SetWndRect(Frect);
  6387. function SetWndRect(number, number, number, number);
  6388. function GetHeight() const;
  6389. function SetWidth(number);
  6390. function Show(boolean);
  6391. function IsEnabled();
  6392. function ResetPPMode();
  6393. function SetFont(CGameFont*);
  6394. function IsAutoDelete();
  6395. };
  6396.  
  6397. C++ class CUIFrameWindow : CUIWindow {
  6398. CUIFrameWindow ();
  6399.  
  6400. function GetFont();
  6401. function SetWindowName(string);
  6402. function Enable(boolean);
  6403. function SetHeight(number);
  6404. function SetAutoDelete(boolean);
  6405. function GetTitleStatic();
  6406. function AttachChild(CUIWindow*);
  6407. function SetColor(number);
  6408. function SetWndPos(number, number);
  6409. function Init(number, number, number, number);
  6410. function Init(Frect*);
  6411. function Init(string, number, number, number, number);
  6412. function GetWidth() const;
  6413. function DetachChild(CUIWindow*);
  6414. function SetPPMode();
  6415. function WindowName();
  6416. function IsShown();
  6417. function SetWndSize(number, number);
  6418. function SetWndRect(Frect);
  6419. function SetWndRect(number, number, number, number);
  6420. function GetHeight() const;
  6421. function SetWidth(number);
  6422. function Show(boolean);
  6423. function IsEnabled();
  6424. function ResetPPMode();
  6425. function SetFont(CGameFont*);
  6426. function IsAutoDelete();
  6427. };
  6428.  
  6429. C++ class CUIGameCustom {
  6430. function AddCustomMessage(string, number, number, number, CGameFont*, number, number);
  6431. function AddCustomMessage(string, number, number, number, CGameFont*, number, number, number);
  6432. function GetCustomStatic(string);
  6433. function RemoveCustomStatic(string);
  6434. function RemoveCustomMessage(string);
  6435. function AddCustomStatic(string, boolean);
  6436. function CustomMessageOut(string, string, number);
  6437. function RemoveDialogToRender(CUIWindow*);
  6438. function AddDialogToRender(CUIWindow*);
  6439. };
  6440.  
  6441. C++ class CUILabel : CUIFrameLineWnd {
  6442. CUILabel ();
  6443.  
  6444. function GetFont();
  6445. function SetWindowName(string);
  6446. function Enable(boolean);
  6447. function SetHeight(number);
  6448. function GetText();
  6449. function SetAutoDelete(boolean);
  6450. function SetOrientation(boolean);
  6451. function SetText(string);
  6452. function IsAutoDelete();
  6453. function AttachChild(CUIWindow*);
  6454. function SetFont(CGameFont*);
  6455. function SetWndPos(number, number);
  6456. function ResetPPMode();
  6457. function DetachChild(CUIWindow*);
  6458. function Init(number, number, number, number);
  6459. function Init(Frect*);
  6460. function Init(string, number, number, number, number, boolean);
  6461. function SetPPMode();
  6462. function WindowName();
  6463. function IsShown();
  6464. function Show(boolean);
  6465. function GetTitleStatic();
  6466. function GetHeight() const;
  6467. function SetWidth(number);
  6468. function SetWndRect(Frect);
  6469. function SetWndRect(number, number, number, number);
  6470. function IsEnabled();
  6471. function SetWndSize(number, number);
  6472. function GetWidth() const;
  6473. function SetColor(number);
  6474. };
  6475.  
  6476. C++ class CUIListItem : CUIButton {
  6477. CUIListItem ();
  6478.  
  6479. function SetHighlightColor(number);
  6480. function SetWindowName(string);
  6481. function Enable(boolean);
  6482. function SetHeight(number);
  6483. function GetText();
  6484. function GetColor() const;
  6485. function GetWidth() const;
  6486. function SetTextX(number);
  6487. function DetachChild(CUIWindow*);
  6488. function SetPPMode();
  6489. function SetFont(CGameFont*);
  6490. function IsShown();
  6491. function Show(boolean);
  6492. function GetHeight() const;
  6493. function SetWidth(number);
  6494. function GetTextX();
  6495. function IsEnabled();
  6496. function ResetPPMode();
  6497. function GetHeading();
  6498. function EnableTextHighlighting(boolean);
  6499. function SetStretchTexture(boolean);
  6500. function SetColor(number);
  6501. function ClipperOn();
  6502. function GetFont();
  6503. function SetAutoDelete(boolean);
  6504. function GetClipperState();
  6505. function SetTextColor(number, number, number, number);
  6506. function SetHeading(number);
  6507. function AttachChild(CUIWindow*);
  6508. function GetTextY();
  6509. function SetWndPos(number, number);
  6510. function SetOriginalRect(number, number, number, number);
  6511. function GetTextAlign();
  6512. function Init(number, number, number, number);
  6513. function Init(Frect*);
  6514. function Init(string, number, number, number, number);
  6515. function SetTextureOffset(number, number);
  6516. function WindowName();
  6517. function ClipperOff();
  6518. function SetTextY(number);
  6519. function SetWndRect(Frect);
  6520. function SetWndRect(number, number, number, number);
  6521. function SetText(string);
  6522. function SetTextST(string);
  6523. function InitTexture(string);
  6524. function GetStretchTexture();
  6525. function SetWndSize(number, number);
  6526. function SetTextAlign(number);
  6527. function IsAutoDelete();
  6528. };
  6529.  
  6530. C++ class CUIListItemEx : CUIListItem {
  6531. CUIListItemEx ();
  6532.  
  6533. function SetHighlightColor(number);
  6534. function SetSelectionColor(number);
  6535. function GetTextY();
  6536. function Enable(boolean);
  6537. function SetHeight(number);
  6538. function GetText();
  6539. function GetColor() const;
  6540. function GetWidth() const;
  6541. function GetClipperState();
  6542. function DetachChild(CUIWindow*);
  6543. function SetPPMode();
  6544. function SetFont(CGameFont*);
  6545. function IsShown();
  6546. function Show(boolean);
  6547. function GetHeight() const;
  6548. function SetWidth(number);
  6549. function GetTextX();
  6550. function IsEnabled();
  6551. function ResetPPMode();
  6552. function GetHeading();
  6553. function EnableTextHighlighting(boolean);
  6554. function SetStretchTexture(boolean);
  6555. function IsAutoDelete();
  6556. function ClipperOn();
  6557. function GetFont();
  6558. function SetAutoDelete(boolean);
  6559. function SetTextX(number);
  6560. function SetTextColor(number, number, number, number);
  6561. function GetStretchTexture();
  6562. function AttachChild(CUIWindow*);
  6563. function SetWindowName(string);
  6564. function SetWndPos(number, number);
  6565. function SetTextST(string);
  6566. function GetTextAlign();
  6567. function Init(number, number, number, number);
  6568. function Init(Frect*);
  6569. function Init(string, number, number, number, number);
  6570. function SetText(string);
  6571. function WindowName();
  6572. function ClipperOff();
  6573. function SetTextY(number);
  6574. function SetWndRect(Frect);
  6575. function SetWndRect(number, number, number, number);
  6576. function SetTextureOffset(number, number);
  6577. function SetOriginalRect(number, number, number, number);
  6578. function InitTexture(string);
  6579. function SetHeading(number);
  6580. function SetWndSize(number, number);
  6581. function SetTextAlign(number);
  6582. function SetColor(number);
  6583. };
  6584.  
  6585. C++ class CUIListItemPair : CUIListItemEx {
  6586. CUIListItemPair ();
  6587.  
  6588. function SetHighlightColor(number);
  6589. function SetSelectionColor(number);
  6590. function SetWindowName(string);
  6591. function Enable(boolean);
  6592. function SetHeight(number);
  6593. function GetText();
  6594. function GetColor() const;
  6595. function GetWidth() const;
  6596. function SetTextX(number);
  6597. function SetTextFileName(string);
  6598. function DetachChild(CUIWindow*);
  6599. function SetPPMode();
  6600. function SetFont(CGameFont*);
  6601. function IsShown();
  6602. function SetBorder(number);
  6603. function Show(boolean);
  6604. function GetHeight() const;
  6605. function SetWidth(number);
  6606. function GetTextX();
  6607. function IsEnabled();
  6608. function ResetPPMode();
  6609. function GetBorder();
  6610. function SetFontDateTime(CGameFont*);
  6611. function GetHeading();
  6612. function EnableTextHighlighting(boolean);
  6613. function SetFontFileName(CGameFont*);
  6614. function SetOriginalRect(number, number, number, number);
  6615. function SetStretchTexture(boolean);
  6616. function SetTextDateTime(string);
  6617. function GetTextFileName();
  6618. function SetColor(number);
  6619. function ClipperOn();
  6620. function GetFont();
  6621. function SetAutoDelete(boolean);
  6622. function GetClipperState();
  6623. function SetTextColor(number, number, number, number);
  6624. function SetHeading(number);
  6625. function AttachChild(CUIWindow*);
  6626. function GetTextY();
  6627. function GetStretchTexture();
  6628. function GetTextDateTime();
  6629. function GetTextAlign();
  6630. function SetTextST(string);
  6631. function SetTextureOffset(number, number);
  6632. function WindowName();
  6633. function ClipperOff();
  6634. function SetTextY(number);
  6635. function SetWndRect(Frect);
  6636. function SetWndRect(number, number, number, number);
  6637. function SetText(string);
  6638. function Init(number, number, number, number);
  6639. function Init(Frect*);
  6640. function Init(string, number, number, number, number);
  6641. function InitTexture(string);
  6642. function SetWndPos(number, number);
  6643. function SetWndSize(number, number);
  6644. function SetTextAlign(number);
  6645. function IsAutoDelete();
  6646. };
  6647.  
  6648. C++ class CUIListWnd : CUIWindow {
  6649. CUIListWnd ();
  6650.  
  6651. function SetWindowName(string);
  6652. function Enable(boolean);
  6653. function SetHeight(number);
  6654. function ActivateList(boolean);
  6655. function ScrollToBegin();
  6656. function GetVertFlip();
  6657. function GetWidth() const;
  6658. function GetSize();
  6659. function DetachChild(CUIWindow*);
  6660. function SetPPMode();
  6661. function SetFont(CGameFont*);
  6662. function IsShown();
  6663. function Show(boolean);
  6664. function GetHeight() const;
  6665. function SetWidth(number);
  6666. function IsEnabled();
  6667. function ResetPPMode();
  6668. function SetItemHeight(number);
  6669. function GetFont();
  6670. function EnableScrollBar(boolean);
  6671. function GetItemPos(CUIListItem*);
  6672. function ResetFocusCapture();
  6673. function GetSelectedItem();
  6674. function SetAutoDelete(boolean);
  6675. function ShowSelectedItem(boolean);
  6676. function SetTextColor(number);
  6677. function GetFocusedItem();
  6678. function AttachChild(CUIWindow*);
  6679. function SetFocusedItem(number);
  6680. function SetWndPos(number, number);
  6681. function ScrollToEnd();
  6682. function IsListActive();
  6683. function Init(number, number, number, number);
  6684. function Init(Frect*);
  6685. function IsScrollBarEnabled();
  6686. function WindowName();
  6687. function SetVertFlip(boolean);
  6688. function GetLongestSignWidth();
  6689. function SetWndRect(Frect);
  6690. function SetWndRect(number, number, number, number);
  6691. function ScrollToPos(number);
  6692. function RemoveAll();
  6693. function RemoveItem(number);
  6694. function AddItem(CUIListItem*);
  6695. function SetWndSize(number, number);
  6696. function GetItem(number);
  6697. function IsAutoDelete();
  6698. };
  6699.  
  6700. C++ class CUIMMShniaga : CUIWindow {
  6701. function GetFont();
  6702. function SetWindowName(string);
  6703. function Enable(boolean);
  6704. function SetHeight(number);
  6705. function SetAutoDelete(boolean);
  6706. function AttachChild(CUIWindow*);
  6707. function SetVisibleMagnifier(boolean);
  6708. function SetWndPos(number, number);
  6709. function Init(number, number, number, number);
  6710. function Init(Frect*);
  6711. function GetWidth() const;
  6712. function DetachChild(CUIWindow*);
  6713. function SetPPMode();
  6714. function WindowName();
  6715. function IsShown();
  6716. function SetWndSize(number, number);
  6717. function SetWndRect(Frect);
  6718. function SetWndRect(number, number, number, number);
  6719. function GetHeight() const;
  6720. function SetWidth(number);
  6721. function Show(boolean);
  6722. function IsEnabled();
  6723. function ResetPPMode();
  6724. function SetFont(CGameFont*);
  6725. function IsAutoDelete();
  6726. };
  6727.  
  6728. C++ class CUIMapInfo : CUIWindow {
  6729. CUIMapInfo ();
  6730.  
  6731. function GetFont();
  6732. function SetWindowName(string);
  6733. function Enable(boolean);
  6734. function SetHeight(number);
  6735. function InitMap(string);
  6736. function SetAutoDelete(boolean);
  6737. function AttachChild(CUIWindow*);
  6738. function SetWndPos(number, number);
  6739. function Init(number, number, number, number);
  6740. function Init(Frect*);
  6741. function GetWidth() const;
  6742. function DetachChild(CUIWindow*);
  6743. function SetPPMode();
  6744. function WindowName();
  6745. function IsShown();
  6746. function SetWndSize(number, number);
  6747. function SetWndRect(Frect);
  6748. function SetWndRect(number, number, number, number);
  6749. function GetHeight() const;
  6750. function SetWidth(number);
  6751. function Show(boolean);
  6752. function IsEnabled();
  6753. function ResetPPMode();
  6754. function SetFont(CGameFont*);
  6755. function IsAutoDelete();
  6756. };
  6757.  
  6758. C++ class CUIMapList : CUIWindow {
  6759. CUIMapList ();
  6760.  
  6761. function SetWindowName(string);
  6762. function SaveMapList();
  6763. function SetHeight(number);
  6764. function GetCommandLine(string);
  6765. function GetWidth() const;
  6766. function GetCurGameType();
  6767. function SetServerParams(string);
  6768. function DetachChild(CUIWindow*);
  6769. function SetPPMode();
  6770. function SetFont(CGameFont*);
  6771. function IsShown();
  6772. function SetWeatherSelector(CUIComboBox*);
  6773. function Show(boolean);
  6774. function GetHeight() const;
  6775. function SetWidth(number);
  6776. function IsEnabled();
  6777. function ResetPPMode();
  6778. function GetFont();
  6779. function StartDedicatedServer();
  6780. function SetModeSelector(CUISpinText*);
  6781. function OnModeChange();
  6782. function SetAutoDelete(boolean);
  6783. function AttachChild(CUIWindow*);
  6784. function SetWndPos(number, number);
  6785. function SetMapPic(CUIStatic*);
  6786. function Init(number, number, number, number);
  6787. function Init(Frect*);
  6788. function WindowName();
  6789. function SetWndRect(Frect);
  6790. function SetWndRect(number, number, number, number);
  6791. function IsEmpty();
  6792. function SetMapInfo(CUIMapInfo*);
  6793. function Enable(boolean);
  6794. function SetWndSize(number, number);
  6795. function LoadMapList();
  6796. function IsAutoDelete();
  6797. };
  6798.  
  6799. C++ class CUIMessageBox : CUIStatic {
  6800. CUIMessageBox ();
  6801.  
  6802. function GetTextY();
  6803. function Enable(boolean);
  6804. function SetHeight(number);
  6805. function GetText();
  6806. function GetColor() const;
  6807. function GetWidth() const;
  6808. function GetClipperState();
  6809. function DetachChild(CUIWindow*);
  6810. function SetPPMode();
  6811. function SetFont(CGameFont*);
  6812. function IsShown();
  6813. function Show(boolean);
  6814. function GetHeight() const;
  6815. function SetWidth(number);
  6816. function GetTextX();
  6817. function IsEnabled();
  6818. function ResetPPMode();
  6819. function GetHeading();
  6820. function GetFont();
  6821. function SetStretchTexture(boolean);
  6822. function GetPassword();
  6823. function GetHost();
  6824. function ClipperOn();
  6825. function IsAutoDelete();
  6826. function SetAutoDelete(boolean);
  6827. function SetTextX(number);
  6828. function SetTextColor(number, number, number, number);
  6829. function SetWndPos(number, number);
  6830. function AttachChild(CUIWindow*);
  6831. function SetWindowName(string);
  6832. function GetStretchTexture();
  6833. function Init(number, number, number, number);
  6834. function Init(Frect*);
  6835. function Init(string, number, number, number, number);
  6836. function Init(string);
  6837. function GetTextAlign();
  6838. function SetTextST(string);
  6839. function SetText(string);
  6840. function WindowName();
  6841. function ClipperOff();
  6842. function SetTextY(number);
  6843. function SetWndRect(Frect);
  6844. function SetWndRect(number, number, number, number);
  6845. function SetTextureOffset(number, number);
  6846. function SetOriginalRect(number, number, number, number);
  6847. function InitTexture(string);
  6848. function SetHeading(number);
  6849. function SetWndSize(number, number);
  6850. function SetTextAlign(number);
  6851. function SetColor(number);
  6852. };
  6853.  
  6854. C++ class CUIMessageBoxEx : CUIDialogWnd {
  6855. CUIMessageBoxEx ();
  6856.  
  6857. function GetFont();
  6858. function SetWindowName(string);
  6859. function Enable(boolean);
  6860. function SetHeight(number);
  6861. function GetPassword();
  6862. function SetAutoDelete(boolean);
  6863. function SetHolder(CDialogHolder*);
  6864. function GetHost();
  6865. function SetText(string);
  6866. function AttachChild(CUIWindow*);
  6867. function GetWidth() const;
  6868. function SetWndPos(number, number);
  6869. function SetFont(CGameFont*);
  6870. function ResetPPMode();
  6871. function Init(number, number, number, number);
  6872. function Init(Frect*);
  6873. function Init(string);
  6874. function SetPPMode();
  6875. function WindowName();
  6876. function IsShown();
  6877. function GetHolder();
  6878. function SetWndRect(Frect);
  6879. function SetWndRect(number, number, number, number);
  6880. function GetHeight() const;
  6881. function SetWidth(number);
  6882. function Show(boolean);
  6883. function IsEnabled();
  6884. function SetWndSize(number, number);
  6885. function DetachChild(CUIWindow*);
  6886. function IsAutoDelete();
  6887. };
  6888.  
  6889. C++ class COptionsManager {
  6890. COptionsManager ();
  6891.  
  6892. function SendMessage2Group(string, string);
  6893. function SaveBackupValues(string);
  6894. function IsGroupChanged(string);
  6895. function SaveValues(string);
  6896. function SetCurrentValues(string);
  6897. function UndoGroup(string);
  6898. function OptionsPostAccept();
  6899. };
  6900.  
  6901. C++ class CUIProgressBar : CUIWindow {
  6902. CUIProgressBar ();
  6903.  
  6904. function GetFont();
  6905. function SetWindowName(string);
  6906. function Enable(boolean);
  6907. function SetHeight(number);
  6908. function GetRange_max();
  6909. function SetAutoDelete(boolean);
  6910. function GetRange_min();
  6911. function AttachChild(CUIWindow*);
  6912. function SetRange(number, number);
  6913. function SetWndPos(number, number);
  6914. function Init(number, number, number, number);
  6915. function Init(Frect*);
  6916. function GetWidth() const;
  6917. function DetachChild(CUIWindow*);
  6918. function SetPPMode();
  6919. function WindowName();
  6920. function IsShown();
  6921. function SetWndSize(number, number);
  6922. function SetWndRect(Frect);
  6923. function SetWndRect(number, number, number, number);
  6924. function GetHeight() const;
  6925. function SetWidth(number);
  6926. function Show(boolean);
  6927. function IsEnabled();
  6928. function ResetPPMode();
  6929. function SetFont(CGameFont*);
  6930. function IsAutoDelete();
  6931. };
  6932.  
  6933. C++ class CUIPropertiesBox : CUIFrameWindow {
  6934. CUIPropertiesBox ();
  6935.  
  6936. function GetFont();
  6937. function SetWindowName(string);
  6938. function Enable(boolean);
  6939. function SetHeight(number);
  6940. function AddItem(string);
  6941. function AutoUpdateSize();
  6942. function SetFont(CGameFont*);
  6943. function SetAutoDelete(boolean);
  6944. function RemoveAll();
  6945. function RemoveItem(number);
  6946. function IsAutoDelete();
  6947. function AttachChild(CUIWindow*);
  6948. function Hide();
  6949. function SetWndPos(number, number);
  6950. function ResetPPMode();
  6951. function Init(number, number, number, number);
  6952. function Init(Frect*);
  6953. function Init(string, number, number, number, number);
  6954. function DetachChild(CUIWindow*);
  6955. function SetPPMode();
  6956. function WindowName();
  6957. function IsShown();
  6958. function Show(boolean);
  6959. function Show(number, number);
  6960. function GetTitleStatic();
  6961. function GetHeight() const;
  6962. function SetWidth(number);
  6963. function SetWndRect(Frect);
  6964. function SetWndRect(number, number, number, number);
  6965. function IsEnabled();
  6966. function SetWndSize(number, number);
  6967. function GetWidth() const;
  6968. function SetColor(number);
  6969. };
  6970.  
  6971. C++ class CUIScrollView : CUIWindow {
  6972. CUIScrollView ();
  6973.  
  6974. function GetFont();
  6975. function SetScrollPos(number);
  6976. function SetWindowName(string);
  6977. function Enable(boolean);
  6978. function SetHeight(number);
  6979. function GetCurrentScrollPos();
  6980. function GetMaxScrollPos();
  6981. function RemoveWindow(CUIWindow*);
  6982. function ScrollToBegin();
  6983. function SetAutoDelete(boolean);
  6984. function GetMinScrollPos();
  6985. function AddWindow(CUIWindow*, boolean);
  6986. function Init(number, number, number, number);
  6987. function Init(Frect*);
  6988. function AttachChild(CUIWindow*);
  6989. function Clear();
  6990. function SetWndPos(number, number);
  6991. function ScrollToEnd();
  6992. function GetWidth() const;
  6993. function DetachChild(CUIWindow*);
  6994. function SetPPMode();
  6995. function WindowName();
  6996. function IsShown();
  6997. function SetWndSize(number, number);
  6998. function SetWndRect(Frect);
  6999. function SetWndRect(number, number, number, number);
  7000. function GetHeight() const;
  7001. function SetWidth(number);
  7002. function Show(boolean);
  7003. function IsEnabled();
  7004. function ResetPPMode();
  7005. function SetFont(CGameFont*);
  7006. function IsAutoDelete();
  7007. };
  7008.  
  7009. C++ class CUISpinFlt : CUICustomSpin {
  7010. CUISpinFlt ();
  7011.  
  7012. function GetFont();
  7013. function SetWindowName(string);
  7014. function Enable(boolean);
  7015. function SetHeight(number);
  7016. function GetText();
  7017. function SetAutoDelete(boolean);
  7018. function AttachChild(CUIWindow*);
  7019. function SetWndPos(number, number);
  7020. function DetachChild(CUIWindow*);
  7021. function SetFont(CGameFont*);
  7022. function Init(number, number, number, number);
  7023. function Init(Frect*);
  7024. function SetPPMode();
  7025. function WindowName();
  7026. function IsShown();
  7027. function ResetPPMode();
  7028. function SetWndRect(Frect);
  7029. function SetWndRect(number, number, number, number);
  7030. function GetHeight() const;
  7031. function SetWidth(number);
  7032. function Show(boolean);
  7033. function IsEnabled();
  7034. function SetWndSize(number, number);
  7035. function GetWidth() const;
  7036. function IsAutoDelete();
  7037. };
  7038.  
  7039. C++ class CUISpinNum : CUICustomSpin {
  7040. CUISpinNum ();
  7041.  
  7042. function GetFont();
  7043. function SetWindowName(string);
  7044. function Enable(boolean);
  7045. function SetHeight(number);
  7046. function GetText();
  7047. function SetAutoDelete(boolean);
  7048. function AttachChild(CUIWindow*);
  7049. function SetWndPos(number, number);
  7050. function DetachChild(CUIWindow*);
  7051. function SetFont(CGameFont*);
  7052. function Init(number, number, number, number);
  7053. function Init(Frect*);
  7054. function SetPPMode();
  7055. function WindowName();
  7056. function IsShown();
  7057. function ResetPPMode();
  7058. function SetWndRect(Frect);
  7059. function SetWndRect(number, number, number, number);
  7060. function GetHeight() const;
  7061. function SetWidth(number);
  7062. function Show(boolean);
  7063. function IsEnabled();
  7064. function SetWndSize(number, number);
  7065. function GetWidth() const;
  7066. function IsAutoDelete();
  7067. };
  7068.  
  7069. C++ class CUISpinText : CUICustomSpin {
  7070. CUISpinText ();
  7071.  
  7072. function GetFont();
  7073. function SetWindowName(string);
  7074. function Enable(boolean);
  7075. function SetHeight(number);
  7076. function GetText();
  7077. function SetAutoDelete(boolean);
  7078. function AttachChild(CUIWindow*);
  7079. function SetWndPos(number, number);
  7080. function DetachChild(CUIWindow*);
  7081. function SetFont(CGameFont*);
  7082. function Init(number, number, number, number);
  7083. function Init(Frect*);
  7084. function SetPPMode();
  7085. function WindowName();
  7086. function IsShown();
  7087. function ResetPPMode();
  7088. function SetWndRect(Frect);
  7089. function SetWndRect(number, number, number, number);
  7090. function GetHeight() const;
  7091. function SetWidth(number);
  7092. function Show(boolean);
  7093. function IsEnabled();
  7094. function SetWndSize(number, number);
  7095. function GetWidth() const;
  7096. function IsAutoDelete();
  7097. };
  7098.  
  7099. C++ class CUIStatic : CUIWindow {
  7100. CUIStatic ();
  7101.  
  7102. function GetTextY();
  7103. function Enable(boolean);
  7104. function SetHeight(number);
  7105. function GetText();
  7106. function GetColor() const;
  7107. function GetWidth() const;
  7108. function SetTextX(number);
  7109. function DetachChild(CUIWindow*);
  7110. function SetPPMode();
  7111. function SetFont(CGameFont*);
  7112. function IsShown();
  7113. function Show(boolean);
  7114. function GetHeight() const;
  7115. function SetWidth(number);
  7116. function GetTextX();
  7117. function IsEnabled();
  7118. function ResetPPMode();
  7119. function GetHeading();
  7120. function GetFont();
  7121. function SetStretchTexture(boolean);
  7122. function ClipperOn();
  7123. function GetClipperState();
  7124. function SetAutoDelete(boolean);
  7125. function ClipperOff();
  7126. function SetTextColor(number, number, number, number);
  7127. function SetHeading(number);
  7128. function AttachChild(CUIWindow*);
  7129. function GetStretchTexture();
  7130. function SetWndPos(number, number);
  7131. function SetTextST(string);
  7132. function GetTextAlign();
  7133. function Init(number, number, number, number);
  7134. function Init(Frect*);
  7135. function Init(string, number, number, number, number);
  7136. function SetOriginalRect(number, number, number, number);
  7137. function WindowName();
  7138. function SetTextureOffset(number, number);
  7139. function SetTextY(number);
  7140. function SetWndRect(Frect);
  7141. function SetWndRect(number, number, number, number);
  7142. function SetColor(number);
  7143. function SetText(string);
  7144. function InitTexture(string);
  7145. function SetWindowName(string);
  7146. function SetWndSize(number, number);
  7147. function SetTextAlign(number);
  7148. function IsAutoDelete();
  7149. };
  7150.  
  7151. C++ class CUITabButton : CUIButton {
  7152. CUITabButton ();
  7153.  
  7154. function SetHighlightColor(number);
  7155. function SetWindowName(string);
  7156. function Enable(boolean);
  7157. function SetHeight(number);
  7158. function GetText();
  7159. function GetColor() const;
  7160. function GetWidth() const;
  7161. function SetTextX(number);
  7162. function DetachChild(CUIWindow*);
  7163. function SetPPMode();
  7164. function SetFont(CGameFont*);
  7165. function IsShown();
  7166. function Show(boolean);
  7167. function GetHeight() const;
  7168. function SetWidth(number);
  7169. function GetTextX();
  7170. function IsEnabled();
  7171. function ResetPPMode();
  7172. function GetHeading();
  7173. function EnableTextHighlighting(boolean);
  7174. function SetStretchTexture(boolean);
  7175. function SetColor(number);
  7176. function ClipperOn();
  7177. function GetFont();
  7178. function SetAutoDelete(boolean);
  7179. function GetClipperState();
  7180. function SetTextColor(number, number, number, number);
  7181. function SetHeading(number);
  7182. function AttachChild(CUIWindow*);
  7183. function GetTextY();
  7184. function SetWndPos(number, number);
  7185. function SetOriginalRect(number, number, number, number);
  7186. function GetTextAlign();
  7187. function Init(number, number, number, number);
  7188. function Init(Frect*);
  7189. function Init(string, number, number, number, number);
  7190. function SetTextureOffset(number, number);
  7191. function WindowName();
  7192. function ClipperOff();
  7193. function SetTextY(number);
  7194. function SetWndRect(Frect);
  7195. function SetWndRect(number, number, number, number);
  7196. function SetText(string);
  7197. function SetTextST(string);
  7198. function InitTexture(string);
  7199. function GetStretchTexture();
  7200. function SetWndSize(number, number);
  7201. function SetTextAlign(number);
  7202. function IsAutoDelete();
  7203. };
  7204.  
  7205. C++ class CUITabControl : CUIWindow {
  7206. CUITabControl ();
  7207.  
  7208. function GetFont();
  7209. function SetWindowName(string);
  7210. function Enable(boolean);
  7211. function SetHeight(number);
  7212. function GetButtonByIndex(number);
  7213. function SetNewActiveTab(number);
  7214. function GetTabsCount() const;
  7215. function SetAutoDelete(boolean);
  7216. function RemoveAll();
  7217. function GetActiveIndex();
  7218. function RemoveItem(number);
  7219. function AttachChild(CUIWindow*);
  7220. function AddItem(CUITabButton*);
  7221. function AddItem(string, string, number, number, number, number);
  7222. function SetWndPos(number, number);
  7223. function Init(number, number, number, number);
  7224. function Init(Frect*);
  7225. function GetWidth() const;
  7226. function DetachChild(CUIWindow*);
  7227. function SetPPMode();
  7228. function WindowName();
  7229. function IsShown();
  7230. function SetWndSize(number, number);
  7231. function SetWndRect(Frect);
  7232. function SetWndRect(number, number, number, number);
  7233. function GetHeight() const;
  7234. function SetWidth(number);
  7235. function Show(boolean);
  7236. function IsEnabled();
  7237. function ResetPPMode();
  7238. function SetFont(CGameFont*);
  7239. function IsAutoDelete();
  7240. };
  7241.  
  7242. C++ class CUITrackBar : CUIWindow {
  7243. CUITrackBar ();
  7244.  
  7245. function GetFont();
  7246. function SetWindowName(string);
  7247. function Enable(boolean);
  7248. function SetHeight(number);
  7249. function SetAutoDelete(boolean);
  7250. function SetCheck(boolean);
  7251. function AttachChild(CUIWindow*);
  7252. function Init(number, number, number, number);
  7253. function Init(Frect*);
  7254. function SetWndPos(number, number);
  7255. function GetCheck();
  7256. function GetWidth() const;
  7257. function DetachChild(CUIWindow*);
  7258. function SetPPMode();
  7259. function WindowName();
  7260. function IsShown();
  7261. function SetWndSize(number, number);
  7262. function SetWndRect(Frect);
  7263. function SetWndRect(number, number, number, number);
  7264. function GetHeight() const;
  7265. function SetWidth(number);
  7266. function Show(boolean);
  7267. function IsEnabled();
  7268. function ResetPPMode();
  7269. function SetFont(CGameFont*);
  7270. function IsAutoDelete();
  7271. };
  7272.  
  7273. C++ class CUIWindow {
  7274. CUIWindow ();
  7275.  
  7276. function GetFont();
  7277. function SetWindowName(string);
  7278. function Enable(boolean);
  7279. function SetHeight(number);
  7280. function SetAutoDelete(boolean);
  7281. function AttachChild(CUIWindow*);
  7282. function SetWndPos(number, number);
  7283. function ResetPPMode();
  7284. function WindowName();
  7285. function DetachChild(CUIWindow*);
  7286. function SetPPMode();
  7287. function SetFont(CGameFont*);
  7288. function IsShown();
  7289. function Init(number, number, number, number);
  7290. function Init(Frect*);
  7291. function SetWndRect(Frect);
  7292. function SetWndRect(number, number, number, number);
  7293. function GetHeight() const;
  7294. function SetWidth(number);
  7295. function Show(boolean);
  7296. function IsEnabled();
  7297. function SetWndSize(number, number);
  7298. function GetWidth() const;
  7299. function IsAutoDelete();
  7300. };
  7301.  
  7302. C++ class GameGraph__CVertex {
  7303. function level_vertex_id() const;
  7304. function game_point(const GameGraph__CVertex*);
  7305. function level_id() const;
  7306. function level_point(const GameGraph__CVertex*);
  7307. };
  7308.  
  7309. C++ class CWeaponAK74 : CGameObject {
  7310. CWeaponAK74 ();
  7311.  
  7312. function Visual();
  7313. function _construct();
  7314. function getEnabled() const;
  7315. function net_Import(net_packet&);
  7316. function net_Export(net_packet&);
  7317. function getVisible() const;
  7318. function net_Spawn(cse_abstract*);
  7319. function use(CGameObject*);
  7320. };
  7321.  
  7322. C++ class CWeaponBM16 : CGameObject {
  7323. CWeaponBM16 ();
  7324.  
  7325. function Visual();
  7326. function _construct();
  7327. function getEnabled() const;
  7328. function net_Import(net_packet&);
  7329. function net_Export(net_packet&);
  7330. function getVisible() const;
  7331. function net_Spawn(cse_abstract*);
  7332. function use(CGameObject*);
  7333. };
  7334.  
  7335. C++ class CWeaponBinoculars : CGameObject {
  7336. CWeaponBinoculars ();
  7337.  
  7338. function Visual();
  7339. function _construct();
  7340. function getEnabled() const;
  7341. function net_Import(net_packet&);
  7342. function net_Export(net_packet&);
  7343. function getVisible() const;
  7344. function net_Spawn(cse_abstract*);
  7345. function use(CGameObject*);
  7346. };
  7347.  
  7348. C++ class CWeaponFN2000 : CGameObject {
  7349. CWeaponFN2000 ();
  7350.  
  7351. function Visual();
  7352. function _construct();
  7353. function getEnabled() const;
  7354. function net_Import(net_packet&);
  7355. function net_Export(net_packet&);
  7356. function getVisible() const;
  7357. function net_Spawn(cse_abstract*);
  7358. function use(CGameObject*);
  7359. };
  7360.  
  7361. C++ class CWeaponFORT : CGameObject {
  7362. CWeaponFORT ();
  7363.  
  7364. function Visual();
  7365. function _construct();
  7366. function getEnabled() const;
  7367. function net_Import(net_packet&);
  7368. function net_Export(net_packet&);
  7369. function getVisible() const;
  7370. function net_Spawn(cse_abstract*);
  7371. function use(CGameObject*);
  7372. };
  7373.  
  7374. C++ class CWeaponGroza : CGameObject {
  7375. CWeaponGroza ();
  7376.  
  7377. function Visual();
  7378. function _construct();
  7379. function getEnabled() const;
  7380. function net_Import(net_packet&);
  7381. function net_Export(net_packet&);
  7382. function getVisible() const;
  7383. function net_Spawn(cse_abstract*);
  7384. function use(CGameObject*);
  7385. };
  7386.  
  7387. C++ class CWeaponHPSA : CGameObject {
  7388. CWeaponHPSA ();
  7389.  
  7390. function Visual();
  7391. function _construct();
  7392. function getEnabled() const;
  7393. function net_Import(net_packet&);
  7394. function net_Export(net_packet&);
  7395. function getVisible() const;
  7396. function net_Spawn(cse_abstract*);
  7397. function use(CGameObject*);
  7398. };
  7399.  
  7400. C++ class CWeaponKnife : CGameObject {
  7401. CWeaponKnife ();
  7402.  
  7403. function Visual();
  7404. function _construct();
  7405. function getEnabled() const;
  7406. function net_Import(net_packet&);
  7407. function net_Export(net_packet&);
  7408. function getVisible() const;
  7409. function net_Spawn(cse_abstract*);
  7410. function use(CGameObject*);
  7411. };
  7412.  
  7413. C++ class CWeaponLR300 : CGameObject {
  7414. CWeaponLR300 ();
  7415.  
  7416. function Visual();
  7417. function _construct();
  7418. function getEnabled() const;
  7419. function net_Import(net_packet&);
  7420. function net_Export(net_packet&);
  7421. function getVisible() const;
  7422. function net_Spawn(cse_abstract*);
  7423. function use(CGameObject*);
  7424. };
  7425.  
  7426. C++ class CWeaponPM : CGameObject {
  7427. CWeaponPM ();
  7428.  
  7429. function Visual();
  7430. function _construct();
  7431. function getEnabled() const;
  7432. function net_Import(net_packet&);
  7433. function net_Export(net_packet&);
  7434. function getVisible() const;
  7435. function net_Spawn(cse_abstract*);
  7436. function use(CGameObject*);
  7437. };
  7438.  
  7439. C++ class CWeaponRG6 : CGameObject {
  7440. CWeaponRG6 ();
  7441.  
  7442. function Visual();
  7443. function _construct();
  7444. function getEnabled() const;
  7445. function net_Import(net_packet&);
  7446. function net_Export(net_packet&);
  7447. function getVisible() const;
  7448. function net_Spawn(cse_abstract*);
  7449. function use(CGameObject*);
  7450. };
  7451.  
  7452. C++ class CWeaponRPG7 : CGameObject {
  7453. CWeaponRPG7 ();
  7454.  
  7455. function Visual();
  7456. function _construct();
  7457. function getEnabled() const;
  7458. function net_Import(net_packet&);
  7459. function net_Export(net_packet&);
  7460. function getVisible() const;
  7461. function net_Spawn(cse_abstract*);
  7462. function use(CGameObject*);
  7463. };
  7464.  
  7465. C++ class CWeaponSVD : CGameObject {
  7466. CWeaponSVD ();
  7467.  
  7468. function Visual();
  7469. function _construct();
  7470. function getEnabled() const;
  7471. function net_Import(net_packet&);
  7472. function net_Export(net_packet&);
  7473. function getVisible() const;
  7474. function net_Spawn(cse_abstract*);
  7475. function use(CGameObject*);
  7476. };
  7477.  
  7478. C++ class CWeaponSVU : CGameObject {
  7479. CWeaponSVU ();
  7480.  
  7481. function Visual();
  7482. function _construct();
  7483. function getEnabled() const;
  7484. function net_Import(net_packet&);
  7485. function net_Export(net_packet&);
  7486. function getVisible() const;
  7487. function net_Spawn(cse_abstract*);
  7488. function use(CGameObject*);
  7489. };
  7490.  
  7491. C++ class CWeaponShotgun : CGameObject {
  7492. CWeaponShotgun ();
  7493.  
  7494. function Visual();
  7495. function _construct();
  7496. function getEnabled() const;
  7497. function net_Import(net_packet&);
  7498. function net_Export(net_packet&);
  7499. function getVisible() const;
  7500. function net_Spawn(cse_abstract*);
  7501. function use(CGameObject*);
  7502. };
  7503.  
  7504. C++ class CWeaponUSP45 : CGameObject {
  7505. CWeaponUSP45 ();
  7506.  
  7507. function Visual();
  7508. function _construct();
  7509. function getEnabled() const;
  7510. function net_Import(net_packet&);
  7511. function net_Export(net_packet&);
  7512. function getVisible() const;
  7513. function net_Spawn(cse_abstract*);
  7514. function use(CGameObject*);
  7515. };
  7516.  
  7517. C++ class CWeaponVal : CGameObject {
  7518. CWeaponVal ();
  7519.  
  7520. function Visual();
  7521. function _construct();
  7522. function getEnabled() const;
  7523. function net_Import(net_packet&);
  7524. function net_Export(net_packet&);
  7525. function getVisible() const;
  7526. function net_Spawn(cse_abstract*);
  7527. function use(CGameObject*);
  7528. };
  7529.  
  7530. C++ class CWeaponVintorez : CGameObject {
  7531. CWeaponVintorez ();
  7532.  
  7533. function Visual();
  7534. function _construct();
  7535. function getEnabled() const;
  7536. function net_Import(net_packet&);
  7537. function net_Export(net_packet&);
  7538. function getVisible() const;
  7539. function net_Spawn(cse_abstract*);
  7540. function use(CGameObject*);
  7541. };
  7542.  
  7543. C++ class CWeaponWalther : CGameObject {
  7544. CWeaponWalther ();
  7545.  
  7546. function Visual();
  7547. function _construct();
  7548. function getEnabled() const;
  7549. function net_Import(net_packet&);
  7550. function net_Export(net_packet&);
  7551. function getVisible() const;
  7552. function net_Spawn(cse_abstract*);
  7553. function use(CGameObject*);
  7554. };
  7555.  
  7556. C++ class CZombie : CGameObject {
  7557. CZombie ();
  7558.  
  7559. function Visual();
  7560. function _construct();
  7561. function getEnabled() const;
  7562. function net_Import(net_packet&);
  7563. function net_Export(net_packet&);
  7564. function getVisible() const;
  7565. function net_Spawn(cse_abstract*);
  7566. function use(CGameObject*);
  7567. };
  7568.  
  7569. C++ class CZudaArtefact : CGameObject {
  7570. CZudaArtefact ();
  7571.  
  7572. function Visual();
  7573. function _construct();
  7574. function getEnabled() const;
  7575. function net_Import(net_packet&);
  7576. function net_Export(net_packet&);
  7577. function getVisible() const;
  7578. function net_Spawn(cse_abstract*);
  7579. function use(CGameObject*);
  7580. };
  7581.  
  7582. C++ class ClientID {
  7583. ClientID ();
  7584.  
  7585. function value() const;
  7586. operator ==(ClientID&, ClientID);
  7587. function set(number);
  7588. };
  7589.  
  7590. C++ class DLL_Pure {
  7591. DLL_Pure ();
  7592.  
  7593. function _construct();
  7594. };
  7595.  
  7596. C++ class FS_file_list {
  7597. function Free();
  7598. function GetAt(number);
  7599. function Size();
  7600. };
  7601.  
  7602. C++ class FS_file_list_ex {
  7603. function Sort(number);
  7604. function GetAt(number);
  7605. function Size();
  7606. };
  7607.  
  7608. C++ class ICollidable {
  7609. ICollidable ();
  7610.  
  7611. };
  7612.  
  7613. C++ class ipure_schedulable_object {
  7614. };
  7615.  
  7616. C++ class ipure_server_object : ipure_alife_load_save_object {
  7617. };
  7618.  
  7619. C++ class reader {
  7620. function r_advance(number);
  7621. function r_u64(unsigned __int64&);
  7622. function r_u64();
  7623. function r_bool(reader*);
  7624. function r_dir(vector&);
  7625. function r_u8(number&);
  7626. function r_u8();
  7627. function r_eof(reader*);
  7628. function r_float_q8(number, number);
  7629. function r_vec3(vector&);
  7630. function r_stringZ(reader*);
  7631. function r_u16(number&);
  7632. function r_u16();
  7633. function r_float_q16(number, number);
  7634. function r_angle16();
  7635. function r_s64(__int64&);
  7636. function r_s64();
  7637. function r_float(number&);
  7638. function r_float();
  7639. function r_s32(number&);
  7640. function r_s32();
  7641. function r_elapsed() const;
  7642. function r_sdir(vector&);
  7643. function r_tell() const;
  7644. function r_s8(signed char&);
  7645. function r_s8();
  7646. function r_s16(number&);
  7647. function r_s16();
  7648. function r_seek(number);
  7649. function r_u32(number&);
  7650. function r_u32();
  7651. function r_angle8();
  7652. };
  7653.  
  7654. C++ class IRender_Visual {
  7655. IRender_Visual ();
  7656.  
  7657. function dcast_PKinematicsAnimated();
  7658. };
  7659.  
  7660. C++ class IRenderable {
  7661. };
  7662.  
  7663. C++ class ISheduled {
  7664. };
  7665.  
  7666. C++ class net_packet {
  7667. net_packet ();
  7668.  
  7669. function r_advance(number);
  7670. function r_begin(number&);
  7671. function w_chunk_open16(number&);
  7672. function r_u32(number&);
  7673. function r_u32();
  7674. function w_begin(number);
  7675. function w_u32(number);
  7676. function r_u8(number&);
  7677. function r_u8();
  7678. function r_eof(net_packet*);
  7679. function w_chunk_open8(number&);
  7680. function r_vec3(vector&);
  7681. function w_u8(number);
  7682. function r_u16(number&);
  7683. function r_u16();
  7684. function w_u24(number);
  7685. function r_angle16(number&);
  7686. function r_s64(__int64&);
  7687. function r_s64();
  7688. function w_tell();
  7689. function r_tell();
  7690. function r_s16(number&);
  7691. function r_s16();
  7692. function r_elapsed();
  7693. function r_clientID(net_packet*);
  7694. function w_clientID(ClientID&);
  7695. function r_matrix(matrix&);
  7696. function r_u64(unsigned __int64&);
  7697. function r_u64();
  7698. function w_sdir(const vector&);
  7699. function r_stringZ(net_packet*);
  7700. function r_dir(vector&);
  7701. function r_sdir(vector&);
  7702. function w_u16(number);
  7703. function w_s16(number);
  7704. function r_float_q8(number&, number, number);
  7705. function w_matrix(matrix&);
  7706. function r_float_q16(number&, number, number);
  7707. function r_bool(net_packet*);
  7708. function w_s64(__int64);
  7709. function w_bool(net_packet*, boolean);
  7710. function r_u24(number&);
  7711. function r_u24();
  7712. function w_dir(const vector&);
  7713. function w_s32(number);
  7714. function w_stringZ(string);
  7715. function w_float_q16(number, number, number);
  7716. function r_s8(signed char&);
  7717. function r_s8();
  7718. function w_angle8(number);
  7719. function r_float(number&);
  7720. function r_float();
  7721. function r_seek(number);
  7722. function r_s32(number&);
  7723. function r_s32();
  7724. function w_float(number);
  7725. function w_angle16(number);
  7726. function w_float_q8(number, number, number);
  7727. function w_chunk_close8(number);
  7728. function w_vec3(const vector&);
  7729. function w_chunk_close16(number);
  7730. function w_u64(unsigned __int64);
  7731. function r_angle8(number&);
  7732. };
  7733.  
  7734. C++ class SGameTaskObjective {
  7735. SGameTaskObjective (CGameTask*, number);
  7736.  
  7737. function set_article_key(string);
  7738. function add_on_complete_func(string);
  7739. function set_article_id(string);
  7740. function add_on_fail_info(string);
  7741. function add_complete_func(string);
  7742. function add_fail_func(string);
  7743. function get_state();
  7744. function add_fail_info(string);
  7745. function add_complete_info(string);
  7746. function add_on_complete_info(string);
  7747. function set_description(string);
  7748. function get_description();
  7749. function get_idx();
  7750. function set_map_hint(string);
  7751. function set_map_location(string);
  7752. function add_on_fail_func(string);
  7753. function set_object_id(number);
  7754. };
  7755.  
  7756. C++ class SServerFilters {
  7757. property empty;
  7758. property full;
  7759. property listen_servers;
  7760. property with_pass;
  7761. property without_ff;
  7762. property without_pass;
  7763. property without_pb;
  7764.  
  7765. SServerFilters ();
  7766.  
  7767. };
  7768.  
  7769. C++ class UIGame_custom_script : CUIGameCustom {
  7770. UIGame_custom_script ();
  7771.  
  7772. function AddCustomMessage(string, number, number, number, CGameFont*, number, number);
  7773. function AddCustomMessage(string, number, number, number, CGameFont*, number, number, number);
  7774. function SetClGame(game_cl_GameState*);
  7775. function Init();
  7776. function AddCustomStatic(string, boolean);
  7777. function RemoveCustomMessage(string);
  7778. function AddDialogToRender(CUIWindow*);
  7779. function GetCustomStatic(string);
  7780. function RemoveDialogToRender(CUIWindow*);
  7781. function CustomMessageOut(string, string, number);
  7782. function RemoveCustomStatic(string);
  7783. };
  7784.  
  7785. C++ class game_GameState : DLL_Pure {
  7786. property round;
  7787. property start_time;
  7788. property type;
  7789.  
  7790. game_GameState ();
  7791.  
  7792. function Type() const;
  7793. function _construct();
  7794. function Phase() const;
  7795. function Round() const;
  7796. function StartTime() const;
  7797. };
  7798.  
  7799. C++ class game_cl_GameState : game_GameState {
  7800. property local_player;
  7801. property local_svdpnid;
  7802. property round;
  7803. property start_time;
  7804. property type;
  7805.  
  7806. function Type() const;
  7807. function _construct();
  7808. function Phase() const;
  7809. function Round() const;
  7810. function StartTime() const;
  7811. };
  7812.  
  7813. C++ class game_cl_mp : game_cl_GameState {
  7814. property local_player;
  7815. property local_svdpnid;
  7816. property round;
  7817. property start_time;
  7818. property type;
  7819.  
  7820. function Type() const;
  7821. function _construct();
  7822. function Phase() const;
  7823. function Round() const;
  7824. function StartTime() const;
  7825. };
  7826.  
  7827. C++ class game_cl_mp_script : game_cl_mp {
  7828. property local_player;
  7829. property local_svdpnid;
  7830. property round;
  7831. property start_time;
  7832. property type;
  7833.  
  7834. game_cl_mp_script ();
  7835.  
  7836. function _construct();
  7837. function EventSend(net_packet*);
  7838. function shedule_Update(number);
  7839. function GetPlayerByOrderID(number);
  7840. function OnKeyboardRelease(number);
  7841. function createGameUI();
  7842. function GameEventGen(net_packet*, number);
  7843. function GetLocalPlayer();
  7844. function CommonMessageOut(string);
  7845. function Round() const;
  7846. function GetRoundTime();
  7847. function OnKeyboardPress(number);
  7848. function EventGen(net_packet*, number, number);
  7849. function Type() const;
  7850. function GetObjectByGameID(number);
  7851. function Init();
  7852. function Phase() const;
  7853. function TranslateGameMessage(number, net_packet&);
  7854. function FillMapEntities(ZoneMapEntities&);
  7855. function GetClientIDByOrderID(number);
  7856. function net_import_state(net_packet&);
  7857. function StartMenu(CUIDialogWnd*, boolean);
  7858. function StopMenu(CUIDialogWnd*, boolean);
  7859. function CanBeReady();
  7860. function GetPlayersCount() const;
  7861. function StartStopMenu(CUIDialogWnd*, boolean);
  7862. function createPlayerState();
  7863. function StartTime() const;
  7864. };
  7865.  
  7866. C++ class game_sv_Deathmatch : game_sv_GameState {
  7867. property round;
  7868. property start_time;
  7869. property type;
  7870.  
  7871. game_sv_Deathmatch ();
  7872.  
  7873. function get_id(ClientID);
  7874. function _construct();
  7875. function get_id_2_eid(ClientID);
  7876. function GetTeamData(number);
  7877. function getRPcount(number);
  7878. function get_players_count();
  7879. function get_it_2_id(number);
  7880. function Round() const;
  7881. function Type() const;
  7882. function get_player_name_id(ClientID);
  7883. function Phase() const;
  7884. function type_name() const;
  7885. function getRP(number, number);
  7886. function StartTime() const;
  7887. function get_name_it(number);
  7888. function get_option_s(string, string, string);
  7889. function get_name_id(ClientID);
  7890. function get_eid(number);
  7891. function u_EventSend(net_packet&);
  7892. function get_it(number);
  7893. function GenerateGameMessage(net_packet&);
  7894. function get_option_i(string, string, number);
  7895. };
  7896.  
  7897. C++ class game_sv_GameState : game_GameState {
  7898. property round;
  7899. property start_time;
  7900. property type;
  7901.  
  7902. function get_id(ClientID);
  7903. function _construct();
  7904. function get_id_2_eid(ClientID);
  7905. function getRPcount(number);
  7906. function get_players_count();
  7907. function get_it_2_id(number);
  7908. function Round() const;
  7909. function Type() const;
  7910. function get_player_name_id(ClientID);
  7911. function Phase() const;
  7912. function get_option_i(string, string, number);
  7913. function getRP(number, number);
  7914. function get_name_it(number);
  7915. function get_option_s(string, string, string);
  7916. function get_name_id(ClientID);
  7917. function get_eid(number);
  7918. function GenerateGameMessage(net_packet&);
  7919. function get_it(number);
  7920. function u_EventSend(net_packet&);
  7921. function StartTime() const;
  7922. };
  7923.  
  7924. C++ class game_sv_mp : game_sv_GameState {
  7925. property round;
  7926. property start_time;
  7927. property type;
  7928.  
  7929. game_sv_mp ();
  7930.  
  7931. function get_id(ClientID);
  7932. function _construct();
  7933. function get_id_2_eid(ClientID);
  7934. function KillPlayer(ClientID, number);
  7935. function getRPcount(number);
  7936. function get_players_count();
  7937. function get_it_2_id(number);
  7938. function Round() const;
  7939. function SpawnWeaponForActor(number, string, boolean, boolean, boolean);
  7940. function Type() const;
  7941. function get_player_name_id(ClientID);
  7942. function signal_Syncronize();
  7943. function Phase() const;
  7944. function SendPlayerKilledMessage(number, enum KILL_TYPE, number, number, enum SPECIAL_KILL_TYPE);
  7945. function getRP(number, number);
  7946. function StartTime() const;
  7947. function get_name_it(number);
  7948. function get_option_s(string, string, string);
  7949. function get_name_id(ClientID);
  7950. function get_eid(number);
  7951. function u_EventSend(net_packet&);
  7952. function get_it(number);
  7953. function GenerateGameMessage(net_packet&);
  7954. function get_option_i(string, string, number);
  7955. };
  7956.  
  7957. C++ class game_sv_mp_script : game_sv_mp {
  7958. property round;
  7959. property start_time;
  7960. property type;
  7961.  
  7962. game_sv_mp_script ();
  7963.  
  7964. function get_id(ClientID);
  7965. function _construct();
  7966. function switch_Phase(number);
  7967. function getRPcount(number);
  7968. function get_players_count();
  7969. function get_it_2_id(number);
  7970. function SpawnPlayer(ClientID, string, string, RPoint);
  7971. function Type() const;
  7972. function get_player_name_id(ClientID);
  7973. function Phase() const;
  7974. function OnPlayerHitPlayer(number, number, net_packet&);
  7975. function Create(string);
  7976. function get_name_it(number);
  7977. function SendPlayerKilledMessage(number, enum KILL_TYPE, number, number, enum SPECIAL_KILL_TYPE);
  7978. function get_eid(number);
  7979. function net_Export_State(net_packet&, ClientID);
  7980. function get_it(number);
  7981. function createPlayerState();
  7982. function u_EventSend(net_packet&);
  7983. function KillPlayer(ClientID, number);
  7984. function Update();
  7985. function GetTeamData(number);
  7986. function GetHitParamsPower(net_packet*);
  7987. function GenerateGameMessage(net_packet&);
  7988. function signal_Syncronize();
  7989. function StartTime() const;
  7990. function SpawnWeaponForActor(number, string, boolean, boolean, boolean);
  7991. function OnRoundEnd(string);
  7992. function SetHitParams(net_packet*, number, number);
  7993. function getRP(number, number);
  7994. function OnEvent(net_packet&, number, number, ClientID);
  7995. function OnRoundStart();
  7996. function get_option_s(string, string, string);
  7997. function get_name_id(ClientID);
  7998. function GetHitParamsImpulse(net_packet*);
  7999. function type_name() const;
  8000. function get_id_2_eid(ClientID);
  8001. function Round() const;
  8002. function get_option_i(string, string, number);
  8003. };
  8004.  
  8005. C++ class CTime {
  8006. const DateToDay = 0;
  8007. const DateToMonth = 1;
  8008. const DateToYear = 2;
  8009. const TimeToHours = 0;
  8010. const TimeToMilisecs = 3;
  8011. const TimeToMinutes = 1;
  8012. const TimeToSeconds = 2;
  8013.  
  8014. CTime ();
  8015. CTime (const CTime&);
  8016.  
  8017. function sub(CTime*);
  8018. function timeToString(number);
  8019. function dateToString(number);
  8020. operator ==(const CTime&, CTime);
  8021. function get(number&, number&, number&, number&, number&, number&, number&);
  8022. function set(number, number, number, number, number, number, number);
  8023. function setHMSms(number, number, number, number);
  8024. function diffSec(CTime*);
  8025. operator <(const CTime&, CTime);
  8026. operator +(CTime&, CTime);
  8027. operator >=(const CTime&, CTime);
  8028. function setHMS(number, number, number);
  8029. operator >(const CTime&, CTime);
  8030. operator -(CTime&, CTime);
  8031. operator <=(const CTime&, CTime);
  8032. function add(CTime*);
  8033. };
  8034.  
  8035. End of list of the classes exported to LUA
  8036.  
  8037.  
  8038. List of the namespaces exported to LUA
  8039.  
  8040.  
  8041. namespace {
  8042. function game_ini();
  8043. function bit_and(number, number);
  8044. function alife();
  8045. function GetFontGraffiti32Russian();
  8046. function device();
  8047. function GetTextureInfo(string, string);
  8048. function cast_alife_object_to_trader_abstract(cse_alife_object*);
  8049. function game_graph();
  8050. function dik_to_bind(number);
  8051. function cast_alife_object_to_creature(cse_alife_object*);
  8052. function sell_condition(ini_file*, string);
  8053. function sell_condition(number, number);
  8054. function buy_condition(ini_file*, string);
  8055. function buy_condition(number, number);
  8056. function create_ini_file(string);
  8057. function get_hud();
  8058. function GetFontSmall();
  8059. function error_log(string);
  8060. function GetFontLetterica18Russian();
  8061. function command_line();
  8062. function getFS();
  8063. function bit_xor(number, number);
  8064. function get_console();
  8065. function GetFontGraffiti50Russian();
  8066. function app_ready();
  8067. function GetTextureName(string);
  8068. function bit_or(number, number);
  8069. function GetFontDI();
  8070. function GetFontLetterica16Russian();
  8071. function log(string);
  8072. function system_ini();
  8073. function show_condition(ini_file*, string);
  8074. function cast_planner_to_action(action_planner*);
  8075. function GetFontLetterica25();
  8076. function GetFontMedium();
  8077. function cast_action_to_planner(action_base*);
  8078. function bit_not(number);
  8079. function flush();
  8080. function editor();
  8081. function GetFontGraffiti22Russian();
  8082. function time_global();
  8083. function verify_if_thread_is_running();
  8084. function prefetch(string);
  8085. function GetTextureRect(string);
  8086. function GetFontGraffiti19Russian();
  8087. function ef_storage();
  8088. function xrRender_test_r2_hw();
  8089. function user_name();
  8090. function GetARGB(number, number, number, number);
  8091. function script_server_object_version();
  8092.  
  8093. namespace game {
  8094. function translate_string(string);
  8095. function time();
  8096. function get_game_time();
  8097. function has_active_tutorial();
  8098. function start_tutorial(string);
  8099. };
  8100.  
  8101. namespace level {
  8102. function add_complex_effector(string, number);
  8103. function enable_input();
  8104. function debug_object(string);
  8105. function map_change_spot_hint(number, string, string);
  8106. function game_id();
  8107. function vertex_in_direction(number, vector, number);
  8108. function set_game_difficulty(enum ESingleGameDifficulty);
  8109. function map_add_object_spot(number, string, string);
  8110. function rain_factor();
  8111. function remove_pp_effector(number);
  8112. function remove_complex_effector(number);
  8113. function add_call(const function<boolean>&, const function<void>&);
  8114. function add_call(object, const function<boolean>&, const function<void>&);
  8115. function add_call(object, string, string);
  8116. function set_weather_fx(string);
  8117. function add_cam_effector2(string, number, boolean, string);
  8118. function set_pp_effector_factor(number, number, number);
  8119. function set_pp_effector_factor(number, number);
  8120. function add_pp_effector(string, number, boolean);
  8121. function prefetch_sound(string);
  8122. function add_cam_effector(string, number, boolean, string);
  8123. function name();
  8124. function environment();
  8125. function remove_cam_effector(number);
  8126. function iterate_sounds(string, number, function<void>);
  8127. function iterate_sounds(string, number, object, function<void>);
  8128. function set_snd_volume(number);
  8129. function object_by_id(number);
  8130. function get_snd_volume();
  8131. function get_weather();
  8132. function present();
  8133. function hide_indicators();
  8134. function physics_world();
  8135. function get_time_hours();
  8136. function get_bounding_volume();
  8137. function spawn_phantom(const vector&);
  8138. function remove_dialog_to_render(CUIDialogWnd*);
  8139. function remove_calls_for_object(object);
  8140. function map_remove_object_spot(number, string);
  8141. function main_input_receiver();
  8142. function map_add_object_spot_ser(number, string, string);
  8143. function patrol_path_exists(string);
  8144. function remove_call(const function<boolean>&, const function<void>&);
  8145. function remove_call(object, const function<boolean>&, const function<void>&);
  8146. function remove_call(object, string, string);
  8147. function vertex_position(number);
  8148. function cover_in_direction(number, const vector&);
  8149. function disable_input();
  8150. function check_object(game_object*);
  8151. function get_time_minutes();
  8152. function get_time_factor();
  8153. function start_stop_menu(CUIDialogWnd*, boolean);
  8154. function set_weather(string, boolean);
  8155. function set_time_factor(number);
  8156. function is_wfx_playing();
  8157. function get_time_days();
  8158. function client_spawn_manager();
  8159. function map_has_object_spot(number, string);
  8160. function add_dialog_to_render(CUIDialogWnd*);
  8161. function get_game_difficulty();
  8162. function show_indicators();
  8163. function debug_actor();
  8164. };
  8165.  
  8166. namespace relation_registry {
  8167. function community_goodwill(string, number);
  8168. function change_community_goodwill(string, number, number);
  8169. function set_community_goodwill(string, number, number);
  8170. };
  8171.  
  8172. namespace actor_stats {
  8173. function remove_from_ranking(number);
  8174. function add_to_ranking(number);
  8175. function get_points(string);
  8176. function add_points(string, string, number, number);
  8177. };
  8178. };
  8179. End of list of the namespaces exported to LUA
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