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Mudbill

Amnesia Engine Scripts+

Oct 25th, 2018
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  1. float Math_RandFloat(float afMin, float afMax) {
  2.     return RandFloat(afMin, afMax);
  3. }
  4.  
  5. int Math_RandInt(int alMin, int alMax) {
  6.     return RandInt(alMin, alMax);
  7. }
  8.  
  9. float Math_Sin(float afX) {
  10.     return MathSin(afX);
  11. }
  12.  
  13. float Math_Cos(float afX) {
  14.     return MathCos(afX);
  15. }
  16.  
  17. float Math_Tan(float afX) {
  18.     return MathTan(afX);
  19. }
  20.  
  21. float Math_Asin(float afX) {
  22.     return MathAsin(afX);
  23. }
  24.  
  25. float Math_Acos(float afX) {
  26.     return MathAcos(afX);
  27. }
  28.  
  29. float Math_Atan(float afX) {
  30.     return MathAtan(afX);
  31. }
  32.  
  33. float Math_Atan2(float afX, float afY) {
  34.     return MathAtan2(afX, afY);
  35. }
  36.  
  37. float Math_Sqrt(float afX) {
  38.     return MathSqrt(afX);
  39. }
  40.  
  41. float Math_Pow(float afBase, float afExp) {
  42.     return MathPow(afBase, afExp);
  43. }
  44.  
  45. float Math_Min(float afA, float afB) {
  46.     return MathMin(afA, afB);
  47. }
  48.  
  49. float Math_Max(float afA, float afB) {
  50.     return MathMax(afA, afB);
  51. }
  52.  
  53. float Math_Clamp(float afX, float afMin, float afMax) {
  54.     return MathClamp(afX, afMin, afMax);
  55. }
  56.  
  57. float Math_Abs(float afX) {
  58.     return MathAbs(afX);
  59. }
  60.  
  61. bool String_Contains(string& asString, string& asSubString) {
  62.     return StringContains(asString, asSubString);
  63. }
  64.  
  65. string String_Sub(string& asString, int alStart, int alCount) {
  66.     return StringSub(asString, alStart, alCount);
  67. }
  68.  
  69. int String_ToInt(string&in asString) {
  70.     return StringToInt(asString);
  71. }
  72.  
  73. float String_ToFloat(string&in asString) {
  74.     return StringToFloat(asString);
  75. }
  76.  
  77. bool String_ToBool(string&in asString) {
  78.     return StringToBool(asString);
  79. }
  80.  
  81. void Debug_Print(string& asString) {
  82.     Print(asString);
  83. }
  84.  
  85. void Debug_AddMessage(string& asString, bool abCheckForDuplicates) {
  86.     AddDebugMessage(asString, abCheckForDuplicates);
  87. }
  88.  
  89. void Debug_ProgLog(string& asLevel, string& asMessage) {
  90.     ProgLog(asLevel, asMessage);
  91. }
  92.  
  93. bool Debug_GetEnabled() {
  94.     return ScriptDebugOn();
  95. }
  96.  
  97. void Script_SetLocalVarInt(string& asName, int alVal) {
  98.     SetLocalVarInt(asName, alVal);
  99. }
  100.  
  101. void Script_AddLocalVarInt(string& asName, int alVal) {
  102.     AddLocalVarInt(asName, alVal);
  103. }
  104.  
  105. int Script_GetLocalVarInt(string& asName) {
  106.     return GetLocalVarInt(asName);
  107. }
  108.  
  109. void Script_SetLocalVarFloat(string& asName, float afVal) {
  110.     SetLocalVarFloat(asName, afVal);
  111. }
  112.  
  113. void Script_AddLocalVarFloat(string& asName, float afVal) {
  114.     AddLocalVarFloat(asName, afVal);
  115. }
  116.  
  117. float Script_GetLocalVarFloat(string& asName) {
  118.     return GetLocalVarFloat(asName);
  119. }
  120.  
  121. void Script_SetLocalVarString(string& asName, const string& asVal) {
  122.     SetLocalVarString(asName, asVal);
  123. }
  124.  
  125. void Script_AddLocalVarString(string& asName, string& asVal) {
  126.     AddLocalVarString(asName, asVal);
  127. }
  128.  
  129. string Script_GetLocalVarString(string& asName) {
  130.     return GetLocalVarString(asName);
  131. }
  132.  
  133. void Script_SetGlobalVarInt(string& asName, int alVal) {
  134.     SetGlobalVarInt(asName, alVal);
  135. }
  136.  
  137. void Script_AddGlobalVarInt(string& asName, int alVal) {
  138.     AddGlobalVarInt(asName, alVal);
  139. }
  140.  
  141. int Script_GetGlobalVarInt(string& asName) {
  142.     return GetGlobalVarInt(asName);
  143. }
  144.  
  145. void Script_SetGlobalVarFloat(string& asName, float afVal) {
  146.     SetGlobalVarFloat(asName, afVal);
  147. }
  148.  
  149. void Script_AddGlobalVarFloat(string& asName, float afVal) {
  150.     AddGlobalVarFloat(asName, afVal);
  151. }
  152.  
  153. float Script_GetGlobalVarFloat(string& asName) {
  154.     return GetGlobalVarFloat(asName);
  155. }
  156.  
  157. void Script_SetGlobalVarString(string& asName, const string& asVal) {
  158.     SetGlobalVarString(asName, asVal);
  159. }
  160.  
  161. void Script_AddGlobalVarString(string& asName, string& asVal) {
  162.     AddGlobalVarString(asName, asVal);
  163. }
  164.  
  165. string Script_GetGlobalVarString(string& asName) {
  166.     return GetGlobalVarString(asName);
  167. }
  168.  
  169. void ParticleSystem_Preload(string& asPSFile) {
  170.     PreloadParticleSystem(asPSFile);
  171. }
  172.  
  173. void ParticleSystem_CreateAtEntity(string& asPSName, string& asPSFile, string& asEntity, bool abSavePS) {
  174.     CreateParticleSystemAtEntity(asPSName, asPSFile, asEntity, abSavePS);
  175. }
  176.  
  177. void ParticleSystem_CreateAtEntityExt(string& asPSName, string& asPSFile, string& asEntity, bool abSavePS, float afR, float afG, float afB, float afA, bool abFadeAtDistance, float afFadeMinEnd, float afFadeMinStart, float afFadeMaxStart, float afFadeMaxEnd) {
  178.     CreateParticleSystemAtEntityExt(asPSName, asPSFile, asEntity, abSavePS, afR, afG, afB, afA, abFadeAtDistance, afFadeMinEnd, afFadeMinStart, afFadeMaxStart, afFadeMaxEnd);
  179. }
  180.  
  181. void ParticleSystem_Destroy(string& asName) {
  182.     DestroyParticleSystem(asName);
  183. }
  184.  
  185. void ParticleSystem_StartPlayerSpawnPS(string& asPSFile) {
  186.     StartPlayerSpawnPS(asPSFile);
  187. }
  188.  
  189. void ParticleSystem_StopPlayerSpawnPS() {
  190.     StopPlayerSpawnPS();
  191. }
  192.  
  193. void Sound_Preload(string& a) {
  194.     PreloadSound(a);
  195. }
  196.  
  197. void Sound_PlayAtEntity(string& a, string& b, string& c, float d, bool e) {
  198.     PlaySoundAtEntity(a, b, c, d, e);
  199. }
  200.  
  201. void Sound_FadeIn(string& a, float b, bool c) {
  202.     FadeInSound(a, b, c);
  203. }
  204.  
  205. void Sound_Stop(string& a, float b) {
  206.     StopSound(a, b);
  207. }
  208.  
  209. void Sound_PlayMusic(string& a, bool b, float c, float d, int e, bool f) {
  210.     PlayMusic(a, b, c, d, e, f);
  211. }
  212.  
  213. void Sound_StopMusic(float a, int b) {
  214.     StopMusic(a, b);
  215. }
  216.  
  217. void Sound_FadeGlobalVolume(float a, float b) {
  218.     FadeGlobalSoundVolume(a, b);
  219. }
  220.  
  221. void Sound_FadeGlobalSpeed(float a, float b) {
  222.     FadeGlobalSoundSpeed(a, b);
  223. }
  224.  
  225. void Sound_AddEffectVoice(string& asVoiceFile, string& asEffectFile, string& asTextCat, string& asTextEntry, bool abUsePosition, string& asPosEntity, float afMinDistance, float afMaxDistance) {
  226.     AddEffectVoice(asVoiceFile, asEffectFile, asTextCat, asTextEntry, abUsePosition, asPosEntity, afMinDistance, afMaxDistance);
  227. }
  228.  
  229. void Sound_StopAllEffectVoices(float afFadeOutTime) {
  230.     StopAllEffectVoices(afFadeOutTime);
  231. }
  232.  
  233. bool Sound_GetEffectVoiceActive() {
  234.     return GetEffectVoiceActive();
  235. }
  236.  
  237. void Sound_SetEffectVoiceOverCallback(string& asFunc) {
  238.     SetEffectVoiceOverCallback(asFunc);
  239. }
  240.  
  241. void Sound_PlayGuiSound(string& asSoundFile, float afVolume) {
  242.     PlayGuiSound(asSoundFile, afVolume);
  243. }
  244.  
  245. void Light_SetVisible(string& a, bool b) {
  246.     SetLightVisible(a, b);
  247. }
  248.  
  249. void Light_FadeTo(string& asLightName, float afR, float afG, float afB, float afA, float afRadius, float afTime) {
  250.     FadeLightTo(asLightName, afR, afG, afB, afA, afRadius, afTime);
  251. }
  252.  
  253. void Light_SetFlickerActive(string& asLightName, bool abActive) {
  254.     SetLightFlickerActive(asLightName, abActive);
  255. }
  256.  
  257. void Game_StartCredits(string& asMusic, bool abLoopMusic, string& asTextCat, string& asTextEntry, int alEndNum) {
  258.     StartCredits(asMusic, abLoopMusic, asTextCat, asTextEntry, alEndNum);
  259. }
  260.  
  261. void Game_StartDemoEnd() {
  262.     StartDemoEnd();
  263. }
  264.  
  265. void Game_AutoSave() {
  266.     AutoSave();
  267. }
  268.  
  269. void Game_SetupLoadScreen(string&asTextCat, string&asTextEntry, int alRandomNum, string&asImageFile) {
  270.     SetupLoadScreen(asTextCat, asTextEntry, alRandomNum, asImageFile);
  271. }
  272.  
  273. void Game_SetDeathHint(string& asTextCategory, string& asTextEntry) {
  274.     SetDeathHint(asTextCategory, asTextEntry);
  275. }
  276.  
  277. void Game_DisableDeathStartSound() {
  278.     DisableDeathStartSound();
  279. }
  280.  
  281. void Game_GiveHint(string& asName, string& asMessageCat, string& asMessageEntry, float afTimeShown) {
  282.     GiveHint(asName, asMessageCat, asMessageEntry, afTimeShown);
  283. }
  284.  
  285. void Game_RemoveHint(string& asName) {
  286.     RemoveHint(asName);
  287. }
  288.  
  289. void Game_BlockHint(string& asName) {
  290.     BlockHint(asName);
  291. }
  292.  
  293. void Game_UnblockHint(string& asName) {
  294.     UnBlockHint(asName);
  295. }
  296.  
  297. void Game_CreateDataCache() {
  298.     CreateDataCache();
  299. }
  300.  
  301. void Game_DestroyDataCache() {
  302.     DestroyDataCache();
  303. }
  304.  
  305. void Map_CheckPoint(string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry) {
  306.     CheckPoint(asName, asStartPos, asCallback, asDeathHintCat, asDeathHintEntry);
  307. }
  308.  
  309. void Map_Change(string& asMapName, string& asStartPos, string& asStartSound, string& asEndSound) {
  310.     ChangeMap(asMapName, asStartPos, asStartSound, asEndSound);
  311. }
  312.  
  313. void Map_ClearSavedMaps() {
  314.     ClearSavedMaps();
  315. }
  316.  
  317. void Map_SetDisplayNameEntry(string& asNameEntry) {
  318.     SetMapDisplayNameEntry(asNameEntry);
  319. }
  320.  
  321. void Map_SetSkyboxActive(bool abActive) {
  322.     SetSkyBoxActive(abActive);
  323. }
  324.  
  325. void Map_SetSkyboxTexture(string & asTexture) {
  326.     SetSkyBoxTexture(asTexture);
  327. }
  328.  
  329. void Map_SetSkyboxColor(float afR, float afG, float afB, float afA) {
  330.     SetSkyBoxColor(afR, afG, afB, afA);
  331. }
  332.  
  333. void Map_SetFogActive(bool abActive) {
  334.     SetFogActive(abActive);
  335. }
  336.  
  337. void Map_SetFogColor(float afR, float afG, float afB, float afA) {
  338.     SetFogColor(afR, afG, afB, afA);
  339. }
  340.  
  341. void Map_SetFogProperties(float afStart, float afEnd, float afFalloffExp, bool abCulling) {
  342.     SetFogProperties(afStart, afEnd, afFalloffExp, abCulling);
  343. }
  344.  
  345. void Timer_Add(string& asName, float afTime, string& asFunction) {
  346.     AddTimer(asName, afTime, asFunction);
  347. }
  348.  
  349. void Timer_Remove(string& asName) {
  350.     RemoveTimer(asName);
  351. }
  352.  
  353. float Timer_GetTimeLeft(string& asName) {
  354.     return GetTimerTimeLeft(asName);
  355. }
  356.  
  357. void Effect_FadeOut(float afTime) {
  358.     FadeOut(afTime);
  359. }
  360.  
  361. void Effect_FadeIn(float afTime) {
  362.     FadeIn(afTime);
  363. }
  364.  
  365. void Effect_FadeImageTrailTo(float afAmount, float afSpeed) {
  366.     FadeImageTrailTo(afAmount, afSpeed);
  367. }
  368.  
  369. void Effect_FadeSepiaColorTo(float afAmount, float afSpeed) {
  370.     FadeSepiaColorTo(afAmount, afSpeed);
  371. }
  372.  
  373. void Effect_FadeRadialBlurTo(float afSize, float afSpeed) {
  374.     FadeRadialBlurTo(afSize, afSpeed);
  375. }
  376.  
  377. void Effect_SetRadialBlurStartDist(float afStartDist) {
  378.     SetRadialBlurStartDist(afStartDist);
  379. }
  380.  
  381. void Effect_StartFlash(float afFadeIn, float afWhite, float afFadeOut) {
  382.     StartEffectFlash(afFadeIn, afWhite, afFadeOut);
  383. }
  384.  
  385. void Effect_StartEmotionFlash(string& asTextCat, string& asTextEntry, string& asSound) {
  386.     StartEffectEmotionFlash(asTextCat, asTextEntry, asSound);
  387. }
  388.  
  389. bool Effect_GetFlashbackIsActive() {
  390.     return GetFlashbackIsActive();
  391. }
  392.  
  393. void Effect_StartScreenShake(float afAmount, float afTime, float afFadeInTime, float afFadeOutTime) {
  394.     StartScreenShake(afAmount, afTime, afFadeInTime, afFadeOutTime);
  395. }
  396.  
  397. void Effect_SetInDarknessEffectsActive(bool abX) {
  398.     SetInDarknessEffectsActive(abX);
  399. }
  400.  
  401. void Effect_SetInsanitySetEnabled(string& asSet, bool abX) {
  402.     SetInsanitySetEnabled(asSet, abX);
  403. }
  404.  
  405. void Effect_StartInsanityEvent(string &in asEventName) {
  406.     StartInsanityEvent(asEventName);
  407. }
  408.  
  409. void Effect_StartRandomInsanityEvent() {
  410.     StartRandomInsanityEvent();
  411. }
  412.  
  413. void Effect_StopCurrentInsanityEvent() {
  414.     StopCurrentInsanityEvent();
  415. }
  416.  
  417. void Effect_FadeFOVMulTo(float afX, float afSpeed) {
  418.     FadePlayerFOVMulTo(afX, afSpeed);
  419. }
  420.  
  421. void Effect_FadeAspectMulTo(float afX, float afSpeed) {
  422.     FadePlayerAspectMulTo(afX, afSpeed);
  423. }
  424.  
  425. void Effect_FadePlayerRollTo(float afX, float afSpeedMul, float afMaxSpeed) {
  426.     FadePlayerRollTo(afX, afSpeedMul, afMaxSpeed);
  427. }
  428.  
  429. void Effect_MovePlayerHeadPos(float afX, float afY, float afZ, float afSpeed, float afSlowDownDist) {
  430.     MovePlayerHeadPos(afX, afY, afZ, afSpeed, afSlowDownDist);
  431. }
  432.  
  433. void Effect_SetMessage(string& asTextCategory, string& asTextEntry, float afTime) {
  434.     SetMessage(asTextCategory, asTextEntry, afTime);
  435. }
  436.  
  437. void Player_SetActive(bool abActive) {
  438.     SetPlayerActive(abActive);
  439. }
  440.  
  441. void Player_ChangeStateToNormal() {
  442.     ChangePlayerStateToNormal();
  443. }
  444.  
  445. void Player_SetCrouching(bool abCrouch) {
  446.     SetPlayerCrouching(abCrouch);
  447. }
  448.  
  449. void Player_AddPlayerBodyForce(float afX, float afY, float afZ, bool abUseLocalCoords) {
  450.     AddPlayerBodyForce(afX, afY, afZ, abUseLocalCoords);
  451. }
  452.  
  453. void Player_ShowCrossHairIcons(bool abX) {
  454.     ShowPlayerCrossHairIcons(abX);
  455. }
  456.  
  457. void Player_SetSanity(float afSanity) {
  458.     SetPlayerSanity(afSanity);
  459. }
  460.  
  461. void Player_AddSanity(float afSanity) {
  462.     AddPlayerSanity(afSanity);
  463. }
  464.  
  465. float Player_GetSanity() {
  466.     return GetPlayerSanity();
  467. }
  468.  
  469. void Player_SetHealth(float afHealth) {
  470.     SetPlayerHealth(afHealth);
  471. }
  472.  
  473. void Player_AddPlayerHealth(float afHealth) {
  474.     AddPlayerHealth(afHealth);
  475. }
  476.  
  477. float Player_GetHealth() {
  478.     return GetPlayerHealth();
  479. }
  480.  
  481. void Player_SetLampOil(float afOil) {
  482.     SetPlayerLampOil(afOil);
  483. }
  484.  
  485. void Player_AddLampOil(float afOil) {
  486.     AddPlayerLampOil(afOil);
  487. }
  488.  
  489. float Player_GetLampOil() {
  490.     return GetPlayerLampOil();
  491. }
  492.  
  493. float Player_GetSpeed() {
  494.     return GetPlayerSpeed();
  495. }
  496.  
  497. float Player_GetYSpeed() {
  498.     return GetPlayerYSpeed();
  499. }
  500.  
  501. void Player_SetSanityDrainDisabled(bool abX) {
  502.     SetSanityDrainDisabled(abX);
  503. }
  504.  
  505. void Player_GiveSanityBoost() {
  506.     GiveSanityBoost();
  507. }
  508.  
  509. void Player_GiveSanityBoostSmall() {
  510.     GiveSanityBoostSmall();
  511. }
  512.  
  513. void Player_GiveSanityDamage(float afAmount, bool abUseEffect) {
  514.     GiveSanityDamage(afAmount, abUseEffect);
  515. }
  516.  
  517. void Player_GiveDamage(float afAmount, string& asType, bool abSpinHead, bool abLethal) {
  518.     GivePlayerDamage(afAmount, asType, abSpinHead, abLethal);
  519. }
  520.  
  521. void Player_StartLookAt(string& asEntityName, float afSpeedMul, float afMaxSpeed, string& asAtTargetCallback) {
  522.     StartPlayerLookAt(asEntityName, afSpeedMul, afMaxSpeed, asAtTargetCallback);
  523. }
  524.  
  525. void Player_StopLookAt() {
  526.     StopPlayerLookAt();
  527. }
  528.  
  529. void Player_SetMoveSpeedMul(float afMul) {
  530.     SetPlayerMoveSpeedMul(afMul);
  531. }
  532.  
  533. void Player_SetRunSpeedMul(float afMul) {
  534.     SetPlayerRunSpeedMul(afMul);
  535. }
  536.  
  537. void Player_SetLookSpeedMul(float afMul) {
  538.     SetPlayerLookSpeedMul(afMul);
  539. }
  540.  
  541. void Player_SetJumpForceMul(float afMul) {
  542.     SetPlayerJumpForceMul(afMul);
  543. }
  544.  
  545. void Player_SetJumpDisabled(bool abX) {
  546.     SetPlayerJumpDisabled(abX);
  547. }
  548.  
  549. void Player_SetCrouchDisabled(bool abX) {
  550.     SetPlayerCrouchDisabled(abX);
  551. }
  552.  
  553. void Player_Teleport(string& asStartPosName) {
  554.     TeleportPlayer(asStartPosName);
  555. }
  556.  
  557. void Player_SetLanternActive(bool abX, bool abUseEffects) {
  558.     SetLanternActive(abX, abUseEffects);
  559. }
  560.  
  561. void Player_SetLanternDisabled(bool abX) {
  562.     SetLanternDisabled(abX);
  563. }
  564.  
  565. bool Player_GetLanternActive() {
  566.     return GetLanternActive();
  567. }
  568.  
  569. void Player_SetLanternLitCallback(string& asCallback) {
  570.     SetLanternLitCallback(asCallback);
  571. }
  572.  
  573. void Player_MoveForward(float afAmount) {
  574.     MovePlayerForward(afAmount);
  575. }
  576.  
  577. void Player_SetFallDamageDisabled(bool abX) {
  578.     SetPlayerFallDamageDisabled(abX);
  579. }
  580.  
  581. void Player_SetPos(float afX, float afY, float afZ) {
  582.     SetPlayerPos(afX, afY, afZ);
  583. }
  584.  
  585. float Player_GetPosX() {
  586.     return GetPlayerPosX();
  587. }
  588.  
  589. float Player_GetPosY() {
  590.     return GetPlayerPosY();
  591. }
  592.  
  593. float Player_GetPosZ() {
  594.     return GetPlayerPosZ();
  595. }
  596.  
  597. void Journal_AddNote(string& asNameAndTextEntry, string& asImage) {
  598.     AddNote(asNameAndTextEntry, asImage);
  599. }
  600.  
  601. void Journal_AddDiary(string& asNameAndTextEntry, string& asImage) {
  602.     AddDiary(asNameAndTextEntry, asImage);
  603. }
  604.  
  605. void Journal_ReturnOpen(bool abOpenJournal) {
  606.     ReturnOpenJournal(abOpenJournal);
  607. }
  608.  
  609. void Journal_AddQuest(string& asName, string& asNameAndTextEntry) {
  610.     AddQuest(asName, asNameAndTextEntry);
  611. }
  612.  
  613. void Journal_CompleteQuest(string& asName, string& asNameAndTextEntry) {
  614.     CompleteQuest(asName, asNameAndTextEntry);
  615. }
  616.  
  617. bool Journal_GetQuestIsCompleted(string& asName) {
  618.     return QuestIsCompleted(asName);
  619. }
  620.  
  621. bool Journal_GetQuestIsAdded(string& asName) {
  622.     return QuestIsAdded(asName);
  623. }
  624.  
  625. void Journal_SetNumberOfQuestsInMap(int alNumberOfQuests) {
  626.     SetNumberOfQuestsInMap(alNumberOfQuests);
  627. }
  628.  
  629. void Inventory_Exit() {
  630.     ExitInventory();
  631. }
  632.  
  633. void Inventory_SetDisabled(bool abX) {
  634.     SetInventoryDisabled(abX);
  635. }
  636.  
  637. void Inventory_SetMessage(string& asTextCategory, string& asTextEntry, float afTime) {
  638.     SetInventoryMessage(asTextCategory, asTextEntry, afTime);
  639. }
  640.  
  641. void Inventory_GiveItem(string& asName, string& asType, string& asSubTypeName, string& asImageName, float afAmount) {
  642.     GiveItem(asName, asType, asSubTypeName, asImageName, afAmount);
  643. }
  644.  
  645. void Inventory_GiveItemFromFile(string& asName, string& asFileName) {
  646.     GiveItemFromFile(asName, asFileName);
  647. }
  648.  
  649. void Inventory_RemoveItem(string& asName) {
  650.     RemoveItem(asName);
  651. }
  652.  
  653. bool Inventory_HasItem(string& asName) {
  654.     return HasItem(asName);
  655. }
  656.  
  657. void Inventory_AddCombineCallback(string& asName, string& asItemA, string& asItemB, string& asFunction, bool abAutoRemove) {
  658.     AddCombineCallback(asName, asItemA, asItemB, asFunction, abAutoRemove);
  659. }
  660.  
  661. void Inventory_RemoveCombineCallback(string& asName) {
  662.     RemoveCombineCallback(asName);
  663. }
  664.  
  665. void Inventory_AddUseItemCallback(string& asName, string& asItem, string& asEntity, string& asFunction, bool abAutoDestroy) {
  666.     AddUseItemCallback(asName, asItem, asEntity, asFunction, abAutoDestroy);
  667. }
  668.  
  669. void Inventory_RemoveUseItemCallback(string& asName) {
  670.     RemoveUseItemCallback(asName);
  671. }
  672.  
  673. void Entity_SetActive(string& asName, bool abActive) {
  674.     SetEntityActive(asName, abActive);
  675. }
  676.  
  677. void Entity_SetVisible(string& asName, bool abVisible) {
  678.     SetEntityVisible(asName, abVisible);
  679. }
  680.  
  681. bool Entity_GetExists(string& asName) {
  682.     return GetEntityExists(asName);
  683. }
  684.  
  685. void Entity_SetCustomFocusCrossHair(string& asName, string& asCrossHair) {
  686.     SetEntityCustomFocusCrossHair(asName, asCrossHair);
  687. }
  688.  
  689. void Entity_CreateAtArea(string& asEntityName, string& asEntityFile, string& asAreaName, bool abFullGameSave) {
  690.     CreateEntityAtArea(asEntityName, asEntityFile, asAreaName, abFullGameSave);
  691. }
  692.  
  693. void Entity_Replace(string &in asName, string &in asBodyName, string &in asNewEntityName, string &in asNewEntityFile, bool abFullGameSave) {
  694.     ReplaceEntity(asName, asBodyName, asNewEntityName, asNewEntityFile, abFullGameSave);
  695. }
  696.  
  697. void Entity_PlaceAtEntity(string &in asName, string &in asTargetEntity, string &in asTargetBodyName, bool abUseRotation) {
  698.     PlaceEntityAtEntity(asName, asTargetEntity, asTargetBodyName, abUseRotation);
  699. }
  700.  
  701. void Entity_SetPos(string &in asName, float afX, float afY, float afZ) {
  702.     SetEntityPos(asName, afX, afY, afZ);
  703. }
  704.  
  705. float Entity_GetPosX(string &in asName) {
  706.     return GetEntityPosX(asName);
  707. }
  708.  
  709. float Entity_GetPosY(string &in asName) {
  710.     return GetEntityPosY(asName);
  711. }
  712.  
  713. float Entity_GetPosZ(string &in asName) {
  714.     return GetEntityPosZ(asName);
  715. }
  716.  
  717. void Entity_SetPlayerLookAtCallback(string& asName, string& asCallback, bool abRemoveWhenLookedAt) {
  718.     SetEntityPlayerLookAtCallback(asName, asCallback, abRemoveWhenLookedAt);
  719. }
  720.  
  721. void Entity_SetPlayerInteractCallback(string& asName, string& asCallback, bool abRemoveOnInteraction) {
  722.     SetEntityPlayerInteractCallback(asName, asCallback, abRemoveOnInteraction);
  723. }
  724.  
  725. void Entity_SetCallbackFunc(string& asName, string& asCallback) {
  726.     SetEntityCallbackFunc(asName, asCallback);
  727. }
  728.  
  729. void Entity_SetConnectionStateChangeCallback(string& asName, string& asCallback) {
  730.     SetEntityConnectionStateChangeCallback(asName, asCallback);
  731. }
  732.  
  733. void Entity_SetInteractionDisabled(string& asName, bool abDisabled) {
  734.     SetEntityInteractionDisabled(asName, abDisabled);
  735. }
  736.  
  737. void Entity_BreakJoint(string& asName) {
  738.     BreakJoint(asName);
  739. }
  740.  
  741. void Entity_AddCollideCallback(string& asParentName, string& asChildName, string& asFunction, bool abDeleteOnCollide, int alStates) {
  742.     AddEntityCollideCallback(asParentName, asChildName, asFunction, abDeleteOnCollide, alStates);
  743. }
  744.  
  745. void Entity_RemoveCollideCallback(string& asParentName, string& asChildName) {
  746.     RemoveEntityCollideCallback(asParentName, asChildName);
  747. }
  748.  
  749. bool Entity_GetCollide(string& asEntityA, string& asEntityB) {
  750.     return GetEntitiesCollide(asEntityA, asEntityB);
  751. }
  752.  
  753. void Entity_SetBodyMass(string &in asName, float afMass) {
  754.     SetBodyMass(asName, afMass);
  755. }
  756.  
  757. float Entity_GetBodyMass(string &in asName) {
  758.     return GetBodyMass(asName);
  759. }
  760.  
  761. void Entity_SetEffectActive(string& asName, bool abActive, bool abFadeAndPlaySounds) {
  762.     SetPropEffectActive(asName, abActive, abFadeAndPlaySounds);
  763. }
  764.  
  765. void Entity_SetActiveAndFade(string& asName, bool abActive, float afFadeTime) {
  766.     SetPropActiveAndFade(asName, abActive, afFadeTime);
  767. }
  768.  
  769. void Entity_SetStaticPhysics(string& asName, bool abX) {
  770.     SetPropStaticPhysics(asName, abX);
  771. }
  772.  
  773. bool Entity_GetInteractedWith(string& asName) {
  774.     return GetPropIsInteractedWith(asName);
  775. }
  776.  
  777. void Entity_RotateToSpeed(string& asName, float afAcc, float afGoalSpeed, float afAxisX, float afAxisY, float afAxisZ, bool abResetSpeed, string& asOffsetArea) {
  778.     RotatePropToSpeed(asName, afAcc, afGoalSpeed, afAxisX, afAxisY, afAxisZ, abResetSpeed, asOffsetArea);
  779. }
  780.  
  781. void Entity_StopMovement(string& asName) {
  782.     StopPropMovement(asName);
  783. }
  784.  
  785. void Entity_AttachEntity(string& asPropName, string& asAttachName, string& asAttachFile, float afPosX, float afPosY, float afPosZ, float afRotX, float afRotY, float afRotZ) {
  786.     AttachPropToProp(asPropName, asAttachName, asAttachFile, afPosX, afPosY, afPosZ, afRotX, afRotY, afRotZ);
  787. }
  788.  
  789. void Entity_RemoveAttachedEntity(string& asPropName, string& asAttachName) {
  790.     RemoveAttachedPropFromProp(asPropName, asAttachName);
  791. }
  792.  
  793. void Entity_SetHealth(string& asName, float afHealth) {
  794.     SetPropHealth(asName, afHealth);
  795. }
  796.  
  797. void Entity_AddHealth(string& asName, float afHealth) {
  798.     AddPropHealth(asName, afHealth);
  799. }
  800.  
  801. float Entity_GetHealth(string& asName) {
  802.     return GetPropHealth(asName);
  803. }
  804.  
  805. void Entity_Reset(string& asName) {
  806.     ResetProp(asName);
  807. }
  808.  
  809. void Entity_PlayAnimation(string& asProp, string& asAnimation, float afFadeTime, bool abLoop, string& asCallback) {
  810.     PlayPropAnimation(asProp, asAnimation, afFadeTime, abLoop, asCallback);
  811. }
  812.  
  813. void Entity_AddForce(string& asName, float afX, float afY, float afZ, string& asCoordSystem) {
  814.     AddPropForce(asName, afX, afY, afZ, asCoordSystem);
  815. }
  816.  
  817. void Entity_AddImpulse(string& asName, float afX, float afY, float afZ, string& asCoordSystem) {
  818.     AddPropImpulse(asName, afX, afY, afZ, asCoordSystem);
  819. }
  820.  
  821. void Entity_AddBodyForce(string& asName, float afX, float afY, float afZ, string& asCoordSystem) {
  822.     AddBodyForce(asName, afX, afY, afZ, asCoordSystem);
  823. }
  824.  
  825. void Entity_AddBodyImpulse(string& asName, float afX, float afY, float afZ, string& asCoordSystem) {
  826.     AddBodyImpulse(asName, afX, afY, afZ, asCoordSystem);
  827. }
  828.  
  829. void Entity_ConnectWithRope(string& asName, string& asPropName, string& asRopeName, bool abInteractOnly, float afSpeedMul, float afToMinSpeed, float afToMaxSpeed, bool abInvert, int alStatesUsed) {
  830.     InteractConnectPropWithRope(asName, asPropName, asRopeName, abInteractOnly, afSpeedMul, afToMinSpeed, afToMaxSpeed, abInvert, alStatesUsed);
  831. }
  832.  
  833. void Entity_ConnectWithMoveObject(string& asName, string& asPropName, string& asMoveObjectName, bool abInteractOnly, bool abInvert, int alStatesUsed) {
  834.     InteractConnectPropWithMoveObject(asName, asPropName, asMoveObjectName, abInteractOnly, abInvert, alStatesUsed);
  835. }
  836.  
  837. void Entity_ConnectEntities(string& asName, string& asMainEntity, string& asConnectEntity, bool abInvertStateSent, int alStatesUsed, string& asCallbackFunc) {
  838.     ConnectEntities(asName, asMainEntity, asConnectEntity, abInvertStateSent, alStatesUsed, asCallbackFunc);
  839. }
  840.  
  841. void Lamp_SetLit(string& asName, bool abLit, bool abEffects) {
  842.     SetLampLit(asName, abLit, abEffects);
  843. }
  844.  
  845. void SwingDoor_SetLocked(string& asName, bool abLocked, bool abEffects) {
  846.     SetSwingDoorLocked(asName, abLocked, abEffects);
  847. }
  848.  
  849. void SwingDoor_SetClosed(string& asName, bool abClosed, bool abEffects) {
  850.     SetSwingDoorClosed(asName, abClosed, abEffects);
  851. }
  852.  
  853. bool SwingDoor_GetLocked(string& asName) {
  854.     return GetSwingDoorLocked(asName);
  855. }
  856.  
  857. bool SwingDoor_GetClosed(string& asName) {
  858.     return GetSwingDoorClosed(asName);
  859. }
  860.  
  861. void SwingDoor_SetDisableAutoClose(string& asName, bool abDisableAutoClose) {
  862.     SetSwingDoorDisableAutoClose(asName, abDisableAutoClose);
  863. }
  864.  
  865. int SwingDoor_GetState(string& asName) {
  866.     return GetSwingDoorState(asName);
  867. }
  868.  
  869. void LevelDoor_SetLocked(string& asName, bool abLocked) {
  870.     SetLevelDoorLocked(asName, abLocked);
  871. }
  872.  
  873. void LevelDoor_SetLockedSound(string& asName, string& asSound) {
  874.     SetLevelDoorLockedSound(asName, asSound);
  875. }
  876.  
  877. void LevelDoor_SetLockedText(string& asName, string& asTextCat, string& asTextEntry) {
  878.     SetLevelDoorLockedText(asName, asTextCat, asTextEntry);
  879. }
  880.  
  881. void MoveObject_SetState(string& asName, float afState) {
  882.     SetMoveObjectState(asName, afState);
  883. }
  884.  
  885. void MoveObject_SetStateExt(string& asName, float afState, float afAcc, float afMaxSpeed, float afSlowdownDist, bool abResetSpeed) {
  886.     SetMoveObjectStateExt(asName, afState, afAcc, afMaxSpeed, afSlowdownDist, abResetSpeed);
  887. }
  888.  
  889. void Entity_SetStuckState(string& asName, int alState) {
  890.     SetPropObjectStuckState(asName, alState);
  891. }
  892.  
  893. void Wheel_SetStuckState(string& asName, int alState, bool abEffects) {
  894.     SetWheelStuckState(asName, alState, abEffects);
  895. }
  896.  
  897. void Lever_SetStuckState(string& asName, int alState, bool abEffects) {
  898.     SetLeverStuckState(asName, alState, abEffects);
  899. }
  900.  
  901. void Wheel_SetAngle(string& asName, float afAngle, bool abAutoMove) {
  902.     SetWheelAngle(asName, afAngle, abAutoMove);
  903. }
  904.  
  905. void Wheel_SetInteractionDisablesStuck(string& asName, bool abX) {
  906.     SetWheelInteractionDisablesStuck(asName, abX);
  907. }
  908.  
  909. void Lever_SetInteractionDisablesStuck(string& asName, bool abX) {
  910.     SetLeverInteractionDisablesStuck(asName, abX);
  911. }
  912.  
  913. int Lever_GetState(string& asName) {
  914.     return GetLeverState(asName);
  915. }
  916.  
  917. void MultiSlider_SetStuckState(string& asName, int alStuckState, bool abEffects) {
  918.     SetMultiSliderStuckState(asName, alStuckState, abEffects);
  919. }
  920.  
  921. void MultiSlider_SetCallback(string& asName, string& asCallback) {
  922.     SetMultiSliderCallback(asName, asCallback);
  923. }
  924.  
  925. void Button_SetSwitchedOn(string& asName, bool abSwitchedOn, bool abEffects) {
  926.     SetButtonSwitchedOn(asName, abSwitchedOn, abEffects);
  927. }
  928.  
  929. void Entity_SetAllowStickyAreaAttachment(bool abX) {
  930.     SetAllowStickyAreaAttachment(abX);
  931. }
  932.  
  933. void Entity_AttachToStickyArea(string& asAreaName, string& asProp) {
  934.     AttachPropToStickyArea(asAreaName, asProp);
  935. }
  936.  
  937. void Entity_AttachBodyToStickyArea(string& asAreaName, string& asBody) {
  938.     AttachBodyToStickyArea(asAreaName, asBody);
  939. }
  940.  
  941. void Entity_DetachFromStickyArea(string& asAreaName) {
  942.     DetachFromStickyArea(asAreaName);
  943. }
  944.  
  945. void NPC_SetAwake(string& asName, bool abAwake, bool abEffects) {
  946.     SetNPCAwake(asName, abAwake, abEffects);
  947. }
  948.  
  949. void NPC_SetFollowPlayer(string& asName, bool abX) {
  950.     SetNPCFollowPlayer(asName, abX);
  951. }
  952.  
  953. void Enemy_SetDisabled(string& asName, bool abDisabled) {
  954.     SetEnemyDisabled(asName, abDisabled);
  955. }
  956.  
  957. void Enemy_SetIsHallucination(string& asName, bool abX) {
  958.     SetEnemyIsHallucination(asName, abX);
  959. }
  960.  
  961. void Enemy_FadeToSmoke(string& asName, bool abPlaySound) {
  962.     FadeEnemyToSmoke(asName, abPlaySound);
  963. }
  964.  
  965. void Enemy_ShowPlayerPosition(string& asName) {
  966.     ShowEnemyPlayerPosition(asName);
  967. }
  968.  
  969. void Enemy_AlertPlayerPresence(string &in asName) {
  970.     AlertEnemyOfPlayerPresence(asName);
  971. }
  972.  
  973. void Enemy_SetTriggersDisabled(string& asName, bool abX) {
  974.     SetEnemyDisableTriggers(asName, abX);
  975. }
  976.  
  977. void Enemy_AddPatrolNode(string& asName, string& asNodeName, float afWaitTime, string& asAnimation) {
  978.     AddEnemyPatrolNode(asName, asNodeName, afWaitTime, asAnimation);
  979. }
  980.  
  981. void Enemy_ClearPatrolNodes(string& asEnemyName) {
  982.     ClearEnemyPatrolNodes(asEnemyName);
  983. }
  984.  
  985. void Enemy_SetSanityDecreaseActive(string &in asName, bool abX) {
  986.     SetEnemySanityDecreaseActive(asName, abX);
  987. }
  988.  
  989. void Enemy_TeleportToNode(string &in asEnemyName, string &in asNodeName, bool abChangeY) {
  990.     TeleportEnemyToNode(asEnemyName, asNodeName, abChangeY);
  991. }
  992.  
  993. void Enemy_TeleportToEntity(string &in asEnemyName, string &in asTargetEntity, string &in asTargetBody, bool abChangeY) {
  994.     TeleportEnemyToEntity(asEnemyName, asTargetEntity, asTargetBody, abChangeY);
  995. }
  996.  
  997. void Enemy_ChangeManPigPose(string&in asName, string&in asPoseType) {
  998.     ChangeManPigPose(asName, asPoseType);
  999. }
  1000.  
  1001. void Enemy_SetTeslaPigFadeDisabled(string&in asName, bool abX) {
  1002.     SetTeslaPigFadeDisabled(asName, abX);
  1003. }
  1004.  
  1005. void Enemy_SetTeslaPigSoundDisabled(string&in asName, bool abX) {
  1006.     SetTeslaPigSoundDisabled(asName, abX);
  1007. }
  1008.  
  1009. void Enemy_SetTeslaPigEasyEscapeDisabled(string&in asName, bool abX) {
  1010.     SetTeslaPigEasyEscapeDisabled(asName, abX);
  1011. }
  1012.  
  1013. void Enemy_ForceTeslaPigSighting(string&in asName) {
  1014.     ForceTeslaPigSighting(asName);
  1015. }
  1016.  
  1017. string Enemy_GetStateName(string &in asName) {
  1018.     return GetEnemyStateName(asName);
  1019. }
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