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- CGameFont* GetFontGraffiti19Russian();
- unsigned int render_get_dx_level();
- char const* command_line();
- CGameFont* GetFontLetterica16Russian();
- CGameFont* GetFontLetterica18Russian();
- CGameFont* GetFontGraffiti50Russian();
- CGameGraph const* game_graph();
- bool IsImportantSave();
- CGameFont* GetFontGraffiti32Russian();
- int GetARGB(unsigned short,unsigned short,unsigned short,unsigned short);
- action_planner* cast_planner(action_base*);
- CUIGameCustom* get_hud();
- FS* getFS();
- bool IsDynamicMusic();
- void show_condition(ini_file*,char const*);
- CGameFont* GetFontSmall();
- cef_storage* ef_storage();
- bool IsGameTypeSingle();
- CConsole* get_console();
- int bit_and(int,int);
- unsigned short script_server_object_version();
- ini_file* create_ini_file(char const*);
- ini_file* system_ini();
- CGameFont* GetFontDI();
- unsigned int time_global();
- bool is_enough_address_space_available();
- void log(char const*);
- void error_log(char const*);
- void prefetch(char const*);
- bool editor();
- int bit_or(int,int);
- unsigned int time_global_async();
- int bit_not(int);
- render_device* device();
- bool app_ready();
- char const* user_name();
- int dik_to_bind(int);
- alife_simulator* alife();
- CGameFont* GetFontLetterica25();
- bool valid_saved_game(char const*);
- CGameFont* GetFontGraffiti22Russian();
- void buy_condition(custom [float],custom [float]);
- int bit_xor(int,int);
- void sell_condition(custom [float],custom [float]);
- CGameFont* GetFontMedium();
- ini_file* game_ini();
- void verify_if_thread_is_running();
- void flush();
- [cpp]
- class best_scores_pair_t
- {
- int second { get; set; }
- custom [enum gamespy_profile::enum_best_score_type] first { get; set; }
- }
- [cpp]
- class CWeaponBM16 : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class holder
- {
- void Action(holder&,unsigned short,unsigned int);
- bool engaged(holder&);
- void SetParam(holder&,int,vector);
- }
- [cpp]
- class CPoltergeist : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class color
- {
- custom [float] b { get; set; }
- color& set(color&,custom [float],custom [float],custom [float]);
- custom [float] r { get; set; }
- custom [float] g { get; set; }
- void __init(luabind::argument const&,custom [float],custom [float],custom [float]);
- }
- [cpp]
- class CALifeMonsterMovementManager
- {
- CALifeMonsterDetailPathManager* detail(CALifeMonsterMovementManager const*);
- custom [enum MovementManager::EPathType] const& path_type(CALifeMonsterMovementManager const&);
- bool completed(CALifeMonsterMovementManager const&);
- bool actual(CALifeMonsterMovementManager const&);
- CALifeMonsterPatrolPathManager* patrol(CALifeMonsterMovementManager const*);
- }
- [cpp]
- class CAI_PseudoDog : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class fs_file
- {
- unsigned int ptr { get; set; }
- unsigned int size_real { get; set; }
- unsigned int vfs { get; set; }
- unsigned int size_compressed { get; set; }
- char const* name { get; set; }
- unsigned int modif { get; set; }
- }
- [cpp]
- class cond
- {
- const act_end = 128;
- const anim_end = 4;
- const look_end = 2;
- const move_end = 1;
- const object_end = 32;
- const sound_end = 8;
- const time_end = 64;
- void __init(luabind::argument const&,unsigned int,custom [double]);
- }
- [cpp]
- class cse_alife_item_weapon_auto_shotgun : cse_alife_item_weapon
- {
- void on_unregister(cse_alife_item_weapon_auto_shotgun&);
- void use_ai_locations(cse_alife_object&,bool);
- void UPDATE_Write(cse_abstract&,net_packet&);
- bool can_switch_offline(cse_alife_item_weapon_auto_shotgun const&);
- void switch_online(cse_alife_item_weapon_auto_shotgun&);
- cse_abstract* init(cse_alife_item_weapon_auto_shotgun&);
- bool interactive(cse_alife_item_weapon_auto_shotgun const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item_weapon_auto_shotgun&);
- void STATE_Read(cse_alife_item_weapon_auto_shotgun&,net_packet&,unsigned short);
- void on_register(cse_alife_item_weapon_auto_shotgun&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- void clone_addons(cse_alife_item_weapon&,cse_alife_item_weapon*);
- bool keep_saved_data_anyway(cse_alife_item_weapon_auto_shotgun const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_item_weapon_auto_shotgun const&);
- vector& angle { get; set; }
- ini_file* spawn_ini(cse_abstract*);
- unsigned short m_game_vertex_id { get; set; }
- void on_spawn(cse_alife_item_weapon_auto_shotgun&);
- unsigned int m_level_vertex_id { get; set; }
- bool used_ai_locations(cse_alife_item_weapon_auto_shotgun const&);
- bool can_save(cse_alife_item_weapon_auto_shotgun const&);
- bool bfUseful(cse_alife_item_weapon_auto_shotgun&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item_weapon_auto_shotgun&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- void STATE_Write(cse_alife_item_weapon_auto_shotgun&,net_packet&);
- char const* name(cse_abstract const*);
- void __init(luabind::argument const&,char const*);
- }
- [cpp]
- class story_ids
- {
- const INVALID_STORY_ID = -1;
- const Invalid = 65535;
- const test_01 = 65000;
- const test_02 = 65001;
- const test_03 = 65002;
- const test_04 = 65003;
- const test_05 = 65004;
- }
- [cpp]
- class danger_object
- {
- const attack_sound = 1;
- const attacked = 5;
- const bullet_ricochet = 0;
- const enemy_sound = 7;
- const entity_attacked = 2;
- const entity_corpse = 4;
- const entity_death = 3;
- const grenade = 6;
- const hit = 2;
- const sound = 1;
- const visual = 0;
- game_object* object(danger_object const*);
- vector position(danger_object const*);
- void __eq(lua_State*,danger_object const&,danger_object);
- custom [enum CDangerObject::EDangerType] type(danger_object const&);
- unsigned int time(danger_object const&);
- game_object* dependent_object(danger_object const*);
- custom [enum CDangerObject::EDangerPerceiveType] perceive_type(danger_object const&);
- }
- [cpp]
- class DIK_keys
- {
- const DIK_0 = 11;
- const DIK_1 = 2;
- const DIK_2 = 3;
- const DIK_3 = 4;
- const DIK_4 = 5;
- const DIK_5 = 6;
- const DIK_6 = 7;
- const DIK_7 = 8;
- const DIK_8 = 9;
- const DIK_9 = 10;
- const DIK_A = 30;
- const DIK_ADD = 78;
- const DIK_APOSTROPHE = 40;
- const DIK_APPS = 221;
- const DIK_AT = 145;
- const DIK_AX = 150;
- const DIK_B = 48;
- const DIK_BACK = 14;
- const DIK_BACKSLASH = 43;
- const DIK_C = 46;
- const DIK_CAPITAL = 58;
- const DIK_CIRCUMFLEX = 144;
- const DIK_COLON = 146;
- const DIK_COMMA = 51;
- const DIK_CONVERT = 121;
- const DIK_D = 32;
- const DIK_DECIMAL = 83;
- const DIK_DELETE = 211;
- const DIK_DIVIDE = 181;
- const DIK_DOWN = 208;
- const DIK_E = 18;
- const DIK_END = 207;
- const DIK_EQUALS = 13;
- const DIK_ESCAPE = 1;
- const DIK_F = 33;
- const DIK_F1 = 59;
- const DIK_F10 = 68;
- const DIK_F11 = 87;
- const DIK_F12 = 88;
- const DIK_F13 = 100;
- const DIK_F14 = 101;
- const DIK_F15 = 102;
- const DIK_F2 = 60;
- const DIK_F3 = 61;
- const DIK_F4 = 62;
- const DIK_F5 = 63;
- const DIK_F6 = 64;
- const DIK_F7 = 65;
- const DIK_F8 = 66;
- const DIK_F9 = 67;
- const DIK_G = 34;
- const DIK_GRAVE = 41;
- const DIK_H = 35;
- const DIK_HOME = 199;
- const DIK_I = 23;
- const DIK_INSERT = 210;
- const DIK_J = 36;
- const DIK_K = 37;
- const DIK_KANA = 112;
- const DIK_KANJI = 148;
- const DIK_L = 38;
- const DIK_LBRACKET = 26;
- const DIK_LCONTROL = 29;
- const DIK_LEFT = 203;
- const DIK_LMENU = 56;
- const DIK_LSHIFT = 42;
- const DIK_LWIN = 219;
- const DIK_M = 50;
- const DIK_MINUS = 12;
- const DIK_MULTIPLY = 55;
- const DIK_N = 49;
- const DIK_NEXT = 209;
- const DIK_NOCONVERT = 123;
- const DIK_NUMLOCK = 69;
- const DIK_NUMPAD0 = 82;
- const DIK_NUMPAD1 = 79;
- const DIK_NUMPAD2 = 80;
- const DIK_NUMPAD3 = 81;
- const DIK_NUMPAD4 = 75;
- const DIK_NUMPAD5 = 76;
- const DIK_NUMPAD6 = 77;
- const DIK_NUMPAD7 = 71;
- const DIK_NUMPAD8 = 72;
- const DIK_NUMPAD9 = 73;
- const DIK_NUMPADCOMMA = 179;
- const DIK_NUMPADENTER = 156;
- const DIK_NUMPADEQUALS = 141;
- const DIK_O = 24;
- const DIK_P = 25;
- const DIK_PAUSE = 197;
- const DIK_PERIOD = 52;
- const DIK_PRIOR = 201;
- const DIK_Q = 16;
- const DIK_R = 19;
- const DIK_RBRACKET = 27;
- const DIK_RCONTROL = 157;
- const DIK_RETURN = 28;
- const DIK_RIGHT = 205;
- const DIK_RMENU = 184;
- const DIK_RSHIFT = 54;
- const DIK_RWIN = 220;
- const DIK_S = 31;
- const DIK_SCROLL = 70;
- const DIK_SEMICOLON = 39;
- const DIK_SLASH = 53;
- const DIK_SPACE = 57;
- const DIK_STOP = 149;
- const DIK_SUBTRACT = 74;
- const DIK_SYSRQ = 183;
- const DIK_T = 20;
- const DIK_TAB = 15;
- const DIK_U = 22;
- const DIK_UNDERLINE = 147;
- const DIK_UNLABELED = 151;
- const DIK_UP = 200;
- const DIK_V = 47;
- const DIK_W = 17;
- const DIK_X = 45;
- const DIK_Y = 21;
- const DIK_YEN = 125;
- const DIK_Z = 44;
- const MOUSE_1 = 337;
- const MOUSE_2 = 338;
- const MOUSE_3 = 339;
- }
- [cpp]
- class CUIListBoxItem : CUIFrameLineWnd
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void SetWidth(CUIFrameLineWnd&,custom [float]);
- CUIStatic* AddIconField(CUIListBoxItem&,custom [float]);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- void SetHeight(CUIFrameLineWnd&,custom [float]);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void __init(luabind::argument const&,custom [float]);
- custom [float] GetWidth(CUIWindow const&);
- void SetPPMode(CUIWindow&);
- void SetColor(CUIFrameLineWnd&,unsigned int);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- void SetTextColor(CUIListBoxItem&,unsigned int);
- void SetWndRect(CUIWindow&,Frect);
- bool IsEnabled(CUIWindow&);
- void SetWndSize(CUIWindow&,vector2);
- void Enable(CUIWindow&,bool);
- CUITextWnd* AddTextField(CUIListBoxItem&,char const*,custom [float]);
- CUITextWnd* GetTextItem(CUIListBoxItem&);
- void DetachChild(CUIWindow&,CUIWindow*);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class CUITextWnd : CUIWindow
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void SetTextComplexMode(CUITextWnd&,bool);
- void __init(luabind::argument const&);
- void AdjustWidthToText(CUITextWnd&);
- bool IsShown(CUIWindow&);
- void SetFont(CUITextWnd&,CGameFont*);
- custom [float] GetWidth(CUIWindow const&);
- void SetWindowName(CUIWindow&,char const*);
- void SetVTextAlignment(CUITextWnd&,custom [enum EVTextAlignment]);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetTextColor(CUITextWnd&,unsigned int);
- void SetWndRect(CUIWindow&,Frect);
- void SetEllipsis(CUITextWnd&,bool);
- void AdjustHeightToText(CUITextWnd&);
- void SetTextST(CUITextWnd&,char const*);
- void SetTextOffset(CUITextWnd&,custom [float],custom [float]);
- CGameFont* GetFont(CUITextWnd&);
- unsigned int GetTextColor(CUITextWnd&);
- void SetWndSize(CUIWindow&,vector2);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- void Enable(CUIWindow&,bool);
- void SetWndPos(CUIWindow&,vector2);
- char const* GetText(CUITextWnd&);
- void Show(CUIWindow&,bool);
- void SetPPMode(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- bool IsEnabled(CUIWindow&);
- char const* WindowName(CUIWindow&);
- void SetTextAlignment(CUITextWnd&,custom [enum IGameFont::EAligment]);
- void SetText(CUITextWnd&,char const*);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class CChimera : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class ce_script_zone : DLL_Pure
- {
- DLL_Pure* _construct(DLL_Pure&);
- void __init(luabind::argument const&);
- }
- [cpp]
- class CWeaponWalther : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class ce_smart_zone : DLL_Pure
- {
- DLL_Pure* _construct(DLL_Pure&);
- void __init(luabind::argument const&);
- }
- [cpp]
- class CAI_Trader : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CWeaponAK74 : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CF1 : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class not_yet_visible_object
- {
- game_object* object(not_yet_visible_object const&);
- custom [float] value { get; set; }
- }
- [cpp]
- class CUIStatic : CUIWindow
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- CUILines* TextControl(CUIStatic&);
- void InitTexture(CUIStatic&,char const*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- custom [float] GetHeight(CUIWindow const&);
- void Enable(CUIWindow&,bool);
- bool IsEnabled(CUIWindow&);
- void SetWndSize(CUIWindow&,vector2);
- void SetPPMode(CUIWindow&);
- void SetWndRect(CUIWindow&,Frect);
- void SetTextureRect(CUIStatic&,Frect*);
- void SetStretchTexture(CUIStatic&,bool);
- Frect const* GetTextureRect(CUIStatic&);
- }
- [cpp]
- class cse_alife_object_climable : , cse_shapecse_abstract
- {
- vector& angle { get; set; }
- vector& position { get; set; }
- unsigned short id { get; set; }
- char const* section_name(cse_abstract const*);
- char const* name(cse_abstract const*);
- void STATE_Read(cse_alife_object_climable&,net_packet&,unsigned short);
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_alife_object_climable&,net_packet&);
- unsigned short parent_id { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned short script_version { get; set; }
- int clsid(cse_abstract const&);
- cse_abstract* init(cse_alife_object_climable&);
- ini_file* spawn_ini(cse_abstract*);
- void __init(luabind::argument const&,char const*);
- }
- [cpp]
- class patrol
- {
- const continue = 1;
- const custom = 3;
- const dummy = -1;
- const nearest = 2;
- const next = 4;
- const start = 0;
- const stop = 0;
- bool flag(patrol const&,unsigned int,unsigned char);
- unsigned short game_vertex_id(patrol const&,unsigned int);
- vector point(patrol const*,unsigned int);
- unsigned int get_nearest(patrol const&,vector const&);
- bool terminal(patrol const&,unsigned int);
- flags32 flags(patrol const&,unsigned int);
- unsigned int index(patrol const&,char const*);
- void __init(luabind::argument const&,char const*,custom [enum PatrolPathManager::EPatrolStartType] const,custom [enum PatrolPathManager::EPatrolRouteType] const,bool,unsigned int);
- unsigned int count(patrol const&);
- char const* name(patrol const&,unsigned int);
- unsigned int level_vertex_id(patrol const&,unsigned int);
- }
- [cpp]
- class CPhrase
- {
- CPhraseScript* GetPhraseScript(CPhrase&);
- }
- [cpp]
- class Patch_Dawnload_Progress
- {
- char const* GetStatus(Patch_Dawnload_Progress&);
- custom [float] GetProgress(Patch_Dawnload_Progress&);
- char const* GetFlieName(Patch_Dawnload_Progress&);
- bool GetInProgress(Patch_Dawnload_Progress&);
- }
- [cpp]
- class CUIScriptWnd : , CUIDialogWndDLL_Pure
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- CDialogHolder* GetHolder(CUIDialogWnd&);
- DLL_Pure* _construct(DLL_Pure&);
- bool Dispatch(CUIScriptWnd&,int,int);
- void __init(luabind::argument const&);
- bool OnKeyboard(CUIScriptWnd&,int,custom [enum EUIMessages]);
- void ShowDialog(CUIDialogWnd&,bool);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void Register(CUIScriptWnd&,CUIWindow*,char const*);
- void SetWindowName(CUIWindow&,char const*);
- void Show(CUIWindow&,bool);
- void AddCallback(CUIScriptWnd&,char const*,short,function<void> const&,luabind::object const&);
- bool Load(CUIScriptWnd&,char const*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- void SetPPMode(CUIWindow&);
- bool IsShown(CUIWindow&);
- bool IsEnabled(CUIWindow&);
- void SetWndSize(CUIWindow&,vector2);
- void Enable(CUIWindow&,bool);
- void SetWndRect(CUIWindow&,Frect);
- void Update(CUIScriptWnd&);
- void HideDialog(CUIDialogWnd&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class CUIEditBox : CUICustomEdit
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void InitTexture(CUIEditBox&,char const*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- void SetText(CUICustomEdit&,char const*);
- void SetWindowName(CUIWindow&,char const*);
- void SetNextFocusCapturer(CUICustomEdit&,CUICustomEdit*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- char const* WindowName(CUIWindow&);
- char const* GetText(CUICustomEdit const&);
- bool IsEnabled(CUIWindow&);
- void CaptureFocus(CUICustomEdit&,bool);
- void SetPPMode(CUIWindow&);
- void SetWndRect(CUIWindow&,Frect);
- void SetWndSize(CUIWindow&,vector2);
- void Enable(CUIWindow&,bool);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class CSnork : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CRGD5 : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CSavedGameWrapper
- {
- custom [float] const& actor_health(CSavedGameWrapper const&);
- CTime game_time(CSavedGameWrapper const*);
- unsigned char const& level_id(CSavedGameWrapper const&);
- char const* level_name(CSavedGameWrapper const&);
- void __init(luabind::argument const&,char const*);
- }
- [cpp]
- class cse_alife_helicopter : , cse_alife_dynamic_object_visual, cse_motioncse_ph_skeleton
- {
- void on_unregister(cse_alife_helicopter&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_helicopter const&);
- void switch_online(cse_alife_helicopter&);
- cse_abstract* init(cse_alife_helicopter&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_helicopter&);
- void STATE_Read(cse_alife_helicopter&,net_packet&,unsigned short);
- void on_register(cse_alife_helicopter&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_helicopter const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_helicopter const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- char const* section_name(cse_abstract const*);
- void on_spawn(cse_alife_helicopter&);
- bool can_save(cse_alife_helicopter const&);
- bool used_ai_locations(cse_alife_helicopter const&);
- void STATE_Write(cse_alife_helicopter&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_helicopter&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_alife_helicopter const&);
- char const* name(cse_abstract const*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- }
- [cpp]
- class CScriptXmlInit
- {
- CUIMMShniaga* InitMMShniaga(CScriptXmlInit&,char const*,CUIWindow*);
- CUIEditBox* InitMPPlayerName(CScriptXmlInit&,char const*,CUIWindow*);
- CServerList* InitServerList(CScriptXmlInit&,char const*,CUIWindow*);
- CUIStatic* InitSleepStatic(CScriptXmlInit&,char const*,CUIWindow*);
- void __init(luabind::argument const&);
- CUIEditBox* InitEditBox(CScriptXmlInit&,char const*,CUIWindow*);
- CUIFrameLineWnd* InitFrameLine(CScriptXmlInit&,char const*,CUIWindow*);
- CUITabControl* InitTab(CScriptXmlInit&,char const*,CUIWindow*);
- CUIProgressBar* InitProgressBar(CScriptXmlInit&,char const*,CUIWindow*);
- CUISpinText* InitSpinText(CScriptXmlInit&,char const*,CUIWindow*);
- void InitWindow(CScriptXmlInit&,char const*,int,CUIWindow*);
- void ParseFile(CScriptXmlInit&,char const*);
- CUIMapList* InitMapList(CScriptXmlInit&,char const*,CUIWindow*);
- CUITextWnd* InitTextWnd(CScriptXmlInit&,char const*,CUIWindow*);
- CUIScrollView* InitScrollView(CScriptXmlInit&,char const*,CUIWindow*);
- CUIWindow* InitKeyBinding(CScriptXmlInit&,char const*,CUIWindow*);
- CUIEditBox* InitCDkey(CScriptXmlInit&,char const*,CUIWindow*);
- CUI3tButton* Init3tButton(CScriptXmlInit&,char const*,CUIWindow*);
- CUIComboBox* InitComboBox(CScriptXmlInit&,char const*,CUIWindow*);
- CUITrackBar* InitTrackBar(CScriptXmlInit&,char const*,CUIWindow*);
- CUIMapInfo* InitMapInfo(CScriptXmlInit&,char const*,CUIWindow*);
- CUISpinFlt* InitSpinFlt(CScriptXmlInit&,char const*,CUIWindow*);
- CUIStatic* InitStatic(CScriptXmlInit&,char const*,CUIWindow*);
- CUISpinNum* InitSpinNum(CScriptXmlInit&,char const*,CUIWindow*);
- CUIListBox* InitListBox(CScriptXmlInit&,char const*,CUIWindow*);
- CUIStatic* InitAnimStatic(CScriptXmlInit&,char const*,CUIWindow*);
- CUIFrameWindow* InitFrame(CScriptXmlInit&,char const*,CUIWindow*);
- CUICheckButton* InitCheck(CScriptXmlInit&,char const*,CUIWindow*);
- }
- [cpp]
- class CUISpinNum : CUICustomSpin
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* GetText(CUICustomSpin&);
- void SetWindowName(CUIWindow&,char const*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- bool IsEnabled(CUIWindow&);
- void Enable(CUIWindow&,bool);
- char const* WindowName(CUIWindow&);
- void SetWndRect(CUIWindow&,Frect);
- void SetWndSize(CUIWindow&,vector2);
- void SetPPMode(CUIWindow&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class sound_params
- {
- custom [float] min_distance { get; set; }
- vector& position { get; set; }
- custom [float] max_distance { get; set; }
- custom [float] volume { get; set; }
- custom [float] frequency { get; set; }
- }
- [cpp]
- class object
- {
- const activate = 16;
- const aim1 = 4;
- const aim2 = 5;
- const deactivate = 17;
- const drop = 11;
- const dummy = -1;
- const fire1 = 6;
- const fire2 = 8;
- const hide = 22;
- const idle = 9;
- const reload = 2;
- const reload1 = 2;
- const reload2 = 3;
- const show = 21;
- const strap = 10;
- const switch1 = 0;
- const switch2 = 1;
- const take = 23;
- const turn_off = 20;
- const turn_on = 19;
- const use = 18;
- void object(object&,game_object*);
- void action(object&,custom [enum MonsterSpace::EObjectAction]);
- bool completed(object&);
- void __init(luabind::argument const&,char const*,custom [enum MonsterSpace::EObjectAction]);
- }
- [cpp]
- class CWeaponRG6 : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class game_memory_object : memory_object
- {
- game_object* object(game_memory_object const&);
- custom [struct MemorySpace::CObjectParams<class CGameObject>]& self_info { get; set; }
- unsigned int level_time { get; set; }
- unsigned int last_level_time { get; set; }
- custom [struct MemorySpace::CObjectParams<class CGameObject>]& object_info { get; set; }
- }
- [cpp]
- class CMainMenu
- {
- char const* GetCDKey(CMainMenu&);
- login_manager* GetLoginMngr(CMainMenu&);
- account_manager* GetAccountMngr(CMainMenu&);
- char const* GetGSVer(CMainMenu&);
- bool ValidateCDKey(CMainMenu&);
- Patch_Dawnload_Progress* GetPatchProgress(CMainMenu&);
- profile_store* GetProfileStore(CMainMenu&);
- char const* GetPlayerName(CMainMenu&);
- void CancelDownload(CMainMenu&);
- demo_info const* GetDemoInfo(CMainMenu&,char const*);
- }
- [cpp]
- class profile_store
- {
- const at_award_massacre = 0;
- const at_awards_count = 30;
- const bst_backstabs_in_row = 2;
- const bst_bleed_kills_in_row = 2;
- const bst_explosive_kills_in_row = 3;
- const bst_eye_kills_in_row = 4;
- const bst_head_shots_in_row = 3;
- const bst_kills_in_row = 0;
- const bst_kinife_kills_in_row = 1;
- const bst_score_types_count = 7;
- void load_current_profile(profile_store&,store_operation_cb,store_operation_cb);
- void stop_loading(profile_store&);
- custom [class AssociativeVector<enum gamespy_profile::enum_best_score_type,int,struct std::less<enum gamespy_profile::enum_best_score_type> >] const& get_best_scores(profile_store&);
- custom [class AssociativeVector<enum gamespy_profile::enum_awards_t,struct gamespy_profile::award_data,struct std::less<enum gamespy_profile::enum_awards_t> >] const& get_awards(profile_store&);
- }
- [cpp]
- class property_evaluator_const : property_evaluator
- {
- game_object* object { get; set; }
- bool evaluate(property_evaluator&);
- property_storage* storage { get; set; }
- void setup(property_evaluator&,game_object*,property_storage*);
- void __init(luabind::argument const&,bool);
- }
- [cpp]
- class award_pair_t
- {
- award_data& second { get; set; }
- custom [enum gamespy_profile::enum_awards_t] first { get; set; }
- }
- [cpp]
- class CUITrackBar : CUIWindow
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void SetOptIBounds(CUITrackBar&,int,int);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void SetCheck(CUITrackBar&,bool);
- bool GetCheck(CUITrackBar&);
- void Enable(CUIWindow&,bool);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- custom [float] GetFValue(CUITrackBar&);
- int GetIValue(CUITrackBar&);
- void SetWndPos(CUIWindow&,vector2);
- void SetWndSize(CUIWindow&,vector2);
- void SetWndRect(CUIWindow&,Frect);
- bool IsEnabled(CUIWindow&);
- void SetPPMode(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetOptFBounds(CUITrackBar&,custom [float],custom [float]);
- void SetCurrentValue(CUITrackBar&);
- bool IsAutoDelete(CUIWindow&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class CPhysicObject : CGameObject
- {
- void play_bones_sound(CPhysicObject&);
- void stop_bones_sound(CPhysicObject&);
- int getVisible(CGameObject const&);
- void stop_anim(CPhysicObject&);
- void __init(luabind::argument const&);
- custom [float] anim_time_get(CPhysicObject&);
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void anim_time_set(CPhysicObject&,custom [float]);
- void run_anim_back(CPhysicObject&);
- int net_Spawn(CGameObject&,cse_abstract*);
- int getEnabled(CGameObject const&);
- void unset_door_ignore_dynamics(CPhysicObject&);
- DLL_Pure* _construct(CGameObject&);
- void set_door_ignore_dynamics(CPhysicObject&);
- void net_Export(CGameObject&,net_packet&);
- void run_anim_forward(CPhysicObject&);
- }
- [cpp]
- class CFadedBall : CArtefact
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- unsigned char GetAfRank(CArtefact const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- IRender_Visual* Visual(CGameObject const&);
- void FollowByPath(CArtefact&,char const*,int,vector);
- void SwitchVisibility(CArtefact&,bool);
- DLL_Pure* _construct(CGameObject&);
- int getEnabled(CGameObject const&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class cse_alife_item_ammo : cse_alife_item
- {
- void on_unregister(cse_alife_item_ammo&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_item_ammo const&);
- void switch_online(cse_alife_item_ammo&);
- cse_abstract* init(cse_alife_item_ammo&);
- bool interactive(cse_alife_item_ammo const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item_ammo&);
- void STATE_Read(cse_alife_item_ammo&,net_packet&,unsigned short);
- void on_register(cse_alife_item_ammo&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_item_ammo const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_item_ammo const&);
- vector& angle { get; set; }
- void on_spawn(cse_alife_item_ammo&);
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_alife_item_ammo&,net_packet&);
- bool can_save(cse_alife_item_ammo const&);
- bool used_ai_locations(cse_alife_item_ammo const&);
- bool bfUseful(cse_alife_item_ammo&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item_ammo&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned int m_level_vertex_id { get; set; }
- char const* name(cse_abstract const*);
- ini_file* spawn_ini(cse_abstract*);
- }
- [cpp]
- class CWeaponFORT : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CDialogHolder
- {
- void RemoveDialogToRender(CDialogHolder&,CUIWindow*);
- void AddDialogToRender(CDialogHolder&,CUIWindow*);
- }
- [cpp]
- class CWeaponBinoculars : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CUIPropertiesBox : CUIFrameWindow
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void RemoveItem(CUIPropertiesBox&,unsigned int);
- void SetWidth(CUIFrameWindow&,custom [float]);
- void __init(luabind::argument const&);
- void Show(CUIPropertiesBox&,int,int);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- void SetHeight(CUIFrameWindow&,custom [float]);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void RemoveAll(CUIPropertiesBox&);
- custom [float] GetWidth(CUIWindow const&);
- void SetPPMode(CUIWindow&);
- void SetColor(CUIFrameWindow&,unsigned int);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void Hide(CUIPropertiesBox&);
- bool AddItem(CUIPropertiesBox&,char const*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetWndSize(CUIWindow&,vector2);
- bool IsEnabled(CUIWindow&);
- void Enable(CUIWindow&,bool);
- void AutoUpdateSize(CUIPropertiesBox&);
- void SetWndRect(CUIWindow&,Frect);
- void SetWndPos(CUIWindow&,vector2);
- void ResetPPMode(CUIWindow&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class object_factory
- {
- void register(object_factory&,char const*,char const*,char const*);
- }
- [cpp]
- class CUIFrameWindow : CUIWindow
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void SetWidth(CUIFrameWindow&,custom [float]);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- void SetHeight(CUIFrameWindow&,custom [float]);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void SetColor(CUIFrameWindow&,unsigned int);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- void DetachChild(CUIWindow&,CUIWindow*);
- bool IsEnabled(CUIWindow&);
- void Enable(CUIWindow&,bool);
- void SetWndSize(CUIWindow&,vector2);
- void SetWndRect(CUIWindow&,Frect);
- void SetPPMode(CUIWindow&);
- custom [float] GetWidth(CUIWindow const&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class ICollidable
- {
- }
- [cpp]
- class cse_anomalous_zone : cse_custom_zone
- {
- void on_unregister(cse_anomalous_zone&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_anomalous_zone const&);
- void switch_online(cse_anomalous_zone&);
- cse_abstract* init(cse_anomalous_zone&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_anomalous_zone&);
- void STATE_Read(cse_anomalous_zone&,net_packet&,unsigned short);
- void on_register(cse_anomalous_zone&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_anomalous_zone const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_anomalous_zone const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- char const* section_name(cse_abstract const*);
- void on_spawn(cse_anomalous_zone&);
- bool can_save(cse_anomalous_zone const&);
- bool used_ai_locations(cse_anomalous_zone const&);
- void STATE_Write(cse_anomalous_zone&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_anomalous_zone&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_anomalous_zone const&);
- char const* name(cse_abstract const*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- }
- [cpp]
- class CUIListBox : CUIScrollView
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void AddExistingItem(CUIListBox&,CUIListBoxItem*);
- void RemoveItem(CUIListBox&,CUIWindow*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- void ShowSelectedItem(CUIListBox&,bool);
- custom [float] GetWidth(CUIWindow const&);
- CUIWindow* GetItem(CUIListBox&,unsigned int);
- void SetWindowName(CUIWindow&,char const*);
- unsigned int GetSelectedIndex(CUIListBox&);
- void RemoveWindow(CUIScrollView&,CUIWindow*);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndRect(CUIWindow&,Frect);
- void AddWindow(CUIScrollView&,CUIWindow*,bool);
- CUIListBoxItem* GetSelectedItem(CUIListBox&);
- void Clear(CUIScrollView&);
- void ScrollToEnd(CUIScrollView&);
- CUIListBoxItem* AddTextItem(CUIListBox&,char const*);
- unsigned int GetSize(CUIListBox&);
- void SetWndSize(CUIWindow&,vector2);
- void ScrollToBegin(CUIScrollView&);
- int GetCurrentScrollPos(CUIScrollView&);
- void DetachChild(CUIWindow&,CUIWindow*);
- void RemoveAll(CUIListBox&);
- void SetAutoDelete(CUIWindow&,bool);
- char const* WindowName(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- bool IsEnabled(CUIWindow&);
- CUIListBoxItem* GetItemByIndex(CUIListBox&,int);
- void SetScrollPos(CUIScrollView&,int);
- vector2 const* GetWndPos(CUIWindow*);
- int GetMaxScrollPos(CUIScrollView&);
- void SetPPMode(CUIWindow&);
- void Enable(CUIWindow&,bool);
- int GetMinScrollPos(CUIScrollView&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class cse_alife_item_custom_outfit : cse_alife_item
- {
- void on_unregister(cse_alife_item_custom_outfit&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_item_custom_outfit const&);
- void switch_online(cse_alife_item_custom_outfit&);
- cse_abstract* init(cse_alife_item_custom_outfit&);
- bool interactive(cse_alife_item_custom_outfit const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item_custom_outfit&);
- void STATE_Read(cse_alife_item_custom_outfit&,net_packet&,unsigned short);
- void on_register(cse_alife_item_custom_outfit&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_item_custom_outfit const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_item_custom_outfit const&);
- vector& angle { get; set; }
- void on_spawn(cse_alife_item_custom_outfit&);
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_alife_item_custom_outfit&,net_packet&);
- bool can_save(cse_alife_item_custom_outfit const&);
- bool used_ai_locations(cse_alife_item_custom_outfit const&);
- bool bfUseful(cse_alife_item_custom_outfit&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item_custom_outfit&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned int m_level_vertex_id { get; set; }
- char const* name(cse_abstract const*);
- ini_file* spawn_ini(cse_abstract*);
- }
- [cpp]
- class SServerFilters
- {
- bool full { get; set; }
- bool with_pass { get; set; }
- bool empty { get; set; }
- bool without_pass { get; set; }
- bool listen_servers { get; set; }
- bool without_ff { get; set; }
- void __init(luabind::argument const&);
- }
- [cpp]
- class act
- {
- const attack = 2;
- const eat = 1;
- const panic = 3;
- const rest = 0;
- void __init(luabind::argument const&,custom [enum MonsterSpace::EScriptMonsterGlobalAction],game_object*);
- }
- [cpp]
- class CGameTask
- {
- void add_complete_func(CGameTask&,char const*);
- void set_id(CGameTask&,char const*);
- void set_title(CGameTask&,char const*);
- void set_map_location(CGameTask&,char const*);
- void __init(luabind::argument const&);
- void add_fail_info(CGameTask&,char const*);
- void add_on_complete_func(CGameTask&,char const*);
- void add_complete_info(CGameTask&,char const*);
- void change_map_location(CGameTask&,char const*,unsigned short);
- void remove_map_locations(CGameTask&,bool);
- void add_on_fail_func(CGameTask&,char const*);
- void set_type(CGameTask&,int);
- void set_icon_name(CGameTask&,char const*);
- void add_on_fail_info(CGameTask&,char const*);
- void set_description(CGameTask&,char const*);
- void add_fail_func(CGameTask&,char const*);
- void add_on_complete_info(CGameTask&,char const*);
- char const* get_icon_name(CGameTask&);
- int get_priority(CGameTask&);
- char const* get_id(CGameTask&);
- char const* get_title(CGameTask&);
- void set_map_hint(CGameTask&,char const*);
- void set_priority(CGameTask&,int);
- void set_map_object_id(CGameTask&,int);
- }
- [cpp]
- class CAI_Boar : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class entity_action
- {
- bool object(entity_action const&);
- bool anim(entity_action const&);
- void __init(luabind::argument const&,entity_action const*);
- void set_action(entity_action&,act&);
- bool look(entity_action const&);
- bool all(entity_action&);
- bool completed(entity_action&);
- bool sound(entity_action const&);
- bool time(entity_action&);
- bool move(entity_action const&);
- bool particle(entity_action const&);
- }
- [cpp]
- class CUIMMShniaga : CUIWindow
- {
- const epi_main = 0;
- const epi_new_game = 1;
- const epi_new_network_game = 2;
- void AttachChild(CUIWindow&,CUIWindow*);
- void SetPage(CUIMMShniaga&,custom [enum CUIMMShniaga::enum_page_id],char const*,char const*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- void ShowPage(CUIMMShniaga&,custom [enum CUIMMShniaga::enum_page_id]);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- vector2 const* GetWndPos(CUIWindow*);
- bool IsEnabled(CUIWindow&);
- void Enable(CUIWindow&,bool);
- void SetWndSize(CUIWindow&,vector2);
- void SetVisibleMagnifier(CUIMMShniaga&,bool);
- void SetWndRect(CUIWindow&,Frect);
- void SetPPMode(CUIWindow&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class CSimpleDetector : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CWeaponPM : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class cse_alife_team_base_zone : cse_alife_space_restrictor
- {
- void on_unregister(cse_alife_team_base_zone&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_team_base_zone const&);
- void switch_online(cse_alife_team_base_zone&);
- cse_abstract* init(cse_alife_team_base_zone&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_team_base_zone&);
- void STATE_Read(cse_alife_team_base_zone&,net_packet&,unsigned short);
- void on_register(cse_alife_team_base_zone&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_team_base_zone const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_team_base_zone const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- char const* section_name(cse_abstract const*);
- void on_spawn(cse_alife_team_base_zone&);
- bool can_save(cse_alife_team_base_zone const&);
- bool used_ai_locations(cse_alife_team_base_zone const&);
- void STATE_Write(cse_alife_team_base_zone&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_team_base_zone&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_alife_team_base_zone const&);
- char const* name(cse_abstract const*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- }
- [cpp]
- class CPhraseDialog
- {
- CPhrase* AddPhrase(CPhraseDialog&,char const*,char const*,char const*,int);
- }
- [cpp]
- class CGameObject : , DLL_Pure, ISheduled, ICollidableIRenderable
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int net_Spawn(CGameObject&,cse_abstract*);
- int getVisible(CGameObject const&);
- }
- [cpp]
- class FS_file_list_ex
- {
- void Sort(FS_file_list_ex&,unsigned int);
- unsigned int Size(FS_file_list_ex&);
- FS_item GetAt(FS_file_list_ex&,unsigned int);
- }
- [cpp]
- class CHelicopter : CGameObject
- {
- const eAlive = 0;
- const eBodyByPath = 0;
- const eBodyToPoint = 1;
- const eDead = 1;
- const eEnemyEntity = 2;
- const eEnemyNone = 0;
- const eEnemyPoint = 1;
- const eMovLanding = 4;
- const eMovNone = 0;
- const eMovPatrolPath = 2;
- const eMovRoundPath = 3;
- const eMovTakeOff = 5;
- const eMovToPoint = 1;
- void SetEnemy(CHelicopter&,vector*);
- void SetLinearAcc(CHelicopter&,custom [float],custom [float]);
- void UseFireTrail(CHelicopter&,bool);
- bool m_light_started { get; set; }
- void __init(luabind::argument const&);
- void ClearEnemy(CHelicopter&);
- custom [float] GetfHealth(CHelicopter const&);
- custom [float] GetDistanceToDestPosition(CHelicopter&);
- vector GetCurrVelocityVec(CHelicopter&);
- void net_Import(CGameObject&,net_packet&);
- bool m_use_mgun_on_attack { get; set; }
- int GetState(CHelicopter&);
- custom [float] SetfHealth(CHelicopter&,custom [float]);
- bool use(CGameObject&,CGameObject*);
- void SetBarrelDirTolerance(CHelicopter&,custom [float]);
- void GoPatrolByRoundPath(CHelicopter&,vector,custom [float],bool);
- bool m_use_rocket_on_attack { get; set; }
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int GetBodyState(CHelicopter&);
- custom [float] m_min_rocket_dist { get; set; }
- void LookAtPoint(CHelicopter&,vector,bool);
- int net_Spawn(CGameObject&,cse_abstract*);
- void SetOnPointRangeDist(CHelicopter&,custom [float]);
- void StartFlame(CHelicopter&);
- int getVisible(CGameObject const&);
- custom [float] GetSpeedInDestPoint(CHelicopter&,custom [float]);
- custom [float] GetOnPointRangeDist(CHelicopter&);
- bool m_exploded { get; set; }
- custom [float] m_min_mgun_dist { get; set; }
- bool isVisible(CHelicopter&,game_object*);
- void GoPatrolByPatrolPath(CHelicopter&,char const*,int);
- void TurnEngineSound(CHelicopter&,bool);
- custom [float] GetSafeAltitude(CHelicopter&);
- int GetHuntState(CHelicopter&);
- bool m_flame_started { get; set; }
- bool m_syncronize_rocket { get; set; }
- unsigned int m_time_between_rocket_attack { get; set; }
- custom [float] m_max_mgun_dist { get; set; }
- custom [float] m_max_rocket_dist { get; set; }
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void SetFireTrailLength(CHelicopter&,custom [float]);
- void TurnLighting(CHelicopter&,bool);
- custom [float] GetRealAltitude(CHelicopter&);
- custom [float] GetCurrVelocity(CHelicopter&);
- bool m_dead { get; set; }
- int GetMovementState(CHelicopter&);
- void Explode(CHelicopter&);
- custom [float] GetMaxVelocity(CHelicopter&);
- void SetMaxVelocity(CHelicopter&,custom [float]);
- void SetDestPosition(CHelicopter&,vector*);
- void Die(CHelicopter&);
- void SetSpeedInDestPoint(CHelicopter&,custom [float]);
- }
- [cpp]
- class CUICheckButton : CUI3tButton
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- CUILines* TextControl(CUIStatic&);
- void InitTexture(CUIStatic&,char const*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- void SetCheck(CUICheckButton&,bool);
- void SetWindowName(CUIWindow&,char const*);
- Frect const* GetTextureRect(CUIStatic&);
- bool GetCheck(CUICheckButton const&);
- void SetStretchTexture(CUIStatic&,bool);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- void SetTextureRect(CUIStatic&,Frect*);
- void Enable(CUIWindow&,bool);
- bool IsEnabled(CUIWindow&);
- void SetPPMode(CUIWindow&);
- void SetWndSize(CUIWindow&,vector2);
- void SetWndRect(CUIWindow&,Frect);
- custom [float] GetHeight(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void SetDependControl(CUICheckButton&,CUIWindow*);
- }
- [cpp]
- class stalker_ids
- {
- const action_accomplish_task = 7;
- const action_aim_enemy = 16;
- const action_alife_planner = 88;
- const action_anomaly_planner = 90;
- const action_combat_planner = 89;
- const action_communicate_with_customer = 9;
- const action_critically_wounded = 36;
- const action_danger_by_sound_planner = 73;
- const action_danger_grenade_look_around = 85;
- const action_danger_grenade_planner = 72;
- const action_danger_grenade_search = 86;
- const action_danger_grenade_take_cover = 82;
- const action_danger_grenade_take_cover_after_explosion = 84;
- const action_danger_grenade_wait_for_explosion = 83;
- const action_danger_in_direction_detour = 80;
- const action_danger_in_direction_hold_position = 79;
- const action_danger_in_direction_look_out = 78;
- const action_danger_in_direction_planner = 71;
- const action_danger_in_direction_search = 81;
- const action_danger_in_direction_take_cover = 77;
- const action_danger_planner = 91;
- const action_danger_unknown_look_around = 75;
- const action_danger_unknown_planner = 70;
- const action_danger_unknown_search = 76;
- const action_danger_unknown_take_cover = 74;
- const action_dead = 0;
- const action_death_planner = 87;
- const action_detour_enemy = 25;
- const action_dying = 1;
- const action_find_ammo = 15;
- const action_find_item_to_kill = 13;
- const action_gather_items = 2;
- const action_get_distance = 24;
- const action_get_item_to_kill = 12;
- const action_get_ready_to_kill = 17;
- const action_hold_position = 23;
- const action_kill_enemy = 19;
- const action_kill_enemy_if_not_visible = 29;
- const action_kill_if_enemy_critically_wounded = 37;
- const action_kill_if_player_on_the_path = 35;
- const action_kill_wounded_enemy = 33;
- const action_look_out = 22;
- const action_make_item_killing = 14;
- const action_no_alife = 3;
- const action_post_combat_wait = 34;
- const action_prepare_wounded_enemy = 32;
- const action_reach_customer_location = 8;
- const action_reach_task_location = 6;
- const action_reach_wounded_enemy = 30;
- const action_retreat_from_enemy = 20;
- const action_script = 92;
- const action_search_enemy = 26;
- const action_smart_terrain_task = 4;
- const action_solve_zone_puzzle = 5;
- const action_sudden_attack = 28;
- const action_take_cover = 21;
- const detect_anomaly = 11;
- const get_out_of_anomaly = 10;
- const property_alife = 3;
- const property_alive = 0;
- const property_already_dead = 2;
- const property_anomaly = 46;
- const property_cover_actual = 42;
- const property_cover_reached = 43;
- const property_critically_wounded = 29;
- const property_danger = 8;
- const property_danger_by_sound = 41;
- const property_danger_grenade = 40;
- const property_danger_in_direction = 39;
- const property_danger_unknown = 38;
- const property_dead = 1;
- const property_enemy = 7;
- const property_enemy_critically_wounded = 30;
- const property_enemy_detoured = 21;
- const property_found_ammo = 12;
- const property_found_item_to_kill = 10;
- const property_grenade_exploded = 45;
- const property_in_cover = 18;
- const property_inside_anomaly = 47;
- const property_item_can_kill = 11;
- const property_item_to_kill = 9;
- const property_items = 6;
- const property_looked_around = 44;
- const property_looked_out = 19;
- const property_panic = 17;
- const property_position_holded = 20;
- const property_pure_enemy = 23;
- const property_puzzle_solved = 4;
- const property_ready_to_detour = 14;
- const property_ready_to_kill = 13;
- const property_script = 74;
- const property_see_enemy = 15;
- const property_smart_terrain_task = 5;
- const property_use_crouch_to_look_out = 24;
- const property_use_suddenness = 22;
- const sound_alarm = 4;
- const sound_attack_allies_several_enemies = 7;
- const sound_attack_allies_single_enemy = 6;
- const sound_attack_no_allies = 5;
- const sound_backup = 8;
- const sound_detour = 9;
- const sound_die = 0;
- const sound_die_in_anomaly = 1;
- const sound_enemy_critically_wounded = 24;
- const sound_enemy_killed_or_wounded = -805289984;
- const sound_enemy_lost_no_allies = 12;
- const sound_enemy_lost_with_allies = 13;
- const sound_friendly_grenade_alarm = 20;
- const sound_grenade_alarm = 19;
- const sound_humming = 3;
- const sound_injuring = 2;
- const sound_injuring_by_friend = 14;
- const sound_kill_wounded = 23;
- const sound_need_backup = 21;
- const sound_panic_human = 15;
- const sound_panic_monster = 16;
- const sound_running_in_danger = 22;
- const sound_script = 27;
- const sound_search1_no_allies = 11;
- const sound_search1_with_allies = 10;
- const sound_tolls = 17;
- const sound_wounded = 18;
- }
- [cpp]
- class cse_alife_trader : , cse_alife_dynamic_object_visualcse_alife_trader_abstract
- {
- void on_unregister(cse_alife_trader&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_trader const&);
- void switch_online(cse_alife_trader&);
- cse_abstract* init(cse_alife_trader&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_trader&);
- void STATE_Read(cse_alife_trader&,net_packet&,unsigned short);
- void on_register(cse_alife_trader&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- int reputation(cse_alife_trader_abstract&);
- bool keep_saved_data_anyway(cse_alife_trader const&);
- unsigned short script_version { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_trader const&);
- char const* community(cse_alife_trader_abstract const&);
- vector& angle { get; set; }
- int rank(cse_alife_trader_abstract&);
- unsigned short m_game_vertex_id { get; set; }
- char const* section_name(cse_abstract const*);
- void on_spawn(cse_alife_trader&);
- bool can_save(cse_alife_trader const&);
- bool used_ai_locations(cse_alife_trader const&);
- void STATE_Write(cse_alife_trader&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_trader&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_alife_trader const&);
- char const* name(cse_abstract const*);
- char const* profile_name(cse_alife_trader_abstract*);
- }
- [cpp]
- class sound
- {
- const attack = 3;
- const attack_hit = 4;
- const die = 7;
- const eat = 2;
- const idle = 1;
- const panic = 11;
- const steal = 10;
- const take_damage = 5;
- const threaten = 9;
- void set_sound(sound&,sound_object const&);
- void set_sound_type(sound&,custom [enum ESoundTypes]);
- bool completed(sound&);
- void set_position(sound&,vector const&);
- void set_bone(sound&,char const*);
- void set_angles(sound&,vector const&);
- void __init(luabind::argument const&,char const*,char const*,custom [enum MonsterSpace::EMonsterHeadAnimType]);
- }
- [cpp]
- class cse_abstract : cpure_server_object
- {
- vector& angle { get; set; }
- vector& position { get; set; }
- unsigned short id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned short parent_id { get; set; }
- ini_file* spawn_ini(cse_abstract*);
- void STATE_Read(cse_abstract&,net_packet&,unsigned short);
- int clsid(cse_abstract const&);
- void STATE_Write(cse_abstract&,net_packet&);
- char const* name(cse_abstract const*);
- char const* section_name(cse_abstract const*);
- }
- [cpp]
- class look
- {
- const cur_dir = 0;
- const danger = 5;
- const direction = 2;
- const fire_point = 10;
- const path_dir = 1;
- const point = 3;
- const search = 6;
- void object(look&,game_object*);
- bool completed(look&);
- void type(look&,custom [enum SightManager::ESightType]);
- void bone(look&,char const*);
- void direct(look&,vector const&);
- void __init(luabind::argument const&,game_object*,custom [float],custom [float]);
- }
- [cpp]
- class vector
- {
- vector& slide(vector&,vector const&,vector const&);
- vector& invert(vector&,vector const&);
- custom [float] getH(vector const&);
- vector& lerp(vector&,vector const&,vector const&,custom [float]);
- void __init(luabind::argument const&);
- vector& reflect(vector&,vector const&,vector const&);
- custom [float] distance_to_sqr(vector const&,vector const&);
- custom [float] distance_to_xz(vector const&,vector const&);
- vector& set(vector&,vector const&);
- vector& min(vector&,vector const&,vector const&);
- vector& mad(vector&,vector const&,vector const&,vector const&);
- vector& mul(vector&,vector const&,custom [float]);
- custom [float] dotproduct(vector const&,vector const&);
- vector& average(vector&,vector const&,vector const&);
- vector& normalize(vector&,vector const&);
- custom [float] x { get; set; }
- custom [float] y { get; set; }
- custom [float] magnitude(vector const&);
- vector& clamp(vector&,vector const&,vector const&);
- vector& sub(vector&,vector const&,custom [float]);
- vector& add(vector&,vector const&,custom [float]);
- custom [float] z { get; set; }
- custom [float] getP(vector const&);
- vector& setHP(vector&,custom [float],custom [float]);
- vector& normalize_safe(vector&,vector const&);
- custom [float] distance_to(vector const&,vector const&);
- vector& abs(vector&,vector const&);
- int similar(vector const&,vector const&,custom [float]);
- vector& set_length(vector&,custom [float]);
- vector& div(vector&,vector const&,custom [float]);
- vector& inertion(vector&,vector const&,custom [float]);
- vector& align(vector&);
- vector& max(vector&,vector const&,vector const&);
- vector& crossproduct(vector&,vector const&,vector const&);
- }
- [cpp]
- class GameGraph__CVertex
- {
- unsigned char level_id(GameGraph__CVertex const&);
- unsigned int level_vertex_id(GameGraph__CVertex const&);
- vector level_point(GameGraph__CVertex const*);
- vector game_point(GameGraph__CVertex const*);
- }
- [cpp]
- class cse_alife_item_torch : cse_alife_item
- {
- void on_unregister(cse_alife_item_torch&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_item_torch const&);
- void switch_online(cse_alife_item_torch&);
- cse_abstract* init(cse_alife_item_torch&);
- bool interactive(cse_alife_item_torch const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item_torch&);
- void STATE_Read(cse_alife_item_torch&,net_packet&,unsigned short);
- void on_register(cse_alife_item_torch&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_item_torch const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_item_torch const&);
- vector& angle { get; set; }
- void on_spawn(cse_alife_item_torch&);
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_alife_item_torch&,net_packet&);
- bool can_save(cse_alife_item_torch const&);
- bool used_ai_locations(cse_alife_item_torch const&);
- bool bfUseful(cse_alife_item_torch&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item_torch&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned int m_level_vertex_id { get; set; }
- char const* name(cse_abstract const*);
- ini_file* spawn_ini(cse_abstract*);
- }
- [cpp]
- class game_difficulty
- {
- const master = 3;
- const novice = 0;
- const stalker = 1;
- const veteran = 2;
- }
- [cpp]
- class CFracture : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class rotation
- {
- custom [float] yaw { get; set; }
- custom [float] pitch { get; set; }
- }
- [cpp]
- class CAI_Flesh : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class visible_memory_object : game_memory_object
- {
- game_object* object(game_memory_object const&);
- custom [struct MemorySpace::CObjectParams<class CGameObject>]& self_info { get; set; }
- unsigned int level_time { get; set; }
- unsigned int last_level_time { get; set; }
- custom [struct MemorySpace::CObjectParams<class CGameObject>]& object_info { get; set; }
- }
- [cpp]
- class CController : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CALifeMonsterBrain
- {
- CALifeMonsterMovementManager* movement(CALifeMonsterBrain const*);
- void update(CALifeMonsterBrain&);
- void can_choose_alife_tasks(CALifeMonsterBrain&,bool);
- }
- [cpp]
- class smart_cover_object : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class cse_alife_item_weapon_magazined : cse_alife_item_weapon
- {
- void on_unregister(cse_alife_item_weapon_magazined&);
- void use_ai_locations(cse_alife_object&,bool);
- void UPDATE_Write(cse_abstract&,net_packet&);
- bool can_switch_offline(cse_alife_item_weapon_magazined const&);
- void switch_online(cse_alife_item_weapon_magazined&);
- cse_abstract* init(cse_alife_item_weapon_magazined&);
- bool interactive(cse_alife_item_weapon_magazined const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item_weapon_magazined&);
- void STATE_Read(cse_alife_item_weapon_magazined&,net_packet&,unsigned short);
- void on_register(cse_alife_item_weapon_magazined&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- void clone_addons(cse_alife_item_weapon&,cse_alife_item_weapon*);
- bool keep_saved_data_anyway(cse_alife_item_weapon_magazined const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_item_weapon_magazined const&);
- vector& angle { get; set; }
- ini_file* spawn_ini(cse_abstract*);
- unsigned short m_game_vertex_id { get; set; }
- void on_spawn(cse_alife_item_weapon_magazined&);
- unsigned int m_level_vertex_id { get; set; }
- bool used_ai_locations(cse_alife_item_weapon_magazined const&);
- bool can_save(cse_alife_item_weapon_magazined const&);
- bool bfUseful(cse_alife_item_weapon_magazined&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item_weapon_magazined&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- void STATE_Write(cse_alife_item_weapon_magazined&,net_packet&);
- char const* name(cse_abstract const*);
- void __init(luabind::argument const&,char const*);
- }
- [cpp]
- class CCat : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CPda : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CTorridZone : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CAI_Bloodsucker : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void force_visibility_state(CAI_Bloodsucker&,int);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CActor : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CLevelChanger : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class action_base
- {
- game_object* object { get; set; }
- void execute(action_base&);
- void finalize(action_base&);
- void set_weight(action_base&,unsigned short const&);
- void remove_effect(action_base&,unsigned int const&);
- void setup(action_base&,game_object*,property_storage*);
- void add_effect(action_base&,world_property const&);
- void show(action_base&,char const*);
- property_storage* storage { get; set; }
- void initialize(action_base&);
- void add_precondition(action_base&,world_property const&);
- void remove_precondition(action_base&,unsigned int const&);
- void __init(luabind::argument const&,game_object*,char const*);
- }
- [cpp]
- class CALifeSmartTerrainTask
- {
- unsigned short game_vertex_id(CALifeSmartTerrainTask const&);
- unsigned int level_vertex_id(CALifeSmartTerrainTask const&);
- vector position(CALifeSmartTerrainTask const&);
- void __init(luabind::argument const&,unsigned short,unsigned int);
- }
- [cpp]
- class account_operation_cb
- {
- void bind(account_operation_cb&,luabind::object,function<void>);
- void clear(account_operation_cb&);
- void __init(luabind::argument const&,luabind::object,function<void>);
- }
- [cpp]
- class cse_visual
- {
- }
- [cpp]
- class explosive
- {
- void explode(explosive&);
- }
- [cpp]
- class ipure_server_object : iserializable
- {
- }
- [cpp]
- class CZoneCampfire : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void turn_on(CZoneCampfire&);
- void turn_off(CZoneCampfire&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- bool is_on(CZoneCampfire&);
- }
- [cpp]
- class CPsyDog : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CUIProgressBar : CUIWindow
- {
- void SetProgressPos(CUIProgressBar&,custom [float]);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- custom [float] GetRange_min(CUIProgressBar&);
- void SetWindowName(CUIWindow&,char const*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- custom [float] GetProgressPos(CUIProgressBar&);
- void Enable(CUIWindow&,bool);
- bool IsEnabled(CUIWindow&);
- void SetWndSize(CUIWindow&,vector2);
- void SetPPMode(CUIWindow&);
- void SetWndRect(CUIWindow&,Frect);
- void AttachChild(CUIWindow&,CUIWindow*);
- custom [float] GetRange_max(CUIProgressBar&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class world_property
- {
- unsigned int const& condition(world_property const&);
- bool const& value(world_property const&);
- void __eq(lua_State*,world_property const&,world_property);
- void __init(luabind::argument const&,unsigned int,bool);
- void __lt(lua_State*,world_property const&,world_property);
- }
- [cpp]
- class CBottleItem : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CSE_AbstractVisual : , cse_visualcse_abstract
- {
- char const* section_name(cse_abstract const*);
- vector& angle { get; set; }
- vector& position { get; set; }
- unsigned short id { get; set; }
- char const* name(cse_abstract const*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Read(CSE_AbstractVisual&,net_packet&,unsigned short);
- void __init(luabind::argument const&,char const*);
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned short parent_id { get; set; }
- char const* getStartupAnimation(CSE_AbstractVisual&);
- unsigned short script_version { get; set; }
- int clsid(cse_abstract const&);
- cse_abstract* init(CSE_AbstractVisual&);
- ini_file* spawn_ini(cse_abstract*);
- void STATE_Write(CSE_AbstractVisual&,net_packet&);
- }
- [cpp]
- class cse_temporary : cse_abstract
- {
- vector& angle { get; set; }
- vector& position { get; set; }
- unsigned short id { get; set; }
- char const* section_name(cse_abstract const*);
- char const* name(cse_abstract const*);
- void STATE_Read(cse_temporary&,net_packet&,unsigned short);
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_temporary&,net_packet&);
- unsigned short parent_id { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned short script_version { get; set; }
- int clsid(cse_abstract const&);
- cse_abstract* init(cse_temporary&);
- ini_file* spawn_ini(cse_abstract*);
- void __init(luabind::argument const&,char const*);
- }
- [cpp]
- class cse_spectator : cse_abstract
- {
- vector& angle { get; set; }
- vector& position { get; set; }
- unsigned short id { get; set; }
- char const* section_name(cse_abstract const*);
- char const* name(cse_abstract const*);
- void STATE_Read(cse_spectator&,net_packet&,unsigned short);
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_spectator&,net_packet&);
- unsigned short parent_id { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned short script_version { get; set; }
- int clsid(cse_abstract const&);
- cse_abstract* init(cse_spectator&);
- ini_file* spawn_ini(cse_abstract*);
- void __init(luabind::argument const&,char const*);
- }
- [cpp]
- class property_evaluator
- {
- game_object* object { get; set; }
- bool evaluate(property_evaluator&);
- property_storage* storage { get; set; }
- void __init(luabind::argument const&,game_object*,char const*);
- void setup(property_evaluator&,game_object*,property_storage*);
- }
- [cpp]
- class cse_shape
- {
- }
- [cpp]
- class FS_item
- {
- char const* NameShort(FS_item&);
- char const* ModifDigitOnly(FS_item&);
- unsigned int Size(FS_item&);
- char const* Modif(FS_item&);
- char const* NameFull(FS_item&);
- }
- [cpp]
- class ipure_schedulable_object
- {
- }
- [cpp]
- class CConsole
- {
- void show(CConsole&);
- void execute(CConsole&,char const*);
- bool get_bool(CConsole*,char const*);
- char const* get_string(CConsole const&,char const*);
- void execute_deferred(CConsole*,char const*);
- void execute_script(CConsole&,char const*);
- int get_integer(CConsole*,char const*);
- void hide(CConsole&);
- custom [float] get_float(CConsole*,char const*);
- char const* get_token(CConsole const&,char const*);
- }
- [cpp]
- class MonsterHitInfo
- {
- vector& direction { get; set; }
- game_object* who { get; set; }
- int time { get; set; }
- }
- [cpp]
- class render_device
- {
- vector& cam_dir { get; set; }
- unsigned int width { get; set; }
- void pause(render_device*,bool);
- vector& cam_pos { get; set; }
- bool is_paused(render_device*);
- vector& cam_right { get; set; }
- unsigned int time_delta { get; set; }
- custom [float] fov { get; set; }
- vector& cam_top { get; set; }
- unsigned int precache_frame { get; set; }
- unsigned int frame { get; set; }
- custom [float] aspect_ratio { get; set; }
- unsigned int time_global(render_device const*);
- unsigned int height { get; set; }
- custom [float] f_time_delta { get; set; }
- }
- [cpp]
- class cse_alife_monster_base : , cse_alife_monster_abstractcse_ph_skeleton
- {
- void on_unregister(cse_alife_monster_base&);
- custom [float] health(cse_alife_creature_abstract const&);
- int rank(cse_alife_monster_abstract&);
- void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_monster_base const&);
- void switch_online(cse_alife_monster_base&);
- unsigned char group { get; set; }
- bool used_ai_locations(cse_alife_monster_base const&);
- void update(cse_alife_monster_base&);
- bool interactive(cse_alife_monster_base const&);
- cse_abstract* init(cse_alife_monster_base&);
- unsigned short group_id { get; set; }
- unsigned int m_story_id { get; set; }
- void on_death(cse_alife_monster_base&,cse_abstract*);
- void switch_offline(cse_alife_monster_base&);
- void STATE_Read(cse_alife_monster_base&,net_packet&,unsigned short);
- void smart_terrain_task_activate(cse_alife_monster_abstract*);
- unsigned char g_group(cse_alife_monster_base&);
- void on_register(cse_alife_monster_base&);
- void STATE_Write(cse_alife_monster_base&,net_packet&);
- bool can_save(cse_alife_monster_base const&);
- int clsid(cse_abstract const&);
- unsigned char g_squad(cse_alife_monster_base&);
- unsigned char squad { get; set; }
- unsigned short m_smart_terrain_id { get; set; }
- void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short);
- unsigned short m_game_vertex_id { get; set; }
- unsigned short smart_terrain_id(cse_alife_monster_abstract*);
- unsigned short id { get; set; }
- rotation* o_torso(cse_alife_creature_abstract*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- bool keep_saved_data_anyway(cse_alife_monster_base const&);
- unsigned short script_version { get; set; }
- void travel_speed(cse_alife_monster_abstract*,custom [float]);
- void use_ai_locations(cse_alife_object&,bool);
- bool alive(cse_alife_creature_abstract const&);
- vector& position { get; set; }
- void move_offline(cse_alife_object&,bool);
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned char g_team(cse_alife_monster_base&);
- bool can_switch_online(cse_alife_monster_base const&);
- char const* section_name(cse_abstract const*);
- vector& angle { get; set; }
- void smart_terrain_task_deactivate(cse_alife_monster_abstract*);
- void on_spawn(cse_alife_monster_base&);
- CALifeMonsterBrain* brain(cse_alife_monster_abstract*);
- bool has_detector(cse_alife_monster_abstract&);
- ini_file* spawn_ini(cse_abstract*);
- void kill(cse_alife_monster_abstract&);
- void clear_smart_terrain(cse_alife_monster_abstract*);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_monster_base&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned int m_level_vertex_id { get; set; }
- char const* name(cse_abstract const*);
- unsigned char team { get; set; }
- }
- [cpp]
- class CWeaponUSP45 : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class cse_alife_object_breakable : cse_alife_dynamic_object_visual
- {
- void on_unregister(cse_alife_object_breakable&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_object_breakable const&);
- void switch_online(cse_alife_object_breakable&);
- cse_abstract* init(cse_alife_object_breakable&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_object_breakable&);
- void STATE_Read(cse_alife_object_breakable&,net_packet&,unsigned short);
- void on_register(cse_alife_object_breakable&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_object_breakable const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_object_breakable const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- char const* section_name(cse_abstract const*);
- void on_spawn(cse_alife_object_breakable&);
- bool can_save(cse_alife_object_breakable const&);
- bool used_ai_locations(cse_alife_object_breakable const&);
- void STATE_Write(cse_alife_object_breakable&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_object_breakable&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_alife_object_breakable const&);
- char const* name(cse_abstract const*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- }
- [cpp]
- class cse_alife_item_explosive : cse_alife_item
- {
- void on_unregister(cse_alife_item_explosive&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_item_explosive const&);
- void switch_online(cse_alife_item_explosive&);
- cse_abstract* init(cse_alife_item_explosive&);
- bool interactive(cse_alife_item_explosive const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item_explosive&);
- void STATE_Read(cse_alife_item_explosive&,net_packet&,unsigned short);
- void on_register(cse_alife_item_explosive&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_item_explosive const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_item_explosive const&);
- vector& angle { get; set; }
- void on_spawn(cse_alife_item_explosive&);
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_alife_item_explosive&,net_packet&);
- bool can_save(cse_alife_item_explosive const&);
- bool used_ai_locations(cse_alife_item_explosive const&);
- bool bfUseful(cse_alife_item_explosive&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item_explosive&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned int m_level_vertex_id { get; set; }
- char const* name(cse_abstract const*);
- ini_file* spawn_ini(cse_abstract*);
- }
- [cpp]
- class cse_alife_object_projector : cse_alife_dynamic_object_visual
- {
- void on_unregister(cse_alife_object_projector&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_object_projector const&);
- void switch_online(cse_alife_object_projector&);
- cse_abstract* init(cse_alife_object_projector&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_object_projector&);
- void STATE_Read(cse_alife_object_projector&,net_packet&,unsigned short);
- void on_register(cse_alife_object_projector&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_object_projector const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_object_projector const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- char const* section_name(cse_abstract const*);
- void on_spawn(cse_alife_object_projector&);
- bool can_save(cse_alife_object_projector const&);
- bool used_ai_locations(cse_alife_object_projector const&);
- void STATE_Write(cse_alife_object_projector&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_object_projector&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_alife_object_projector const&);
- char const* name(cse_abstract const*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- }
- [cpp]
- class StaticDrawableWrapper
- {
- CUIStatic* wnd(StaticDrawableWrapper&);
- custom [float] m_endTime { get; set; }
- }
- [cpp]
- class task
- {
- const additional = 1;
- const completed = 2;
- const fail = 0;
- const in_progress = 1;
- const storyline = 0;
- const task_dummy = 65535;
- }
- [cpp]
- class cse_alife_inventory_box : cse_alife_dynamic_object_visual
- {
- void on_unregister(cse_alife_inventory_box&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_inventory_box const&);
- void switch_online(cse_alife_inventory_box&);
- cse_abstract* init(cse_alife_inventory_box&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_inventory_box&);
- void STATE_Read(cse_alife_inventory_box&,net_packet&,unsigned short);
- void on_register(cse_alife_inventory_box&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_inventory_box const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_inventory_box const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- char const* section_name(cse_abstract const*);
- void on_spawn(cse_alife_inventory_box&);
- bool can_save(cse_alife_inventory_box const&);
- bool used_ai_locations(cse_alife_inventory_box const&);
- void STATE_Write(cse_alife_inventory_box&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_inventory_box&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_alife_inventory_box const&);
- char const* name(cse_abstract const*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- }
- [cpp]
- class callback
- {
- const action_animation = 21;
- const action_movement = 18;
- const action_object = 24;
- const action_particle = 23;
- const action_removed = 20;
- const action_sound = 22;
- const action_watch = 19;
- const actor_sleep = 25;
- const article_info = 12;
- const death = 8;
- const helicopter_on_hit = 27;
- const helicopter_on_point = 26;
- const hit = 16;
- const inventory_info = 11;
- const inventory_pda = 10;
- const level_border_enter = 7;
- const level_border_exit = 6;
- const map_location_added = 14;
- const on_item_drop = 29;
- const on_item_take = 28;
- const patrol_path_in_point = 9;
- const script_animation = 30;
- const sound = 17;
- const take_item_from_box = 34;
- const task_state = 13;
- const trade_perform_operation = 3;
- const trade_sell_buy_item = 2;
- const trade_start = 0;
- const trade_stop = 1;
- const trader_global_anim_request = 31;
- const trader_head_anim_request = 32;
- const trader_sound_end = 33;
- const use_object = 15;
- const weapon_no_ammo = 35;
- const zone_enter = 4;
- const zone_exit = 5;
- }
- [cpp]
- class cse_alife_ph_skeleton_object : , cse_alife_dynamic_object_visualcse_ph_skeleton
- {
- void on_unregister(cse_alife_ph_skeleton_object&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_ph_skeleton_object const&);
- void switch_online(cse_alife_ph_skeleton_object&);
- cse_abstract* init(cse_alife_ph_skeleton_object&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_ph_skeleton_object&);
- void STATE_Read(cse_alife_ph_skeleton_object&,net_packet&,unsigned short);
- void on_register(cse_alife_ph_skeleton_object&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_ph_skeleton_object const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_ph_skeleton_object const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- char const* section_name(cse_abstract const*);
- void on_spawn(cse_alife_ph_skeleton_object&);
- bool can_save(cse_alife_ph_skeleton_object const&);
- bool used_ai_locations(cse_alife_ph_skeleton_object const&);
- void STATE_Write(cse_alife_ph_skeleton_object&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_ph_skeleton_object&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_alife_ph_skeleton_object const&);
- char const* name(cse_abstract const*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- }
- [cpp]
- class cse_alife_graph_point : cse_abstract
- {
- vector& angle { get; set; }
- vector& position { get; set; }
- unsigned short id { get; set; }
- char const* section_name(cse_abstract const*);
- char const* name(cse_abstract const*);
- void STATE_Read(cse_alife_graph_point&,net_packet&,unsigned short);
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_alife_graph_point&,net_packet&);
- unsigned short parent_id { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned short script_version { get; set; }
- int clsid(cse_abstract const&);
- cse_abstract* init(cse_alife_graph_point&);
- ini_file* spawn_ini(cse_abstract*);
- void __init(luabind::argument const&,char const*);
- }
- [cpp]
- class cse_alife_creature_abstract : cse_alife_dynamic_object_visual
- {
- void on_unregister(cse_alife_creature_abstract&);
- custom [float] health(cse_alife_creature_abstract const&);
- void use_ai_locations(cse_alife_object&,bool);
- unsigned char g_group(cse_alife_creature_abstract&);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_creature_abstract const&);
- void switch_online(cse_alife_creature_abstract&);
- unsigned char team { get; set; }
- bool used_ai_locations(cse_alife_creature_abstract const&);
- bool interactive(cse_alife_creature_abstract const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_creature_abstract&);
- void on_death(cse_alife_creature_abstract&,cse_abstract*);
- bool alive(cse_alife_creature_abstract const&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned char squad { get; set; }
- unsigned short id { get; set; }
- rotation* o_torso(cse_alife_creature_abstract*);
- bool keep_saved_data_anyway(cse_alife_creature_abstract const&);
- unsigned short script_version { get; set; }
- char const* section_name(cse_abstract const*);
- cse_abstract* init(cse_alife_creature_abstract&);
- void STATE_Read(cse_alife_creature_abstract&,net_packet&,unsigned short);
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned char g_team(cse_alife_creature_abstract&);
- bool can_switch_online(cse_alife_creature_abstract const&);
- void on_register(cse_alife_creature_abstract&);
- vector& angle { get; set; }
- unsigned char g_squad(cse_alife_creature_abstract&);
- void on_spawn(cse_alife_creature_abstract&);
- void UPDATE_Write(cse_abstract&,net_packet&);
- unsigned short m_game_vertex_id { get; set; }
- ini_file* spawn_ini(cse_abstract*);
- bool can_save(cse_alife_creature_abstract const&);
- void STATE_Write(cse_alife_creature_abstract&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_creature_abstract&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned char group { get; set; }
- char const* name(cse_abstract const*);
- unsigned int m_level_vertex_id { get; set; }
- }
- [cpp]
- class CUICustomEdit : CUIWindow
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void SetNextFocusCapturer(CUICustomEdit&,CUICustomEdit*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- void SetText(CUICustomEdit&,char const*);
- void Enable(CUIWindow&,bool);
- bool IsEnabled(CUIWindow&);
- void SetWndSize(CUIWindow&,vector2);
- void SetPPMode(CUIWindow&);
- void SetWndRect(CUIWindow&,Frect);
- void CaptureFocus(CUICustomEdit&,bool);
- char const* GetText(CUICustomEdit const&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class MEMBERS__value_type
- {
- cse_alife_monster_abstract* object { get; set; }
- unsigned short id { get; set; }
- }
- [cpp]
- class CPsyDogPhantom : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class cse_alife_online_offline_group : , cse_alife_dynamic_objectcse_alife_schedulable
- {
- void on_unregister(cse_alife_online_offline_group&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_online_offline_group const&);
- unsigned int npc_count(cse_alife_online_offline_group const&);
- void switch_online(cse_alife_online_offline_group&);
- CALifeSmartTerrainTask* get_current_task(cse_alife_online_offline_group&);
- cse_abstract* init(cse_alife_online_offline_group&);
- void update(cse_alife_online_offline_group&);
- bool interactive(cse_alife_online_offline_group const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_online_offline_group&);
- void STATE_Read(cse_alife_online_offline_group&,net_packet&,unsigned short);
- void unregister_member(cse_alife_online_offline_group&,unsigned short);
- unsigned short commander_id(cse_alife_online_offline_group&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- void add_location_type(cse_alife_online_offline_group&,char const*);
- custom [class AssociativeVector<unsigned short,class CSE_ALifeMonsterAbstract *,struct std::less<unsigned short> >] const& squad_members(cse_alife_online_offline_group const&);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_online_offline_group const&);
- unsigned short script_version { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void on_register(cse_alife_online_offline_group&);
- void force_change_position(cse_alife_online_offline_group&,vector);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_online_offline_group const&);
- ini_file* spawn_ini(cse_abstract*);
- vector& angle { get; set; }
- void STATE_Write(cse_alife_online_offline_group&,net_packet&);
- void on_spawn(cse_alife_online_offline_group&);
- bool used_ai_locations(cse_alife_online_offline_group const&);
- bool can_save(cse_alife_online_offline_group const&);
- unsigned int m_level_vertex_id { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_online_offline_group&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- void register_member(cse_alife_online_offline_group&,unsigned short);
- char const* name(cse_abstract const*);
- void clear_location_types(cse_alife_online_offline_group&);
- }
- [cpp]
- class cse_custom_zone : , cse_alife_dynamic_objectcse_shape
- {
- void on_unregister(cse_custom_zone&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_custom_zone const&);
- void switch_online(cse_custom_zone&);
- cse_abstract* init(cse_custom_zone&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_custom_zone&);
- void STATE_Read(cse_custom_zone&,net_packet&,unsigned short);
- void on_register(cse_custom_zone&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_custom_zone const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_custom_zone const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void on_spawn(cse_custom_zone&);
- bool can_save(cse_custom_zone const&);
- bool used_ai_locations(cse_custom_zone const&);
- void STATE_Write(cse_custom_zone&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_custom_zone&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_custom_zone const&);
- char const* name(cse_abstract const*);
- char const* section_name(cse_abstract const*);
- }
- [cpp]
- class CWeaponShotgun : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CBastArtefact : CArtefact
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- unsigned char GetAfRank(CArtefact const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- IRender_Visual* Visual(CGameObject const&);
- void FollowByPath(CArtefact&,char const*,int,vector);
- void SwitchVisibility(CArtefact&,bool);
- DLL_Pure* _construct(CGameObject&);
- int getEnabled(CGameObject const&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class ISheduled
- {
- }
- [cpp]
- class cse_torrid_zone : , cse_custom_zonecse_motion
- {
- void on_unregister(cse_torrid_zone&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_torrid_zone const&);
- void switch_online(cse_torrid_zone&);
- cse_abstract* init(cse_torrid_zone&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_torrid_zone&);
- void STATE_Read(cse_torrid_zone&,net_packet&,unsigned short);
- void on_register(cse_torrid_zone&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_torrid_zone const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_torrid_zone const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- char const* section_name(cse_abstract const*);
- void on_spawn(cse_torrid_zone&);
- bool can_save(cse_torrid_zone const&);
- bool used_ai_locations(cse_torrid_zone const&);
- void STATE_Write(cse_torrid_zone&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_torrid_zone&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_torrid_zone const&);
- char const* name(cse_abstract const*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- }
- [cpp]
- class cse_alife_creature_actor : , cse_alife_creature_abstract, cse_alife_trader_abstractcse_ph_skeleton
- {
- void on_unregister(cse_alife_creature_actor&);
- custom [float] health(cse_alife_creature_abstract const&);
- void use_ai_locations(cse_alife_object&,bool);
- unsigned char g_group(cse_alife_creature_actor&);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_creature_actor const&);
- void switch_online(cse_alife_creature_actor&);
- unsigned char team { get; set; }
- bool used_ai_locations(cse_alife_creature_actor const&);
- bool interactive(cse_alife_creature_actor const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_creature_actor&);
- void on_death(cse_alife_creature_actor&,cse_abstract*);
- bool alive(cse_alife_creature_abstract const&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned char squad { get; set; }
- cse_abstract* init(cse_alife_creature_actor&);
- unsigned short id { get; set; }
- rotation* o_torso(cse_alife_creature_abstract*);
- char const* community(cse_alife_trader_abstract const&);
- bool keep_saved_data_anyway(cse_alife_creature_actor const&);
- unsigned short script_version { get; set; }
- int rank(cse_alife_trader_abstract&);
- int reputation(cse_alife_trader_abstract&);
- unsigned int m_level_vertex_id { get; set; }
- void STATE_Read(cse_alife_creature_actor&,net_packet&,unsigned short);
- unsigned char group { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned char g_team(cse_alife_creature_actor&);
- bool can_switch_online(cse_alife_creature_actor const&);
- unsigned char g_squad(cse_alife_creature_actor&);
- vector& angle { get; set; }
- void STATE_Write(cse_alife_creature_actor&,net_packet&);
- void on_spawn(cse_alife_creature_actor&);
- bool can_save(cse_alife_creature_actor const&);
- ini_file* spawn_ini(cse_abstract*);
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_creature_actor&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- void on_register(cse_alife_creature_actor&);
- char const* name(cse_abstract const*);
- char const* profile_name(cse_alife_trader_abstract*);
- }
- [cpp]
- class cse_alife_human_stalker : , cse_alife_human_abstractcse_ph_skeleton
- {
- void on_unregister(cse_alife_human_stalker&);
- unsigned char team { get; set; }
- custom [float] health(cse_alife_creature_abstract const&);
- int rank(cse_alife_human_abstract&);
- void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_human_stalker const&);
- cse_abstract* init(cse_alife_human_stalker&);
- void switch_online(cse_alife_human_stalker&);
- unsigned char group { get; set; }
- void STATE_Read(cse_alife_human_stalker&,net_packet&,unsigned short);
- void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short);
- void update(cse_alife_human_stalker&);
- unsigned int m_level_vertex_id { get; set; }
- unsigned char g_group(cse_alife_human_stalker&);
- void on_register(cse_alife_human_stalker&);
- unsigned short group_id { get; set; }
- unsigned int m_story_id { get; set; }
- bool interactive(cse_alife_human_stalker const&);
- void switch_offline(cse_alife_human_stalker&);
- void STATE_Write(cse_alife_human_stalker&,net_packet&);
- void smart_terrain_task_activate(cse_alife_monster_abstract*);
- char const* community(cse_alife_trader_abstract const&);
- void set_rank(cse_alife_human_abstract&,int);
- bool can_save(cse_alife_human_stalker const&);
- ini_file* spawn_ini(cse_abstract*);
- int clsid(cse_abstract const&);
- unsigned char g_squad(cse_alife_human_stalker&);
- unsigned char squad { get; set; }
- unsigned short m_smart_terrain_id { get; set; }
- vector& position { get; set; }
- int reputation(cse_alife_trader_abstract&);
- unsigned short smart_terrain_id(cse_alife_monster_abstract*);
- unsigned short id { get; set; }
- rotation* o_torso(cse_alife_creature_abstract*);
- unsigned short m_game_vertex_id { get; set; }
- bool keep_saved_data_anyway(cse_alife_human_stalker const&);
- unsigned short script_version { get; set; }
- void travel_speed(cse_alife_monster_abstract*,custom [float]);
- char const* section_name(cse_abstract const*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- void use_ai_locations(cse_alife_object&,bool);
- bool alive(cse_alife_creature_abstract const&);
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned char g_team(cse_alife_human_stalker&);
- bool can_switch_online(cse_alife_human_stalker const&);
- void move_offline(cse_alife_object&,bool);
- vector& angle { get; set; }
- void smart_terrain_task_deactivate(cse_alife_monster_abstract*);
- void on_spawn(cse_alife_human_stalker&);
- CALifeHumanBrain* brain(cse_alife_human_abstract*);
- bool has_detector(cse_alife_monster_abstract&);
- bool used_ai_locations(cse_alife_human_stalker const&);
- void kill(cse_alife_monster_abstract&);
- void clear_smart_terrain(cse_alife_monster_abstract*);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_human_stalker&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- void on_death(cse_alife_human_stalker&,cse_abstract*);
- char const* name(cse_abstract const*);
- char const* profile_name(cse_alife_trader_abstract*);
- }
- [cpp]
- class CUIWindow
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- bool IsEnabled(CUIWindow&);
- void SetPPMode(CUIWindow&);
- void SetWndRect(CUIWindow&,Frect);
- void SetWndSize(CUIWindow&,vector2);
- void Enable(CUIWindow&,bool);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class cse_alife_monster_zombie : cse_alife_monster_abstract
- {
- void on_unregister(cse_alife_monster_zombie&);
- custom [float] health(cse_alife_creature_abstract const&);
- int rank(cse_alife_monster_abstract&);
- void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_monster_zombie const&);
- void switch_online(cse_alife_monster_zombie&);
- unsigned char group { get; set; }
- bool used_ai_locations(cse_alife_monster_zombie const&);
- void update(cse_alife_monster_zombie&);
- bool interactive(cse_alife_monster_zombie const&);
- cse_abstract* init(cse_alife_monster_zombie&);
- unsigned short group_id { get; set; }
- unsigned int m_story_id { get; set; }
- void on_death(cse_alife_monster_zombie&,cse_abstract*);
- void switch_offline(cse_alife_monster_zombie&);
- void STATE_Read(cse_alife_monster_zombie&,net_packet&,unsigned short);
- void smart_terrain_task_activate(cse_alife_monster_abstract*);
- unsigned char g_group(cse_alife_monster_zombie&);
- void on_register(cse_alife_monster_zombie&);
- void STATE_Write(cse_alife_monster_zombie&,net_packet&);
- bool can_save(cse_alife_monster_zombie const&);
- int clsid(cse_abstract const&);
- unsigned char g_squad(cse_alife_monster_zombie&);
- unsigned char squad { get; set; }
- unsigned short m_smart_terrain_id { get; set; }
- void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short);
- unsigned short m_game_vertex_id { get; set; }
- unsigned short smart_terrain_id(cse_alife_monster_abstract*);
- unsigned short id { get; set; }
- rotation* o_torso(cse_alife_creature_abstract*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- bool keep_saved_data_anyway(cse_alife_monster_zombie const&);
- unsigned short script_version { get; set; }
- void travel_speed(cse_alife_monster_abstract*,custom [float]);
- void use_ai_locations(cse_alife_object&,bool);
- bool alive(cse_alife_creature_abstract const&);
- vector& position { get; set; }
- void move_offline(cse_alife_object&,bool);
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned char g_team(cse_alife_monster_zombie&);
- bool can_switch_online(cse_alife_monster_zombie const&);
- char const* section_name(cse_abstract const*);
- vector& angle { get; set; }
- void smart_terrain_task_deactivate(cse_alife_monster_abstract*);
- void on_spawn(cse_alife_monster_zombie&);
- CALifeMonsterBrain* brain(cse_alife_monster_abstract*);
- bool has_detector(cse_alife_monster_abstract&);
- ini_file* spawn_ini(cse_abstract*);
- void kill(cse_alife_monster_abstract&);
- void clear_smart_terrain(cse_alife_monster_abstract*);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_monster_zombie&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned int m_level_vertex_id { get; set; }
- char const* name(cse_abstract const*);
- unsigned char team { get; set; }
- }
- [cpp]
- class cse_alife_creature_crow : cse_alife_creature_abstract
- {
- void on_unregister(cse_alife_creature_crow&);
- custom [float] health(cse_alife_creature_abstract const&);
- void use_ai_locations(cse_alife_object&,bool);
- unsigned char g_group(cse_alife_creature_crow&);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_creature_crow const&);
- void switch_online(cse_alife_creature_crow&);
- unsigned char team { get; set; }
- bool used_ai_locations(cse_alife_creature_crow const&);
- bool interactive(cse_alife_creature_crow const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_creature_crow&);
- void on_death(cse_alife_creature_crow&,cse_abstract*);
- bool alive(cse_alife_creature_abstract const&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned char squad { get; set; }
- unsigned short id { get; set; }
- rotation* o_torso(cse_alife_creature_abstract*);
- bool keep_saved_data_anyway(cse_alife_creature_crow const&);
- unsigned short script_version { get; set; }
- unsigned int m_level_vertex_id { get; set; }
- void STATE_Read(cse_alife_creature_crow&,net_packet&,unsigned short);
- unsigned char group { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned char g_team(cse_alife_creature_crow&);
- bool can_switch_online(cse_alife_creature_crow const&);
- unsigned char g_squad(cse_alife_creature_crow&);
- vector& angle { get; set; }
- void STATE_Write(cse_alife_creature_crow&,net_packet&);
- void on_spawn(cse_alife_creature_crow&);
- bool can_save(cse_alife_creature_crow const&);
- ini_file* spawn_ini(cse_abstract*);
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_creature_crow&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- void on_register(cse_alife_creature_crow&);
- char const* name(cse_abstract const*);
- cse_abstract* init(cse_alife_creature_crow&);
- }
- [cpp]
- class suggest_nicks_cb
- {
- void bind(suggest_nicks_cb&,luabind::object,function<void>);
- void clear(suggest_nicks_cb&);
- void __init(luabind::argument const&,luabind::object,function<void>);
- }
- [cpp]
- class cse_alife_monster_rat : , cse_alife_monster_abstractcse_alife_inventory_item
- {
- void on_unregister(cse_alife_monster_rat&);
- custom [float] health(cse_alife_creature_abstract const&);
- int rank(cse_alife_monster_abstract&);
- void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_monster_rat const&);
- void switch_online(cse_alife_monster_rat&);
- unsigned char group { get; set; }
- bool used_ai_locations(cse_alife_monster_rat const&);
- void update(cse_alife_monster_rat&);
- bool interactive(cse_alife_monster_rat const&);
- cse_abstract* init(cse_alife_monster_rat&);
- unsigned short group_id { get; set; }
- unsigned int m_story_id { get; set; }
- void on_death(cse_alife_monster_rat&,cse_abstract*);
- void switch_offline(cse_alife_monster_rat&);
- void STATE_Read(cse_alife_monster_rat&,net_packet&,unsigned short);
- void smart_terrain_task_activate(cse_alife_monster_abstract*);
- unsigned char g_group(cse_alife_monster_rat&);
- void on_register(cse_alife_monster_rat&);
- void STATE_Write(cse_alife_monster_rat&,net_packet&);
- bool can_save(cse_alife_monster_rat const&);
- int clsid(cse_abstract const&);
- unsigned char g_squad(cse_alife_monster_rat&);
- unsigned char squad { get; set; }
- unsigned short m_smart_terrain_id { get; set; }
- void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short);
- unsigned short m_game_vertex_id { get; set; }
- unsigned short smart_terrain_id(cse_alife_monster_abstract*);
- unsigned short id { get; set; }
- rotation* o_torso(cse_alife_creature_abstract*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- bool keep_saved_data_anyway(cse_alife_monster_rat const&);
- unsigned short script_version { get; set; }
- void travel_speed(cse_alife_monster_abstract*,custom [float]);
- void use_ai_locations(cse_alife_object&,bool);
- bool alive(cse_alife_creature_abstract const&);
- vector& position { get; set; }
- void move_offline(cse_alife_object&,bool);
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned char g_team(cse_alife_monster_rat&);
- bool can_switch_online(cse_alife_monster_rat const&);
- char const* section_name(cse_abstract const*);
- vector& angle { get; set; }
- void smart_terrain_task_deactivate(cse_alife_monster_abstract*);
- void on_spawn(cse_alife_monster_rat&);
- CALifeMonsterBrain* brain(cse_alife_monster_abstract*);
- bool has_detector(cse_alife_monster_abstract&);
- ini_file* spawn_ini(cse_abstract*);
- void kill(cse_alife_monster_abstract&);
- void clear_smart_terrain(cse_alife_monster_abstract*);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_monster_rat&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned int m_level_vertex_id { get; set; }
- char const* name(cse_abstract const*);
- unsigned char team { get; set; }
- }
- [cpp]
- class CAI_Stalker : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class physics_world
- {
- void set_gravity(physics_world&,custom [float]);
- void add_call(physics_world&,custom [class CPHCondition]*,custom [class CPHAction]*);
- custom [float] gravity(physics_world&);
- }
- [cpp]
- class CTushkano : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class cse_alife_item : , cse_alife_dynamic_object_visualcse_alife_inventory_item
- {
- void on_unregister(cse_alife_item&);
- void use_ai_locations(cse_alife_object&,bool);
- void UPDATE_Write(cse_abstract&,net_packet&);
- bool can_switch_offline(cse_alife_item const&);
- void switch_online(cse_alife_item&);
- cse_abstract* init(cse_alife_item&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item&);
- void STATE_Read(cse_alife_item&,net_packet&,unsigned short);
- void on_register(cse_alife_item&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_item const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_item const&);
- vector& angle { get; set; }
- char const* section_name(cse_abstract const*);
- unsigned short m_game_vertex_id { get; set; }
- void on_spawn(cse_alife_item&);
- void STATE_Write(cse_alife_item&,net_packet&);
- bool can_save(cse_alife_item const&);
- bool used_ai_locations(cse_alife_item const&);
- bool bfUseful(cse_alife_item&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_alife_item const&);
- char const* name(cse_abstract const*);
- void __init(luabind::argument const&,char const*);
- }
- [cpp]
- class CUI3tButton : CUIButton
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- CUILines* TextControl(CUIStatic&);
- void InitTexture(CUIStatic&,char const*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- custom [float] GetHeight(CUIWindow const&);
- void Enable(CUIWindow&,bool);
- bool IsEnabled(CUIWindow&);
- void SetWndSize(CUIWindow&,vector2);
- void SetPPMode(CUIWindow&);
- void SetWndRect(CUIWindow&,Frect);
- void SetTextureRect(CUIStatic&,Frect*);
- void SetStretchTexture(CUIStatic&,bool);
- Frect const* GetTextureRect(CUIStatic&);
- }
- [cpp]
- class cse_alife_item_weapon : cse_alife_item
- {
- void on_unregister(cse_alife_item_weapon&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_item_weapon const&);
- void switch_online(cse_alife_item_weapon&);
- cse_abstract* init(cse_alife_item_weapon&);
- bool interactive(cse_alife_item_weapon const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item_weapon&);
- void STATE_Read(cse_alife_item_weapon&,net_packet&,unsigned short);
- void on_register(cse_alife_item_weapon&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- void clone_addons(cse_alife_item_weapon&,cse_alife_item_weapon*);
- bool keep_saved_data_anyway(cse_alife_item_weapon const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_item_weapon const&);
- vector& angle { get; set; }
- void on_spawn(cse_alife_item_weapon&);
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_alife_item_weapon&,net_packet&);
- bool used_ai_locations(cse_alife_item_weapon const&);
- bool can_save(cse_alife_item_weapon const&);
- bool bfUseful(cse_alife_item_weapon&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item_weapon&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned int m_level_vertex_id { get; set; }
- char const* name(cse_abstract const*);
- ini_file* spawn_ini(cse_abstract*);
- }
- [cpp]
- class cse_alife_item_weapon_magazined_w_gl : cse_alife_item_weapon_magazined
- {
- void on_unregister(cse_alife_item_weapon_magazined_w_gl&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_item_weapon_magazined_w_gl const&);
- void switch_online(cse_alife_item_weapon_magazined_w_gl&);
- cse_abstract* init(cse_alife_item_weapon_magazined_w_gl&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item_weapon_magazined_w_gl&);
- void STATE_Read(cse_alife_item_weapon_magazined_w_gl&,net_packet&,unsigned short);
- void on_register(cse_alife_item_weapon_magazined_w_gl&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- void clone_addons(cse_alife_item_weapon&,cse_alife_item_weapon*);
- bool keep_saved_data_anyway(cse_alife_item_weapon_magazined_w_gl const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_item_weapon_magazined_w_gl const&);
- vector& angle { get; set; }
- void on_spawn(cse_alife_item_weapon_magazined_w_gl&);
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_alife_item_weapon_magazined_w_gl&,net_packet&);
- bool used_ai_locations(cse_alife_item_weapon_magazined_w_gl const&);
- bool can_save(cse_alife_item_weapon_magazined_w_gl const&);
- bool bfUseful(cse_alife_item_weapon_magazined_w_gl&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item_weapon_magazined_w_gl&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_alife_item_weapon_magazined_w_gl const&);
- char const* name(cse_abstract const*);
- char const* section_name(cse_abstract const*);
- }
- [cpp]
- class DLL_Pure
- {
- DLL_Pure* _construct(DLL_Pure&);
- void __init(luabind::argument const&);
- }
- [cpp]
- class CRustyHairArtefact : CArtefact
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- unsigned char GetAfRank(CArtefact const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- IRender_Visual* Visual(CGameObject const&);
- void FollowByPath(CArtefact&,char const*,int,vector);
- void SwitchVisibility(CArtefact&,bool);
- DLL_Pure* _construct(CGameObject&);
- int getEnabled(CGameObject const&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class cpure_server_object : ipure_server_object
- {
- }
- [cpp]
- class CGrenadeLauncher : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class cse_alife_item_grenade : cse_alife_item
- {
- void on_unregister(cse_alife_item_grenade&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_item_grenade const&);
- void switch_online(cse_alife_item_grenade&);
- cse_abstract* init(cse_alife_item_grenade&);
- bool interactive(cse_alife_item_grenade const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item_grenade&);
- void STATE_Read(cse_alife_item_grenade&,net_packet&,unsigned short);
- void on_register(cse_alife_item_grenade&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_item_grenade const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_item_grenade const&);
- vector& angle { get; set; }
- void on_spawn(cse_alife_item_grenade&);
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_alife_item_grenade&,net_packet&);
- bool can_save(cse_alife_item_grenade const&);
- bool used_ai_locations(cse_alife_item_grenade const&);
- bool bfUseful(cse_alife_item_grenade&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item_grenade&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned int m_level_vertex_id { get; set; }
- char const* name(cse_abstract const*);
- ini_file* spawn_ini(cse_abstract*);
- }
- [cpp]
- class GAME_TYPE
- {
- const GAME_UNKNOWN = -1;
- const eGameIDArtefactHunt = 8;
- const eGameIDCaptureTheArtefact = 16;
- const eGameIDDeathmatch = 2;
- const eGameIDTeamDeathmatch = 4;
- }
- [cpp]
- class cse_alife_item_document : cse_alife_item
- {
- void on_unregister(cse_alife_item_document&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_item_document const&);
- void switch_online(cse_alife_item_document&);
- cse_abstract* init(cse_alife_item_document&);
- bool interactive(cse_alife_item_document const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item_document&);
- void STATE_Read(cse_alife_item_document&,net_packet&,unsigned short);
- void on_register(cse_alife_item_document&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_item_document const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_item_document const&);
- vector& angle { get; set; }
- void on_spawn(cse_alife_item_document&);
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_alife_item_document&,net_packet&);
- bool can_save(cse_alife_item_document const&);
- bool used_ai_locations(cse_alife_item_document const&);
- bool bfUseful(cse_alife_item_document&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item_document&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned int m_level_vertex_id { get; set; }
- char const* name(cse_abstract const*);
- ini_file* spawn_ini(cse_abstract*);
- }
- [cpp]
- class cse_alife_item_pda : cse_alife_item
- {
- void on_unregister(cse_alife_item_pda&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_item_pda const&);
- void switch_online(cse_alife_item_pda&);
- cse_abstract* init(cse_alife_item_pda&);
- bool interactive(cse_alife_item_pda const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item_pda&);
- void STATE_Read(cse_alife_item_pda&,net_packet&,unsigned short);
- void on_register(cse_alife_item_pda&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_item_pda const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_item_pda const&);
- vector& angle { get; set; }
- void on_spawn(cse_alife_item_pda&);
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_alife_item_pda&,net_packet&);
- bool can_save(cse_alife_item_pda const&);
- bool used_ai_locations(cse_alife_item_pda const&);
- bool bfUseful(cse_alife_item_pda&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item_pda&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned int m_level_vertex_id { get; set; }
- char const* name(cse_abstract const*);
- ini_file* spawn_ini(cse_abstract*);
- }
- [cpp]
- class action_planner
- {
- property_evaluator& evaluator(action_planner&,unsigned int const&);
- void setup(action_planner&,game_object*);
- bool initialized(action_planner const&);
- property_storage& storage { get; set; }
- action_base& action(action_planner&,unsigned int const&);
- void update(action_planner&);
- void set_goal_world_state(action_planner*,world_state*);
- game_object* object { get; set; }
- bool actual(action_planner const*);
- action_base& current_action(action_planner&);
- unsigned int current_action_id(action_planner const&);
- void show(action_planner&,char const*);
- void clear(action_planner&);
- void __init(luabind::argument const&);
- void add_action(action_planner&,unsigned int const&,action_base*);
- void remove_evaluator(action_planner&,unsigned int const&);
- void add_evaluator(action_planner&,unsigned int const&,property_evaluator*);
- void remove_action(action_planner&,unsigned int const&);
- }
- [cpp]
- class cse_alife_item_artefact : cse_alife_item
- {
- void on_unregister(cse_alife_item_artefact&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_item_artefact const&);
- void switch_online(cse_alife_item_artefact&);
- cse_abstract* init(cse_alife_item_artefact&);
- bool interactive(cse_alife_item_artefact const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item_artefact&);
- void STATE_Read(cse_alife_item_artefact&,net_packet&,unsigned short);
- void on_register(cse_alife_item_artefact&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_item_artefact const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_item_artefact const&);
- vector& angle { get; set; }
- void on_spawn(cse_alife_item_artefact&);
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_alife_item_artefact&,net_packet&);
- bool can_save(cse_alife_item_artefact const&);
- bool used_ai_locations(cse_alife_item_artefact const&);
- bool bfUseful(cse_alife_item_artefact&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item_artefact&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned int m_level_vertex_id { get; set; }
- char const* name(cse_abstract const*);
- ini_file* spawn_ini(cse_abstract*);
- }
- [cpp]
- class cse_alife_item_detector : cse_alife_item
- {
- void on_unregister(cse_alife_item_detector&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_item_detector const&);
- void switch_online(cse_alife_item_detector&);
- cse_abstract* init(cse_alife_item_detector&);
- bool interactive(cse_alife_item_detector const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item_detector&);
- void STATE_Read(cse_alife_item_detector&,net_packet&,unsigned short);
- void on_register(cse_alife_item_detector&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_item_detector const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_item_detector const&);
- vector& angle { get; set; }
- void on_spawn(cse_alife_item_detector&);
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_alife_item_detector&,net_packet&);
- bool can_save(cse_alife_item_detector const&);
- bool used_ai_locations(cse_alife_item_detector const&);
- bool bfUseful(cse_alife_item_detector&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item_detector&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned int m_level_vertex_id { get; set; }
- char const* name(cse_abstract const*);
- ini_file* spawn_ini(cse_abstract*);
- }
- [cpp]
- class CTorch : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CWeaponRPG7 : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class token
- {
- int id { get; set; }
- char const* name { get; set; }
- void __init(luabind::argument const&);
- }
- [cpp]
- class token_list
- {
- void remove(token_list&,char const*);
- int id(token_list&,char const*);
- char const* name(token_list&,int);
- void add(token_list&,char const*,int);
- void clear(token_list&);
- void __init(luabind::argument const&);
- }
- [cpp]
- class rtoken_list
- {
- void remove(rtoken_list&,unsigned int);
- char const* get(rtoken_list&,unsigned int);
- unsigned int count(rtoken_list&);
- void add(rtoken_list&,char const*);
- void clear(rtoken_list&);
- void __init(luabind::argument const&);
- }
- [cpp]
- class memory_object
- {
- unsigned int level_time { get; set; }
- unsigned int last_level_time { get; set; }
- }
- [cpp]
- class net_packet
- {
- void r_float_q16(net_packet&,custom [float]&,custom [float],custom [float]);
- void w_dir(net_packet&,vector const&);
- void w_float(net_packet&,custom [float]);
- void w_sdir(net_packet&,vector const&);
- custom [unsigned __int64] r_u64(net_packet&);
- short r_s16(net_packet&);
- void r_float_q8(net_packet&,custom [float]&,custom [float],custom [float]);
- unsigned int r_u32(net_packet&);
- void w_u64(net_packet&,custom [unsigned __int64]);
- unsigned short r_u16(net_packet&);
- custom [float] r_float(net_packet&);
- void w_float_q8(net_packet&,custom [float],custom [float],custom [float]);
- void w_angle16(net_packet&,custom [float]);
- void w_vec3(net_packet&,vector const&);
- void w_chunk_open8(net_packet&,unsigned int&);
- bool r_eof(net_packet*);
- void r_matrix(net_packet&,matrix&);
- void w_matrix(net_packet&,matrix&);
- void w_float_q16(net_packet&,custom [float],custom [float],custom [float]);
- void w_angle8(net_packet&,custom [float]);
- void w_u16(net_packet&,unsigned short);
- void w_chunk_close16(net_packet&,unsigned int);
- void r_seek(net_packet&,unsigned int);
- void r_vec3(net_packet&,vector&);
- void r_advance(net_packet&,unsigned int);
- char const* r_stringZ(net_packet*);
- void w_s64(net_packet&,custom [__int64]);
- unsigned char r_u8(net_packet&);
- void r_sdir(net_packet&,vector&);
- void r_dir(net_packet&,vector&);
- void r_angle8(net_packet&,custom [float]&);
- void r_angle16(net_packet&,custom [float]&);
- unsigned int r_begin(net_packet&,unsigned short&);
- void w_chunk_close8(net_packet&,unsigned int);
- bool r_bool(net_packet*);
- custom [__int64] r_s64(net_packet&);
- custom [signed char] r_s8(net_packet&);
- unsigned int r_tell(net_packet&);
- void w_bool(net_packet*,bool);
- void w_chunk_open16(net_packet&,unsigned int&);
- void w_u8(net_packet&,unsigned char);
- unsigned int w_tell(net_packet&);
- int r_s32(net_packet&);
- void w_s32(net_packet&,int);
- void w_begin(net_packet&,unsigned short);
- void __init(luabind::argument const&);
- void w_s16(net_packet&,short);
- ClientID r_clientID(net_packet*);
- void w_stringZ(net_packet&,char const*);
- unsigned int r_elapsed(net_packet&);
- void w_clientID(net_packet&,ClientID&);
- void w_u32(net_packet&,unsigned int);
- }
- [cpp]
- class ini_file
- {
- int r_clsid(ini_file&,char const*,char const*);
- custom [float] r_float(ini_file&,char const*,char const*);
- vector r_vector(ini_file&,char const*,char const*);
- int r_token(ini_file&,char const*,char const*,token_list const&);
- char const* r_string_wq(ini_file&,char const*,char const*);
- void __init(luabind::argument const&,char const*);
- bool r_line(ini_file*,char const*,int,string_class&,string_class&);
- int r_s32(ini_file&,char const*,char const*);
- bool section_exist(ini_file&,char const*);
- char const* r_string(ini_file&,char const*,char const*);
- unsigned int r_u32(ini_file&,char const*,char const*);
- bool line_exist(ini_file&,char const*,char const*);
- bool r_bool(ini_file&,char const*,char const*);
- unsigned int line_count(ini_file&,char const*);
- }
- [cpp]
- class sound_object
- {
- const looped = 1;
- const s2d = 2;
- const s3d = 0;
- void stop(sound_object&);
- custom [float] const frequency { get; set; }
- void attach_tail(sound_object&,char const*);
- custom [float] const max_distance { get; set; }
- unsigned int length(sound_object&);
- void stop_deffered(sound_object&);
- void set_position(sound_object&,vector const&);
- custom [float] const min_distance { get; set; }
- bool playing(sound_object const&);
- void play_no_feedback(sound_object&,game_object*,unsigned int,custom [float],vector,custom [float]);
- void play_at_pos(sound_object&,game_object*,vector const&,custom [float],int);
- vector get_position(sound_object const&);
- void play(sound_object&,game_object*,custom [float],int);
- void __init(luabind::argument const&,char const*,custom [enum ESoundTypes]);
- custom [float] const volume { get; set; }
- }
- [cpp]
- class Frect
- {
- custom [float] x2 { get; set; }
- custom [float] x1 { get; set; }
- vector2& rb { get; set; }
- Frect& set(Frect&,custom [float],custom [float],custom [float],custom [float]);
- custom [float] y2 { get; set; }
- custom [float] y1 { get; set; }
- vector2& lt { get; set; }
- void __init(luabind::argument const&);
- }
- [cpp]
- class Fbox
- {
- vector& max { get; set; }
- vector& min { get; set; }
- void __init(luabind::argument const&);
- }
- [cpp]
- class CMedkit : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class vector2
- {
- custom [float] y { get; set; }
- custom [float] x { get; set; }
- vector2& set(vector2&,vector2 const&);
- void __init(luabind::argument const&);
- }
- [cpp]
- class cse_alife_object : cse_abstract
- {
- unsigned short id { get; set; }
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- void can_switch_offline(cse_alife_object&,bool);
- char const* section_name(cse_abstract const*);
- void STATE_Write(cse_alife_object&,net_packet&);
- int clsid(cse_abstract const&);
- bool used_ai_locations(cse_alife_object const&);
- cse_abstract* init(cse_alife_object&);
- ini_file* spawn_ini(cse_abstract*);
- unsigned int m_level_vertex_id { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- vector& angle { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- unsigned short script_version { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- bool interactive(cse_alife_object const&);
- void STATE_Read(cse_alife_object&,net_packet&,unsigned short);
- void can_switch_online(cse_alife_object&,bool);
- unsigned short parent_id { get; set; }
- bool can_save(cse_alife_object const&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- void move_offline(cse_alife_object&,bool);
- char const* name(cse_abstract const*);
- unsigned short m_game_vertex_id { get; set; }
- }
- [cpp]
- class CWeaponSVD : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class flags32
- {
- flags32& and(flags32&,flags32 const&,unsigned int);
- flags32& or(flags32&,flags32 const&,unsigned int);
- bool is_any(flags32*,unsigned int);
- bool is(flags32*,unsigned int);
- void __init(luabind::argument const&);
- bool test(flags32*,unsigned int);
- bool equal(flags32*,flags32 const&,unsigned int);
- flags32& set(flags32*,unsigned int,bool);
- flags32& invert(flags32&,unsigned int);
- flags32& assign(flags32&,unsigned int);
- flags32& zero(flags32&);
- flags32& one(flags32&);
- unsigned int get(flags32 const&);
- }
- [cpp]
- class CRadioactiveZone : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class noise
- {
- custom [float] fps { get; set; }
- noise& set(noise&,custom [float],custom [float],custom [float]);
- custom [float] grain { get; set; }
- custom [float] intensity { get; set; }
- void __init(luabind::argument const&,custom [float],custom [float],custom [float]);
- }
- [cpp]
- class flags16
- {
- flags16& and(flags16&,flags16 const&,unsigned short);
- flags16& or(flags16&,flags16 const&,unsigned short);
- bool is_any(flags16*,unsigned short);
- bool is(flags16*,unsigned short);
- void __init(luabind::argument const&);
- bool test(flags16*,unsigned short);
- bool equal(flags16*,flags16 const&,unsigned short);
- flags16& set(flags16*,unsigned short,bool);
- flags16& invert(flags16&,unsigned short);
- flags16& assign(flags16&,unsigned short);
- flags16& zero(flags16&);
- void one(flags16*);
- unsigned short get(flags16 const&);
- }
- [cpp]
- class CSightParams
- {
- const eSightTypeAnimationDirection = 11;
- const eSightTypeCover = 5;
- const eSightTypeCoverLookOver = 8;
- const eSightTypeCurrentDirection = 0;
- const eSightTypeDirection = 2;
- const eSightTypeDummy = -1;
- const eSightTypeFireObject = 9;
- const eSightTypeFirePosition = 10;
- const eSightTypeLookOver = 7;
- const eSightTypeObject = 4;
- const eSightTypePathDirection = 1;
- const eSightTypePosition = 3;
- const eSightTypeSearch = 6;
- custom [enum SightManager::ESightType] m_sight_type { get; set; }
- vector& m_vector { get; set; }
- game_object* m_object { get; set; }
- void __init(luabind::argument const&);
- }
- [cpp]
- class CCar : , CGameObjectholder
- {
- const eWpnActivate = 3;
- const eWpnAutoFire = 5;
- const eWpnDesiredDir = 1;
- const eWpnDesiredPos = 2;
- const eWpnFire = 4;
- const eWpnToDefaultDir = 6;
- int net_Spawn(CGameObject&,cse_abstract*);
- vector CurrentVel(CCar&);
- unsigned int ExplodeTime(CCar&);
- void __init(luabind::argument const&);
- custom [float] GetfHealth(CCar const&);
- void Action(CCar&,unsigned short,unsigned int);
- void net_Import(CGameObject&,net_packet&);
- void SetParam(CCar&,int,vector);
- void SetExplodeTime(CCar&,unsigned int);
- bool HasWeapon(CCar&);
- void CarExplode(CCar&);
- bool use(CGameObject&,CGameObject*);
- int getVisible(CGameObject const&);
- IRender_Visual* Visual(CGameObject const&);
- bool IsObjectVisible(CCar&,game_object*);
- bool CanHit(CCar&);
- int getEnabled(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- DLL_Pure* _construct(CGameObject&);
- custom [float] SetfHealth(CCar&,custom [float]);
- bool engaged(holder&);
- custom [float] FireDirDiff(CCar&);
- }
- [cpp]
- class flags8
- {
- flags8& and(flags8&,flags8 const&,unsigned char);
- flags8& or(flags8&,flags8 const&,unsigned char);
- bool is_any(flags8*,unsigned char);
- bool is(flags8*,unsigned char);
- void __init(luabind::argument const&);
- bool test(flags8*,unsigned char);
- bool equal(flags8*,flags8 const&,unsigned char);
- flags8& set(flags8*,unsigned char,bool);
- flags8& invert(flags8&,unsigned char);
- flags8& assign(flags8&,unsigned char);
- flags8& zero(flags8&);
- void one(flags8*);
- unsigned char get(flags8 const&);
- }
- [cpp]
- class IKinematicsAnimated
- {
- void PlayCycle(IKinematicsAnimated*,char const*);
- }
- [cpp]
- class cse_alife_trader_abstract
- {
- int reputation(cse_alife_trader_abstract&);
- int rank(cse_alife_trader_abstract&);
- char const* community(cse_alife_trader_abstract const&);
- char const* profile_name(cse_alife_trader_abstract*);
- }
- [cpp]
- class CMercuryBall : CArtefact
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- unsigned char GetAfRank(CArtefact const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- IRender_Visual* Visual(CGameObject const&);
- void FollowByPath(CArtefact&,char const*,int,vector);
- void SwitchVisibility(CArtefact&,bool);
- DLL_Pure* _construct(CGameObject&);
- int getEnabled(CGameObject const&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class FS
- {
- const FSType_Any = 3;
- const FSType_External = 2;
- const FSType_Virtual = 1;
- const FS_ClampExt = 4;
- const FS_ListFiles = 1;
- const FS_ListFolders = 2;
- const FS_RootOnly = 8;
- const FS_sort_by_modif_down = 5;
- const FS_sort_by_modif_up = 4;
- const FS_sort_by_name_down = 1;
- const FS_sort_by_name_up = 0;
- const FS_sort_by_size_down = 3;
- const FS_sort_by_size_up = 2;
- void r_close(FS&,reader*&);
- void w_close(FS&,custom [class IWriter]*&);
- void file_rename(FS&,char const*,char const*,bool);
- int file_length(FS&,char const*);
- FS_file_list_ex file_list_open_ex(FS*,char const*,unsigned int,char const*);
- char const* update_path(FS*,char const*,char const*);
- void dir_delete(FS*,char const*,char const*,int);
- char const* get_file_age_str(FS*,char const*);
- void file_copy(FS&,char const*,char const*);
- reader* r_open(FS&,char const*);
- custom [class FS_Path]* append_path(FS&,char const*,char const*,char const*,int);
- void file_delete(FS&,char const*);
- custom [class IWriter]* w_open(FS&,char const*);
- bool path_exist(FS&,char const*);
- FS_file_list file_list_open(FS*,char const*,char const*,unsigned int);
- unsigned int get_file_age(FS&,char const*);
- custom [class FS_Path]* get_path(FS&,char const*);
- FileStatus exist(FS&,char const*,char const*,custom [enum FSType]);
- }
- [cpp]
- class CEliteDetector : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CInventoryBox : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class cse_alife_dynamic_object : cse_alife_object
- {
- void on_unregister(cse_alife_dynamic_object&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_dynamic_object const&);
- void switch_online(cse_alife_dynamic_object&);
- cse_abstract* init(cse_alife_dynamic_object&);
- bool interactive(cse_alife_dynamic_object const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_dynamic_object&);
- void STATE_Read(cse_alife_dynamic_object&,net_packet&,unsigned short);
- void on_register(cse_alife_dynamic_object&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_dynamic_object const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_dynamic_object const&);
- vector& angle { get; set; }
- void on_spawn(cse_alife_dynamic_object&);
- unsigned short m_game_vertex_id { get; set; }
- unsigned int m_level_vertex_id { get; set; }
- bool can_save(cse_alife_dynamic_object const&);
- bool used_ai_locations(cse_alife_dynamic_object const&);
- void STATE_Write(cse_alife_dynamic_object&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_dynamic_object&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- ini_file* spawn_ini(cse_abstract*);
- char const* name(cse_abstract const*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- }
- [cpp]
- class CScientificDetector : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CALifeMonsterDetailPathManager
- {
- void target(CALifeMonsterDetailPathManager&,CALifeSmartTerrainTask const*);
- bool completed(CALifeMonsterDetailPathManager const&);
- bool actual(CALifeMonsterDetailPathManager const&);
- bool failed(CALifeMonsterDetailPathManager const&);
- custom [float] const& speed(CALifeMonsterDetailPathManager const&);
- }
- [cpp]
- class CAdvancedDetector : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CWeaponAmmo : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CUIMapInfo : CUIWindow
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void Init(CUIMapInfo&,vector2,vector2);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- bool IsEnabled(CUIWindow&);
- void InitMap(CUIMapInfo&,char const*,char const*);
- void Enable(CUIWindow&,bool);
- void SetWndRect(CUIWindow&,Frect);
- void SetWndSize(CUIWindow&,vector2);
- void SetPPMode(CUIWindow&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class cse_ph_skeleton
- {
- }
- [cpp]
- class CGameFont
- {
- const alCenter = 2;
- const alLeft = 0;
- const alRight = 1;
- }
- [cpp]
- class CUISpinText : CUICustomSpin
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* GetText(CUICustomSpin&);
- void SetWindowName(CUIWindow&,char const*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- bool IsEnabled(CUIWindow&);
- void Enable(CUIWindow&,bool);
- char const* WindowName(CUIWindow&);
- void SetWndRect(CUIWindow&,Frect);
- void SetWndSize(CUIWindow&,vector2);
- void SetPPMode(CUIWindow&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class game_object
- {
- const action_type_count = 6;
- const alifeMovementTypeMask = 0;
- const alifeMovementTypeRandom = 1;
- const animation = 2;
- const dialog_pda_msg = 0;
- const dummy = -1;
- const enemy = 2;
- const friend = 0;
- const game_path = 0;
- const info_pda_msg = 1;
- const level_path = 1;
- const movement = 0;
- const neutral = 1;
- const no_path = 3;
- const no_pda_msg = 2;
- const object = 5;
- const particle = 4;
- const patrol_path = 2;
- const relation_attack = 1;
- const relation_fight_help_human = 2;
- const relation_fight_help_monster = 4;
- const relation_kill = 0;
- const sound = 3;
- const watch = 1;
- void set_queue_size(game_object&,unsigned int);
- void enable_attachable_item(game_object&,bool);
- bool can_script_capture(game_object const&);
- game_object* parent(game_object const&);
- char const* who_hit_name(game_object&);
- game_object* item_in_slot(game_object const&,unsigned int);
- void change_character_reputation(game_object&,int);
- custom [float] apply_loophole_direction_distance(game_object const&);
- bool night_vision_enabled(game_object const&);
- void set_invisible(game_object&,bool);
- custom [float] visibility_threshold(game_object const&);
- void enable_torch(game_object&,bool);
- vector bone_position(game_object const&,char const*);
- int community_goodwill(game_object&,char const*);
- bool deadbody_closed_status(game_object&);
- int goodwill(game_object&,game_object*);
- void set_trader_head_anim(game_object&,char const*);
- char const* aim_bone_id(game_object const&);
- void set_callback(game_object&,callback);
- danger_object const* best_danger(game_object&);
- void transfer_money(game_object&,int,game_object*);
- void set_enemy_callback(game_object&,function<bool> const&,luabind::object const&);
- int weapon_scope_status(game_object&);
- void give_task(game_object&,CGameTask*,unsigned int,bool,unsigned int);
- char const* out_restrictions(game_object&);
- custom [float] range(game_object const&);
- void run_talk_dialog(game_object&,game_object*,bool);
- void remove_home(game_object&);
- bool in_current_loophole_fov(game_object const&,vector);
- void set_smart_cover_target_default(game_object&,bool);
- void deadbody_can_take(game_object&,bool);
- bool is_inv_upgrade_enabled(game_object&);
- void set_relation(game_object&,custom [enum ALife::ERelationType],game_object*);
- char const* name(game_object const&);
- char const* get_dest_smart_cover_name(game_object&);
- holder* get_current_holder(game_object&);
- game_object* best_item(game_object&);
- char const* character_community(game_object&);
- void set_patrol_path(game_object&,char const*,custom [enum PatrolPathManager::EPatrolStartType],custom [enum PatrolPathManager::EPatrolRouteType],bool);
- void set_fov(game_object&,custom [float]);
- custom [enum MonsterSpace::EBodyState] target_body_state(game_object const&);
- void set_capture_anim(game_object&,game_object*,char const*,vector const&,custom [float]);
- void remove_restrictions(game_object&,char const*,char const*);
- void hit(game_object&,hit*);
- unsigned int aim_time(game_object&,game_object*);
- void actor_look_at_point(game_object&,vector);
- cover_point const* safe_cover(game_object&,vector const&,custom [float],custom [float]);
- void skip_transfer_enemy(game_object&,bool);
- custom [enum MonsterSpace::EMentalState] target_mental_state(game_object const&);
- int squad(game_object const&);
- void mark_item_dropped(game_object&,game_object*);
- void set_dest_loophole(game_object&);
- custom [enum DetailPathManager::EDetailPathType] detail_path_type(game_object const&);
- void set_visual_memory_enabled(game_object&,bool);
- custom [enum MonsterSpace::EMovementType] movement_type(game_object const&);
- object_binder* binded_object(game_object&);
- void can_throw_grenades(game_object&,bool);
- bool inside(game_object const&,vector const&);
- custom [float] satiety { get; set; }
- void remove_all_restrictions(game_object&);
- void buy_condition(game_object&,custom [float],custom [float]);
- char const* patrol(game_object&);
- custom [float] bleeding { get; set; }
- void switch_to_trade(game_object&);
- void set_sight(game_object&,game_object*,bool,bool,bool);
- unsigned int memory_time(game_object&,game_object const&);
- void give_talk_message(game_object&,char const*,char const*,char const*);
- char const* base_out_restrictions(game_object&);
- bool see(game_object&,char const*);
- void set_condition(game_object&,custom [float]);
- void enable_trade(game_object&);
- void lock_door_for_npc(game_object&);
- void force_set_goodwill(game_object&,int,game_object*);
- void set_sound_mask(game_object&,unsigned int);
- void enable_inv_upgrade(game_object&);
- void set_movement_selection_type(game_object&,custom [enum ESelectionType]);
- int active_sound_count(game_object&,bool);
- custom [float] psy_health { get; set; }
- custom [float] idle_max_time(game_object const&);
- custom [class xr_vector<struct MemorySpace::CNotYetVisibleObject,class xalloc<struct MemorySpace::CNotYetVisibleObject> >] const& not_yet_visible_objects(game_object const&);
- custom [enum MonsterSpace::EBodyState] body_state(game_object const&);
- game_object* get_corpse(game_object const&);
- void disable_show_hide_sounds(game_object&,bool);
- unsigned int get_current_point_index(game_object&);
- void set_body_state(game_object&,custom [enum MonsterSpace::EBodyState]);
- void set_character_community(game_object&,char const*,int,int);
- void set_smart_cover_target_selector(game_object&);
- void external_sound_stop(game_object&);
- void set_actor_position(game_object&,vector);
- bool in_smart_cover(game_object const&);
- ini_file* spawn_ini(game_object const&);
- void external_sound_start(game_object&,char const*);
- void use_smart_covers_only(game_object&,bool);
- void kill(game_object&,game_object*);
- bool has_info(game_object&,char const*);
- void reset_action_queue(game_object&);
- physics_shell* get_physics_shell(game_object const&);
- custom [float] health { get; set; }
- bool give_info_portion(game_object&,char const*);
- void unregister_in_combat(game_object&);
- void remove_sound(game_object&,unsigned int);
- game_object* active_detector(game_object const&);
- custom [float] get_current_outfit_protection(game_object&,int);
- bool accessible(game_object&,unsigned int);
- unsigned int cost(game_object const&);
- void info_add(game_object&,char const*);
- void script(game_object&,bool,char const*);
- void restore_max_ignore_monster_distance(game_object&);
- void set_movement_type(game_object&,custom [enum MonsterSpace::EMovementType]);
- char const* base_in_restrictions(game_object&);
- unsigned int active_slot(game_object&);
- void give_talk_message2(game_object&,char const*,char const*,char const*,char const*);
- void set_start_point(game_object&,int);
- unsigned int add_combat_sound(game_object&,char const*,unsigned int,custom [enum ESoundTypes],unsigned int,unsigned int,unsigned int,char const*);
- void set_anomaly_power(game_object&,custom [float]);
- custom [enum ALife::ERelationType] relation(game_object&,game_object*);
- bool is_level_changer_enabled(game_object&);
- unsigned int get_ammo_total(game_object const&);
- custom [class xr_vector<struct MemorySpace::CHitObject,class xalloc<struct MemorySpace::CHitObject> >] const& memory_hit_objects(game_object const&);
- bool in_current_loophole_range(game_object const&,vector);
- void attachable_item_load_attach(game_object&,char const*);
- bool take_items_enabled(game_object const&);
- vector direction(game_object const&);
- void restore_sound_threshold(game_object&);
- void explode(game_object&,unsigned int);
- bool in_loophole_fov(game_object const&,char const*,char const*,vector);
- custom [float] mass(game_object const&);
- void stop_particles(game_object&,char const*,char const*);
- void start_particles(game_object&,char const*,char const*);
- bool is_weapon_going_to_be_strapped(game_object const&,game_object const*);
- bool sniper_update_rate(game_object const&);
- void enable_level_changer(game_object&,bool);
- bool sniper_fire_mode(game_object const&);
- void set_level_changer_invitation(game_object&,char const*);
- void buy_item_condition_factor(game_object&,custom [float]);
- vector get_movement_speed(game_object const&);
- CPhysicObject* get_physics_object(game_object&);
- void set_ammo_elapsed(game_object&,int);
- void debug_planner(game_object&,action_planner const*);
- CArtefact* get_artefact(game_object&);
- CZoneCampfire* get_campfire(game_object&);
- unsigned int object_count(game_object const&);
- void unregister_door_for_npc(game_object&);
- void set_const_force(game_object&,vector const&,custom [float],unsigned int);
- bool disable_hit_marks(game_object const&);
- CSightParams sight_params(game_object&);
- void unload_magazine(game_object&);
- void disable_trade(game_object&);
- void play_sound(game_object&,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int);
- void can_select_weapon(game_object&,bool);
- void poltergeist_set_actor_ignore(game_object&,bool);
- void deadbody_closed(game_object&,bool);
- int clsid(game_object const&);
- void iterate_inventory_box(game_object&,function<void>,luabind::object);
- void stop_talk(game_object&);
- void iterate_inventory(game_object&,function<void>,luabind::object);
- void wounded(game_object&,bool);
- int get_visibility_state(game_object&);
- unsigned int location_on_path(game_object&,custom [float],vector*);
- bool fake_death_fall_down(game_object&);
- custom [enum ETaskState] get_task_state(game_object&,char const*);
- void buy_supplies(game_object&,ini_file*,char const*);
- void sell_condition(game_object&,custom [float],custom [float]);
- void show_condition(game_object&,ini_file*,char const*);
- void set_path_type(game_object&,custom [enum MovementManager::EPathType]);
- void command(game_object&,entity_action const*,bool);
- void make_object_visible_somewhen(game_object&,game_object*);
- void disable_inv_upgrade(game_object&);
- bool dont_has_info(game_object&,char const*);
- bool inv_box_can_take_status(game_object&);
- bool inv_box_can_take(game_object&,bool);
- bool inv_box_closed_status(game_object&);
- game_object* object(game_object&,int);
- custom [float] fov(game_object const&);
- vector memory_position(game_object&,game_object const&);
- bool inv_box_closed(game_object&,bool,char const*);
- void set_smart_cover_target_fire(game_object&);
- bool movement_enabled(game_object&);
- game_object* active_item(game_object&);
- void info_clear(game_object&);
- bool is_inv_box_empty(game_object&);
- void set_fastcall(game_object&,function<bool> const&,luabind::object const&);
- bool in_loophole_range(game_object const&,char const*,char const*,vector);
- unsigned int level_vertex_id(game_object const&);
- unsigned int vertex_in_direction(game_object const&,unsigned int,vector,custom [float]);
- void set_nonscript_usable(game_object&,bool);
- void set_tip_text_default(game_object&);
- void set_vis_state(game_object&,custom [float]);
- void set_tip_text(game_object&,char const*);
- holder* get_holder_class(game_object&);
- custom [float] ignore_monster_threshold(game_object const&);
- bool movement_target_reached(game_object&);
- void sound_prefix(game_object&,char const*);
- hanging_lamp* get_hanging_lamp(game_object&);
- bool weapon_strapped(game_object const&);
- custom [class xr_vector<struct MemorySpace::CVisibleObject,class xalloc<struct MemorySpace::CVisibleObject> >] const& memory_visible_objects(game_object const&);
- bool burer_get_force_gravi_attack(game_object&);
- custom [float] lookout_max_time(game_object const&);
- CCar* get_car(game_object&);
- void patrol_path_make_inactual(game_object&);
- custom [float] get_anomaly_power(game_object&);
- void unlock_door_for_npc(game_object&);
- char const* get_script_name(game_object const&);
- unsigned int get_ammo_in_magazine(game_object&);
- void allow_break_talk_dialog(game_object&,bool);
- void enable_anomaly(game_object&);
- game_object* get_enemy(game_object const&);
- void set_actor_relation_flags(game_object&,flags32);
- int animation_count(game_object const&);
- custom [float] power { get; set; }
- custom [float] morale { get; set; }
- int character_reputation(game_object&);
- void fake_death_stand_up(game_object&);
- void restore_default_start_dialog(game_object&);
- char const* character_icon(game_object&);
- void set_dest_level_vertex_id(game_object&,unsigned int);
- void set_smart_cover_target_idle(game_object&);
- void register_door_for_npc(game_object&);
- char const* get_visual_name(game_object const&);
- char const* profile_name(game_object&);
- void set_sympathy(game_object&,custom [float]);
- unsigned int accessible_nearest(game_object&,vector const&,vector&);
- bool disable_info_portion(game_object&,char const*);
- unsigned int add_sound(game_object&,char const*,unsigned int,custom [enum ESoundTypes],unsigned int,unsigned int,unsigned int,char const*);
- game_object* best_enemy(game_object&);
- void set_enemy(game_object&,game_object*);
- void enable_night_vision(game_object&,bool);
- MonsterHitInfo get_monster_hit_info(game_object&);
- custom [float] max_health(game_object const&);
- void set_trader_sound(game_object&,char const*,char const*);
- void set_community_goodwill(game_object&,char const*,int);
- void play_cycle(game_object&,char const*,bool);
- bool is_door_locked_for_npc(game_object const&);
- int general_goodwill(game_object&,game_object*);
- void change_goodwill(game_object&,int,game_object*);
- void set_goodwill(game_object&,int,game_object*);
- int character_rank(game_object&);
- void get_start_dialog(game_object&);
- void invulnerable(game_object&,bool);
- void set_start_dialog(game_object&,char const*);
- void allow_sprint(game_object&,bool);
- int weapon_silencer_status(game_object&);
- void set_dest_game_vertex_id(game_object&,unsigned short);
- int weapon_grenadelauncher_status(game_object&);
- bool weapon_is_silencer(game_object&);
- custom [float] idle_min_time(game_object const&);
- bool weapon_is_scope(game_object&);
- void set_default_panic_threshold(game_object&);
- void set_smart_cover_target(game_object&);
- void disable_talk(game_object&);
- void restore_weapon(game_object&);
- void hide_weapon(game_object&);
- void disable_anomaly(game_object&);
- bool marked_dropped(game_object&,game_object*);
- void switch_to_upgrade(game_object&);
- bool path_completed(game_object const&);
- unsigned int money(game_object&);
- void bind_object(game_object&,object_binder*);
- void inventory_for_each(game_object&,function<void> const&);
- void clear_animations(game_object&);
- void add_restrictions(game_object&,char const*,char const*);
- int animation_slot(game_object const&);
- custom [enum MovementManager::EPathType] path_type(game_object const&);
- void drop_item_and_teleport(game_object&,game_object*,vector);
- bool vision_enabled(game_object const&);
- entity_action* action(game_object const&);
- void set_task_state(game_object&,custom [enum ETaskState],char const*);
- void drop_item(game_object&,game_object*);
- void change_team(game_object&,unsigned char,unsigned char,unsigned char);
- unsigned int death_time(game_object const&);
- void set_item(game_object&,custom [enum MonsterSpace::EObjectAction],game_object*,unsigned int,unsigned int);
- bool is_talk_enabled(game_object&);
- void enable_talk(game_object&);
- custom [enum MonsterSpace::EMovementType] target_movement_type(game_object const&);
- void set_patrol_extrapolate_callback(game_object&,function<bool> const&,luabind::object const&);
- bool is_talking(game_object&);
- CGameTask* get_task(game_object&,char const*,bool);
- void switch_to_talk(game_object&);
- void set_active_task(game_object&,CGameTask*);
- vector head_orientation(game_object const&);
- void set_previous_point(game_object&,int);
- unsigned short get_bone_id(game_object const&,char const*);
- void set_desired_direction(game_object&,vector const*);
- void jump(game_object&,vector const&,custom [float]);
- bool torch_enabled(game_object const&);
- flags32 get_actor_relation_flags(game_object const&);
- void set_sound_threshold(game_object&,custom [float]);
- bool weapon_is_grenadelauncher(game_object&);
- CHelicopter* get_helicopter(game_object&);
- char const* get_smart_cover_description(game_object const&);
- unsigned int story_id(game_object const&);
- void set_character_rank(game_object&,int);
- void set_trader_global_anim(game_object&,char const*);
- void transfer_item(game_object&,game_object*,game_object*);
- vector center(game_object&);
- char const* in_restrictions(game_object&);
- int group(game_object const&);
- void clear_override_animation(game_object&);
- void set_npc_position(game_object&,vector);
- bool deadbody_can_take_status(game_object&);
- void eat(game_object&,game_object*);
- void activate_slot(game_object&,unsigned int);
- entity_action const* action_by_index(game_object&,unsigned int);
- void register_in_combat(game_object&);
- unsigned int game_vertex_id(game_object const&);
- void set_visual_name(game_object&,char const*);
- unsigned int action_count(game_object const&);
- custom [float] radiation { get; set; }
- void force_visibility_state(game_object&,int);
- void release_stand_sleep_animation(game_object&);
- bool active_zone_contact(game_object&,unsigned short);
- bool is_door_blocked_by_npc(game_object const&);
- void restore_ignore_monster_threshold(game_object&);
- void on_door_is_closed(game_object&);
- void burer_set_force_gravi_attack(game_object&,bool);
- bool is_there_items_to_pickup(game_object const&);
- void set_manual_invisibility(game_object&,bool);
- unsigned short id(game_object const&);
- bool is_active_task(game_object&,CGameTask*);
- void enable_vision(game_object&,bool);
- action_planner* motivation_action_manager(game_object*);
- void set_override_animation(game_object&,char const*);
- custom [float] accuracy(game_object const&);
- void add_animation(game_object&,char const*,bool,vector,vector,bool);
- bool critically_wounded(game_object&);
- SoundInfo get_sound_info(game_object&);
- bool alive(game_object const&);
- int team(game_object const&);
- char const* who_hit_section_name(game_object&);
- void set_collision_off(game_object&,bool);
- void berserk(game_object&);
- bool is_trade_enabled(game_object&);
- bool suitable_smart_cover(game_object&,game_object*);
- void set_alien_control(game_object&,bool);
- vector position(game_object const&);
- bool weapon_unstrapped(game_object const&);
- bool death_sound_enabled(game_object const&);
- void set_custom_panic_threshold(game_object&,custom [float]);
- void make_item_active(game_object&,game_object*);
- custom [enum MonsterSpace::EMentalState] mental_state(game_object const&);
- void inactualize_patrol_path(game_object&);
- char const* sound_voice_prefix(game_object const&);
- char const* section(game_object const&);
- bool attachable_item_enabled(game_object const&);
- bool is_body_turning(game_object const&);
- cover_point const* find_best_cover(game_object&,vector);
- void force_stand_sleep_animation(game_object&,unsigned int);
- bool poltergeist_get_actor_ignore(game_object&);
- bool get_script(game_object const&);
- void set_desired_position(game_object&,vector const*);
- bool special_danger_move(game_object&);
- void set_actor_direction(game_object&,custom [float]);
- custom [float] max_ignore_monster_distance(game_object const&);
- void set_range(game_object&,custom [float]);
- void enable_memory_object(game_object&,game_object*,bool);
- void extrapolate_length(game_object&,custom [float]);
- custom [class xr_vector<struct MemorySpace::CSoundObject,class xalloc<struct MemorySpace::CSoundObject> >] const& memory_sound_objects(game_object const&);
- custom [float] condition(game_object const&);
- void set_mental_state(game_object&,custom [enum MonsterSpace::EMentalState]);
- void set_dest_smart_cover(game_object&);
- void give_game_news(game_object&,char const*,char const*,char const*,int,int,int);
- custom [float] lookout_min_time(game_object const&);
- void set_smart_cover_target_lookout(game_object&);
- int get_enemy_strength(game_object const&);
- void set_detail_path_type(game_object&,custom [enum DetailPathManager::EDetailPathType]);
- void set_smart_cover_target_fire_no_lookout(game_object&);
- void on_door_is_open(game_object&);
- void give_money(game_object&,int);
- custom [float] sympathy(game_object&);
- void set_home(game_object&,unsigned int,custom [float],custom [float],bool,custom [float]);
- game_object* get_current_outfit(game_object const&);
- cover_point const* get_dest_smart_cover(game_object&);
- char const* character_name(game_object&);
- int rank(game_object&);
- void set_force_anti_aim(game_object&,bool);
- game_object* best_weapon(game_object&);
- cover_point const* best_cover(game_object&,vector const&,vector const&,custom [float],custom [float],custom [float]);
- void group_throw_time_interval(game_object&,unsigned int);
- bool get_force_anti_aim(game_object&);
- vector get_current_direction(game_object&);
- }
- [cpp]
- class phaction_constforce
- {
- void __init(luabind::argument const&,custom [class CPhysicsShell]*,vector const&);
- }
- [cpp]
- class cse_alife_item_helmet : cse_alife_item
- {
- void on_unregister(cse_alife_item_helmet&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_item_helmet const&);
- void switch_online(cse_alife_item_helmet&);
- cse_abstract* init(cse_alife_item_helmet&);
- bool interactive(cse_alife_item_helmet const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item_helmet&);
- void STATE_Read(cse_alife_item_helmet&,net_packet&,unsigned short);
- void on_register(cse_alife_item_helmet&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_item_helmet const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_item_helmet const&);
- vector& angle { get; set; }
- void on_spawn(cse_alife_item_helmet&);
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_alife_item_helmet&,net_packet&);
- bool can_save(cse_alife_item_helmet const&);
- bool used_ai_locations(cse_alife_item_helmet const&);
- bool bfUseful(cse_alife_item_helmet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item_helmet&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned int m_level_vertex_id { get; set; }
- char const* name(cse_abstract const*);
- ini_file* spawn_ini(cse_abstract*);
- }
- [cpp]
- class FS_file_list
- {
- void Free(FS_file_list&);
- unsigned int Size(FS_file_list&);
- char const* GetAt(FS_file_list&,unsigned int);
- }
- [cpp]
- class cse_alife_human_abstract : , cse_alife_trader_abstractcse_alife_monster_abstract
- {
- void on_unregister(cse_alife_human_abstract&);
- void STATE_Read(cse_alife_human_abstract&,net_packet&,unsigned short);
- custom [float] health(cse_alife_creature_abstract const&);
- int rank(cse_alife_human_abstract&);
- void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_human_abstract const&);
- void on_register(cse_alife_human_abstract&);
- void switch_online(cse_alife_human_abstract&);
- unsigned char team { get; set; }
- void on_before_register(cse_alife_human_abstract&);
- cse_abstract* init(cse_alife_human_abstract&);
- void update(cse_alife_human_abstract&);
- unsigned int m_level_vertex_id { get; set; }
- bool interactive(cse_alife_human_abstract const&);
- void STATE_Write(cse_alife_human_abstract&,net_packet&);
- unsigned short group_id { get; set; }
- unsigned int m_story_id { get; set; }
- bool used_ai_locations(cse_alife_human_abstract const&);
- void switch_offline(cse_alife_human_abstract&);
- void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short);
- void on_death(cse_alife_human_abstract&,cse_abstract*);
- unsigned char group { get; set; }
- void set_rank(cse_alife_human_abstract&,int);
- void smart_terrain_task_activate(cse_alife_monster_abstract*);
- ini_file* spawn_ini(cse_abstract*);
- int clsid(cse_abstract const&);
- unsigned char g_squad(cse_alife_human_abstract&);
- unsigned char squad { get; set; }
- unsigned short m_smart_terrain_id { get; set; }
- vector& position { get; set; }
- rotation* o_torso(cse_alife_creature_abstract*);
- unsigned short smart_terrain_id(cse_alife_monster_abstract*);
- unsigned short id { get; set; }
- int reputation(cse_alife_trader_abstract&);
- void move_offline(cse_alife_object&,bool);
- bool keep_saved_data_anyway(cse_alife_human_abstract const&);
- unsigned short script_version { get; set; }
- void travel_speed(cse_alife_monster_abstract*,custom [float]);
- char const* section_name(cse_abstract const*);
- bool alive(cse_alife_creature_abstract const&);
- void use_ai_locations(cse_alife_object&,bool);
- void UPDATE_Write(cse_abstract&,net_packet&);
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned char g_team(cse_alife_human_abstract&);
- bool can_switch_online(cse_alife_human_abstract const&);
- unsigned short m_game_vertex_id { get; set; }
- vector& angle { get; set; }
- void smart_terrain_task_deactivate(cse_alife_monster_abstract*);
- void on_spawn(cse_alife_human_abstract&);
- CALifeHumanBrain* brain(cse_alife_human_abstract*);
- bool has_detector(cse_alife_monster_abstract&);
- char const* community(cse_alife_trader_abstract const&);
- void kill(cse_alife_monster_abstract&);
- void clear_smart_terrain(cse_alife_monster_abstract*);
- unsigned short parent_id { get; set; }
- bool can_save(cse_alife_human_abstract const&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned char g_group(cse_alife_human_abstract&);
- char const* name(cse_abstract const*);
- char const* profile_name(cse_alife_trader_abstract*);
- }
- [cpp]
- class physics_joint
- {
- void set_axis_dir_vs_second_element(physics_joint&,custom [float],custom [float],custom [float],int);
- void get_limits(physics_joint&,custom [float]&,custom [float]&,int);
- custom [float] get_axis_angle(physics_joint&,int);
- void set_anchor_vs_second_element(physics_joint&,custom [float],custom [float],custom [float]);
- void set_max_force_and_velocity(physics_joint&,custom [float],custom [float],int);
- bool is_breakable(physics_joint&);
- void set_joint_spring_dumping_factors(physics_joint&,custom [float],custom [float]);
- void get_anchor(physics_joint&,vector&);
- physics_element* get_first_element(physics_joint&);
- void set_axis_dir_vs_first_element(physics_joint&,custom [float],custom [float],custom [float],int);
- void set_limits(physics_joint&,custom [float],custom [float],int);
- void get_axis_dir(physics_joint&,int,vector&);
- void set_anchor_vs_first_element(physics_joint&,custom [float],custom [float],custom [float]);
- unsigned short get_axes_number(physics_joint&);
- void set_axis_spring_dumping_factors(physics_joint&,custom [float],custom [float],int);
- physics_element* get_stcond_element(physics_joint&);
- void get_max_force_and_velocity(physics_joint&,custom [float]&,custom [float]&,int);
- unsigned short get_bone_id(physics_joint&);
- void set_axis_dir_global(physics_joint&,custom [float],custom [float],custom [float],int);
- void set_anchor_global(physics_joint&,custom [float],custom [float],custom [float]);
- }
- [cpp]
- class color_animator
- {
- unsigned int length(color_animator&);
- void load(color_animator&,char const*);
- fcolor calculate(color_animator&,custom [float]);
- void __init(luabind::argument const&,char const*);
- }
- [cpp]
- class CUIMapList : CUIWindow
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void StartDedicatedServer(CUIMapList&);
- void SetMapInfo(CUIMapList&,CUIMapInfo*);
- void SetModeSelector(CUIMapList&,CUIWindow*);
- void Enable(CUIWindow&,bool);
- void SetWndSize(CUIWindow&,vector2);
- char const* GetCommandLine(CUIMapList&,char const*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void SetPPMode(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void SetAutoDelete(CUIWindow&,bool);
- void ClearList(CUIMapList&);
- void LoadMapList(CUIMapList&);
- bool IsEmpty(CUIMapList&);
- void SetWeatherSelector(CUIMapList&,CUIComboBox*);
- bool IsAutoDelete(CUIWindow&);
- void SetServerParams(CUIMapList&,char const*);
- void SetWndPos(CUIWindow&,vector2);
- void ResetPPMode(CUIWindow&);
- void OnModeChange(CUIMapList&);
- bool IsEnabled(CUIWindow&);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SaveMapList(CUIMapList&);
- void SetWndRect(CUIWindow&,Frect);
- custom [enum EGameIDs] GetCurGameType(CUIMapList&);
- void SetMapPic(CUIMapList&,CUIStatic*);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class CWeaponSVU : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class entity_memory_object : memory_object
- {
- game_object* object(entity_memory_object const&);
- custom [struct MemorySpace::CObjectParams<class CEntityAlive>]& self_info { get; set; }
- unsigned int level_time { get; set; }
- unsigned int last_level_time { get; set; }
- custom [struct MemorySpace::CObjectParams<class CEntityAlive>]& object_info { get; set; }
- }
- [cpp]
- class CElectricBall : CArtefact
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- unsigned char GetAfRank(CArtefact const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- IRender_Visual* Visual(CGameObject const&);
- void FollowByPath(CArtefact&,char const*,int,vector);
- void SwitchVisibility(CArtefact&,bool);
- DLL_Pure* _construct(CGameObject&);
- int getEnabled(CGameObject const&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class ClientID
- {
- void __eq(lua_State*,ClientID&,ClientID);
- void set(ClientID&,unsigned int);
- void __init(luabind::argument const&);
- unsigned int value(ClientID const&);
- }
- [cpp]
- class cef_storage
- {
- custom [float] evaluate(cef_storage*,char const*,cse_alife_object*,cse_alife_object*,cse_alife_object*,cse_alife_object*);
- }
- [cpp]
- class duality
- {
- duality& set(duality&,custom [float],custom [float]);
- custom [float] v { get; set; }
- custom [float] h { get; set; }
- void __init(luabind::argument const&,custom [float],custom [float]);
- }
- [cpp]
- class cse_alife_dynamic_object_visual : , cse_alife_dynamic_objectcse_visual
- {
- void on_unregister(cse_alife_dynamic_object_visual&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_dynamic_object_visual const&);
- void switch_online(cse_alife_dynamic_object_visual&);
- cse_abstract* init(cse_alife_dynamic_object_visual&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_dynamic_object_visual&);
- void STATE_Read(cse_alife_dynamic_object_visual&,net_packet&,unsigned short);
- void on_register(cse_alife_dynamic_object_visual&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_dynamic_object_visual const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_dynamic_object_visual const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void on_spawn(cse_alife_dynamic_object_visual&);
- bool can_save(cse_alife_dynamic_object_visual const&);
- bool used_ai_locations(cse_alife_dynamic_object_visual const&);
- void STATE_Write(cse_alife_dynamic_object_visual&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_dynamic_object_visual&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_alife_dynamic_object_visual const&);
- char const* name(cse_abstract const*);
- char const* section_name(cse_abstract const*);
- }
- [cpp]
- class hit_memory_object : entity_memory_object
- {
- custom [float] amount { get; set; }
- custom [struct MemorySpace::CObjectParams<class CEntityAlive>]& self_info { get; set; }
- unsigned int level_time { get; set; }
- unsigned int last_level_time { get; set; }
- vector& direction { get; set; }
- unsigned short bone_index { get; set; }
- custom [struct MemorySpace::CObjectParams<class CEntityAlive>]& object_info { get; set; }
- game_object* object(entity_memory_object const&);
- }
- [cpp]
- class CGalantineArtefact : CArtefact
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- unsigned char GetAfRank(CArtefact const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- IRender_Visual* Visual(CGameObject const&);
- void FollowByPath(CArtefact&,char const*,int,vector);
- void SwitchVisibility(CArtefact&,bool);
- DLL_Pure* _construct(CGameObject&);
- int getEnabled(CGameObject const&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CUIGameCustom
- {
- void enable_fake_indicators(CUIGameCustom&,bool);
- void hide_messages(CUIGameCustom&);
- void RemoveCustomStatic(CUIGameCustom&,char const*);
- void HidePdaMenu(CUIGameCustom&);
- void AddDialogToRender(CUIGameCustom&,CUIWindow*);
- void HideActorMenu(CUIGameCustom&);
- void update_fake_indicators(CUIGameCustom&,unsigned char,custom [float]);
- void RemoveDialogToRender(CUIGameCustom&,CUIWindow*);
- void show_messages(CUIGameCustom&);
- StaticDrawableWrapper* AddCustomStatic(CUIGameCustom&,char const*,bool);
- StaticDrawableWrapper* GetCustomStatic(CUIGameCustom&,char const*);
- }
- [cpp]
- class GameGraph__LEVEL_MAP__value_type
- {
- custom [class GameGraph::SLevel]& level { get; set; }
- unsigned char id { get; set; }
- }
- [cpp]
- class demo_player_info
- {
- short const get_frags(demo_player_info const&);
- unsigned short const get_artefacts(demo_player_info const&);
- unsigned char const get_rank(demo_player_info const&);
- short const get_deaths(demo_player_info const&);
- unsigned char const get_team(demo_player_info const&);
- char const* get_name(demo_player_info const&);
- short const get_spots(demo_player_info const&);
- }
- [cpp]
- class cse_alife_smart_zone : , cse_alife_space_restrictorcse_alife_schedulable
- {
- void on_unregister(cse_alife_smart_zone&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_smart_zone const&);
- void switch_online(cse_alife_smart_zone&);
- cse_abstract* init(cse_alife_smart_zone&);
- void update(cse_alife_smart_zone&);
- bool interactive(cse_alife_smart_zone const&);
- custom [float] suitable(cse_alife_smart_zone const&,cse_alife_monster_abstract*);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_smart_zone&);
- custom [float] detect_probability(cse_alife_smart_zone&);
- void STATE_Read(cse_alife_smart_zone&,net_packet&,unsigned short);
- void on_register(cse_alife_smart_zone&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_smart_zone const&);
- unsigned short script_version { get; set; }
- char const* section_name(cse_abstract const*);
- void unregister_npc(cse_alife_smart_zone&,cse_alife_monster_abstract*);
- bool enabled(cse_alife_smart_zone const&,cse_alife_monster_abstract*);
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_smart_zone const&);
- void STATE_Write(cse_alife_smart_zone&,net_packet&);
- vector& angle { get; set; }
- void smart_touch(cse_alife_smart_zone&,cse_alife_monster_abstract*);
- void on_spawn(cse_alife_smart_zone&);
- bool used_ai_locations(cse_alife_smart_zone const&);
- void UPDATE_Write(cse_abstract&,net_packet&);
- CALifeSmartTerrainTask* task(cse_alife_smart_zone&,cse_alife_monster_abstract*);
- unsigned short m_game_vertex_id { get; set; }
- bool can_save(cse_alife_smart_zone const&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_smart_zone&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- void register_npc(cse_alife_smart_zone&,cse_alife_monster_abstract*);
- char const* name(cse_abstract const*);
- unsigned int m_level_vertex_id { get; set; }
- }
- [cpp]
- class planner_action : , action_planneraction_base
- {
- unsigned short weight(planner_action const&,world_state const&,world_state const&);
- void set_weight(action_base&,unsigned short const&);
- property_evaluator& evaluator(action_planner&,unsigned int const&);
- void initialize(planner_action&);
- void setup(planner_action&,game_object*,property_storage*);
- bool initialized(action_planner const&);
- property_storage& storage { get; set; }
- void remove_precondition(action_base&,unsigned int const&);
- action_base& action(action_planner&,unsigned int const&);
- void update(action_planner&);
- void set_goal_world_state(action_planner*,world_state*);
- void show(planner_action&,char const*);
- void execute(planner_action&);
- void finalize(planner_action&);
- void add_precondition(action_base&,world_property const&);
- void remove_action(action_planner&,unsigned int const&);
- bool actual(action_planner const*);
- action_base& current_action(action_planner&);
- unsigned int current_action_id(action_planner const&);
- void remove_effect(action_base&,unsigned int const&);
- void add_effect(action_base&,world_property const&);
- void add_evaluator(action_planner&,unsigned int const&,property_evaluator*);
- void remove_evaluator(action_planner&,unsigned int const&);
- void add_action(action_planner&,unsigned int const&,action_base*);
- void __init(luabind::argument const&,game_object*,char const*);
- void clear(action_planner&);
- game_object* object { get; set; }
- }
- [cpp]
- class CALifeHumanBrain : CALifeMonsterBrain
- {
- CALifeMonsterMovementManager* movement(CALifeMonsterBrain const*);
- void update(CALifeMonsterBrain&);
- void can_choose_alife_tasks(CALifeMonsterBrain&,bool);
- }
- [cpp]
- class CBlend
- {
- }
- [cpp]
- class found_email_cb
- {
- void bind(found_email_cb&,luabind::object,function<void>);
- void clear(found_email_cb&);
- void __init(luabind::argument const&,luabind::object,function<void>);
- }
- [cpp]
- class COptionsManager
- {
- void SaveValues(COptionsManager&,char const*);
- bool NeedSystemRestart(COptionsManager&);
- void __init(luabind::argument const&);
- void SendMessage2Group(COptionsManager&,char const*,char const*);
- void UndoGroup(COptionsManager&,char const*);
- bool NeedVidRestart(COptionsManager&);
- void OptionsPostAccept(COptionsManager&);
- void SetCurrentValues(COptionsManager&,char const*);
- void SaveBackupValues(COptionsManager&,char const*);
- }
- [cpp]
- class CBlackGraviArtefact : CArtefact
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- unsigned char GetAfRank(CArtefact const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- IRender_Visual* Visual(CGameObject const&);
- void FollowByPath(CArtefact&,char const*,int,vector);
- void SwitchVisibility(CArtefact&,bool);
- DLL_Pure* _construct(CGameObject&);
- int getEnabled(CGameObject const&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class SoundInfo
- {
- int danger { get; set; }
- vector& position { get; set; }
- custom [float] power { get; set; }
- int time { get; set; }
- game_object* who { get; set; }
- }
- [cpp]
- class CUIButton : CUIStatic
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- CUILines* TextControl(CUIStatic&);
- void InitTexture(CUIStatic&,char const*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- Frect const* GetTextureRect(CUIStatic&);
- void SetStretchTexture(CUIStatic&,bool);
- bool IsEnabled(CUIWindow&);
- void SetTextureRect(CUIStatic&,Frect*);
- void SetPPMode(CUIWindow&);
- void SetWndRect(CUIWindow&,Frect);
- void SetWndSize(CUIWindow&,vector2);
- void Enable(CUIWindow&,bool);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class cse_alife_schedulable : ipure_schedulable_object
- {
- }
- [cpp]
- class CUISleepStatic : CUIStatic
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- CUILines* TextControl(CUIStatic&);
- void InitTexture(CUIStatic&,char const*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- Frect const* GetTextureRect(CUIStatic&);
- void SetStretchTexture(CUIStatic&,bool);
- bool IsEnabled(CUIWindow&);
- void SetTextureRect(CUIStatic&,Frect*);
- void SetPPMode(CUIWindow&);
- void SetWndRect(CUIWindow&,Frect);
- void SetWndSize(CUIWindow&,vector2);
- void Enable(CUIWindow&,bool);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class CMosquitoBald : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class particle
- {
- void set_velocity(particle&,vector const&);
- void set_angles(particle&,vector const&);
- bool completed(particle&);
- void __init(luabind::argument const&,char const*,particle_params const&,bool);
- void set_bone(particle&,char const*);
- void set_particle(particle&,char const*,bool);
- void set_position(particle&,vector const&);
- }
- [cpp]
- class ui_events
- {
- const BUTTON_CLICKED = 17;
- const BUTTON_DOWN = 18;
- const CHECK_BUTTON_RESET = 21;
- const CHECK_BUTTON_SET = 20;
- const EDIT_TEXT_COMMIT = 71;
- const LIST_ITEM_CLICKED = 35;
- const LIST_ITEM_SELECT = 36;
- const MAIN_MENU_RELOADED = 76;
- const MESSAGE_BOX_CANCEL_CLICKED = 44;
- const MESSAGE_BOX_COPY_CLICKED = 45;
- const MESSAGE_BOX_NO_CLICKED = 43;
- const MESSAGE_BOX_OK_CLICKED = 39;
- const MESSAGE_BOX_QUIT_GAME_CLICKED = 42;
- const MESSAGE_BOX_QUIT_WIN_CLICKED = 41;
- const MESSAGE_BOX_YES_CLICKED = 40;
- const PROPERTY_CLICKED = 38;
- const RADIOBUTTON_SET = 22;
- const SCROLLBAR_HSCROLL = 32;
- const SCROLLBAR_VSCROLL = 31;
- const SCROLLBOX_MOVE = 30;
- const TAB_CHANGED = 19;
- const WINDOW_KEYBOARD_CAPTURE_LOST = 14;
- const WINDOW_KEY_PRESSED = 10;
- const WINDOW_KEY_RELEASED = 11;
- const WINDOW_LBUTTON_DB_CLICK = 9;
- const WINDOW_LBUTTON_DOWN = 0;
- const WINDOW_LBUTTON_UP = 3;
- const WINDOW_MOUSE_MOVE = 6;
- const WINDOW_RBUTTON_DOWN = 1;
- const WINDOW_RBUTTON_UP = 4;
- }
- [cpp]
- class CUILines
- {
- void SetElipsis(CUILines&,bool);
- void SetTextST(CUILines&,char const*);
- void SetFont(CUILines&,CGameFont*);
- void SetText(CUILines&,char const*);
- char const* GetText(CUILines&);
- void SetTextColor(CUILines&,unsigned int);
- }
- [cpp]
- class alife_simulator
- {
- void remove_out_restriction(alife_simulator*,cse_alife_monster_abstract*,unsigned short);
- cse_abstract* create_ammo(alife_simulator*,char const*,vector const&,unsigned int,unsigned short,unsigned short,int);
- cse_alife_creature_actor* actor(alife_simulator const*);
- void switch_distance(alife_simulator&,custom [float]);
- unsigned int level_id(alife_simulator*);
- bool dont_has_info(alife_simulator const*,unsigned short const&,char const*);
- cse_alife_dynamic_object* object(alife_simulator const*,unsigned short,bool);
- void set_switch_online(alife_simulator&,unsigned short,bool);
- char const* level_name(alife_simulator const*,int);
- void add_in_restriction(alife_simulator*,cse_alife_monster_abstract*,unsigned short);
- void set_interactive(alife_simulator&,unsigned short,bool);
- void set_switch_offline(alife_simulator&,unsigned short,bool);
- void remove_all_restrictions(alife_simulator&,unsigned short,custom [enum RestrictionSpace::ERestrictorTypes] const&);
- void kill_entity(alife_simulator*,cse_alife_monster_abstract*);
- bool has_info(alife_simulator const*,unsigned short const&,char const*);
- unsigned short spawn_id(alife_simulator*,unsigned int);
- bool valid_object_id(alife_simulator const*,unsigned short);
- void add_out_restriction(alife_simulator*,cse_alife_monster_abstract*,unsigned short);
- void remove_in_restriction(alife_simulator*,cse_alife_monster_abstract*,unsigned short);
- void release(alife_simulator*,cse_abstract*,bool);
- cse_alife_dynamic_object* story_object(alife_simulator const*,unsigned int);
- cse_abstract* create(alife_simulator*,char const*,vector const&,unsigned int,unsigned short);
- }
- [cpp]
- class profile
- {
- char const* unique_nick(profile const&);
- bool const online(profile const&);
- }
- [cpp]
- class cse_alife_object_physic : , cse_alife_dynamic_object_visualcse_ph_skeleton
- {
- void on_unregister(cse_alife_object_physic&);
- void use_ai_locations(cse_alife_object&,bool);
- void UPDATE_Write(cse_abstract&,net_packet&);
- bool can_switch_offline(cse_alife_object_physic const&);
- void switch_online(cse_alife_object_physic&);
- cse_abstract* init(cse_alife_object_physic&);
- void set_yaw(cse_alife_object_physic*,custom [float]);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_object_physic&);
- void STATE_Read(cse_alife_object_physic&,net_packet&,unsigned short);
- void on_register(cse_alife_object_physic&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_object_physic const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_object_physic const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- char const* section_name(cse_abstract const*);
- void on_spawn(cse_alife_object_physic&);
- void STATE_Write(cse_alife_object_physic&,net_packet&);
- bool can_save(cse_alife_object_physic const&);
- bool used_ai_locations(cse_alife_object_physic const&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_object_physic&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_alife_object_physic const&);
- char const* name(cse_abstract const*);
- void __init(luabind::argument const&,char const*);
- }
- [cpp]
- class hanging_lamp : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void turn_on(hanging_lamp&);
- void turn_off(hanging_lamp&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CStalkerOutfit : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class FileStatus
- {
- bool Exists { get; set; }
- bool External { get; set; }
- }
- [cpp]
- class cse_alife_psydog_phantom : cse_alife_monster_base
- {
- void on_unregister(cse_alife_psydog_phantom&);
- custom [float] health(cse_alife_creature_abstract const&);
- int rank(cse_alife_monster_abstract&);
- void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_psydog_phantom const&);
- void switch_online(cse_alife_psydog_phantom&);
- unsigned char group { get; set; }
- void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short);
- void update(cse_alife_psydog_phantom&);
- bool interactive(cse_alife_psydog_phantom const&);
- unsigned char team { get; set; }
- unsigned short group_id { get; set; }
- unsigned int m_story_id { get; set; }
- cse_abstract* init(cse_alife_psydog_phantom&);
- void switch_offline(cse_alife_psydog_phantom&);
- unsigned int m_level_vertex_id { get; set; }
- void smart_terrain_task_activate(cse_alife_monster_abstract*);
- void STATE_Read(cse_alife_psydog_phantom&,net_packet&,unsigned short);
- void on_register(cse_alife_psydog_phantom&);
- unsigned char g_group(cse_alife_psydog_phantom&);
- void on_before_register(cse_alife_psydog_phantom&);
- int clsid(cse_abstract const&);
- unsigned char g_squad(cse_alife_psydog_phantom&);
- unsigned char squad { get; set; }
- unsigned short m_smart_terrain_id { get; set; }
- void STATE_Write(cse_alife_psydog_phantom&,net_packet&);
- unsigned short m_game_vertex_id { get; set; }
- unsigned short smart_terrain_id(cse_alife_monster_abstract*);
- unsigned short id { get; set; }
- rotation* o_torso(cse_alife_creature_abstract*);
- ini_file* spawn_ini(cse_abstract*);
- bool keep_saved_data_anyway(cse_alife_psydog_phantom const&);
- unsigned short script_version { get; set; }
- void travel_speed(cse_alife_monster_abstract*,custom [float]);
- void use_ai_locations(cse_alife_object&,bool);
- bool alive(cse_alife_creature_abstract const&);
- vector& position { get; set; }
- void move_offline(cse_alife_object&,bool);
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned char g_team(cse_alife_psydog_phantom&);
- bool can_switch_online(cse_alife_psydog_phantom const&);
- char const* section_name(cse_abstract const*);
- vector& angle { get; set; }
- void smart_terrain_task_deactivate(cse_alife_monster_abstract*);
- void on_spawn(cse_alife_psydog_phantom&);
- CALifeMonsterBrain* brain(cse_alife_monster_abstract*);
- bool has_detector(cse_alife_monster_abstract&);
- void UPDATE_Write(cse_abstract&,net_packet&);
- void kill(cse_alife_monster_abstract&);
- void clear_smart_terrain(cse_alife_monster_abstract*);
- unsigned short parent_id { get; set; }
- bool can_save(cse_alife_psydog_phantom const&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- void on_death(cse_alife_psydog_phantom&,cse_abstract*);
- char const* name(cse_abstract const*);
- bool used_ai_locations(cse_alife_psydog_phantom const&);
- }
- [cpp]
- class CZombie : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CUITabControl : CUIWindow
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void RemoveAll(CUITabControl&);
- void Enable(CUIWindow&,bool);
- void SetWndSize(CUIWindow&,vector2);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- bool AddItem(CUITabControl&,char const*,char const*,vector2,vector2);
- void SetWndRect(CUIWindow&,Frect);
- void SetPPMode(CUIWindow&);
- void SetActiveTab(CUITabControl&,char const*);
- bool IsEnabled(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- CUITabButton* GetButtonById(CUITabControl&,char const*);
- char const* GetActiveId(CUITabControl&);
- unsigned int const GetTabsCount(CUITabControl const&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class CWeaponGroza : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class move
- {
- const back = 4;
- const criteria = 2;
- const crouch = 0;
- const curve = 0;
- const curve_criteria = 2;
- const default = 0;
- const dodge = 1;
- const down = 64;
- const drag = 3;
- const force = 1;
- const fwd = 2;
- const handbrake = 128;
- const jump = 4;
- const left = 8;
- const line = 0;
- const none = 1;
- const off = 512;
- const on = 256;
- const right = 16;
- const run = 1;
- const run_fwd = 2;
- const run_with_leader = 7;
- const stand = 2;
- const standing = 1;
- const steal = 5;
- const up = 32;
- const walk = 0;
- const walk_bkwd = 1;
- const walk_fwd = 0;
- const walk_with_leader = 6;
- void input(move&,custom [enum CScriptMovementAction::EInputKeys]);
- void position(move&,vector const&);
- void patrol(move&,custom [class CPatrolPath] const*,custom [class shared_str]);
- void __init(luabind::argument const&,custom [enum MonsterSpace::EScriptMonsterMoveAction],game_object*,custom [float],custom [enum MonsterSpace::EScriptMonsterSpeedParam]);
- void move(move&,custom [enum MonsterSpace::EMovementType]);
- bool completed(move&);
- void body(move&,custom [enum MonsterSpace::EBodyState]);
- void object(move&,game_object*);
- void path(move&,custom [enum DetailPathManager::EDetailPathType]);
- }
- [cpp]
- class cse_alife_group_abstract
- {
- }
- [cpp]
- class profile_timer
- {
- void stop(profile_timer&);
- void __tostring(lua_State*,profile_timer&);
- void __init(luabind::argument const&,profile_timer&);
- void __add(lua_State*,profile_timer const&,profile_timer);
- custom [float] time(profile_timer const&);
- void start(profile_timer&);
- void __lt(lua_State*,profile_timer const&,profile_timer);
- }
- [cpp]
- class CSpaceRestrictor : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class anim
- {
- const attack = 7;
- const capture_prepare = 1;
- const danger = 0;
- const eat = 4;
- const free = 1;
- const lie_idle = 3;
- const look_around = 8;
- const panic = 2;
- const rest = 6;
- const sit_idle = 2;
- const sleep = 5;
- const stand_idle = 0;
- const turn = 9;
- void type(anim&,custom [enum MonsterSpace::EMentalState]);
- bool completed(anim&);
- void anim(anim&,char const*);
- void __init(luabind::argument const&,custom [enum MonsterSpace::EScriptMonsterAnimAction],int);
- }
- [cpp]
- class reader
- {
- void r_vec3(reader*,vector*);
- custom [float] r_float_q16(reader&,custom [float],custom [float]);
- void r_advance(reader&,int);
- void r_sdir(reader&,vector&);
- void r_seek(reader&,int);
- short r_s16(reader&);
- custom [float] r_angle8(reader&);
- custom [float] r_float_q8(reader&,custom [float],custom [float]);
- unsigned int r_u32(reader&);
- bool r_bool(reader*);
- custom [float] r_angle16(reader&);
- int r_tell(reader const&);
- bool r_eof(reader*);
- custom [unsigned __int64] r_u64(reader&);
- int r_s32(reader&);
- void r_dir(reader&,vector&);
- custom [__int64] r_s64(reader&);
- custom [float] r_float(reader&);
- unsigned short r_u16(reader&);
- unsigned char r_u8(reader&);
- int r_elapsed(reader const&);
- custom [signed char] r_s8(reader&);
- char const* r_stringZ(reader*);
- }
- [cpp]
- class login_manager
- {
- void logout(login_manager&);
- void stop_login(login_manager&);
- void forgot_password(login_manager&,char const*);
- void login(login_manager&,char const*,char const*,char const*,login_operation_cb);
- void save_nick_to_registry(login_manager&,char const*);
- char const* get_email_from_registry(login_manager&);
- void save_email_to_registry(login_manager&,char const*);
- void save_remember_me_to_registry(login_manager&,bool);
- bool get_remember_me_from_registry(login_manager&);
- void save_password_to_registry(login_manager&,char const*);
- char const* get_nick_from_registry(login_manager&);
- char const* get_password_from_registry(login_manager&);
- void login_offline(login_manager&,char const*,login_operation_cb);
- profile const* get_current_profile(login_manager const&);
- void stop_setting_unique_nick(login_manager&);
- void set_unique_nick(login_manager&,char const*,login_operation_cb);
- }
- [cpp]
- class login_operation_cb
- {
- void bind(login_operation_cb&,luabind::object,function<void>);
- void clear(login_operation_cb&);
- void __init(luabind::argument const&,luabind::object,function<void>);
- }
- [cpp]
- class CThornArtefact : CArtefact
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- unsigned char GetAfRank(CArtefact const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- IRender_Visual* Visual(CGameObject const&);
- void FollowByPath(CArtefact&,char const*,int,vector);
- void SwitchVisibility(CArtefact&,bool);
- DLL_Pure* _construct(CGameObject&);
- int getEnabled(CGameObject const&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CPhraseScript
- {
- void AddAction(CPhraseScript&,char const*);
- void AddGiveInfo(CPhraseScript&,char const*);
- void AddDontHasInfo(CPhraseScript&,char const*);
- void SetScriptText(CPhraseScript&,char const*);
- void AddDisableInfo(CPhraseScript&,char const*);
- void AddPrecondition(CPhraseScript&,char const*);
- void AddHasInfo(CPhraseScript&,char const*);
- }
- [cpp]
- class CBurer : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CAntirad : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CFoodItem : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CWeaponHPSA : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class phcondition_callonstep
- {
- void set_global_time_ms(phcondition_callonstep&,unsigned int);
- void set_time_interval_ms(phcondition_callonstep&,unsigned int);
- void set_step(phcondition_callonstep&,custom [unsigned __int64]);
- void set_global_time_s(phcondition_callonstep&,custom [float]);
- void set_time_interval_s(phcondition_callonstep&,custom [float]);
- void set_steps_interval(phcondition_callonstep&,custom [unsigned __int64]);
- void __init(luabind::argument const&);
- }
- [cpp]
- class CZudaArtefact : CArtefact
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- unsigned char GetAfRank(CArtefact const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- IRender_Visual* Visual(CGameObject const&);
- void FollowByPath(CArtefact&,char const*,int,vector);
- void SwitchVisibility(CArtefact&,bool);
- DLL_Pure* _construct(CGameObject&);
- int getEnabled(CGameObject const&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class key_bindings
- {
- const kACCEL = 6;
- const kBACK = 9;
- const kBUY = 48;
- const kCAM_1 = 14;
- const kCAM_2 = 15;
- const kCAM_3 = 16;
- const kCAM_ZOOM_IN = 17;
- const kCAM_ZOOM_OUT = 18;
- const kCHAT = 42;
- const kCONSOLE = 46;
- const kCROUCH = 5;
- const kDOWN = 3;
- const kDROP = 39;
- const kFWD = 8;
- const kINVENTORY = 47;
- const kJUMP = 4;
- const kLEFT = 0;
- const kL_LOOKOUT = 12;
- const kL_STRAFE = 10;
- const kNIGHT_VISION = 20;
- const kQUIT = 45;
- const kRIGHT = 1;
- const kR_LOOKOUT = 13;
- const kR_STRAFE = 11;
- const kSCORES = 41;
- const kSCREENSHOT = 44;
- const kSKIN = 49;
- const kTEAM = 50;
- const kTORCH = 19;
- const kUP = 2;
- const kUSE = 40;
- const kWPN_1 = 22;
- const kWPN_2 = 23;
- const kWPN_3 = 24;
- const kWPN_4 = 25;
- const kWPN_5 = 26;
- const kWPN_6 = 27;
- const kWPN_FIRE = 30;
- const kWPN_FUNC = 35;
- const kWPN_NEXT = 29;
- const kWPN_RELOAD = 34;
- const kWPN_ZOOM = 31;
- }
- [cpp]
- class CUICustomSpin : CUIWindow
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* GetText(CUICustomSpin&);
- void SetWindowName(CUIWindow&,char const*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- void SetPPMode(CUIWindow&);
- bool IsEnabled(CUIWindow&);
- void Enable(CUIWindow&,bool);
- void SetWndRect(CUIWindow&,Frect);
- void SetWndSize(CUIWindow&,vector2);
- char const* WindowName(CUIWindow&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class cse_alife_creature_phantom : cse_alife_creature_abstract
- {
- void on_unregister(cse_alife_creature_phantom&);
- custom [float] health(cse_alife_creature_abstract const&);
- void use_ai_locations(cse_alife_object&,bool);
- unsigned char g_group(cse_alife_creature_phantom&);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_creature_phantom const&);
- void switch_online(cse_alife_creature_phantom&);
- unsigned char team { get; set; }
- bool used_ai_locations(cse_alife_creature_phantom const&);
- bool interactive(cse_alife_creature_phantom const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_creature_phantom&);
- void on_death(cse_alife_creature_phantom&,cse_abstract*);
- bool alive(cse_alife_creature_abstract const&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned char squad { get; set; }
- unsigned short id { get; set; }
- rotation* o_torso(cse_alife_creature_abstract*);
- bool keep_saved_data_anyway(cse_alife_creature_phantom const&);
- unsigned short script_version { get; set; }
- unsigned int m_level_vertex_id { get; set; }
- void STATE_Read(cse_alife_creature_phantom&,net_packet&,unsigned short);
- unsigned char group { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned char g_team(cse_alife_creature_phantom&);
- bool can_switch_online(cse_alife_creature_phantom const&);
- unsigned char g_squad(cse_alife_creature_phantom&);
- vector& angle { get; set; }
- void STATE_Write(cse_alife_creature_phantom&,net_packet&);
- void on_spawn(cse_alife_creature_phantom&);
- bool can_save(cse_alife_creature_phantom const&);
- ini_file* spawn_ini(cse_abstract*);
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_creature_phantom&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- void on_register(cse_alife_creature_phantom&);
- char const* name(cse_abstract const*);
- cse_abstract* init(cse_alife_creature_phantom&);
- }
- [cpp]
- class particle_params
- {
- void __init(luabind::argument const&,vector const&,vector const&,vector const&);
- }
- [cpp]
- class physics_element
- {
- custom [float] get_mass(physics_element&);
- void release_fixed(physics_element&);
- void get_linear_vel(physics_element const&,vector&);
- matrix global_transform(physics_element*);
- bool is_fixed(physics_element&);
- bool is_breakable(physics_element&);
- void apply_force(physics_element&,custom [float],custom [float],custom [float]);
- void get_angular_vel(physics_element const&,vector&);
- void fix(physics_element&);
- custom [float] get_density(physics_element&);
- custom [float] get_volume(physics_element&);
- }
- [cpp]
- class cse_alife_level_changer : cse_alife_space_restrictor
- {
- void on_unregister(cse_alife_level_changer&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_level_changer const&);
- void switch_online(cse_alife_level_changer&);
- cse_abstract* init(cse_alife_level_changer&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_level_changer&);
- void STATE_Read(cse_alife_level_changer&,net_packet&,unsigned short);
- void on_register(cse_alife_level_changer&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_level_changer const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_level_changer const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- char const* section_name(cse_abstract const*);
- void on_spawn(cse_alife_level_changer&);
- bool can_save(cse_alife_level_changer const&);
- bool used_ai_locations(cse_alife_level_changer const&);
- void STATE_Write(cse_alife_level_changer&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_level_changer&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_alife_level_changer const&);
- char const* name(cse_abstract const*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- }
- [cpp]
- class account_manager
- {
- void stop_searching_email(account_manager&);
- custom [class xr_vector<char const *,class xalloc<char const *> >] const& get_suggested_unicks(account_manager const&);
- void delete_profile(account_manager&,account_operation_cb);
- void create_profile(account_manager&,char const*,char const*,char const*,char const*,account_operation_cb);
- bool is_get_account_profiles_active(account_manager const&);
- void suggest_unique_nicks(account_manager&,char const*,suggest_nicks_cb);
- bool verify_email(account_manager&,char const*);
- bool verify_password(account_manager&,char const*);
- void stop_suggest_unique_nicks(account_manager&);
- bool is_email_searching_active(account_manager const&);
- void stop_fetching_account_profiles(account_manager&);
- void get_account_profiles(account_manager&,char const*,char const*,account_profiles_cb);
- char const* get_verify_error_descr(account_manager const&);
- bool verify_unique_nick(account_manager&,char const*);
- custom [class xr_vector<char const *,class xalloc<char const *> >] const& get_found_profiles(account_manager const&);
- void search_for_email(account_manager&,char const*,found_email_cb);
- }
- [cpp]
- class CHelmet : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CALifeMonsterPatrolPathManager
- {
- bool actual(CALifeMonsterPatrolPathManager const&);
- unsigned short const& target_game_vertex_id(CALifeMonsterPatrolPathManager const&);
- vector target_position(CALifeMonsterPatrolPathManager*);
- void path(CALifeMonsterPatrolPathManager&,char const*);
- unsigned int const& target_level_vertex_id(CALifeMonsterPatrolPathManager const&);
- bool use_randomness(CALifeMonsterPatrolPathManager const&);
- void start_vertex_index(CALifeMonsterPatrolPathManager&,unsigned int const&);
- bool completed(CALifeMonsterPatrolPathManager const&);
- custom [enum PatrolPathManager::EPatrolStartType] const& start_type(CALifeMonsterPatrolPathManager const&);
- custom [enum PatrolPathManager::EPatrolRouteType] const& route_type(CALifeMonsterPatrolPathManager const&);
- }
- [cpp]
- class account_profiles_cb
- {
- void bind(account_profiles_cb&,luabind::object,function<void>);
- void clear(account_profiles_cb&);
- void __init(luabind::argument const&,luabind::object,function<void>);
- }
- [cpp]
- class cse_alife_item_bolt : cse_alife_item
- {
- void on_unregister(cse_alife_item_bolt&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_item_bolt const&);
- void switch_online(cse_alife_item_bolt&);
- cse_abstract* init(cse_alife_item_bolt&);
- bool interactive(cse_alife_item_bolt const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item_bolt&);
- void STATE_Read(cse_alife_item_bolt&,net_packet&,unsigned short);
- void on_register(cse_alife_item_bolt&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_item_bolt const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_item_bolt const&);
- vector& angle { get; set; }
- void on_spawn(cse_alife_item_bolt&);
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void STATE_Write(cse_alife_item_bolt&,net_packet&);
- bool can_save(cse_alife_item_bolt const&);
- bool used_ai_locations(cse_alife_item_bolt const&);
- bool bfUseful(cse_alife_item_bolt&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item_bolt&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- unsigned int m_level_vertex_id { get; set; }
- char const* name(cse_abstract const*);
- ini_file* spawn_ini(cse_abstract*);
- }
- [cpp]
- class particles_object
- {
- void stop(particles_object&);
- bool looped(particles_object const&);
- void move_to(particles_object&,vector const&,vector const&);
- void __init(luabind::argument const&,char const*);
- void play_at_pos(particles_object&,vector const&);
- void pause_path(particles_object&,bool);
- void stop_path(particles_object&);
- void start_path(particles_object&,bool);
- bool playing(particles_object const&);
- void play(particles_object&);
- void load_path(particles_object&,char const*);
- void stop_deffered(particles_object&);
- }
- [cpp]
- class CWeaponVintorez : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CArtefact : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- unsigned char GetAfRank(CArtefact const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getVisible(CGameObject const&);
- void FollowByPath(CArtefact&,char const*,int,vector);
- int net_Spawn(CGameObject&,cse_abstract*);
- DLL_Pure* _construct(CGameObject&);
- int getEnabled(CGameObject const&);
- void SwitchVisibility(CArtefact&,bool);
- IRender_Visual* Visual(CGameObject const&);
- }
- [cpp]
- class CAI_Dog : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CDestroyablePhysicsObject : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class effector
- {
- bool process(effector&,effector_params*);
- void finish(effector*);
- void start(effector*);
- void __init(luabind::argument const&,int,custom [float]);
- }
- [cpp]
- class CServerList : CUIWindow
- {
- const ece_unique_nick_expired = 2;
- const ece_unique_nick_not_registred = 1;
- void AttachChild(CUIWindow&,CUIWindow*);
- void ShowServerInfo(CServerList&);
- void ConnectToSelected(CServerList&);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void RefreshQuick(CServerList&);
- void SetWindowName(CUIWindow&,char const*);
- void Enable(CUIWindow&,bool);
- void SetWndSize(CUIWindow&,vector2);
- bool IsAutoDelete(CUIWindow&);
- void SetConnectionErrCb(CServerList&,connect_error_cb);
- void SetSortFunc(CServerList&,char const*,bool);
- void SetFilters(CServerList&,SServerFilters&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- void RefreshList(CServerList&,bool);
- void NetRadioChanged(CServerList&,bool);
- void SetPlayerName(CServerList&,char const*);
- void SetPPMode(CUIWindow&);
- bool IsEnabled(CUIWindow&);
- void SetWndRect(CUIWindow&,Frect);
- void SetAutoDelete(CUIWindow&,bool);
- void DetachChild(CUIWindow&,CUIWindow*);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class CWeaponFN2000 : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class phcondition_expireonstep : phcondition_callonstep
- {
- void set_global_time_ms(phcondition_callonstep&,unsigned int);
- void set_time_interval_ms(phcondition_callonstep&,unsigned int);
- void set_step(phcondition_callonstep&,custom [unsigned __int64]);
- void set_global_time_s(phcondition_callonstep&,custom [float]);
- void set_time_interval_s(phcondition_callonstep&,custom [float]);
- void set_steps_interval(phcondition_callonstep&,custom [unsigned __int64]);
- void __init(luabind::argument const&);
- }
- [cpp]
- class MonsterSpace
- {
- const head_anim_angry = 1;
- const head_anim_glad = 2;
- const head_anim_kind = 3;
- const head_anim_normal = 0;
- const sound_script = 128;
- }
- [cpp]
- class cse_alife_monster_abstract : , cse_alife_creature_abstractcse_alife_schedulable
- {
- void on_unregister(cse_alife_monster_abstract&);
- custom [float] health(cse_alife_creature_abstract const&);
- int rank(cse_alife_monster_abstract&);
- void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_monster_abstract const&);
- void switch_online(cse_alife_monster_abstract&);
- unsigned char team { get; set; }
- cse_abstract* init(cse_alife_monster_abstract&);
- void update(cse_alife_monster_abstract&);
- bool interactive(cse_alife_monster_abstract const&);
- unsigned int m_level_vertex_id { get; set; }
- unsigned short group_id { get; set; }
- unsigned int m_story_id { get; set; }
- void on_death(cse_alife_monster_abstract&,cse_abstract*);
- void switch_offline(cse_alife_monster_abstract&);
- unsigned char group { get; set; }
- void smart_terrain_task_activate(cse_alife_monster_abstract*);
- void on_before_register(cse_alife_monster_abstract&);
- void on_register(cse_alife_monster_abstract&);
- void STATE_Write(cse_alife_monster_abstract&,net_packet&);
- bool used_ai_locations(cse_alife_monster_abstract const&);
- int clsid(cse_abstract const&);
- unsigned char g_squad(cse_alife_monster_abstract&);
- unsigned char squad { get; set; }
- unsigned short m_smart_terrain_id { get; set; }
- ini_file* spawn_ini(cse_abstract*);
- unsigned short m_game_vertex_id { get; set; }
- unsigned short smart_terrain_id(cse_alife_monster_abstract*);
- unsigned short id { get; set; }
- rotation* o_torso(cse_alife_creature_abstract*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- bool keep_saved_data_anyway(cse_alife_monster_abstract const&);
- unsigned short script_version { get; set; }
- void travel_speed(cse_alife_monster_abstract*,custom [float]);
- void use_ai_locations(cse_alife_object&,bool);
- bool alive(cse_alife_creature_abstract const&);
- char const* section_name(cse_abstract const*);
- void move_offline(cse_alife_object&,bool);
- void UPDATE_Read(cse_abstract&,net_packet&);
- unsigned char g_team(cse_alife_monster_abstract&);
- bool can_switch_online(cse_alife_monster_abstract const&);
- vector& position { get; set; }
- vector& angle { get; set; }
- void smart_terrain_task_deactivate(cse_alife_monster_abstract*);
- void on_spawn(cse_alife_monster_abstract&);
- CALifeMonsterBrain* brain(cse_alife_monster_abstract*);
- bool has_detector(cse_alife_monster_abstract&);
- void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short);
- void kill(cse_alife_monster_abstract&);
- void clear_smart_terrain(cse_alife_monster_abstract*);
- unsigned short parent_id { get; set; }
- bool can_save(cse_alife_monster_abstract const&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- void STATE_Read(cse_alife_monster_abstract&,net_packet&,unsigned short);
- char const* name(cse_abstract const*);
- unsigned char g_group(cse_alife_monster_abstract&);
- }
- [cpp]
- class CMincer : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CScope : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CUIMessageBoxEx : CUIDialogWnd
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- CDialogHolder* GetHolder(CUIDialogWnd&);
- char const* GetPassword(CUIMessageBoxEx&);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- void ShowDialog(CUIDialogWnd&,bool);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- void SetText(CUIMessageBoxEx&,char const*);
- void SetWindowName(CUIWindow&,char const*);
- char const* GetHost(CUIMessageBoxEx&);
- char const* WindowName(CUIWindow&);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- bool IsShown(CUIWindow&);
- void SetPPMode(CUIWindow&);
- bool IsEnabled(CUIWindow&);
- void SetWndRect(CUIWindow&,Frect);
- void SetWndSize(CUIWindow&,vector2);
- void InitMessageBox(CUIMessageBoxEx&,char const*);
- void Enable(CUIWindow&,bool);
- void HideDialog(CUIDialogWnd&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class cse_alife_inventory_item
- {
- }
- [cpp]
- class CBlackDrops : CArtefact
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- unsigned char GetAfRank(CArtefact const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- IRender_Visual* Visual(CGameObject const&);
- void FollowByPath(CArtefact&,char const*,int,vector);
- void SwitchVisibility(CArtefact&,bool);
- DLL_Pure* _construct(CGameObject&);
- int getEnabled(CGameObject const&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class cse_alife_mounted_weapon : cse_alife_dynamic_object_visual
- {
- void on_unregister(cse_alife_mounted_weapon&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_mounted_weapon const&);
- void switch_online(cse_alife_mounted_weapon&);
- cse_abstract* init(cse_alife_mounted_weapon&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_mounted_weapon&);
- void STATE_Read(cse_alife_mounted_weapon&,net_packet&,unsigned short);
- void on_register(cse_alife_mounted_weapon&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_mounted_weapon const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_mounted_weapon const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- char const* section_name(cse_abstract const*);
- void on_spawn(cse_alife_mounted_weapon&);
- bool can_save(cse_alife_mounted_weapon const&);
- bool used_ai_locations(cse_alife_mounted_weapon const&);
- void STATE_Write(cse_alife_mounted_weapon&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_mounted_weapon&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_alife_mounted_weapon const&);
- char const* name(cse_abstract const*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- }
- [cpp]
- class cse_alife_car : , cse_alife_dynamic_object_visualcse_ph_skeleton
- {
- void on_unregister(cse_alife_car&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_car const&);
- void switch_online(cse_alife_car&);
- cse_abstract* init(cse_alife_car&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_car&);
- void STATE_Read(cse_alife_car&,net_packet&,unsigned short);
- void on_register(cse_alife_car&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_car const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_car const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- char const* section_name(cse_abstract const*);
- void on_spawn(cse_alife_car&);
- bool can_save(cse_alife_car const&);
- bool used_ai_locations(cse_alife_car const&);
- void STATE_Write(cse_alife_car&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_car&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_alife_car const&);
- char const* name(cse_abstract const*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- }
- [cpp]
- class CAI_Crow : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class cse_alife_space_restrictor : , cse_alife_dynamic_objectcse_shape
- {
- void on_unregister(cse_alife_space_restrictor&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_space_restrictor const&);
- void switch_online(cse_alife_space_restrictor&);
- cse_abstract* init(cse_alife_space_restrictor&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_space_restrictor&);
- void STATE_Read(cse_alife_space_restrictor&,net_packet&,unsigned short);
- void on_register(cse_alife_space_restrictor&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_space_restrictor const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_space_restrictor const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void on_spawn(cse_alife_space_restrictor&);
- bool can_save(cse_alife_space_restrictor const&);
- bool used_ai_locations(cse_alife_space_restrictor const&);
- void STATE_Write(cse_alife_space_restrictor&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_space_restrictor&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_alife_space_restrictor const&);
- char const* name(cse_abstract const*);
- char const* section_name(cse_abstract const*);
- }
- [cpp]
- class CGameGraph
- {
- custom [class AssociativeVector<unsigned char,class GameGraph::SLevel,struct std::less<unsigned char> >] const& levels(CGameGraph const*);
- void accessible(CGameGraph const*,unsigned int const&,bool);
- GameGraph__CVertex const* vertex(CGameGraph const&,unsigned int);
- bool valid_vertex_id(CGameGraph const&,unsigned int);
- unsigned short vertex_id(CGameGraph const&,GameGraph__CVertex const*);
- }
- [cpp]
- class client_spawn_manager
- {
- void remove(client_spawn_manager&,unsigned short,unsigned short);
- void add(client_spawn_manager&,unsigned short,unsigned short,function<void> const&);
- }
- [cpp]
- class hit
- {
- const burn = 0;
- const chemical_burn = 2;
- const dummy = 11;
- const explosion = 8;
- const fire_wound = 6;
- const light_burn = 10;
- const radiation = 3;
- const shock = 1;
- const strike = 7;
- const telepatic = 4;
- const wound = 5;
- game_object* draftsman { get; set; }
- void bone(hit&,char const*);
- custom [float] power { get; set; }
- int type { get; set; }
- vector& direction { get; set; }
- custom [float] impulse { get; set; }
- void __init(luabind::argument const&,hit const*);
- }
- [cpp]
- class cover_point
- {
- bool is_smart_cover(cover_point const*);
- vector const& position(cover_point const&);
- unsigned int level_vertex_id(cover_point const&);
- }
- [cpp]
- class CUIScrollView : CUIWindow
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void ScrollToEnd(CUIScrollView&);
- custom [float] GetHeight(CUIWindow const&);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void ScrollToBegin(CUIScrollView&);
- void SetWindowName(CUIWindow&,char const*);
- void Enable(CUIWindow&,bool);
- int GetCurrentScrollPos(CUIScrollView&);
- void SetWndSize(CUIWindow&,vector2);
- void DetachChild(CUIWindow&,CUIWindow*);
- void RemoveWindow(CUIScrollView&,CUIWindow*);
- bool IsAutoDelete(CUIWindow&);
- int GetMinScrollPos(CUIScrollView&);
- void SetWndPos(CUIWindow&,vector2);
- void ResetPPMode(CUIWindow&);
- void SetPPMode(CUIWindow&);
- void SetScrollPos(CUIScrollView&,int);
- bool IsEnabled(CUIWindow&);
- int GetMaxScrollPos(CUIScrollView&);
- void SetWndRect(CUIWindow&,Frect);
- void AddWindow(CUIScrollView&,CUIWindow*,bool);
- void SetAutoDelete(CUIWindow&,bool);
- void Clear(CUIScrollView&);
- }
- [cpp]
- class cse_smart_cover : cse_alife_dynamic_object
- {
- void on_unregister(cse_smart_cover&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_smart_cover const&);
- void switch_online(cse_smart_cover&);
- cse_abstract* init(cse_smart_cover&);
- char const* description(cse_smart_cover const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_smart_cover&);
- void STATE_Read(cse_smart_cover&,net_packet&,unsigned short);
- void on_register(cse_smart_cover&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_smart_cover const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_smart_cover const&);
- void UPDATE_Write(cse_abstract&,net_packet&);
- vector& angle { get; set; }
- void on_spawn(cse_smart_cover&);
- unsigned short m_game_vertex_id { get; set; }
- ini_file* spawn_ini(cse_abstract*);
- void set_available_loopholes(cse_smart_cover&,luabind::object);
- bool can_save(cse_smart_cover const&);
- bool used_ai_locations(cse_smart_cover const&);
- void STATE_Write(cse_smart_cover&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_smart_cover&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_smart_cover const&);
- char const* name(cse_abstract const*);
- unsigned int m_level_vertex_id { get; set; }
- }
- [cpp]
- class CGraviArtefact : CArtefact
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- unsigned char GetAfRank(CArtefact const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- IRender_Visual* Visual(CGameObject const&);
- void FollowByPath(CArtefact&,char const*,int,vector);
- void SwitchVisibility(CArtefact&,bool);
- DLL_Pure* _construct(CGameObject&);
- int getEnabled(CGameObject const&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class fcolor
- {
- custom [float] b { get; set; }
- fcolor& set(fcolor&,unsigned int);
- custom [float] r { get; set; }
- void __init(luabind::argument const&);
- custom [float] a { get; set; }
- custom [float] g { get; set; }
- }
- [cpp]
- class iserializable
- {
- }
- [cpp]
- class matrix
- {
- vector& i { get; set; }
- vector& c { get; set; }
- void __init(luabind::argument const&);
- vector& k { get; set; }
- custom [float] _44_ { get; set; }
- vector& j { get; set; }
- custom [float] _24_ { get; set; }
- matrix& setXYZ(matrix&,custom [float],custom [float],custom [float]);
- matrix& identity(matrix&);
- custom [float] _34_ { get; set; }
- matrix& set(matrix&,vector const&,vector const&,vector const&,vector const&);
- matrix& setXYZi(matrix&,custom [float],custom [float],custom [float]);
- matrix& mk_xform(matrix&,custom [struct _quaternion<float>] const&,vector const&);
- matrix& mul(matrix&,custom [float]);
- custom [float] _14_ { get; set; }
- matrix& div(matrix&,custom [float]);
- void getHPB(matrix*,custom [float]*,custom [float]*,custom [float]*);
- matrix& setHPB(matrix&,custom [float],custom [float],custom [float]);
- }
- [cpp]
- class cse_alife_object_hanging_lamp : , cse_alife_dynamic_object_visualcse_ph_skeleton
- {
- void on_unregister(cse_alife_object_hanging_lamp&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_alife_object_hanging_lamp const&);
- void switch_online(cse_alife_object_hanging_lamp&);
- cse_abstract* init(cse_alife_object_hanging_lamp&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_object_hanging_lamp&);
- void STATE_Read(cse_alife_object_hanging_lamp&,net_packet&,unsigned short);
- void on_register(cse_alife_object_hanging_lamp&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_alife_object_hanging_lamp const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- ini_file* spawn_ini(cse_abstract*);
- bool can_switch_online(cse_alife_object_hanging_lamp const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- char const* section_name(cse_abstract const*);
- void on_spawn(cse_alife_object_hanging_lamp&);
- bool can_save(cse_alife_object_hanging_lamp const&);
- bool used_ai_locations(cse_alife_object_hanging_lamp const&);
- void STATE_Write(cse_alife_object_hanging_lamp&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_object_hanging_lamp&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_alife_object_hanging_lamp const&);
- char const* name(cse_abstract const*);
- void UPDATE_Write(cse_abstract&,net_packet&);
- }
- [cpp]
- class CPseudoGigant : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class property_storage
- {
- void set_property(property_storage&,unsigned int const&,bool const&);
- bool const& property(property_storage const&,unsigned int const&);
- void __init(luabind::argument const&);
- }
- [cpp]
- class cse_motion
- {
- }
- [cpp]
- class CDummyArtefact : CArtefact
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- unsigned char GetAfRank(CArtefact const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- IRender_Visual* Visual(CGameObject const&);
- void FollowByPath(CArtefact&,char const*,int,vector);
- void SwitchVisibility(CArtefact&,bool);
- DLL_Pure* _construct(CGameObject&);
- int getEnabled(CGameObject const&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class connect_error_cb
- {
- void bind(connect_error_cb&,luabind::object,function<void>);
- void clear(connect_error_cb&);
- void __init(luabind::argument const&,luabind::object,function<void>);
- }
- [cpp]
- class CSilencer : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class spawn_story_ids
- {
- const INVALID_SPAWN_STORY_ID = -1;
- }
- [cpp]
- class IRenderable
- {
- }
- [cpp]
- class cse_alife_item_weapon_shotgun : cse_alife_item_weapon
- {
- void on_unregister(cse_alife_item_weapon_shotgun&);
- void use_ai_locations(cse_alife_object&,bool);
- void UPDATE_Write(cse_abstract&,net_packet&);
- bool can_switch_offline(cse_alife_item_weapon_shotgun const&);
- void switch_online(cse_alife_item_weapon_shotgun&);
- cse_abstract* init(cse_alife_item_weapon_shotgun&);
- bool interactive(cse_alife_item_weapon_shotgun const&);
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_alife_item_weapon_shotgun&);
- void STATE_Read(cse_alife_item_weapon_shotgun&,net_packet&,unsigned short);
- void on_register(cse_alife_item_weapon_shotgun&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- void clone_addons(cse_alife_item_weapon&,cse_alife_item_weapon*);
- bool keep_saved_data_anyway(cse_alife_item_weapon_shotgun const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_alife_item_weapon_shotgun const&);
- vector& angle { get; set; }
- ini_file* spawn_ini(cse_abstract*);
- unsigned short m_game_vertex_id { get; set; }
- void on_spawn(cse_alife_item_weapon_shotgun&);
- unsigned int m_level_vertex_id { get; set; }
- bool used_ai_locations(cse_alife_item_weapon_shotgun const&);
- bool can_save(cse_alife_item_weapon_shotgun const&);
- bool bfUseful(cse_alife_item_weapon_shotgun&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_alife_item_weapon_shotgun&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- void STATE_Write(cse_alife_item_weapon_shotgun&,net_packet&);
- char const* name(cse_abstract const*);
- void __init(luabind::argument const&,char const*);
- }
- [cpp]
- class CUIFrameLineWnd : CUIWindow
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void SetWidth(CUIFrameLineWnd&,custom [float]);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- void SetHeight(CUIFrameLineWnd&,custom [float]);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void SetColor(CUIFrameLineWnd&,unsigned int);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- void DetachChild(CUIWindow&,CUIWindow*);
- bool IsEnabled(CUIWindow&);
- void Enable(CUIWindow&,bool);
- void SetWndSize(CUIWindow&,vector2);
- void SetWndRect(CUIWindow&,Frect);
- void SetPPMode(CUIWindow&);
- custom [float] GetWidth(CUIWindow const&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class physics_shell
- {
- physics_joint* get_joint_by_bone_name(physics_shell&,char const*);
- physics_element* get_element_by_bone_id(physics_shell&,unsigned short);
- physics_joint* get_joint_by_bone_id(physics_shell&,unsigned short);
- physics_element* get_element_by_bone_name(physics_shell&,char const*);
- physics_joint* get_joint_by_order(physics_shell&,unsigned short);
- void block_breaking(physics_shell&);
- void get_linear_vel(physics_shell const&,vector&);
- bool is_breakable(physics_shell&);
- bool is_breaking_blocked(physics_shell&);
- void apply_force(physics_shell&,custom [float],custom [float],custom [float]);
- void unblock_breaking(physics_shell&);
- void get_angular_vel(physics_shell const&,vector&);
- unsigned short get_joints_number(physics_shell&);
- unsigned short get_elements_number(physics_shell&);
- physics_element* get_element_by_order(physics_shell&,unsigned short);
- }
- [cpp]
- class snd_type
- {
- const ambient = 128;
- const anomaly = 268435456;
- const anomaly_idle = 268437504;
- const attack = 8192;
- const bullet_hit = 524288;
- const die = 131072;
- const drop = 33554432;
- const eat = 4096;
- const empty = 1048576;
- const hide = 16777216;
- const idle = 2048;
- const injure = 65536;
- const item = 1073741824;
- const item_drop = 1107296256;
- const item_hide = 1090519040;
- const item_pick_up = 1140850688;
- const item_take = 1082130432;
- const item_use = 1077936128;
- const monster = 536870912;
- const monster_attack = 536879104;
- const monster_die = 537001984;
- const monster_eat = 536875008;
- const monster_injure = 536936448;
- const monster_step = 536903680;
- const monster_talk = 536887296;
- const no_sound = 0;
- const object_break = 1024;
- const object_collide = 512;
- const object_explode = 256;
- const pick_up = 67108864;
- const reload = 262144;
- const shoot = 2097152;
- const step = 32768;
- const take = 8388608;
- const talk = 16384;
- const use = 4194304;
- const weapon = -2147483648;
- const weapon_bullet_hit = -2146959360;
- const weapon_empty = -2146435072;
- const weapon_reload = -2147221504;
- const weapon_shoot = -2145386496;
- const world = 134217728;
- const world_ambient = 134217856;
- const world_object_break = 134218752;
- const world_object_collide = 134218240;
- const world_object_explode = 134217984;
- }
- [cpp]
- class CExplosiveItem : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class object_binder
- {
- game_object* object { get; set; }
- void net_destroy(object_binder&);
- void reinit(object_binder&);
- bool net_save_relevant(object_binder&);
- void net_export(object_binder&,net_packet*);
- void __init(luabind::argument const&,game_object*);
- void net_Relcase(object_binder&,game_object*);
- void load(object_binder&,reader*);
- void reload(object_binder&,char const*);
- void save(object_binder&,net_packet*);
- bool net_spawn(object_binder&,cse_alife_object*);
- void update(object_binder&,unsigned int);
- void net_import(object_binder&,net_packet*);
- }
- [cpp]
- class CWeaponLR300 : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class memory_info : visible_memory_object
- {
- game_object* object(game_memory_object const&);
- custom [struct MemorySpace::CObjectParams<class CGameObject>]& self_info { get; set; }
- bool hit_info { get; set; }
- bool visual_info { get; set; }
- unsigned int last_level_time { get; set; }
- bool sound_info { get; set; }
- custom [struct MemorySpace::CObjectParams<class CGameObject>]& object_info { get; set; }
- unsigned int level_time { get; set; }
- }
- [cpp]
- class CHairsZone : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CUIDialogWnd : CUIWindow
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- CDialogHolder* GetHolder(CUIDialogWnd&);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- void ShowDialog(CUIDialogWnd&,bool);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- bool IsShown(CUIWindow&);
- bool IsEnabled(CUIWindow&);
- void Enable(CUIWindow&,bool);
- void SetWndSize(CUIWindow&,vector2);
- void SetWndRect(CUIWindow&,Frect);
- void SetPPMode(CUIWindow&);
- void HideDialog(CUIDialogWnd&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class object_params
- {
- unsigned int level_vertex { get; set; }
- vector& position { get; set; }
- }
- [cpp]
- class effector_params
- {
- noise& noise { get; set; }
- custom [float] gray { get; set; }
- color& color_gray { get; set; }
- void __init(luabind::argument const&);
- color& color_add { get; set; }
- custom [float] blur { get; set; }
- duality& dual { get; set; }
- color& color_base { get; set; }
- void assign(effector_params*,effector_params*);
- }
- [cpp]
- class CUIMessageBox : CUIStatic
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- CUILines* TextControl(CUIStatic&);
- char const* GetPassword(CUIMessageBox&);
- void InitTexture(CUIStatic&,char const*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- void SetText(CUIMessageBox&,char const*);
- void SetWindowName(CUIWindow&,char const*);
- char const* GetHost(CUIMessageBox&);
- Frect const* GetTextureRect(CUIStatic&);
- void SetStretchTexture(CUIStatic&,bool);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- void SetTextureRect(CUIStatic&,Frect*);
- void SetWndRect(CUIWindow&,Frect);
- bool IsEnabled(CUIWindow&);
- void SetPPMode(CUIWindow&);
- void SetWndSize(CUIWindow&,vector2);
- void InitMessageBox(CUIMessageBox&,char const*);
- void Enable(CUIWindow&,bool);
- char const* WindowName(CUIWindow&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class CWeaponAutomaticShotgun : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class CUISpinFlt : CUICustomSpin
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* GetText(CUICustomSpin&);
- void SetWindowName(CUIWindow&,char const*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- bool IsEnabled(CUIWindow&);
- void Enable(CUIWindow&,bool);
- char const* WindowName(CUIWindow&);
- void SetWndRect(CUIWindow&,Frect);
- void SetWndSize(CUIWindow&,vector2);
- void SetPPMode(CUIWindow&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class demo_info
- {
- demo_player_info const* get_player(demo_info const&,unsigned int);
- char const* get_game_type(demo_info const&);
- unsigned int const get_players_count(demo_info const&);
- char const* get_map_version(demo_info const&);
- char const* get_map_name(demo_info const&);
- char const* get_author_name(demo_info const&);
- char const* get_game_score(demo_info const&);
- }
- [cpp]
- class CUIListBoxItemMsgChain : CUIListBoxItem
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void SetWidth(CUIFrameLineWnd&,custom [float]);
- void __init(luabind::argument const&,custom [float]);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- void SetHeight(CUIFrameLineWnd&,custom [float]);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- custom [float] GetWidth(CUIWindow const&);
- void DetachChild(CUIWindow&,CUIWindow*);
- bool IsEnabled(CUIWindow&);
- void SetColor(CUIFrameLineWnd&,unsigned int);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- void SetTextColor(CUIListBoxItem&,unsigned int);
- CUITextWnd* AddTextField(CUIListBoxItem&,char const*,custom [float]);
- void SetPPMode(CUIWindow&);
- void Enable(CUIWindow&,bool);
- void SetWndSize(CUIWindow&,vector2);
- void SetWndRect(CUIWindow&,Frect);
- CUITextWnd* GetTextItem(CUIListBoxItem&);
- CUIStatic* AddIconField(CUIListBoxItem&,custom [float]);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class sound_memory_object : game_memory_object
- {
- game_object* object(game_memory_object const&);
- custom [struct MemorySpace::CObjectParams<class CGameObject>]& self_info { get; set; }
- unsigned int level_time { get; set; }
- custom [float] power { get; set; }
- int type(sound_memory_object const&);
- custom [struct MemorySpace::CObjectParams<class CGameObject>]& object_info { get; set; }
- unsigned int last_level_time { get; set; }
- }
- [cpp]
- class CWeaponKnife : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- [cpp]
- class cse_zone_visual : , cse_anomalous_zonecse_visual
- {
- void on_unregister(cse_zone_visual&);
- void use_ai_locations(cse_alife_object&,bool);
- void __init(luabind::argument const&,char const*);
- bool can_switch_offline(cse_zone_visual const&);
- void switch_online(cse_zone_visual&);
- cse_abstract* init(cse_zone_visual&);
- unsigned int m_level_vertex_id { get; set; }
- vector& position { get; set; }
- unsigned int m_story_id { get; set; }
- void switch_offline(cse_zone_visual&);
- void STATE_Read(cse_zone_visual&,net_packet&,unsigned short);
- void on_register(cse_zone_visual&);
- int clsid(cse_abstract const&);
- void move_offline(cse_alife_object&,bool);
- unsigned short id { get; set; }
- bool keep_saved_data_anyway(cse_zone_visual const&);
- unsigned short script_version { get; set; }
- void UPDATE_Read(cse_abstract&,net_packet&);
- char const* section_name(cse_abstract const*);
- bool can_switch_online(cse_zone_visual const&);
- vector& angle { get; set; }
- unsigned short m_game_vertex_id { get; set; }
- void UPDATE_Write(cse_abstract&,net_packet&);
- void on_spawn(cse_zone_visual&);
- bool can_save(cse_zone_visual const&);
- bool used_ai_locations(cse_zone_visual const&);
- void STATE_Write(cse_zone_visual&,net_packet&);
- unsigned short parent_id { get; set; }
- void on_before_register(cse_zone_visual&);
- bool online { get; set; }
- void visible_for_map(cse_alife_object&,bool);
- bool interactive(cse_zone_visual const&);
- char const* name(cse_abstract const*);
- ini_file* spawn_ini(cse_abstract*);
- }
- [cpp]
- class store_operation_cb
- {
- void bind(store_operation_cb&,luabind::object,function<void>);
- void clear(store_operation_cb&);
- void __init(luabind::argument const&,luabind::object,function<void>);
- }
- [cpp]
- class IRender_Visual
- {
- IKinematicsAnimated* dcast_PKinematicsAnimated(IRender_Visual&);
- }
- [cpp]
- class world_state
- {
- bool includes(world_state const&,world_state const&);
- void __lt(lua_State*,world_state const&,world_state);
- world_property const* property(world_state const&,unsigned int const&);
- void __eq(lua_State*,world_state const&,world_state);
- void remove_property(world_state&,unsigned int const&);
- void add_property(world_state&,world_property const&);
- void clear(world_state&);
- void __init(luabind::argument const&,world_state);
- }
- [cpp]
- class CUIComboBox : CUIWindow
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- void enable_id(CUIComboBox&,int);
- int CurrentID(CUIComboBox&);
- void Enable(CUIWindow&,bool);
- void SetWndSize(CUIWindow&,vector2);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- void SetText(CUIComboBox&,char const*);
- char const* GetTextOf(CUIComboBox&,int);
- void SetWindowName(CUIWindow&,char const*);
- void disable_id(CUIComboBox&,int);
- void ClearList(CUIComboBox&);
- void SetPPMode(CUIWindow&);
- void SetVertScroll(CUIComboBox&,bool);
- void SetAutoDelete(CUIWindow&,bool);
- void SetListLength(CUIComboBox&,int);
- void ResetPPMode(CUIWindow&);
- CUIListBoxItem* AddItem(CUIComboBox&,char const*,int);
- bool IsAutoDelete(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- bool IsEnabled(CUIWindow&);
- void DetachChild(CUIWindow&,CUIWindow*);
- char const* WindowName(CUIWindow&);
- void SetWndRect(CUIWindow&,Frect);
- char const* GetText(CUIComboBox&);
- void SetCurrentOptValue(CUIComboBox&);
- custom [float] GetHeight(CUIWindow const&);
- }
- [cpp]
- class award_data
- {
- unsigned short m_count { get; set; }
- unsigned int m_last_reward_date { get; set; }
- }
- [cpp]
- class CUITabButton : CUIButton
- {
- void AttachChild(CUIWindow&,CUIWindow*);
- CUILines* TextControl(CUIStatic&);
- void InitTexture(CUIStatic&,char const*);
- void __init(luabind::argument const&);
- void Show(CUIWindow&,bool);
- bool IsShown(CUIWindow&);
- vector2 const* GetWndPos(CUIWindow*);
- custom [float] GetWidth(CUIWindow const&);
- char const* WindowName(CUIWindow&);
- void SetWindowName(CUIWindow&,char const*);
- void DetachChild(CUIWindow&,CUIWindow*);
- void SetAutoDelete(CUIWindow&,bool);
- bool IsAutoDelete(CUIWindow&);
- void ResetPPMode(CUIWindow&);
- void SetWndPos(CUIWindow&,vector2);
- custom [float] GetHeight(CUIWindow const&);
- void Enable(CUIWindow&,bool);
- bool IsEnabled(CUIWindow&);
- void SetWndSize(CUIWindow&,vector2);
- void SetPPMode(CUIWindow&);
- void SetWndRect(CUIWindow&,Frect);
- void SetTextureRect(CUIStatic&,Frect*);
- void SetStretchTexture(CUIStatic&,bool);
- Frect const* GetTextureRect(CUIStatic&);
- }
- [cpp]
- class CWeaponVal : CGameObject
- {
- void net_Import(CGameObject&,net_packet&);
- bool use(CGameObject&,CGameObject*);
- IRender_Visual* Visual(CGameObject const&);
- void net_Export(CGameObject&,net_packet&);
- void __init(luabind::argument const&);
- int getEnabled(CGameObject const&);
- DLL_Pure* _construct(CGameObject&);
- int getVisible(CGameObject const&);
- int net_Spawn(CGameObject&,cse_abstract*);
- }
- namespace main_menu
- {
- CMainMenu* get_main_menu();
- }
- namespace level
- {
- custom [enum ESingleGameDifficulty] get_game_difficulty();
- char const* name();
- unsigned int vertex_in_direction(unsigned int,vector,custom [float]);
- vector vertex_position(unsigned int);
- custom [float] get_time_factor();
- void spawn_phantom(vector const&);
- void stop_weather_fx();
- void change_game_time(unsigned int,unsigned int,unsigned int);
- bool start_weather_fx_from_time(char const*,custom [float]);
- void set_time_factor(custom [float]);
- unsigned int get_time_minutes();
- void set_weather(char const*,bool);
- unsigned int get_time_hours();
- void map_change_spot_hint(unsigned short,char const*,char const*);
- game_object* debug_object(char const*);
- void map_add_object_spot_ser(unsigned short,char const*,char const*);
- void hide_indicators();
- bool set_weather_fx(char const*);
- void iterate_sounds(char const*,unsigned int,luabind::object,function<void>);
- void add_call(luabind::object const&,char const*,char const*);
- custom [float] rain_factor();
- void add_dialog_to_render(CUIDialogWnd*);
- void prefetch_sound(char const*);
- void remove_call(luabind::object const&,char const*,char const*);
- void show_weapon(bool);
- bool is_wfx_playing();
- void remove_calls_for_object(luabind::object const&);
- unsigned int get_time_days();
- void set_game_difficulty(custom [enum ESingleGameDifficulty]);
- bool present();
- void map_add_object_spot(unsigned short,char const*,char const*);
- void add_pp_effector(char const*,int,bool);
- char const* get_weather();
- unsigned short map_has_object_spot(unsigned short,char const*);
- void enable_input();
- custom [float] add_cam_effector(char const*,int,bool,char const*);
- physics_world* physics_world();
- bool patrol_path_exists(char const*);
- void map_remove_object_spot(unsigned short,char const*);
- void remove_dialog_to_render(CUIDialogWnd*);
- custom [float] low_cover_in_direction(unsigned int,vector const&);
- custom [float] high_cover_in_direction(unsigned int,vector const&);
- void show_indicators();
- Fbox get_bounding_volume();
- unsigned int game_id();
- void hide_indicators_safe();
- client_spawn_manager& client_spawn_manager();
- custom [float] get_wfx_time();
- custom [float] add_cam_effector2(char const*,int,bool,char const*,custom [float]);
- custom [class CEnvironment]* environment();
- void disable_input();
- custom [float] get_snd_volume();
- void remove_complex_effector(int);
- void add_complex_effector(char const*,int);
- game_object* object_by_id(unsigned short);
- void remove_cam_effector(int);
- void set_pp_effector_factor(int,custom [float]);
- void remove_pp_effector(int);
- unsigned int vertex_id(vector);
- void set_snd_volume(custom [float]);
- void check_object(game_object*);
- game_object* debug_actor();
- }
- namespace relation_registry
- {
- void set_community_relation(char const*,char const*,int);
- int get_general_goodwill_between(unsigned short,unsigned short);
- void change_community_goodwill(char const*,int,int);
- int community_goodwill(char const*,int);
- int community_relation(char const*,char const*);
- void set_community_goodwill(char const*,int,int);
- }
- namespace actor_stats
- {
- void add_points_str(char const*,char const*,char const*);
- void add_points(char const*,char const*,int,int);
- int get_points(char const*);
- }
- namespace game
- {
- char const* translate_string(char const*);
- bool has_active_tutorial();
- unsigned int time();
- void stop_tutorial();
- CTime get_game_time();
- void start_tutorial(char const*);
- [cpp]
- class CTime
- {
- const DateToDay = 0;
- const DateToMonth = 1;
- const DateToYear = 2;
- const TimeToHours = 0;
- const TimeToMilisecs = 3;
- const TimeToMinutes = 1;
- const TimeToSeconds = 2;
- void __le(lua_State*,CTime const&,CTime);
- custom [float] diffSec(CTime&,CTime*);
- void __lt(lua_State*,CTime const&,CTime);
- void __ge(lua_State*,CTime const&,CTime);
- void __sub(lua_State*,CTime&,CTime);
- void add(CTime&,CTime*);
- void __gt(lua_State*,CTime const&,CTime);
- void set(CTime&,int,int,int,int,int,int,int);
- void setHMS(CTime&,int,int,int);
- char const* timeToString(CTime&,int);
- void setHMSms(CTime&,int,int,int,int);
- void __add(lua_State*,CTime&,CTime);
- void __eq(lua_State*,CTime const&,CTime);
- void __init(luabind::argument const&,CTime const&);
- char const* dateToString(CTime&,int);
- void sub(CTime&,CTime*);
- void get(CTime&,unsigned int&,unsigned int&,unsigned int&,unsigned int&,unsigned int&,unsigned int&,unsigned int&);
- }
- }
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