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  1. CGameFont* GetFontGraffiti19Russian();
  2. unsigned int render_get_dx_level();
  3. char const* command_line();
  4. CGameFont* GetFontLetterica16Russian();
  5. CGameFont* GetFontLetterica18Russian();
  6. CGameFont* GetFontGraffiti50Russian();
  7. CGameGraph const* game_graph();
  8. bool IsImportantSave();
  9. CGameFont* GetFontGraffiti32Russian();
  10. int GetARGB(unsigned short,unsigned short,unsigned short,unsigned short);
  11. action_planner* cast_planner(action_base*);
  12. CUIGameCustom* get_hud();
  13. FS* getFS();
  14. bool IsDynamicMusic();
  15. void show_condition(ini_file*,char const*);
  16. CGameFont* GetFontSmall();
  17. cef_storage* ef_storage();
  18. bool IsGameTypeSingle();
  19. CConsole* get_console();
  20. int bit_and(int,int);
  21. unsigned short script_server_object_version();
  22. ini_file* create_ini_file(char const*);
  23. ini_file* system_ini();
  24. CGameFont* GetFontDI();
  25. unsigned int time_global();
  26. bool is_enough_address_space_available();
  27. void log(char const*);
  28. void error_log(char const*);
  29. void prefetch(char const*);
  30. bool editor();
  31. int bit_or(int,int);
  32. unsigned int time_global_async();
  33. int bit_not(int);
  34. render_device* device();
  35. bool app_ready();
  36. char const* user_name();
  37. int dik_to_bind(int);
  38. alife_simulator* alife();
  39. CGameFont* GetFontLetterica25();
  40. bool valid_saved_game(char const*);
  41. CGameFont* GetFontGraffiti22Russian();
  42. void buy_condition(custom [float],custom [float]);
  43. int bit_xor(int,int);
  44. void sell_condition(custom [float],custom [float]);
  45. CGameFont* GetFontMedium();
  46. ini_file* game_ini();
  47. void verify_if_thread_is_running();
  48. void flush();
  49. [cpp]
  50. class best_scores_pair_t
  51. {
  52. int second { get; set; }
  53. custom [enum gamespy_profile::enum_best_score_type] first { get; set; }
  54. }
  55. [cpp]
  56. class CWeaponBM16 : CGameObject
  57. {
  58. void net_Import(CGameObject&,net_packet&);
  59. bool use(CGameObject&,CGameObject*);
  60. IRender_Visual* Visual(CGameObject const&);
  61. void net_Export(CGameObject&,net_packet&);
  62. void __init(luabind::argument const&);
  63. int getEnabled(CGameObject const&);
  64. DLL_Pure* _construct(CGameObject&);
  65. int getVisible(CGameObject const&);
  66. int net_Spawn(CGameObject&,cse_abstract*);
  67. }
  68. [cpp]
  69. class holder
  70. {
  71. void Action(holder&,unsigned short,unsigned int);
  72. bool engaged(holder&);
  73. void SetParam(holder&,int,vector);
  74. }
  75. [cpp]
  76. class CPoltergeist : CGameObject
  77. {
  78. void net_Import(CGameObject&,net_packet&);
  79. bool use(CGameObject&,CGameObject*);
  80. IRender_Visual* Visual(CGameObject const&);
  81. void net_Export(CGameObject&,net_packet&);
  82. void __init(luabind::argument const&);
  83. int getEnabled(CGameObject const&);
  84. DLL_Pure* _construct(CGameObject&);
  85. int getVisible(CGameObject const&);
  86. int net_Spawn(CGameObject&,cse_abstract*);
  87. }
  88. [cpp]
  89. class color
  90. {
  91. custom [float] b { get; set; }
  92. color& set(color&,custom [float],custom [float],custom [float]);
  93. custom [float] r { get; set; }
  94. custom [float] g { get; set; }
  95. void __init(luabind::argument const&,custom [float],custom [float],custom [float]);
  96. }
  97. [cpp]
  98. class CALifeMonsterMovementManager
  99. {
  100. CALifeMonsterDetailPathManager* detail(CALifeMonsterMovementManager const*);
  101. custom [enum MovementManager::EPathType] const& path_type(CALifeMonsterMovementManager const&);
  102. bool completed(CALifeMonsterMovementManager const&);
  103. bool actual(CALifeMonsterMovementManager const&);
  104. CALifeMonsterPatrolPathManager* patrol(CALifeMonsterMovementManager const*);
  105. }
  106. [cpp]
  107. class CAI_PseudoDog : CGameObject
  108. {
  109. void net_Import(CGameObject&,net_packet&);
  110. bool use(CGameObject&,CGameObject*);
  111. IRender_Visual* Visual(CGameObject const&);
  112. void net_Export(CGameObject&,net_packet&);
  113. void __init(luabind::argument const&);
  114. int getEnabled(CGameObject const&);
  115. DLL_Pure* _construct(CGameObject&);
  116. int getVisible(CGameObject const&);
  117. int net_Spawn(CGameObject&,cse_abstract*);
  118. }
  119. [cpp]
  120. class fs_file
  121. {
  122. unsigned int ptr { get; set; }
  123. unsigned int size_real { get; set; }
  124. unsigned int vfs { get; set; }
  125. unsigned int size_compressed { get; set; }
  126. char const* name { get; set; }
  127. unsigned int modif { get; set; }
  128. }
  129. [cpp]
  130. class cond
  131. {
  132. const act_end = 128;
  133. const anim_end = 4;
  134. const look_end = 2;
  135. const move_end = 1;
  136. const object_end = 32;
  137. const sound_end = 8;
  138. const time_end = 64;
  139. void __init(luabind::argument const&,unsigned int,custom [double]);
  140. }
  141. [cpp]
  142. class cse_alife_item_weapon_auto_shotgun : cse_alife_item_weapon
  143. {
  144. void on_unregister(cse_alife_item_weapon_auto_shotgun&);
  145. void use_ai_locations(cse_alife_object&,bool);
  146. void UPDATE_Write(cse_abstract&,net_packet&);
  147. bool can_switch_offline(cse_alife_item_weapon_auto_shotgun const&);
  148. void switch_online(cse_alife_item_weapon_auto_shotgun&);
  149. cse_abstract* init(cse_alife_item_weapon_auto_shotgun&);
  150. bool interactive(cse_alife_item_weapon_auto_shotgun const&);
  151. vector& position { get; set; }
  152. unsigned int m_story_id { get; set; }
  153. void switch_offline(cse_alife_item_weapon_auto_shotgun&);
  154. void STATE_Read(cse_alife_item_weapon_auto_shotgun&,net_packet&,unsigned short);
  155. void on_register(cse_alife_item_weapon_auto_shotgun&);
  156. int clsid(cse_abstract const&);
  157. void move_offline(cse_alife_object&,bool);
  158. unsigned short id { get; set; }
  159. void clone_addons(cse_alife_item_weapon&,cse_alife_item_weapon*);
  160. bool keep_saved_data_anyway(cse_alife_item_weapon_auto_shotgun const&);
  161. unsigned short script_version { get; set; }
  162. void UPDATE_Read(cse_abstract&,net_packet&);
  163. char const* section_name(cse_abstract const*);
  164. bool can_switch_online(cse_alife_item_weapon_auto_shotgun const&);
  165. vector& angle { get; set; }
  166. ini_file* spawn_ini(cse_abstract*);
  167. unsigned short m_game_vertex_id { get; set; }
  168. void on_spawn(cse_alife_item_weapon_auto_shotgun&);
  169. unsigned int m_level_vertex_id { get; set; }
  170. bool used_ai_locations(cse_alife_item_weapon_auto_shotgun const&);
  171. bool can_save(cse_alife_item_weapon_auto_shotgun const&);
  172. bool bfUseful(cse_alife_item_weapon_auto_shotgun&);
  173. unsigned short parent_id { get; set; }
  174. void on_before_register(cse_alife_item_weapon_auto_shotgun&);
  175. bool online { get; set; }
  176. void visible_for_map(cse_alife_object&,bool);
  177. void STATE_Write(cse_alife_item_weapon_auto_shotgun&,net_packet&);
  178. char const* name(cse_abstract const*);
  179. void __init(luabind::argument const&,char const*);
  180. }
  181. [cpp]
  182. class story_ids
  183. {
  184. const INVALID_STORY_ID = -1;
  185. const Invalid = 65535;
  186. const test_01 = 65000;
  187. const test_02 = 65001;
  188. const test_03 = 65002;
  189. const test_04 = 65003;
  190. const test_05 = 65004;
  191. }
  192. [cpp]
  193. class danger_object
  194. {
  195. const attack_sound = 1;
  196. const attacked = 5;
  197. const bullet_ricochet = 0;
  198. const enemy_sound = 7;
  199. const entity_attacked = 2;
  200. const entity_corpse = 4;
  201. const entity_death = 3;
  202. const grenade = 6;
  203. const hit = 2;
  204. const sound = 1;
  205. const visual = 0;
  206. game_object* object(danger_object const*);
  207. vector position(danger_object const*);
  208. void __eq(lua_State*,danger_object const&,danger_object);
  209. custom [enum CDangerObject::EDangerType] type(danger_object const&);
  210. unsigned int time(danger_object const&);
  211. game_object* dependent_object(danger_object const*);
  212. custom [enum CDangerObject::EDangerPerceiveType] perceive_type(danger_object const&);
  213. }
  214. [cpp]
  215. class DIK_keys
  216. {
  217. const DIK_0 = 11;
  218. const DIK_1 = 2;
  219. const DIK_2 = 3;
  220. const DIK_3 = 4;
  221. const DIK_4 = 5;
  222. const DIK_5 = 6;
  223. const DIK_6 = 7;
  224. const DIK_7 = 8;
  225. const DIK_8 = 9;
  226. const DIK_9 = 10;
  227. const DIK_A = 30;
  228. const DIK_ADD = 78;
  229. const DIK_APOSTROPHE = 40;
  230. const DIK_APPS = 221;
  231. const DIK_AT = 145;
  232. const DIK_AX = 150;
  233. const DIK_B = 48;
  234. const DIK_BACK = 14;
  235. const DIK_BACKSLASH = 43;
  236. const DIK_C = 46;
  237. const DIK_CAPITAL = 58;
  238. const DIK_CIRCUMFLEX = 144;
  239. const DIK_COLON = 146;
  240. const DIK_COMMA = 51;
  241. const DIK_CONVERT = 121;
  242. const DIK_D = 32;
  243. const DIK_DECIMAL = 83;
  244. const DIK_DELETE = 211;
  245. const DIK_DIVIDE = 181;
  246. const DIK_DOWN = 208;
  247. const DIK_E = 18;
  248. const DIK_END = 207;
  249. const DIK_EQUALS = 13;
  250. const DIK_ESCAPE = 1;
  251. const DIK_F = 33;
  252. const DIK_F1 = 59;
  253. const DIK_F10 = 68;
  254. const DIK_F11 = 87;
  255. const DIK_F12 = 88;
  256. const DIK_F13 = 100;
  257. const DIK_F14 = 101;
  258. const DIK_F15 = 102;
  259. const DIK_F2 = 60;
  260. const DIK_F3 = 61;
  261. const DIK_F4 = 62;
  262. const DIK_F5 = 63;
  263. const DIK_F6 = 64;
  264. const DIK_F7 = 65;
  265. const DIK_F8 = 66;
  266. const DIK_F9 = 67;
  267. const DIK_G = 34;
  268. const DIK_GRAVE = 41;
  269. const DIK_H = 35;
  270. const DIK_HOME = 199;
  271. const DIK_I = 23;
  272. const DIK_INSERT = 210;
  273. const DIK_J = 36;
  274. const DIK_K = 37;
  275. const DIK_KANA = 112;
  276. const DIK_KANJI = 148;
  277. const DIK_L = 38;
  278. const DIK_LBRACKET = 26;
  279. const DIK_LCONTROL = 29;
  280. const DIK_LEFT = 203;
  281. const DIK_LMENU = 56;
  282. const DIK_LSHIFT = 42;
  283. const DIK_LWIN = 219;
  284. const DIK_M = 50;
  285. const DIK_MINUS = 12;
  286. const DIK_MULTIPLY = 55;
  287. const DIK_N = 49;
  288. const DIK_NEXT = 209;
  289. const DIK_NOCONVERT = 123;
  290. const DIK_NUMLOCK = 69;
  291. const DIK_NUMPAD0 = 82;
  292. const DIK_NUMPAD1 = 79;
  293. const DIK_NUMPAD2 = 80;
  294. const DIK_NUMPAD3 = 81;
  295. const DIK_NUMPAD4 = 75;
  296. const DIK_NUMPAD5 = 76;
  297. const DIK_NUMPAD6 = 77;
  298. const DIK_NUMPAD7 = 71;
  299. const DIK_NUMPAD8 = 72;
  300. const DIK_NUMPAD9 = 73;
  301. const DIK_NUMPADCOMMA = 179;
  302. const DIK_NUMPADENTER = 156;
  303. const DIK_NUMPADEQUALS = 141;
  304. const DIK_O = 24;
  305. const DIK_P = 25;
  306. const DIK_PAUSE = 197;
  307. const DIK_PERIOD = 52;
  308. const DIK_PRIOR = 201;
  309. const DIK_Q = 16;
  310. const DIK_R = 19;
  311. const DIK_RBRACKET = 27;
  312. const DIK_RCONTROL = 157;
  313. const DIK_RETURN = 28;
  314. const DIK_RIGHT = 205;
  315. const DIK_RMENU = 184;
  316. const DIK_RSHIFT = 54;
  317. const DIK_RWIN = 220;
  318. const DIK_S = 31;
  319. const DIK_SCROLL = 70;
  320. const DIK_SEMICOLON = 39;
  321. const DIK_SLASH = 53;
  322. const DIK_SPACE = 57;
  323. const DIK_STOP = 149;
  324. const DIK_SUBTRACT = 74;
  325. const DIK_SYSRQ = 183;
  326. const DIK_T = 20;
  327. const DIK_TAB = 15;
  328. const DIK_U = 22;
  329. const DIK_UNDERLINE = 147;
  330. const DIK_UNLABELED = 151;
  331. const DIK_UP = 200;
  332. const DIK_V = 47;
  333. const DIK_W = 17;
  334. const DIK_X = 45;
  335. const DIK_Y = 21;
  336. const DIK_YEN = 125;
  337. const DIK_Z = 44;
  338. const MOUSE_1 = 337;
  339. const MOUSE_2 = 338;
  340. const MOUSE_3 = 339;
  341. }
  342. [cpp]
  343. class CUIListBoxItem : CUIFrameLineWnd
  344. {
  345. void AttachChild(CUIWindow&,CUIWindow*);
  346. void SetWidth(CUIFrameLineWnd&,custom [float]);
  347. CUIStatic* AddIconField(CUIListBoxItem&,custom [float]);
  348. void Show(CUIWindow&,bool);
  349. bool IsShown(CUIWindow&);
  350. vector2 const* GetWndPos(CUIWindow*);
  351. void SetHeight(CUIFrameLineWnd&,custom [float]);
  352. char const* WindowName(CUIWindow&);
  353. void SetWindowName(CUIWindow&,char const*);
  354. void __init(luabind::argument const&,custom [float]);
  355. custom [float] GetWidth(CUIWindow const&);
  356. void SetPPMode(CUIWindow&);
  357. void SetColor(CUIFrameLineWnd&,unsigned int);
  358. void SetAutoDelete(CUIWindow&,bool);
  359. bool IsAutoDelete(CUIWindow&);
  360. void ResetPPMode(CUIWindow&);
  361. void SetWndPos(CUIWindow&,vector2);
  362. void SetTextColor(CUIListBoxItem&,unsigned int);
  363. void SetWndRect(CUIWindow&,Frect);
  364. bool IsEnabled(CUIWindow&);
  365. void SetWndSize(CUIWindow&,vector2);
  366. void Enable(CUIWindow&,bool);
  367. CUITextWnd* AddTextField(CUIListBoxItem&,char const*,custom [float]);
  368. CUITextWnd* GetTextItem(CUIListBoxItem&);
  369. void DetachChild(CUIWindow&,CUIWindow*);
  370. custom [float] GetHeight(CUIWindow const&);
  371. }
  372. [cpp]
  373. class CUITextWnd : CUIWindow
  374. {
  375. void AttachChild(CUIWindow&,CUIWindow*);
  376. void SetTextComplexMode(CUITextWnd&,bool);
  377. void __init(luabind::argument const&);
  378. void AdjustWidthToText(CUITextWnd&);
  379. bool IsShown(CUIWindow&);
  380. void SetFont(CUITextWnd&,CGameFont*);
  381. custom [float] GetWidth(CUIWindow const&);
  382. void SetWindowName(CUIWindow&,char const*);
  383. void SetVTextAlignment(CUITextWnd&,custom [enum EVTextAlignment]);
  384. bool IsAutoDelete(CUIWindow&);
  385. void ResetPPMode(CUIWindow&);
  386. void SetTextColor(CUITextWnd&,unsigned int);
  387. void SetWndRect(CUIWindow&,Frect);
  388. void SetEllipsis(CUITextWnd&,bool);
  389. void AdjustHeightToText(CUITextWnd&);
  390. void SetTextST(CUITextWnd&,char const*);
  391. void SetTextOffset(CUITextWnd&,custom [float],custom [float]);
  392. CGameFont* GetFont(CUITextWnd&);
  393. unsigned int GetTextColor(CUITextWnd&);
  394. void SetWndSize(CUIWindow&,vector2);
  395. void DetachChild(CUIWindow&,CUIWindow*);
  396. void SetAutoDelete(CUIWindow&,bool);
  397. void Enable(CUIWindow&,bool);
  398. void SetWndPos(CUIWindow&,vector2);
  399. char const* GetText(CUITextWnd&);
  400. void Show(CUIWindow&,bool);
  401. void SetPPMode(CUIWindow&);
  402. vector2 const* GetWndPos(CUIWindow*);
  403. bool IsEnabled(CUIWindow&);
  404. char const* WindowName(CUIWindow&);
  405. void SetTextAlignment(CUITextWnd&,custom [enum IGameFont::EAligment]);
  406. void SetText(CUITextWnd&,char const*);
  407. custom [float] GetHeight(CUIWindow const&);
  408. }
  409. [cpp]
  410. class CChimera : CGameObject
  411. {
  412. void net_Import(CGameObject&,net_packet&);
  413. bool use(CGameObject&,CGameObject*);
  414. IRender_Visual* Visual(CGameObject const&);
  415. void net_Export(CGameObject&,net_packet&);
  416. void __init(luabind::argument const&);
  417. int getEnabled(CGameObject const&);
  418. DLL_Pure* _construct(CGameObject&);
  419. int getVisible(CGameObject const&);
  420. int net_Spawn(CGameObject&,cse_abstract*);
  421. }
  422. [cpp]
  423. class ce_script_zone : DLL_Pure
  424. {
  425. DLL_Pure* _construct(DLL_Pure&);
  426. void __init(luabind::argument const&);
  427. }
  428. [cpp]
  429. class CWeaponWalther : CGameObject
  430. {
  431. void net_Import(CGameObject&,net_packet&);
  432. bool use(CGameObject&,CGameObject*);
  433. IRender_Visual* Visual(CGameObject const&);
  434. void net_Export(CGameObject&,net_packet&);
  435. void __init(luabind::argument const&);
  436. int getEnabled(CGameObject const&);
  437. DLL_Pure* _construct(CGameObject&);
  438. int getVisible(CGameObject const&);
  439. int net_Spawn(CGameObject&,cse_abstract*);
  440. }
  441. [cpp]
  442. class ce_smart_zone : DLL_Pure
  443. {
  444. DLL_Pure* _construct(DLL_Pure&);
  445. void __init(luabind::argument const&);
  446. }
  447. [cpp]
  448. class CAI_Trader : CGameObject
  449. {
  450. void net_Import(CGameObject&,net_packet&);
  451. bool use(CGameObject&,CGameObject*);
  452. IRender_Visual* Visual(CGameObject const&);
  453. void net_Export(CGameObject&,net_packet&);
  454. void __init(luabind::argument const&);
  455. int getEnabled(CGameObject const&);
  456. DLL_Pure* _construct(CGameObject&);
  457. int getVisible(CGameObject const&);
  458. int net_Spawn(CGameObject&,cse_abstract*);
  459. }
  460. [cpp]
  461. class CWeaponAK74 : CGameObject
  462. {
  463. void net_Import(CGameObject&,net_packet&);
  464. bool use(CGameObject&,CGameObject*);
  465. IRender_Visual* Visual(CGameObject const&);
  466. void net_Export(CGameObject&,net_packet&);
  467. void __init(luabind::argument const&);
  468. int getEnabled(CGameObject const&);
  469. DLL_Pure* _construct(CGameObject&);
  470. int getVisible(CGameObject const&);
  471. int net_Spawn(CGameObject&,cse_abstract*);
  472. }
  473. [cpp]
  474. class CF1 : CGameObject
  475. {
  476. void net_Import(CGameObject&,net_packet&);
  477. bool use(CGameObject&,CGameObject*);
  478. IRender_Visual* Visual(CGameObject const&);
  479. void net_Export(CGameObject&,net_packet&);
  480. void __init(luabind::argument const&);
  481. int getEnabled(CGameObject const&);
  482. DLL_Pure* _construct(CGameObject&);
  483. int getVisible(CGameObject const&);
  484. int net_Spawn(CGameObject&,cse_abstract*);
  485. }
  486. [cpp]
  487. class not_yet_visible_object
  488. {
  489. game_object* object(not_yet_visible_object const&);
  490. custom [float] value { get; set; }
  491. }
  492. [cpp]
  493. class CUIStatic : CUIWindow
  494. {
  495. void AttachChild(CUIWindow&,CUIWindow*);
  496. CUILines* TextControl(CUIStatic&);
  497. void InitTexture(CUIStatic&,char const*);
  498. void __init(luabind::argument const&);
  499. void Show(CUIWindow&,bool);
  500. bool IsShown(CUIWindow&);
  501. vector2 const* GetWndPos(CUIWindow*);
  502. custom [float] GetWidth(CUIWindow const&);
  503. char const* WindowName(CUIWindow&);
  504. void SetWindowName(CUIWindow&,char const*);
  505. void DetachChild(CUIWindow&,CUIWindow*);
  506. void SetAutoDelete(CUIWindow&,bool);
  507. bool IsAutoDelete(CUIWindow&);
  508. void ResetPPMode(CUIWindow&);
  509. void SetWndPos(CUIWindow&,vector2);
  510. custom [float] GetHeight(CUIWindow const&);
  511. void Enable(CUIWindow&,bool);
  512. bool IsEnabled(CUIWindow&);
  513. void SetWndSize(CUIWindow&,vector2);
  514. void SetPPMode(CUIWindow&);
  515. void SetWndRect(CUIWindow&,Frect);
  516. void SetTextureRect(CUIStatic&,Frect*);
  517. void SetStretchTexture(CUIStatic&,bool);
  518. Frect const* GetTextureRect(CUIStatic&);
  519. }
  520. [cpp]
  521. class cse_alife_object_climable : , cse_shapecse_abstract
  522. {
  523. vector& angle { get; set; }
  524. vector& position { get; set; }
  525. unsigned short id { get; set; }
  526. char const* section_name(cse_abstract const*);
  527. char const* name(cse_abstract const*);
  528. void STATE_Read(cse_alife_object_climable&,net_packet&,unsigned short);
  529. void UPDATE_Write(cse_abstract&,net_packet&);
  530. void STATE_Write(cse_alife_object_climable&,net_packet&);
  531. unsigned short parent_id { get; set; }
  532. void UPDATE_Read(cse_abstract&,net_packet&);
  533. unsigned short script_version { get; set; }
  534. int clsid(cse_abstract const&);
  535. cse_abstract* init(cse_alife_object_climable&);
  536. ini_file* spawn_ini(cse_abstract*);
  537. void __init(luabind::argument const&,char const*);
  538. }
  539. [cpp]
  540. class patrol
  541. {
  542. const continue = 1;
  543. const custom = 3;
  544. const dummy = -1;
  545. const nearest = 2;
  546. const next = 4;
  547. const start = 0;
  548. const stop = 0;
  549. bool flag(patrol const&,unsigned int,unsigned char);
  550. unsigned short game_vertex_id(patrol const&,unsigned int);
  551. vector point(patrol const*,unsigned int);
  552. unsigned int get_nearest(patrol const&,vector const&);
  553. bool terminal(patrol const&,unsigned int);
  554. flags32 flags(patrol const&,unsigned int);
  555. unsigned int index(patrol const&,char const*);
  556. void __init(luabind::argument const&,char const*,custom [enum PatrolPathManager::EPatrolStartType] const,custom [enum PatrolPathManager::EPatrolRouteType] const,bool,unsigned int);
  557. unsigned int count(patrol const&);
  558. char const* name(patrol const&,unsigned int);
  559. unsigned int level_vertex_id(patrol const&,unsigned int);
  560. }
  561. [cpp]
  562. class CPhrase
  563. {
  564. CPhraseScript* GetPhraseScript(CPhrase&);
  565. }
  566. [cpp]
  567. class Patch_Dawnload_Progress
  568. {
  569. char const* GetStatus(Patch_Dawnload_Progress&);
  570. custom [float] GetProgress(Patch_Dawnload_Progress&);
  571. char const* GetFlieName(Patch_Dawnload_Progress&);
  572. bool GetInProgress(Patch_Dawnload_Progress&);
  573. }
  574. [cpp]
  575. class CUIScriptWnd : , CUIDialogWndDLL_Pure
  576. {
  577. void AttachChild(CUIWindow&,CUIWindow*);
  578. CDialogHolder* GetHolder(CUIDialogWnd&);
  579. DLL_Pure* _construct(DLL_Pure&);
  580. bool Dispatch(CUIScriptWnd&,int,int);
  581. void __init(luabind::argument const&);
  582. bool OnKeyboard(CUIScriptWnd&,int,custom [enum EUIMessages]);
  583. void ShowDialog(CUIDialogWnd&,bool);
  584. vector2 const* GetWndPos(CUIWindow*);
  585. custom [float] GetWidth(CUIWindow const&);
  586. char const* WindowName(CUIWindow&);
  587. void Register(CUIScriptWnd&,CUIWindow*,char const*);
  588. void SetWindowName(CUIWindow&,char const*);
  589. void Show(CUIWindow&,bool);
  590. void AddCallback(CUIScriptWnd&,char const*,short,function<void> const&,luabind::object const&);
  591. bool Load(CUIScriptWnd&,char const*);
  592. void DetachChild(CUIWindow&,CUIWindow*);
  593. void SetAutoDelete(CUIWindow&,bool);
  594. bool IsAutoDelete(CUIWindow&);
  595. void ResetPPMode(CUIWindow&);
  596. void SetWndPos(CUIWindow&,vector2);
  597. void SetPPMode(CUIWindow&);
  598. bool IsShown(CUIWindow&);
  599. bool IsEnabled(CUIWindow&);
  600. void SetWndSize(CUIWindow&,vector2);
  601. void Enable(CUIWindow&,bool);
  602. void SetWndRect(CUIWindow&,Frect);
  603. void Update(CUIScriptWnd&);
  604. void HideDialog(CUIDialogWnd&);
  605. custom [float] GetHeight(CUIWindow const&);
  606. }
  607. [cpp]
  608. class CUIEditBox : CUICustomEdit
  609. {
  610. void AttachChild(CUIWindow&,CUIWindow*);
  611. void InitTexture(CUIEditBox&,char const*);
  612. void __init(luabind::argument const&);
  613. void Show(CUIWindow&,bool);
  614. bool IsShown(CUIWindow&);
  615. vector2 const* GetWndPos(CUIWindow*);
  616. custom [float] GetWidth(CUIWindow const&);
  617. void SetText(CUICustomEdit&,char const*);
  618. void SetWindowName(CUIWindow&,char const*);
  619. void SetNextFocusCapturer(CUICustomEdit&,CUICustomEdit*);
  620. void DetachChild(CUIWindow&,CUIWindow*);
  621. void SetAutoDelete(CUIWindow&,bool);
  622. bool IsAutoDelete(CUIWindow&);
  623. void ResetPPMode(CUIWindow&);
  624. void SetWndPos(CUIWindow&,vector2);
  625. char const* WindowName(CUIWindow&);
  626. char const* GetText(CUICustomEdit const&);
  627. bool IsEnabled(CUIWindow&);
  628. void CaptureFocus(CUICustomEdit&,bool);
  629. void SetPPMode(CUIWindow&);
  630. void SetWndRect(CUIWindow&,Frect);
  631. void SetWndSize(CUIWindow&,vector2);
  632. void Enable(CUIWindow&,bool);
  633. custom [float] GetHeight(CUIWindow const&);
  634. }
  635. [cpp]
  636. class CSnork : CGameObject
  637. {
  638. void net_Import(CGameObject&,net_packet&);
  639. bool use(CGameObject&,CGameObject*);
  640. IRender_Visual* Visual(CGameObject const&);
  641. void net_Export(CGameObject&,net_packet&);
  642. void __init(luabind::argument const&);
  643. int getEnabled(CGameObject const&);
  644. DLL_Pure* _construct(CGameObject&);
  645. int getVisible(CGameObject const&);
  646. int net_Spawn(CGameObject&,cse_abstract*);
  647. }
  648. [cpp]
  649. class CRGD5 : CGameObject
  650. {
  651. void net_Import(CGameObject&,net_packet&);
  652. bool use(CGameObject&,CGameObject*);
  653. IRender_Visual* Visual(CGameObject const&);
  654. void net_Export(CGameObject&,net_packet&);
  655. void __init(luabind::argument const&);
  656. int getEnabled(CGameObject const&);
  657. DLL_Pure* _construct(CGameObject&);
  658. int getVisible(CGameObject const&);
  659. int net_Spawn(CGameObject&,cse_abstract*);
  660. }
  661. [cpp]
  662. class CSavedGameWrapper
  663. {
  664. custom [float] const& actor_health(CSavedGameWrapper const&);
  665. CTime game_time(CSavedGameWrapper const*);
  666. unsigned char const& level_id(CSavedGameWrapper const&);
  667. char const* level_name(CSavedGameWrapper const&);
  668. void __init(luabind::argument const&,char const*);
  669. }
  670. [cpp]
  671. class cse_alife_helicopter : , cse_alife_dynamic_object_visual, cse_motioncse_ph_skeleton
  672. {
  673. void on_unregister(cse_alife_helicopter&);
  674. void use_ai_locations(cse_alife_object&,bool);
  675. void __init(luabind::argument const&,char const*);
  676. bool can_switch_offline(cse_alife_helicopter const&);
  677. void switch_online(cse_alife_helicopter&);
  678. cse_abstract* init(cse_alife_helicopter&);
  679. unsigned int m_level_vertex_id { get; set; }
  680. vector& position { get; set; }
  681. unsigned int m_story_id { get; set; }
  682. void switch_offline(cse_alife_helicopter&);
  683. void STATE_Read(cse_alife_helicopter&,net_packet&,unsigned short);
  684. void on_register(cse_alife_helicopter&);
  685. int clsid(cse_abstract const&);
  686. void move_offline(cse_alife_object&,bool);
  687. unsigned short id { get; set; }
  688. bool keep_saved_data_anyway(cse_alife_helicopter const&);
  689. unsigned short script_version { get; set; }
  690. void UPDATE_Read(cse_abstract&,net_packet&);
  691. ini_file* spawn_ini(cse_abstract*);
  692. bool can_switch_online(cse_alife_helicopter const&);
  693. vector& angle { get; set; }
  694. unsigned short m_game_vertex_id { get; set; }
  695. char const* section_name(cse_abstract const*);
  696. void on_spawn(cse_alife_helicopter&);
  697. bool can_save(cse_alife_helicopter const&);
  698. bool used_ai_locations(cse_alife_helicopter const&);
  699. void STATE_Write(cse_alife_helicopter&,net_packet&);
  700. unsigned short parent_id { get; set; }
  701. void on_before_register(cse_alife_helicopter&);
  702. bool online { get; set; }
  703. void visible_for_map(cse_alife_object&,bool);
  704. bool interactive(cse_alife_helicopter const&);
  705. char const* name(cse_abstract const*);
  706. void UPDATE_Write(cse_abstract&,net_packet&);
  707. }
  708. [cpp]
  709. class CScriptXmlInit
  710. {
  711. CUIMMShniaga* InitMMShniaga(CScriptXmlInit&,char const*,CUIWindow*);
  712. CUIEditBox* InitMPPlayerName(CScriptXmlInit&,char const*,CUIWindow*);
  713. CServerList* InitServerList(CScriptXmlInit&,char const*,CUIWindow*);
  714. CUIStatic* InitSleepStatic(CScriptXmlInit&,char const*,CUIWindow*);
  715. void __init(luabind::argument const&);
  716. CUIEditBox* InitEditBox(CScriptXmlInit&,char const*,CUIWindow*);
  717. CUIFrameLineWnd* InitFrameLine(CScriptXmlInit&,char const*,CUIWindow*);
  718. CUITabControl* InitTab(CScriptXmlInit&,char const*,CUIWindow*);
  719. CUIProgressBar* InitProgressBar(CScriptXmlInit&,char const*,CUIWindow*);
  720. CUISpinText* InitSpinText(CScriptXmlInit&,char const*,CUIWindow*);
  721. void InitWindow(CScriptXmlInit&,char const*,int,CUIWindow*);
  722. void ParseFile(CScriptXmlInit&,char const*);
  723. CUIMapList* InitMapList(CScriptXmlInit&,char const*,CUIWindow*);
  724. CUITextWnd* InitTextWnd(CScriptXmlInit&,char const*,CUIWindow*);
  725. CUIScrollView* InitScrollView(CScriptXmlInit&,char const*,CUIWindow*);
  726. CUIWindow* InitKeyBinding(CScriptXmlInit&,char const*,CUIWindow*);
  727. CUIEditBox* InitCDkey(CScriptXmlInit&,char const*,CUIWindow*);
  728. CUI3tButton* Init3tButton(CScriptXmlInit&,char const*,CUIWindow*);
  729. CUIComboBox* InitComboBox(CScriptXmlInit&,char const*,CUIWindow*);
  730. CUITrackBar* InitTrackBar(CScriptXmlInit&,char const*,CUIWindow*);
  731. CUIMapInfo* InitMapInfo(CScriptXmlInit&,char const*,CUIWindow*);
  732. CUISpinFlt* InitSpinFlt(CScriptXmlInit&,char const*,CUIWindow*);
  733. CUIStatic* InitStatic(CScriptXmlInit&,char const*,CUIWindow*);
  734. CUISpinNum* InitSpinNum(CScriptXmlInit&,char const*,CUIWindow*);
  735. CUIListBox* InitListBox(CScriptXmlInit&,char const*,CUIWindow*);
  736. CUIStatic* InitAnimStatic(CScriptXmlInit&,char const*,CUIWindow*);
  737. CUIFrameWindow* InitFrame(CScriptXmlInit&,char const*,CUIWindow*);
  738. CUICheckButton* InitCheck(CScriptXmlInit&,char const*,CUIWindow*);
  739. }
  740. [cpp]
  741. class CUISpinNum : CUICustomSpin
  742. {
  743. void AttachChild(CUIWindow&,CUIWindow*);
  744. void __init(luabind::argument const&);
  745. void Show(CUIWindow&,bool);
  746. bool IsShown(CUIWindow&);
  747. vector2 const* GetWndPos(CUIWindow*);
  748. custom [float] GetWidth(CUIWindow const&);
  749. char const* GetText(CUICustomSpin&);
  750. void SetWindowName(CUIWindow&,char const*);
  751. void DetachChild(CUIWindow&,CUIWindow*);
  752. void SetAutoDelete(CUIWindow&,bool);
  753. bool IsAutoDelete(CUIWindow&);
  754. void ResetPPMode(CUIWindow&);
  755. void SetWndPos(CUIWindow&,vector2);
  756. bool IsEnabled(CUIWindow&);
  757. void Enable(CUIWindow&,bool);
  758. char const* WindowName(CUIWindow&);
  759. void SetWndRect(CUIWindow&,Frect);
  760. void SetWndSize(CUIWindow&,vector2);
  761. void SetPPMode(CUIWindow&);
  762. custom [float] GetHeight(CUIWindow const&);
  763. }
  764. [cpp]
  765. class sound_params
  766. {
  767. custom [float] min_distance { get; set; }
  768. vector& position { get; set; }
  769. custom [float] max_distance { get; set; }
  770. custom [float] volume { get; set; }
  771. custom [float] frequency { get; set; }
  772. }
  773. [cpp]
  774. class object
  775. {
  776. const activate = 16;
  777. const aim1 = 4;
  778. const aim2 = 5;
  779. const deactivate = 17;
  780. const drop = 11;
  781. const dummy = -1;
  782. const fire1 = 6;
  783. const fire2 = 8;
  784. const hide = 22;
  785. const idle = 9;
  786. const reload = 2;
  787. const reload1 = 2;
  788. const reload2 = 3;
  789. const show = 21;
  790. const strap = 10;
  791. const switch1 = 0;
  792. const switch2 = 1;
  793. const take = 23;
  794. const turn_off = 20;
  795. const turn_on = 19;
  796. const use = 18;
  797. void object(object&,game_object*);
  798. void action(object&,custom [enum MonsterSpace::EObjectAction]);
  799. bool completed(object&);
  800. void __init(luabind::argument const&,char const*,custom [enum MonsterSpace::EObjectAction]);
  801. }
  802. [cpp]
  803. class CWeaponRG6 : CGameObject
  804. {
  805. void net_Import(CGameObject&,net_packet&);
  806. bool use(CGameObject&,CGameObject*);
  807. IRender_Visual* Visual(CGameObject const&);
  808. void net_Export(CGameObject&,net_packet&);
  809. void __init(luabind::argument const&);
  810. int getEnabled(CGameObject const&);
  811. DLL_Pure* _construct(CGameObject&);
  812. int getVisible(CGameObject const&);
  813. int net_Spawn(CGameObject&,cse_abstract*);
  814. }
  815. [cpp]
  816. class game_memory_object : memory_object
  817. {
  818. game_object* object(game_memory_object const&);
  819. custom [struct MemorySpace::CObjectParams<class CGameObject>]& self_info { get; set; }
  820. unsigned int level_time { get; set; }
  821. unsigned int last_level_time { get; set; }
  822. custom [struct MemorySpace::CObjectParams<class CGameObject>]& object_info { get; set; }
  823. }
  824. [cpp]
  825. class CMainMenu
  826. {
  827. char const* GetCDKey(CMainMenu&);
  828. login_manager* GetLoginMngr(CMainMenu&);
  829. account_manager* GetAccountMngr(CMainMenu&);
  830. char const* GetGSVer(CMainMenu&);
  831. bool ValidateCDKey(CMainMenu&);
  832. Patch_Dawnload_Progress* GetPatchProgress(CMainMenu&);
  833. profile_store* GetProfileStore(CMainMenu&);
  834. char const* GetPlayerName(CMainMenu&);
  835. void CancelDownload(CMainMenu&);
  836. demo_info const* GetDemoInfo(CMainMenu&,char const*);
  837. }
  838. [cpp]
  839. class profile_store
  840. {
  841. const at_award_massacre = 0;
  842. const at_awards_count = 30;
  843. const bst_backstabs_in_row = 2;
  844. const bst_bleed_kills_in_row = 2;
  845. const bst_explosive_kills_in_row = 3;
  846. const bst_eye_kills_in_row = 4;
  847. const bst_head_shots_in_row = 3;
  848. const bst_kills_in_row = 0;
  849. const bst_kinife_kills_in_row = 1;
  850. const bst_score_types_count = 7;
  851. void load_current_profile(profile_store&,store_operation_cb,store_operation_cb);
  852. void stop_loading(profile_store&);
  853. 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&);
  854. 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&);
  855. }
  856. [cpp]
  857. class property_evaluator_const : property_evaluator
  858. {
  859. game_object* object { get; set; }
  860. bool evaluate(property_evaluator&);
  861. property_storage* storage { get; set; }
  862. void setup(property_evaluator&,game_object*,property_storage*);
  863. void __init(luabind::argument const&,bool);
  864. }
  865. [cpp]
  866. class award_pair_t
  867. {
  868. award_data& second { get; set; }
  869. custom [enum gamespy_profile::enum_awards_t] first { get; set; }
  870. }
  871. [cpp]
  872. class CUITrackBar : CUIWindow
  873. {
  874. void AttachChild(CUIWindow&,CUIWindow*);
  875. void SetOptIBounds(CUITrackBar&,int,int);
  876. void __init(luabind::argument const&);
  877. void Show(CUIWindow&,bool);
  878. bool IsShown(CUIWindow&);
  879. vector2 const* GetWndPos(CUIWindow*);
  880. custom [float] GetWidth(CUIWindow const&);
  881. char const* WindowName(CUIWindow&);
  882. void SetWindowName(CUIWindow&,char const*);
  883. void SetCheck(CUITrackBar&,bool);
  884. bool GetCheck(CUITrackBar&);
  885. void Enable(CUIWindow&,bool);
  886. void DetachChild(CUIWindow&,CUIWindow*);
  887. void SetAutoDelete(CUIWindow&,bool);
  888. custom [float] GetFValue(CUITrackBar&);
  889. int GetIValue(CUITrackBar&);
  890. void SetWndPos(CUIWindow&,vector2);
  891. void SetWndSize(CUIWindow&,vector2);
  892. void SetWndRect(CUIWindow&,Frect);
  893. bool IsEnabled(CUIWindow&);
  894. void SetPPMode(CUIWindow&);
  895. void ResetPPMode(CUIWindow&);
  896. void SetOptFBounds(CUITrackBar&,custom [float],custom [float]);
  897. void SetCurrentValue(CUITrackBar&);
  898. bool IsAutoDelete(CUIWindow&);
  899. custom [float] GetHeight(CUIWindow const&);
  900. }
  901. [cpp]
  902. class CPhysicObject : CGameObject
  903. {
  904. void play_bones_sound(CPhysicObject&);
  905. void stop_bones_sound(CPhysicObject&);
  906. int getVisible(CGameObject const&);
  907. void stop_anim(CPhysicObject&);
  908. void __init(luabind::argument const&);
  909. custom [float] anim_time_get(CPhysicObject&);
  910. void net_Import(CGameObject&,net_packet&);
  911. bool use(CGameObject&,CGameObject*);
  912. IRender_Visual* Visual(CGameObject const&);
  913. void anim_time_set(CPhysicObject&,custom [float]);
  914. void run_anim_back(CPhysicObject&);
  915. int net_Spawn(CGameObject&,cse_abstract*);
  916. int getEnabled(CGameObject const&);
  917. void unset_door_ignore_dynamics(CPhysicObject&);
  918. DLL_Pure* _construct(CGameObject&);
  919. void set_door_ignore_dynamics(CPhysicObject&);
  920. void net_Export(CGameObject&,net_packet&);
  921. void run_anim_forward(CPhysicObject&);
  922. }
  923. [cpp]
  924. class CFadedBall : CArtefact
  925. {
  926. void net_Import(CGameObject&,net_packet&);
  927. bool use(CGameObject&,CGameObject*);
  928. unsigned char GetAfRank(CArtefact const&);
  929. void net_Export(CGameObject&,net_packet&);
  930. void __init(luabind::argument const&);
  931. IRender_Visual* Visual(CGameObject const&);
  932. void FollowByPath(CArtefact&,char const*,int,vector);
  933. void SwitchVisibility(CArtefact&,bool);
  934. DLL_Pure* _construct(CGameObject&);
  935. int getEnabled(CGameObject const&);
  936. int getVisible(CGameObject const&);
  937. int net_Spawn(CGameObject&,cse_abstract*);
  938. }
  939. [cpp]
  940. class cse_alife_item_ammo : cse_alife_item
  941. {
  942. void on_unregister(cse_alife_item_ammo&);
  943. void use_ai_locations(cse_alife_object&,bool);
  944. void __init(luabind::argument const&,char const*);
  945. bool can_switch_offline(cse_alife_item_ammo const&);
  946. void switch_online(cse_alife_item_ammo&);
  947. cse_abstract* init(cse_alife_item_ammo&);
  948. bool interactive(cse_alife_item_ammo const&);
  949. vector& position { get; set; }
  950. unsigned int m_story_id { get; set; }
  951. void switch_offline(cse_alife_item_ammo&);
  952. void STATE_Read(cse_alife_item_ammo&,net_packet&,unsigned short);
  953. void on_register(cse_alife_item_ammo&);
  954. int clsid(cse_abstract const&);
  955. void move_offline(cse_alife_object&,bool);
  956. unsigned short id { get; set; }
  957. bool keep_saved_data_anyway(cse_alife_item_ammo const&);
  958. unsigned short script_version { get; set; }
  959. void UPDATE_Read(cse_abstract&,net_packet&);
  960. char const* section_name(cse_abstract const*);
  961. bool can_switch_online(cse_alife_item_ammo const&);
  962. vector& angle { get; set; }
  963. void on_spawn(cse_alife_item_ammo&);
  964. unsigned short m_game_vertex_id { get; set; }
  965. void UPDATE_Write(cse_abstract&,net_packet&);
  966. void STATE_Write(cse_alife_item_ammo&,net_packet&);
  967. bool can_save(cse_alife_item_ammo const&);
  968. bool used_ai_locations(cse_alife_item_ammo const&);
  969. bool bfUseful(cse_alife_item_ammo&);
  970. unsigned short parent_id { get; set; }
  971. void on_before_register(cse_alife_item_ammo&);
  972. bool online { get; set; }
  973. void visible_for_map(cse_alife_object&,bool);
  974. unsigned int m_level_vertex_id { get; set; }
  975. char const* name(cse_abstract const*);
  976. ini_file* spawn_ini(cse_abstract*);
  977. }
  978. [cpp]
  979. class CWeaponFORT : CGameObject
  980. {
  981. void net_Import(CGameObject&,net_packet&);
  982. bool use(CGameObject&,CGameObject*);
  983. IRender_Visual* Visual(CGameObject const&);
  984. void net_Export(CGameObject&,net_packet&);
  985. void __init(luabind::argument const&);
  986. int getEnabled(CGameObject const&);
  987. DLL_Pure* _construct(CGameObject&);
  988. int getVisible(CGameObject const&);
  989. int net_Spawn(CGameObject&,cse_abstract*);
  990. }
  991. [cpp]
  992. class CDialogHolder
  993. {
  994. void RemoveDialogToRender(CDialogHolder&,CUIWindow*);
  995. void AddDialogToRender(CDialogHolder&,CUIWindow*);
  996. }
  997. [cpp]
  998. class CWeaponBinoculars : CGameObject
  999. {
  1000. void net_Import(CGameObject&,net_packet&);
  1001. bool use(CGameObject&,CGameObject*);
  1002. IRender_Visual* Visual(CGameObject const&);
  1003. void net_Export(CGameObject&,net_packet&);
  1004. void __init(luabind::argument const&);
  1005. int getEnabled(CGameObject const&);
  1006. DLL_Pure* _construct(CGameObject&);
  1007. int getVisible(CGameObject const&);
  1008. int net_Spawn(CGameObject&,cse_abstract*);
  1009. }
  1010. [cpp]
  1011. class CUIPropertiesBox : CUIFrameWindow
  1012. {
  1013. void AttachChild(CUIWindow&,CUIWindow*);
  1014. void RemoveItem(CUIPropertiesBox&,unsigned int);
  1015. void SetWidth(CUIFrameWindow&,custom [float]);
  1016. void __init(luabind::argument const&);
  1017. void Show(CUIPropertiesBox&,int,int);
  1018. bool IsShown(CUIWindow&);
  1019. vector2 const* GetWndPos(CUIWindow*);
  1020. void SetHeight(CUIFrameWindow&,custom [float]);
  1021. char const* WindowName(CUIWindow&);
  1022. void SetWindowName(CUIWindow&,char const*);
  1023. void RemoveAll(CUIPropertiesBox&);
  1024. custom [float] GetWidth(CUIWindow const&);
  1025. void SetPPMode(CUIWindow&);
  1026. void SetColor(CUIFrameWindow&,unsigned int);
  1027. void SetAutoDelete(CUIWindow&,bool);
  1028. bool IsAutoDelete(CUIWindow&);
  1029. void Hide(CUIPropertiesBox&);
  1030. bool AddItem(CUIPropertiesBox&,char const*);
  1031. void DetachChild(CUIWindow&,CUIWindow*);
  1032. void SetWndSize(CUIWindow&,vector2);
  1033. bool IsEnabled(CUIWindow&);
  1034. void Enable(CUIWindow&,bool);
  1035. void AutoUpdateSize(CUIPropertiesBox&);
  1036. void SetWndRect(CUIWindow&,Frect);
  1037. void SetWndPos(CUIWindow&,vector2);
  1038. void ResetPPMode(CUIWindow&);
  1039. custom [float] GetHeight(CUIWindow const&);
  1040. }
  1041. [cpp]
  1042. class object_factory
  1043. {
  1044. void register(object_factory&,char const*,char const*,char const*);
  1045. }
  1046. [cpp]
  1047. class CUIFrameWindow : CUIWindow
  1048. {
  1049. void AttachChild(CUIWindow&,CUIWindow*);
  1050. void SetWidth(CUIFrameWindow&,custom [float]);
  1051. void __init(luabind::argument const&);
  1052. void Show(CUIWindow&,bool);
  1053. bool IsShown(CUIWindow&);
  1054. vector2 const* GetWndPos(CUIWindow*);
  1055. void SetHeight(CUIFrameWindow&,custom [float]);
  1056. char const* WindowName(CUIWindow&);
  1057. void SetWindowName(CUIWindow&,char const*);
  1058. void SetColor(CUIFrameWindow&,unsigned int);
  1059. void SetAutoDelete(CUIWindow&,bool);
  1060. bool IsAutoDelete(CUIWindow&);
  1061. void ResetPPMode(CUIWindow&);
  1062. void SetWndPos(CUIWindow&,vector2);
  1063. void DetachChild(CUIWindow&,CUIWindow*);
  1064. bool IsEnabled(CUIWindow&);
  1065. void Enable(CUIWindow&,bool);
  1066. void SetWndSize(CUIWindow&,vector2);
  1067. void SetWndRect(CUIWindow&,Frect);
  1068. void SetPPMode(CUIWindow&);
  1069. custom [float] GetWidth(CUIWindow const&);
  1070. custom [float] GetHeight(CUIWindow const&);
  1071. }
  1072. [cpp]
  1073. class ICollidable
  1074. {
  1075. }
  1076. [cpp]
  1077. class cse_anomalous_zone : cse_custom_zone
  1078. {
  1079. void on_unregister(cse_anomalous_zone&);
  1080. void use_ai_locations(cse_alife_object&,bool);
  1081. void __init(luabind::argument const&,char const*);
  1082. bool can_switch_offline(cse_anomalous_zone const&);
  1083. void switch_online(cse_anomalous_zone&);
  1084. cse_abstract* init(cse_anomalous_zone&);
  1085. unsigned int m_level_vertex_id { get; set; }
  1086. vector& position { get; set; }
  1087. unsigned int m_story_id { get; set; }
  1088. void switch_offline(cse_anomalous_zone&);
  1089. void STATE_Read(cse_anomalous_zone&,net_packet&,unsigned short);
  1090. void on_register(cse_anomalous_zone&);
  1091. int clsid(cse_abstract const&);
  1092. void move_offline(cse_alife_object&,bool);
  1093. unsigned short id { get; set; }
  1094. bool keep_saved_data_anyway(cse_anomalous_zone const&);
  1095. unsigned short script_version { get; set; }
  1096. void UPDATE_Read(cse_abstract&,net_packet&);
  1097. ini_file* spawn_ini(cse_abstract*);
  1098. bool can_switch_online(cse_anomalous_zone const&);
  1099. vector& angle { get; set; }
  1100. unsigned short m_game_vertex_id { get; set; }
  1101. char const* section_name(cse_abstract const*);
  1102. void on_spawn(cse_anomalous_zone&);
  1103. bool can_save(cse_anomalous_zone const&);
  1104. bool used_ai_locations(cse_anomalous_zone const&);
  1105. void STATE_Write(cse_anomalous_zone&,net_packet&);
  1106. unsigned short parent_id { get; set; }
  1107. void on_before_register(cse_anomalous_zone&);
  1108. bool online { get; set; }
  1109. void visible_for_map(cse_alife_object&,bool);
  1110. bool interactive(cse_anomalous_zone const&);
  1111. char const* name(cse_abstract const*);
  1112. void UPDATE_Write(cse_abstract&,net_packet&);
  1113. }
  1114. [cpp]
  1115. class CUIListBox : CUIScrollView
  1116. {
  1117. void AttachChild(CUIWindow&,CUIWindow*);
  1118. void AddExistingItem(CUIListBox&,CUIListBoxItem*);
  1119. void RemoveItem(CUIListBox&,CUIWindow*);
  1120. void __init(luabind::argument const&);
  1121. void Show(CUIWindow&,bool);
  1122. bool IsShown(CUIWindow&);
  1123. void ShowSelectedItem(CUIListBox&,bool);
  1124. custom [float] GetWidth(CUIWindow const&);
  1125. CUIWindow* GetItem(CUIListBox&,unsigned int);
  1126. void SetWindowName(CUIWindow&,char const*);
  1127. unsigned int GetSelectedIndex(CUIListBox&);
  1128. void RemoveWindow(CUIScrollView&,CUIWindow*);
  1129. bool IsAutoDelete(CUIWindow&);
  1130. void ResetPPMode(CUIWindow&);
  1131. void SetWndRect(CUIWindow&,Frect);
  1132. void AddWindow(CUIScrollView&,CUIWindow*,bool);
  1133. CUIListBoxItem* GetSelectedItem(CUIListBox&);
  1134. void Clear(CUIScrollView&);
  1135. void ScrollToEnd(CUIScrollView&);
  1136. CUIListBoxItem* AddTextItem(CUIListBox&,char const*);
  1137. unsigned int GetSize(CUIListBox&);
  1138. void SetWndSize(CUIWindow&,vector2);
  1139. void ScrollToBegin(CUIScrollView&);
  1140. int GetCurrentScrollPos(CUIScrollView&);
  1141. void DetachChild(CUIWindow&,CUIWindow*);
  1142. void RemoveAll(CUIListBox&);
  1143. void SetAutoDelete(CUIWindow&,bool);
  1144. char const* WindowName(CUIWindow&);
  1145. void SetWndPos(CUIWindow&,vector2);
  1146. bool IsEnabled(CUIWindow&);
  1147. CUIListBoxItem* GetItemByIndex(CUIListBox&,int);
  1148. void SetScrollPos(CUIScrollView&,int);
  1149. vector2 const* GetWndPos(CUIWindow*);
  1150. int GetMaxScrollPos(CUIScrollView&);
  1151. void SetPPMode(CUIWindow&);
  1152. void Enable(CUIWindow&,bool);
  1153. int GetMinScrollPos(CUIScrollView&);
  1154. custom [float] GetHeight(CUIWindow const&);
  1155. }
  1156. [cpp]
  1157. class cse_alife_item_custom_outfit : cse_alife_item
  1158. {
  1159. void on_unregister(cse_alife_item_custom_outfit&);
  1160. void use_ai_locations(cse_alife_object&,bool);
  1161. void __init(luabind::argument const&,char const*);
  1162. bool can_switch_offline(cse_alife_item_custom_outfit const&);
  1163. void switch_online(cse_alife_item_custom_outfit&);
  1164. cse_abstract* init(cse_alife_item_custom_outfit&);
  1165. bool interactive(cse_alife_item_custom_outfit const&);
  1166. vector& position { get; set; }
  1167. unsigned int m_story_id { get; set; }
  1168. void switch_offline(cse_alife_item_custom_outfit&);
  1169. void STATE_Read(cse_alife_item_custom_outfit&,net_packet&,unsigned short);
  1170. void on_register(cse_alife_item_custom_outfit&);
  1171. int clsid(cse_abstract const&);
  1172. void move_offline(cse_alife_object&,bool);
  1173. unsigned short id { get; set; }
  1174. bool keep_saved_data_anyway(cse_alife_item_custom_outfit const&);
  1175. unsigned short script_version { get; set; }
  1176. void UPDATE_Read(cse_abstract&,net_packet&);
  1177. char const* section_name(cse_abstract const*);
  1178. bool can_switch_online(cse_alife_item_custom_outfit const&);
  1179. vector& angle { get; set; }
  1180. void on_spawn(cse_alife_item_custom_outfit&);
  1181. unsigned short m_game_vertex_id { get; set; }
  1182. void UPDATE_Write(cse_abstract&,net_packet&);
  1183. void STATE_Write(cse_alife_item_custom_outfit&,net_packet&);
  1184. bool can_save(cse_alife_item_custom_outfit const&);
  1185. bool used_ai_locations(cse_alife_item_custom_outfit const&);
  1186. bool bfUseful(cse_alife_item_custom_outfit&);
  1187. unsigned short parent_id { get; set; }
  1188. void on_before_register(cse_alife_item_custom_outfit&);
  1189. bool online { get; set; }
  1190. void visible_for_map(cse_alife_object&,bool);
  1191. unsigned int m_level_vertex_id { get; set; }
  1192. char const* name(cse_abstract const*);
  1193. ini_file* spawn_ini(cse_abstract*);
  1194. }
  1195. [cpp]
  1196. class SServerFilters
  1197. {
  1198. bool full { get; set; }
  1199. bool with_pass { get; set; }
  1200. bool empty { get; set; }
  1201. bool without_pass { get; set; }
  1202. bool listen_servers { get; set; }
  1203. bool without_ff { get; set; }
  1204. void __init(luabind::argument const&);
  1205. }
  1206. [cpp]
  1207. class act
  1208. {
  1209. const attack = 2;
  1210. const eat = 1;
  1211. const panic = 3;
  1212. const rest = 0;
  1213. void __init(luabind::argument const&,custom [enum MonsterSpace::EScriptMonsterGlobalAction],game_object*);
  1214. }
  1215. [cpp]
  1216. class CGameTask
  1217. {
  1218. void add_complete_func(CGameTask&,char const*);
  1219. void set_id(CGameTask&,char const*);
  1220. void set_title(CGameTask&,char const*);
  1221. void set_map_location(CGameTask&,char const*);
  1222. void __init(luabind::argument const&);
  1223. void add_fail_info(CGameTask&,char const*);
  1224. void add_on_complete_func(CGameTask&,char const*);
  1225. void add_complete_info(CGameTask&,char const*);
  1226. void change_map_location(CGameTask&,char const*,unsigned short);
  1227. void remove_map_locations(CGameTask&,bool);
  1228. void add_on_fail_func(CGameTask&,char const*);
  1229. void set_type(CGameTask&,int);
  1230. void set_icon_name(CGameTask&,char const*);
  1231. void add_on_fail_info(CGameTask&,char const*);
  1232. void set_description(CGameTask&,char const*);
  1233. void add_fail_func(CGameTask&,char const*);
  1234. void add_on_complete_info(CGameTask&,char const*);
  1235. char const* get_icon_name(CGameTask&);
  1236. int get_priority(CGameTask&);
  1237. char const* get_id(CGameTask&);
  1238. char const* get_title(CGameTask&);
  1239. void set_map_hint(CGameTask&,char const*);
  1240. void set_priority(CGameTask&,int);
  1241. void set_map_object_id(CGameTask&,int);
  1242. }
  1243. [cpp]
  1244. class CAI_Boar : CGameObject
  1245. {
  1246. void net_Import(CGameObject&,net_packet&);
  1247. bool use(CGameObject&,CGameObject*);
  1248. IRender_Visual* Visual(CGameObject const&);
  1249. void net_Export(CGameObject&,net_packet&);
  1250. void __init(luabind::argument const&);
  1251. int getEnabled(CGameObject const&);
  1252. DLL_Pure* _construct(CGameObject&);
  1253. int getVisible(CGameObject const&);
  1254. int net_Spawn(CGameObject&,cse_abstract*);
  1255. }
  1256. [cpp]
  1257. class entity_action
  1258. {
  1259. bool object(entity_action const&);
  1260. bool anim(entity_action const&);
  1261. void __init(luabind::argument const&,entity_action const*);
  1262. void set_action(entity_action&,act&);
  1263. bool look(entity_action const&);
  1264. bool all(entity_action&);
  1265. bool completed(entity_action&);
  1266. bool sound(entity_action const&);
  1267. bool time(entity_action&);
  1268. bool move(entity_action const&);
  1269. bool particle(entity_action const&);
  1270. }
  1271. [cpp]
  1272. class CUIMMShniaga : CUIWindow
  1273. {
  1274. const epi_main = 0;
  1275. const epi_new_game = 1;
  1276. const epi_new_network_game = 2;
  1277. void AttachChild(CUIWindow&,CUIWindow*);
  1278. void SetPage(CUIMMShniaga&,custom [enum CUIMMShniaga::enum_page_id],char const*,char const*);
  1279. void __init(luabind::argument const&);
  1280. void Show(CUIWindow&,bool);
  1281. bool IsShown(CUIWindow&);
  1282. void ShowPage(CUIMMShniaga&,custom [enum CUIMMShniaga::enum_page_id]);
  1283. custom [float] GetWidth(CUIWindow const&);
  1284. char const* WindowName(CUIWindow&);
  1285. void SetWindowName(CUIWindow&,char const*);
  1286. void DetachChild(CUIWindow&,CUIWindow*);
  1287. void SetAutoDelete(CUIWindow&,bool);
  1288. bool IsAutoDelete(CUIWindow&);
  1289. void ResetPPMode(CUIWindow&);
  1290. void SetWndPos(CUIWindow&,vector2);
  1291. vector2 const* GetWndPos(CUIWindow*);
  1292. bool IsEnabled(CUIWindow&);
  1293. void Enable(CUIWindow&,bool);
  1294. void SetWndSize(CUIWindow&,vector2);
  1295. void SetVisibleMagnifier(CUIMMShniaga&,bool);
  1296. void SetWndRect(CUIWindow&,Frect);
  1297. void SetPPMode(CUIWindow&);
  1298. custom [float] GetHeight(CUIWindow const&);
  1299. }
  1300. [cpp]
  1301. class CSimpleDetector : CGameObject
  1302. {
  1303. void net_Import(CGameObject&,net_packet&);
  1304. bool use(CGameObject&,CGameObject*);
  1305. IRender_Visual* Visual(CGameObject const&);
  1306. void net_Export(CGameObject&,net_packet&);
  1307. void __init(luabind::argument const&);
  1308. int getEnabled(CGameObject const&);
  1309. DLL_Pure* _construct(CGameObject&);
  1310. int getVisible(CGameObject const&);
  1311. int net_Spawn(CGameObject&,cse_abstract*);
  1312. }
  1313. [cpp]
  1314. class CWeaponPM : CGameObject
  1315. {
  1316. void net_Import(CGameObject&,net_packet&);
  1317. bool use(CGameObject&,CGameObject*);
  1318. IRender_Visual* Visual(CGameObject const&);
  1319. void net_Export(CGameObject&,net_packet&);
  1320. void __init(luabind::argument const&);
  1321. int getEnabled(CGameObject const&);
  1322. DLL_Pure* _construct(CGameObject&);
  1323. int getVisible(CGameObject const&);
  1324. int net_Spawn(CGameObject&,cse_abstract*);
  1325. }
  1326. [cpp]
  1327. class cse_alife_team_base_zone : cse_alife_space_restrictor
  1328. {
  1329. void on_unregister(cse_alife_team_base_zone&);
  1330. void use_ai_locations(cse_alife_object&,bool);
  1331. void __init(luabind::argument const&,char const*);
  1332. bool can_switch_offline(cse_alife_team_base_zone const&);
  1333. void switch_online(cse_alife_team_base_zone&);
  1334. cse_abstract* init(cse_alife_team_base_zone&);
  1335. unsigned int m_level_vertex_id { get; set; }
  1336. vector& position { get; set; }
  1337. unsigned int m_story_id { get; set; }
  1338. void switch_offline(cse_alife_team_base_zone&);
  1339. void STATE_Read(cse_alife_team_base_zone&,net_packet&,unsigned short);
  1340. void on_register(cse_alife_team_base_zone&);
  1341. int clsid(cse_abstract const&);
  1342. void move_offline(cse_alife_object&,bool);
  1343. unsigned short id { get; set; }
  1344. bool keep_saved_data_anyway(cse_alife_team_base_zone const&);
  1345. unsigned short script_version { get; set; }
  1346. void UPDATE_Read(cse_abstract&,net_packet&);
  1347. ini_file* spawn_ini(cse_abstract*);
  1348. bool can_switch_online(cse_alife_team_base_zone const&);
  1349. vector& angle { get; set; }
  1350. unsigned short m_game_vertex_id { get; set; }
  1351. char const* section_name(cse_abstract const*);
  1352. void on_spawn(cse_alife_team_base_zone&);
  1353. bool can_save(cse_alife_team_base_zone const&);
  1354. bool used_ai_locations(cse_alife_team_base_zone const&);
  1355. void STATE_Write(cse_alife_team_base_zone&,net_packet&);
  1356. unsigned short parent_id { get; set; }
  1357. void on_before_register(cse_alife_team_base_zone&);
  1358. bool online { get; set; }
  1359. void visible_for_map(cse_alife_object&,bool);
  1360. bool interactive(cse_alife_team_base_zone const&);
  1361. char const* name(cse_abstract const*);
  1362. void UPDATE_Write(cse_abstract&,net_packet&);
  1363. }
  1364. [cpp]
  1365. class CPhraseDialog
  1366. {
  1367. CPhrase* AddPhrase(CPhraseDialog&,char const*,char const*,char const*,int);
  1368. }
  1369. [cpp]
  1370. class CGameObject : , DLL_Pure, ISheduled, ICollidableIRenderable
  1371. {
  1372. void net_Import(CGameObject&,net_packet&);
  1373. bool use(CGameObject&,CGameObject*);
  1374. IRender_Visual* Visual(CGameObject const&);
  1375. void net_Export(CGameObject&,net_packet&);
  1376. void __init(luabind::argument const&);
  1377. int getEnabled(CGameObject const&);
  1378. DLL_Pure* _construct(CGameObject&);
  1379. int net_Spawn(CGameObject&,cse_abstract*);
  1380. int getVisible(CGameObject const&);
  1381. }
  1382. [cpp]
  1383. class FS_file_list_ex
  1384. {
  1385. void Sort(FS_file_list_ex&,unsigned int);
  1386. unsigned int Size(FS_file_list_ex&);
  1387. FS_item GetAt(FS_file_list_ex&,unsigned int);
  1388. }
  1389. [cpp]
  1390. class CHelicopter : CGameObject
  1391. {
  1392. const eAlive = 0;
  1393. const eBodyByPath = 0;
  1394. const eBodyToPoint = 1;
  1395. const eDead = 1;
  1396. const eEnemyEntity = 2;
  1397. const eEnemyNone = 0;
  1398. const eEnemyPoint = 1;
  1399. const eMovLanding = 4;
  1400. const eMovNone = 0;
  1401. const eMovPatrolPath = 2;
  1402. const eMovRoundPath = 3;
  1403. const eMovTakeOff = 5;
  1404. const eMovToPoint = 1;
  1405. void SetEnemy(CHelicopter&,vector*);
  1406. void SetLinearAcc(CHelicopter&,custom [float],custom [float]);
  1407. void UseFireTrail(CHelicopter&,bool);
  1408. bool m_light_started { get; set; }
  1409. void __init(luabind::argument const&);
  1410. void ClearEnemy(CHelicopter&);
  1411. custom [float] GetfHealth(CHelicopter const&);
  1412. custom [float] GetDistanceToDestPosition(CHelicopter&);
  1413. vector GetCurrVelocityVec(CHelicopter&);
  1414. void net_Import(CGameObject&,net_packet&);
  1415. bool m_use_mgun_on_attack { get; set; }
  1416. int GetState(CHelicopter&);
  1417. custom [float] SetfHealth(CHelicopter&,custom [float]);
  1418. bool use(CGameObject&,CGameObject*);
  1419. void SetBarrelDirTolerance(CHelicopter&,custom [float]);
  1420. void GoPatrolByRoundPath(CHelicopter&,vector,custom [float],bool);
  1421. bool m_use_rocket_on_attack { get; set; }
  1422. int getEnabled(CGameObject const&);
  1423. DLL_Pure* _construct(CGameObject&);
  1424. int GetBodyState(CHelicopter&);
  1425. custom [float] m_min_rocket_dist { get; set; }
  1426. void LookAtPoint(CHelicopter&,vector,bool);
  1427. int net_Spawn(CGameObject&,cse_abstract*);
  1428. void SetOnPointRangeDist(CHelicopter&,custom [float]);
  1429. void StartFlame(CHelicopter&);
  1430. int getVisible(CGameObject const&);
  1431. custom [float] GetSpeedInDestPoint(CHelicopter&,custom [float]);
  1432. custom [float] GetOnPointRangeDist(CHelicopter&);
  1433. bool m_exploded { get; set; }
  1434. custom [float] m_min_mgun_dist { get; set; }
  1435. bool isVisible(CHelicopter&,game_object*);
  1436. void GoPatrolByPatrolPath(CHelicopter&,char const*,int);
  1437. void TurnEngineSound(CHelicopter&,bool);
  1438. custom [float] GetSafeAltitude(CHelicopter&);
  1439. int GetHuntState(CHelicopter&);
  1440. bool m_flame_started { get; set; }
  1441. bool m_syncronize_rocket { get; set; }
  1442. unsigned int m_time_between_rocket_attack { get; set; }
  1443. custom [float] m_max_mgun_dist { get; set; }
  1444. custom [float] m_max_rocket_dist { get; set; }
  1445. IRender_Visual* Visual(CGameObject const&);
  1446. void net_Export(CGameObject&,net_packet&);
  1447. void SetFireTrailLength(CHelicopter&,custom [float]);
  1448. void TurnLighting(CHelicopter&,bool);
  1449. custom [float] GetRealAltitude(CHelicopter&);
  1450. custom [float] GetCurrVelocity(CHelicopter&);
  1451. bool m_dead { get; set; }
  1452. int GetMovementState(CHelicopter&);
  1453. void Explode(CHelicopter&);
  1454. custom [float] GetMaxVelocity(CHelicopter&);
  1455. void SetMaxVelocity(CHelicopter&,custom [float]);
  1456. void SetDestPosition(CHelicopter&,vector*);
  1457. void Die(CHelicopter&);
  1458. void SetSpeedInDestPoint(CHelicopter&,custom [float]);
  1459. }
  1460. [cpp]
  1461. class CUICheckButton : CUI3tButton
  1462. {
  1463. void AttachChild(CUIWindow&,CUIWindow*);
  1464. CUILines* TextControl(CUIStatic&);
  1465. void InitTexture(CUIStatic&,char const*);
  1466. void __init(luabind::argument const&);
  1467. void Show(CUIWindow&,bool);
  1468. bool IsShown(CUIWindow&);
  1469. vector2 const* GetWndPos(CUIWindow*);
  1470. custom [float] GetWidth(CUIWindow const&);
  1471. void SetCheck(CUICheckButton&,bool);
  1472. void SetWindowName(CUIWindow&,char const*);
  1473. Frect const* GetTextureRect(CUIStatic&);
  1474. bool GetCheck(CUICheckButton const&);
  1475. void SetStretchTexture(CUIStatic&,bool);
  1476. void DetachChild(CUIWindow&,CUIWindow*);
  1477. void SetAutoDelete(CUIWindow&,bool);
  1478. bool IsAutoDelete(CUIWindow&);
  1479. void ResetPPMode(CUIWindow&);
  1480. void SetWndPos(CUIWindow&,vector2);
  1481. void SetTextureRect(CUIStatic&,Frect*);
  1482. void Enable(CUIWindow&,bool);
  1483. bool IsEnabled(CUIWindow&);
  1484. void SetPPMode(CUIWindow&);
  1485. void SetWndSize(CUIWindow&,vector2);
  1486. void SetWndRect(CUIWindow&,Frect);
  1487. custom [float] GetHeight(CUIWindow const&);
  1488. char const* WindowName(CUIWindow&);
  1489. void SetDependControl(CUICheckButton&,CUIWindow*);
  1490. }
  1491. [cpp]
  1492. class stalker_ids
  1493. {
  1494. const action_accomplish_task = 7;
  1495. const action_aim_enemy = 16;
  1496. const action_alife_planner = 88;
  1497. const action_anomaly_planner = 90;
  1498. const action_combat_planner = 89;
  1499. const action_communicate_with_customer = 9;
  1500. const action_critically_wounded = 36;
  1501. const action_danger_by_sound_planner = 73;
  1502. const action_danger_grenade_look_around = 85;
  1503. const action_danger_grenade_planner = 72;
  1504. const action_danger_grenade_search = 86;
  1505. const action_danger_grenade_take_cover = 82;
  1506. const action_danger_grenade_take_cover_after_explosion = 84;
  1507. const action_danger_grenade_wait_for_explosion = 83;
  1508. const action_danger_in_direction_detour = 80;
  1509. const action_danger_in_direction_hold_position = 79;
  1510. const action_danger_in_direction_look_out = 78;
  1511. const action_danger_in_direction_planner = 71;
  1512. const action_danger_in_direction_search = 81;
  1513. const action_danger_in_direction_take_cover = 77;
  1514. const action_danger_planner = 91;
  1515. const action_danger_unknown_look_around = 75;
  1516. const action_danger_unknown_planner = 70;
  1517. const action_danger_unknown_search = 76;
  1518. const action_danger_unknown_take_cover = 74;
  1519. const action_dead = 0;
  1520. const action_death_planner = 87;
  1521. const action_detour_enemy = 25;
  1522. const action_dying = 1;
  1523. const action_find_ammo = 15;
  1524. const action_find_item_to_kill = 13;
  1525. const action_gather_items = 2;
  1526. const action_get_distance = 24;
  1527. const action_get_item_to_kill = 12;
  1528. const action_get_ready_to_kill = 17;
  1529. const action_hold_position = 23;
  1530. const action_kill_enemy = 19;
  1531. const action_kill_enemy_if_not_visible = 29;
  1532. const action_kill_if_enemy_critically_wounded = 37;
  1533. const action_kill_if_player_on_the_path = 35;
  1534. const action_kill_wounded_enemy = 33;
  1535. const action_look_out = 22;
  1536. const action_make_item_killing = 14;
  1537. const action_no_alife = 3;
  1538. const action_post_combat_wait = 34;
  1539. const action_prepare_wounded_enemy = 32;
  1540. const action_reach_customer_location = 8;
  1541. const action_reach_task_location = 6;
  1542. const action_reach_wounded_enemy = 30;
  1543. const action_retreat_from_enemy = 20;
  1544. const action_script = 92;
  1545. const action_search_enemy = 26;
  1546. const action_smart_terrain_task = 4;
  1547. const action_solve_zone_puzzle = 5;
  1548. const action_sudden_attack = 28;
  1549. const action_take_cover = 21;
  1550. const detect_anomaly = 11;
  1551. const get_out_of_anomaly = 10;
  1552. const property_alife = 3;
  1553. const property_alive = 0;
  1554. const property_already_dead = 2;
  1555. const property_anomaly = 46;
  1556. const property_cover_actual = 42;
  1557. const property_cover_reached = 43;
  1558. const property_critically_wounded = 29;
  1559. const property_danger = 8;
  1560. const property_danger_by_sound = 41;
  1561. const property_danger_grenade = 40;
  1562. const property_danger_in_direction = 39;
  1563. const property_danger_unknown = 38;
  1564. const property_dead = 1;
  1565. const property_enemy = 7;
  1566. const property_enemy_critically_wounded = 30;
  1567. const property_enemy_detoured = 21;
  1568. const property_found_ammo = 12;
  1569. const property_found_item_to_kill = 10;
  1570. const property_grenade_exploded = 45;
  1571. const property_in_cover = 18;
  1572. const property_inside_anomaly = 47;
  1573. const property_item_can_kill = 11;
  1574. const property_item_to_kill = 9;
  1575. const property_items = 6;
  1576. const property_looked_around = 44;
  1577. const property_looked_out = 19;
  1578. const property_panic = 17;
  1579. const property_position_holded = 20;
  1580. const property_pure_enemy = 23;
  1581. const property_puzzle_solved = 4;
  1582. const property_ready_to_detour = 14;
  1583. const property_ready_to_kill = 13;
  1584. const property_script = 74;
  1585. const property_see_enemy = 15;
  1586. const property_smart_terrain_task = 5;
  1587. const property_use_crouch_to_look_out = 24;
  1588. const property_use_suddenness = 22;
  1589. const sound_alarm = 4;
  1590. const sound_attack_allies_several_enemies = 7;
  1591. const sound_attack_allies_single_enemy = 6;
  1592. const sound_attack_no_allies = 5;
  1593. const sound_backup = 8;
  1594. const sound_detour = 9;
  1595. const sound_die = 0;
  1596. const sound_die_in_anomaly = 1;
  1597. const sound_enemy_critically_wounded = 24;
  1598. const sound_enemy_killed_or_wounded = -805289984;
  1599. const sound_enemy_lost_no_allies = 12;
  1600. const sound_enemy_lost_with_allies = 13;
  1601. const sound_friendly_grenade_alarm = 20;
  1602. const sound_grenade_alarm = 19;
  1603. const sound_humming = 3;
  1604. const sound_injuring = 2;
  1605. const sound_injuring_by_friend = 14;
  1606. const sound_kill_wounded = 23;
  1607. const sound_need_backup = 21;
  1608. const sound_panic_human = 15;
  1609. const sound_panic_monster = 16;
  1610. const sound_running_in_danger = 22;
  1611. const sound_script = 27;
  1612. const sound_search1_no_allies = 11;
  1613. const sound_search1_with_allies = 10;
  1614. const sound_tolls = 17;
  1615. const sound_wounded = 18;
  1616. }
  1617. [cpp]
  1618. class cse_alife_trader : , cse_alife_dynamic_object_visualcse_alife_trader_abstract
  1619. {
  1620. void on_unregister(cse_alife_trader&);
  1621. void use_ai_locations(cse_alife_object&,bool);
  1622. void __init(luabind::argument const&,char const*);
  1623. bool can_switch_offline(cse_alife_trader const&);
  1624. void switch_online(cse_alife_trader&);
  1625. cse_abstract* init(cse_alife_trader&);
  1626. unsigned int m_level_vertex_id { get; set; }
  1627. vector& position { get; set; }
  1628. unsigned int m_story_id { get; set; }
  1629. void switch_offline(cse_alife_trader&);
  1630. void STATE_Read(cse_alife_trader&,net_packet&,unsigned short);
  1631. void on_register(cse_alife_trader&);
  1632. int clsid(cse_abstract const&);
  1633. void move_offline(cse_alife_object&,bool);
  1634. unsigned short id { get; set; }
  1635. int reputation(cse_alife_trader_abstract&);
  1636. bool keep_saved_data_anyway(cse_alife_trader const&);
  1637. unsigned short script_version { get; set; }
  1638. void UPDATE_Write(cse_abstract&,net_packet&);
  1639. void UPDATE_Read(cse_abstract&,net_packet&);
  1640. ini_file* spawn_ini(cse_abstract*);
  1641. bool can_switch_online(cse_alife_trader const&);
  1642. char const* community(cse_alife_trader_abstract const&);
  1643. vector& angle { get; set; }
  1644. int rank(cse_alife_trader_abstract&);
  1645. unsigned short m_game_vertex_id { get; set; }
  1646. char const* section_name(cse_abstract const*);
  1647. void on_spawn(cse_alife_trader&);
  1648. bool can_save(cse_alife_trader const&);
  1649. bool used_ai_locations(cse_alife_trader const&);
  1650. void STATE_Write(cse_alife_trader&,net_packet&);
  1651. unsigned short parent_id { get; set; }
  1652. void on_before_register(cse_alife_trader&);
  1653. bool online { get; set; }
  1654. void visible_for_map(cse_alife_object&,bool);
  1655. bool interactive(cse_alife_trader const&);
  1656. char const* name(cse_abstract const*);
  1657. char const* profile_name(cse_alife_trader_abstract*);
  1658. }
  1659. [cpp]
  1660. class sound
  1661. {
  1662. const attack = 3;
  1663. const attack_hit = 4;
  1664. const die = 7;
  1665. const eat = 2;
  1666. const idle = 1;
  1667. const panic = 11;
  1668. const steal = 10;
  1669. const take_damage = 5;
  1670. const threaten = 9;
  1671. void set_sound(sound&,sound_object const&);
  1672. void set_sound_type(sound&,custom [enum ESoundTypes]);
  1673. bool completed(sound&);
  1674. void set_position(sound&,vector const&);
  1675. void set_bone(sound&,char const*);
  1676. void set_angles(sound&,vector const&);
  1677. void __init(luabind::argument const&,char const*,char const*,custom [enum MonsterSpace::EMonsterHeadAnimType]);
  1678. }
  1679. [cpp]
  1680. class cse_abstract : cpure_server_object
  1681. {
  1682. vector& angle { get; set; }
  1683. vector& position { get; set; }
  1684. unsigned short id { get; set; }
  1685. void UPDATE_Write(cse_abstract&,net_packet&);
  1686. unsigned short script_version { get; set; }
  1687. void UPDATE_Read(cse_abstract&,net_packet&);
  1688. unsigned short parent_id { get; set; }
  1689. ini_file* spawn_ini(cse_abstract*);
  1690. void STATE_Read(cse_abstract&,net_packet&,unsigned short);
  1691. int clsid(cse_abstract const&);
  1692. void STATE_Write(cse_abstract&,net_packet&);
  1693. char const* name(cse_abstract const*);
  1694. char const* section_name(cse_abstract const*);
  1695. }
  1696. [cpp]
  1697. class look
  1698. {
  1699. const cur_dir = 0;
  1700. const danger = 5;
  1701. const direction = 2;
  1702. const fire_point = 10;
  1703. const path_dir = 1;
  1704. const point = 3;
  1705. const search = 6;
  1706. void object(look&,game_object*);
  1707. bool completed(look&);
  1708. void type(look&,custom [enum SightManager::ESightType]);
  1709. void bone(look&,char const*);
  1710. void direct(look&,vector const&);
  1711. void __init(luabind::argument const&,game_object*,custom [float],custom [float]);
  1712. }
  1713. [cpp]
  1714. class vector
  1715. {
  1716. vector& slide(vector&,vector const&,vector const&);
  1717. vector& invert(vector&,vector const&);
  1718. custom [float] getH(vector const&);
  1719. vector& lerp(vector&,vector const&,vector const&,custom [float]);
  1720. void __init(luabind::argument const&);
  1721. vector& reflect(vector&,vector const&,vector const&);
  1722. custom [float] distance_to_sqr(vector const&,vector const&);
  1723. custom [float] distance_to_xz(vector const&,vector const&);
  1724. vector& set(vector&,vector const&);
  1725. vector& min(vector&,vector const&,vector const&);
  1726. vector& mad(vector&,vector const&,vector const&,vector const&);
  1727. vector& mul(vector&,vector const&,custom [float]);
  1728. custom [float] dotproduct(vector const&,vector const&);
  1729. vector& average(vector&,vector const&,vector const&);
  1730. vector& normalize(vector&,vector const&);
  1731. custom [float] x { get; set; }
  1732. custom [float] y { get; set; }
  1733. custom [float] magnitude(vector const&);
  1734. vector& clamp(vector&,vector const&,vector const&);
  1735. vector& sub(vector&,vector const&,custom [float]);
  1736. vector& add(vector&,vector const&,custom [float]);
  1737. custom [float] z { get; set; }
  1738. custom [float] getP(vector const&);
  1739. vector& setHP(vector&,custom [float],custom [float]);
  1740. vector& normalize_safe(vector&,vector const&);
  1741. custom [float] distance_to(vector const&,vector const&);
  1742. vector& abs(vector&,vector const&);
  1743. int similar(vector const&,vector const&,custom [float]);
  1744. vector& set_length(vector&,custom [float]);
  1745. vector& div(vector&,vector const&,custom [float]);
  1746. vector& inertion(vector&,vector const&,custom [float]);
  1747. vector& align(vector&);
  1748. vector& max(vector&,vector const&,vector const&);
  1749. vector& crossproduct(vector&,vector const&,vector const&);
  1750. }
  1751. [cpp]
  1752. class GameGraph__CVertex
  1753. {
  1754. unsigned char level_id(GameGraph__CVertex const&);
  1755. unsigned int level_vertex_id(GameGraph__CVertex const&);
  1756. vector level_point(GameGraph__CVertex const*);
  1757. vector game_point(GameGraph__CVertex const*);
  1758. }
  1759. [cpp]
  1760. class cse_alife_item_torch : cse_alife_item
  1761. {
  1762. void on_unregister(cse_alife_item_torch&);
  1763. void use_ai_locations(cse_alife_object&,bool);
  1764. void __init(luabind::argument const&,char const*);
  1765. bool can_switch_offline(cse_alife_item_torch const&);
  1766. void switch_online(cse_alife_item_torch&);
  1767. cse_abstract* init(cse_alife_item_torch&);
  1768. bool interactive(cse_alife_item_torch const&);
  1769. vector& position { get; set; }
  1770. unsigned int m_story_id { get; set; }
  1771. void switch_offline(cse_alife_item_torch&);
  1772. void STATE_Read(cse_alife_item_torch&,net_packet&,unsigned short);
  1773. void on_register(cse_alife_item_torch&);
  1774. int clsid(cse_abstract const&);
  1775. void move_offline(cse_alife_object&,bool);
  1776. unsigned short id { get; set; }
  1777. bool keep_saved_data_anyway(cse_alife_item_torch const&);
  1778. unsigned short script_version { get; set; }
  1779. void UPDATE_Read(cse_abstract&,net_packet&);
  1780. char const* section_name(cse_abstract const*);
  1781. bool can_switch_online(cse_alife_item_torch const&);
  1782. vector& angle { get; set; }
  1783. void on_spawn(cse_alife_item_torch&);
  1784. unsigned short m_game_vertex_id { get; set; }
  1785. void UPDATE_Write(cse_abstract&,net_packet&);
  1786. void STATE_Write(cse_alife_item_torch&,net_packet&);
  1787. bool can_save(cse_alife_item_torch const&);
  1788. bool used_ai_locations(cse_alife_item_torch const&);
  1789. bool bfUseful(cse_alife_item_torch&);
  1790. unsigned short parent_id { get; set; }
  1791. void on_before_register(cse_alife_item_torch&);
  1792. bool online { get; set; }
  1793. void visible_for_map(cse_alife_object&,bool);
  1794. unsigned int m_level_vertex_id { get; set; }
  1795. char const* name(cse_abstract const*);
  1796. ini_file* spawn_ini(cse_abstract*);
  1797. }
  1798. [cpp]
  1799. class game_difficulty
  1800. {
  1801. const master = 3;
  1802. const novice = 0;
  1803. const stalker = 1;
  1804. const veteran = 2;
  1805. }
  1806. [cpp]
  1807. class CFracture : CGameObject
  1808. {
  1809. void net_Import(CGameObject&,net_packet&);
  1810. bool use(CGameObject&,CGameObject*);
  1811. IRender_Visual* Visual(CGameObject const&);
  1812. void net_Export(CGameObject&,net_packet&);
  1813. void __init(luabind::argument const&);
  1814. int getEnabled(CGameObject const&);
  1815. DLL_Pure* _construct(CGameObject&);
  1816. int getVisible(CGameObject const&);
  1817. int net_Spawn(CGameObject&,cse_abstract*);
  1818. }
  1819. [cpp]
  1820. class rotation
  1821. {
  1822. custom [float] yaw { get; set; }
  1823. custom [float] pitch { get; set; }
  1824. }
  1825. [cpp]
  1826. class CAI_Flesh : CGameObject
  1827. {
  1828. void net_Import(CGameObject&,net_packet&);
  1829. bool use(CGameObject&,CGameObject*);
  1830. IRender_Visual* Visual(CGameObject const&);
  1831. void net_Export(CGameObject&,net_packet&);
  1832. void __init(luabind::argument const&);
  1833. int getEnabled(CGameObject const&);
  1834. DLL_Pure* _construct(CGameObject&);
  1835. int getVisible(CGameObject const&);
  1836. int net_Spawn(CGameObject&,cse_abstract*);
  1837. }
  1838. [cpp]
  1839. class visible_memory_object : game_memory_object
  1840. {
  1841. game_object* object(game_memory_object const&);
  1842. custom [struct MemorySpace::CObjectParams<class CGameObject>]& self_info { get; set; }
  1843. unsigned int level_time { get; set; }
  1844. unsigned int last_level_time { get; set; }
  1845. custom [struct MemorySpace::CObjectParams<class CGameObject>]& object_info { get; set; }
  1846. }
  1847. [cpp]
  1848. class CController : CGameObject
  1849. {
  1850. void net_Import(CGameObject&,net_packet&);
  1851. bool use(CGameObject&,CGameObject*);
  1852. IRender_Visual* Visual(CGameObject const&);
  1853. void net_Export(CGameObject&,net_packet&);
  1854. void __init(luabind::argument const&);
  1855. int getEnabled(CGameObject const&);
  1856. DLL_Pure* _construct(CGameObject&);
  1857. int getVisible(CGameObject const&);
  1858. int net_Spawn(CGameObject&,cse_abstract*);
  1859. }
  1860. [cpp]
  1861. class CALifeMonsterBrain
  1862. {
  1863. CALifeMonsterMovementManager* movement(CALifeMonsterBrain const*);
  1864. void update(CALifeMonsterBrain&);
  1865. void can_choose_alife_tasks(CALifeMonsterBrain&,bool);
  1866. }
  1867. [cpp]
  1868. class smart_cover_object : CGameObject
  1869. {
  1870. void net_Import(CGameObject&,net_packet&);
  1871. bool use(CGameObject&,CGameObject*);
  1872. IRender_Visual* Visual(CGameObject const&);
  1873. void net_Export(CGameObject&,net_packet&);
  1874. void __init(luabind::argument const&);
  1875. int getEnabled(CGameObject const&);
  1876. DLL_Pure* _construct(CGameObject&);
  1877. int getVisible(CGameObject const&);
  1878. int net_Spawn(CGameObject&,cse_abstract*);
  1879. }
  1880. [cpp]
  1881. class cse_alife_item_weapon_magazined : cse_alife_item_weapon
  1882. {
  1883. void on_unregister(cse_alife_item_weapon_magazined&);
  1884. void use_ai_locations(cse_alife_object&,bool);
  1885. void UPDATE_Write(cse_abstract&,net_packet&);
  1886. bool can_switch_offline(cse_alife_item_weapon_magazined const&);
  1887. void switch_online(cse_alife_item_weapon_magazined&);
  1888. cse_abstract* init(cse_alife_item_weapon_magazined&);
  1889. bool interactive(cse_alife_item_weapon_magazined const&);
  1890. vector& position { get; set; }
  1891. unsigned int m_story_id { get; set; }
  1892. void switch_offline(cse_alife_item_weapon_magazined&);
  1893. void STATE_Read(cse_alife_item_weapon_magazined&,net_packet&,unsigned short);
  1894. void on_register(cse_alife_item_weapon_magazined&);
  1895. int clsid(cse_abstract const&);
  1896. void move_offline(cse_alife_object&,bool);
  1897. unsigned short id { get; set; }
  1898. void clone_addons(cse_alife_item_weapon&,cse_alife_item_weapon*);
  1899. bool keep_saved_data_anyway(cse_alife_item_weapon_magazined const&);
  1900. unsigned short script_version { get; set; }
  1901. void UPDATE_Read(cse_abstract&,net_packet&);
  1902. char const* section_name(cse_abstract const*);
  1903. bool can_switch_online(cse_alife_item_weapon_magazined const&);
  1904. vector& angle { get; set; }
  1905. ini_file* spawn_ini(cse_abstract*);
  1906. unsigned short m_game_vertex_id { get; set; }
  1907. void on_spawn(cse_alife_item_weapon_magazined&);
  1908. unsigned int m_level_vertex_id { get; set; }
  1909. bool used_ai_locations(cse_alife_item_weapon_magazined const&);
  1910. bool can_save(cse_alife_item_weapon_magazined const&);
  1911. bool bfUseful(cse_alife_item_weapon_magazined&);
  1912. unsigned short parent_id { get; set; }
  1913. void on_before_register(cse_alife_item_weapon_magazined&);
  1914. bool online { get; set; }
  1915. void visible_for_map(cse_alife_object&,bool);
  1916. void STATE_Write(cse_alife_item_weapon_magazined&,net_packet&);
  1917. char const* name(cse_abstract const*);
  1918. void __init(luabind::argument const&,char const*);
  1919. }
  1920. [cpp]
  1921. class CCat : CGameObject
  1922. {
  1923. void net_Import(CGameObject&,net_packet&);
  1924. bool use(CGameObject&,CGameObject*);
  1925. IRender_Visual* Visual(CGameObject const&);
  1926. void net_Export(CGameObject&,net_packet&);
  1927. void __init(luabind::argument const&);
  1928. int getEnabled(CGameObject const&);
  1929. DLL_Pure* _construct(CGameObject&);
  1930. int getVisible(CGameObject const&);
  1931. int net_Spawn(CGameObject&,cse_abstract*);
  1932. }
  1933. [cpp]
  1934. class CPda : CGameObject
  1935. {
  1936. void net_Import(CGameObject&,net_packet&);
  1937. bool use(CGameObject&,CGameObject*);
  1938. IRender_Visual* Visual(CGameObject const&);
  1939. void net_Export(CGameObject&,net_packet&);
  1940. void __init(luabind::argument const&);
  1941. int getEnabled(CGameObject const&);
  1942. DLL_Pure* _construct(CGameObject&);
  1943. int getVisible(CGameObject const&);
  1944. int net_Spawn(CGameObject&,cse_abstract*);
  1945. }
  1946. [cpp]
  1947. class CTorridZone : CGameObject
  1948. {
  1949. void net_Import(CGameObject&,net_packet&);
  1950. bool use(CGameObject&,CGameObject*);
  1951. IRender_Visual* Visual(CGameObject const&);
  1952. void net_Export(CGameObject&,net_packet&);
  1953. void __init(luabind::argument const&);
  1954. int getEnabled(CGameObject const&);
  1955. DLL_Pure* _construct(CGameObject&);
  1956. int getVisible(CGameObject const&);
  1957. int net_Spawn(CGameObject&,cse_abstract*);
  1958. }
  1959. [cpp]
  1960. class CAI_Bloodsucker : CGameObject
  1961. {
  1962. void net_Import(CGameObject&,net_packet&);
  1963. bool use(CGameObject&,CGameObject*);
  1964. IRender_Visual* Visual(CGameObject const&);
  1965. void net_Export(CGameObject&,net_packet&);
  1966. void force_visibility_state(CAI_Bloodsucker&,int);
  1967. void __init(luabind::argument const&);
  1968. int getEnabled(CGameObject const&);
  1969. DLL_Pure* _construct(CGameObject&);
  1970. int getVisible(CGameObject const&);
  1971. int net_Spawn(CGameObject&,cse_abstract*);
  1972. }
  1973. [cpp]
  1974. class CActor : CGameObject
  1975. {
  1976. void net_Import(CGameObject&,net_packet&);
  1977. bool use(CGameObject&,CGameObject*);
  1978. IRender_Visual* Visual(CGameObject const&);
  1979. void net_Export(CGameObject&,net_packet&);
  1980. void __init(luabind::argument const&);
  1981. int getEnabled(CGameObject const&);
  1982. DLL_Pure* _construct(CGameObject&);
  1983. int getVisible(CGameObject const&);
  1984. int net_Spawn(CGameObject&,cse_abstract*);
  1985. }
  1986. [cpp]
  1987. class CLevelChanger : CGameObject
  1988. {
  1989. void net_Import(CGameObject&,net_packet&);
  1990. bool use(CGameObject&,CGameObject*);
  1991. IRender_Visual* Visual(CGameObject const&);
  1992. void net_Export(CGameObject&,net_packet&);
  1993. void __init(luabind::argument const&);
  1994. int getEnabled(CGameObject const&);
  1995. DLL_Pure* _construct(CGameObject&);
  1996. int getVisible(CGameObject const&);
  1997. int net_Spawn(CGameObject&,cse_abstract*);
  1998. }
  1999. [cpp]
  2000. class action_base
  2001. {
  2002. game_object* object { get; set; }
  2003. void execute(action_base&);
  2004. void finalize(action_base&);
  2005. void set_weight(action_base&,unsigned short const&);
  2006. void remove_effect(action_base&,unsigned int const&);
  2007. void setup(action_base&,game_object*,property_storage*);
  2008. void add_effect(action_base&,world_property const&);
  2009. void show(action_base&,char const*);
  2010. property_storage* storage { get; set; }
  2011. void initialize(action_base&);
  2012. void add_precondition(action_base&,world_property const&);
  2013. void remove_precondition(action_base&,unsigned int const&);
  2014. void __init(luabind::argument const&,game_object*,char const*);
  2015. }
  2016. [cpp]
  2017. class CALifeSmartTerrainTask
  2018. {
  2019. unsigned short game_vertex_id(CALifeSmartTerrainTask const&);
  2020. unsigned int level_vertex_id(CALifeSmartTerrainTask const&);
  2021. vector position(CALifeSmartTerrainTask const&);
  2022. void __init(luabind::argument const&,unsigned short,unsigned int);
  2023. }
  2024. [cpp]
  2025. class account_operation_cb
  2026. {
  2027. void bind(account_operation_cb&,luabind::object,function<void>);
  2028. void clear(account_operation_cb&);
  2029. void __init(luabind::argument const&,luabind::object,function<void>);
  2030. }
  2031. [cpp]
  2032. class cse_visual
  2033. {
  2034. }
  2035. [cpp]
  2036. class explosive
  2037. {
  2038. void explode(explosive&);
  2039. }
  2040. [cpp]
  2041. class ipure_server_object : iserializable
  2042. {
  2043. }
  2044. [cpp]
  2045. class CZoneCampfire : CGameObject
  2046. {
  2047. void net_Import(CGameObject&,net_packet&);
  2048. bool use(CGameObject&,CGameObject*);
  2049. IRender_Visual* Visual(CGameObject const&);
  2050. void net_Export(CGameObject&,net_packet&);
  2051. void turn_on(CZoneCampfire&);
  2052. void turn_off(CZoneCampfire&);
  2053. void __init(luabind::argument const&);
  2054. int getEnabled(CGameObject const&);
  2055. DLL_Pure* _construct(CGameObject&);
  2056. int getVisible(CGameObject const&);
  2057. int net_Spawn(CGameObject&,cse_abstract*);
  2058. bool is_on(CZoneCampfire&);
  2059. }
  2060. [cpp]
  2061. class CPsyDog : CGameObject
  2062. {
  2063. void net_Import(CGameObject&,net_packet&);
  2064. bool use(CGameObject&,CGameObject*);
  2065. IRender_Visual* Visual(CGameObject const&);
  2066. void net_Export(CGameObject&,net_packet&);
  2067. void __init(luabind::argument const&);
  2068. int getEnabled(CGameObject const&);
  2069. DLL_Pure* _construct(CGameObject&);
  2070. int getVisible(CGameObject const&);
  2071. int net_Spawn(CGameObject&,cse_abstract*);
  2072. }
  2073. [cpp]
  2074. class CUIProgressBar : CUIWindow
  2075. {
  2076. void SetProgressPos(CUIProgressBar&,custom [float]);
  2077. void __init(luabind::argument const&);
  2078. void Show(CUIWindow&,bool);
  2079. bool IsShown(CUIWindow&);
  2080. vector2 const* GetWndPos(CUIWindow*);
  2081. custom [float] GetWidth(CUIWindow const&);
  2082. char const* WindowName(CUIWindow&);
  2083. custom [float] GetRange_min(CUIProgressBar&);
  2084. void SetWindowName(CUIWindow&,char const*);
  2085. void DetachChild(CUIWindow&,CUIWindow*);
  2086. void SetAutoDelete(CUIWindow&,bool);
  2087. bool IsAutoDelete(CUIWindow&);
  2088. void ResetPPMode(CUIWindow&);
  2089. void SetWndPos(CUIWindow&,vector2);
  2090. custom [float] GetProgressPos(CUIProgressBar&);
  2091. void Enable(CUIWindow&,bool);
  2092. bool IsEnabled(CUIWindow&);
  2093. void SetWndSize(CUIWindow&,vector2);
  2094. void SetPPMode(CUIWindow&);
  2095. void SetWndRect(CUIWindow&,Frect);
  2096. void AttachChild(CUIWindow&,CUIWindow*);
  2097. custom [float] GetRange_max(CUIProgressBar&);
  2098. custom [float] GetHeight(CUIWindow const&);
  2099. }
  2100. [cpp]
  2101. class world_property
  2102. {
  2103. unsigned int const& condition(world_property const&);
  2104. bool const& value(world_property const&);
  2105. void __eq(lua_State*,world_property const&,world_property);
  2106. void __init(luabind::argument const&,unsigned int,bool);
  2107. void __lt(lua_State*,world_property const&,world_property);
  2108. }
  2109. [cpp]
  2110. class CBottleItem : CGameObject
  2111. {
  2112. void net_Import(CGameObject&,net_packet&);
  2113. bool use(CGameObject&,CGameObject*);
  2114. IRender_Visual* Visual(CGameObject const&);
  2115. void net_Export(CGameObject&,net_packet&);
  2116. void __init(luabind::argument const&);
  2117. int getEnabled(CGameObject const&);
  2118. DLL_Pure* _construct(CGameObject&);
  2119. int getVisible(CGameObject const&);
  2120. int net_Spawn(CGameObject&,cse_abstract*);
  2121. }
  2122. [cpp]
  2123. class CSE_AbstractVisual : , cse_visualcse_abstract
  2124. {
  2125. char const* section_name(cse_abstract const*);
  2126. vector& angle { get; set; }
  2127. vector& position { get; set; }
  2128. unsigned short id { get; set; }
  2129. char const* name(cse_abstract const*);
  2130. void UPDATE_Write(cse_abstract&,net_packet&);
  2131. void STATE_Read(CSE_AbstractVisual&,net_packet&,unsigned short);
  2132. void __init(luabind::argument const&,char const*);
  2133. void UPDATE_Read(cse_abstract&,net_packet&);
  2134. unsigned short parent_id { get; set; }
  2135. char const* getStartupAnimation(CSE_AbstractVisual&);
  2136. unsigned short script_version { get; set; }
  2137. int clsid(cse_abstract const&);
  2138. cse_abstract* init(CSE_AbstractVisual&);
  2139. ini_file* spawn_ini(cse_abstract*);
  2140. void STATE_Write(CSE_AbstractVisual&,net_packet&);
  2141. }
  2142. [cpp]
  2143. class cse_temporary : cse_abstract
  2144. {
  2145. vector& angle { get; set; }
  2146. vector& position { get; set; }
  2147. unsigned short id { get; set; }
  2148. char const* section_name(cse_abstract const*);
  2149. char const* name(cse_abstract const*);
  2150. void STATE_Read(cse_temporary&,net_packet&,unsigned short);
  2151. void UPDATE_Write(cse_abstract&,net_packet&);
  2152. void STATE_Write(cse_temporary&,net_packet&);
  2153. unsigned short parent_id { get; set; }
  2154. void UPDATE_Read(cse_abstract&,net_packet&);
  2155. unsigned short script_version { get; set; }
  2156. int clsid(cse_abstract const&);
  2157. cse_abstract* init(cse_temporary&);
  2158. ini_file* spawn_ini(cse_abstract*);
  2159. void __init(luabind::argument const&,char const*);
  2160. }
  2161. [cpp]
  2162. class cse_spectator : cse_abstract
  2163. {
  2164. vector& angle { get; set; }
  2165. vector& position { get; set; }
  2166. unsigned short id { get; set; }
  2167. char const* section_name(cse_abstract const*);
  2168. char const* name(cse_abstract const*);
  2169. void STATE_Read(cse_spectator&,net_packet&,unsigned short);
  2170. void UPDATE_Write(cse_abstract&,net_packet&);
  2171. void STATE_Write(cse_spectator&,net_packet&);
  2172. unsigned short parent_id { get; set; }
  2173. void UPDATE_Read(cse_abstract&,net_packet&);
  2174. unsigned short script_version { get; set; }
  2175. int clsid(cse_abstract const&);
  2176. cse_abstract* init(cse_spectator&);
  2177. ini_file* spawn_ini(cse_abstract*);
  2178. void __init(luabind::argument const&,char const*);
  2179. }
  2180. [cpp]
  2181. class property_evaluator
  2182. {
  2183. game_object* object { get; set; }
  2184. bool evaluate(property_evaluator&);
  2185. property_storage* storage { get; set; }
  2186. void __init(luabind::argument const&,game_object*,char const*);
  2187. void setup(property_evaluator&,game_object*,property_storage*);
  2188. }
  2189. [cpp]
  2190. class cse_shape
  2191. {
  2192. }
  2193. [cpp]
  2194. class FS_item
  2195. {
  2196. char const* NameShort(FS_item&);
  2197. char const* ModifDigitOnly(FS_item&);
  2198. unsigned int Size(FS_item&);
  2199. char const* Modif(FS_item&);
  2200. char const* NameFull(FS_item&);
  2201. }
  2202. [cpp]
  2203. class ipure_schedulable_object
  2204. {
  2205. }
  2206. [cpp]
  2207. class CConsole
  2208. {
  2209. void show(CConsole&);
  2210. void execute(CConsole&,char const*);
  2211. bool get_bool(CConsole*,char const*);
  2212. char const* get_string(CConsole const&,char const*);
  2213. void execute_deferred(CConsole*,char const*);
  2214. void execute_script(CConsole&,char const*);
  2215. int get_integer(CConsole*,char const*);
  2216. void hide(CConsole&);
  2217. custom [float] get_float(CConsole*,char const*);
  2218. char const* get_token(CConsole const&,char const*);
  2219. }
  2220. [cpp]
  2221. class MonsterHitInfo
  2222. {
  2223. vector& direction { get; set; }
  2224. game_object* who { get; set; }
  2225. int time { get; set; }
  2226. }
  2227. [cpp]
  2228. class render_device
  2229. {
  2230. vector& cam_dir { get; set; }
  2231. unsigned int width { get; set; }
  2232. void pause(render_device*,bool);
  2233. vector& cam_pos { get; set; }
  2234. bool is_paused(render_device*);
  2235. vector& cam_right { get; set; }
  2236. unsigned int time_delta { get; set; }
  2237. custom [float] fov { get; set; }
  2238. vector& cam_top { get; set; }
  2239. unsigned int precache_frame { get; set; }
  2240. unsigned int frame { get; set; }
  2241. custom [float] aspect_ratio { get; set; }
  2242. unsigned int time_global(render_device const*);
  2243. unsigned int height { get; set; }
  2244. custom [float] f_time_delta { get; set; }
  2245. }
  2246. [cpp]
  2247. class cse_alife_monster_base : , cse_alife_monster_abstractcse_ph_skeleton
  2248. {
  2249. void on_unregister(cse_alife_monster_base&);
  2250. custom [float] health(cse_alife_creature_abstract const&);
  2251. int rank(cse_alife_monster_abstract&);
  2252. void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]);
  2253. void __init(luabind::argument const&,char const*);
  2254. bool can_switch_offline(cse_alife_monster_base const&);
  2255. void switch_online(cse_alife_monster_base&);
  2256. unsigned char group { get; set; }
  2257. bool used_ai_locations(cse_alife_monster_base const&);
  2258. void update(cse_alife_monster_base&);
  2259. bool interactive(cse_alife_monster_base const&);
  2260. cse_abstract* init(cse_alife_monster_base&);
  2261. unsigned short group_id { get; set; }
  2262. unsigned int m_story_id { get; set; }
  2263. void on_death(cse_alife_monster_base&,cse_abstract*);
  2264. void switch_offline(cse_alife_monster_base&);
  2265. void STATE_Read(cse_alife_monster_base&,net_packet&,unsigned short);
  2266. void smart_terrain_task_activate(cse_alife_monster_abstract*);
  2267. unsigned char g_group(cse_alife_monster_base&);
  2268. void on_register(cse_alife_monster_base&);
  2269. void STATE_Write(cse_alife_monster_base&,net_packet&);
  2270. bool can_save(cse_alife_monster_base const&);
  2271. int clsid(cse_abstract const&);
  2272. unsigned char g_squad(cse_alife_monster_base&);
  2273. unsigned char squad { get; set; }
  2274. unsigned short m_smart_terrain_id { get; set; }
  2275. void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short);
  2276. unsigned short m_game_vertex_id { get; set; }
  2277. unsigned short smart_terrain_id(cse_alife_monster_abstract*);
  2278. unsigned short id { get; set; }
  2279. rotation* o_torso(cse_alife_creature_abstract*);
  2280. void UPDATE_Write(cse_abstract&,net_packet&);
  2281. bool keep_saved_data_anyway(cse_alife_monster_base const&);
  2282. unsigned short script_version { get; set; }
  2283. void travel_speed(cse_alife_monster_abstract*,custom [float]);
  2284. void use_ai_locations(cse_alife_object&,bool);
  2285. bool alive(cse_alife_creature_abstract const&);
  2286. vector& position { get; set; }
  2287. void move_offline(cse_alife_object&,bool);
  2288. void UPDATE_Read(cse_abstract&,net_packet&);
  2289. unsigned char g_team(cse_alife_monster_base&);
  2290. bool can_switch_online(cse_alife_monster_base const&);
  2291. char const* section_name(cse_abstract const*);
  2292. vector& angle { get; set; }
  2293. void smart_terrain_task_deactivate(cse_alife_monster_abstract*);
  2294. void on_spawn(cse_alife_monster_base&);
  2295. CALifeMonsterBrain* brain(cse_alife_monster_abstract*);
  2296. bool has_detector(cse_alife_monster_abstract&);
  2297. ini_file* spawn_ini(cse_abstract*);
  2298. void kill(cse_alife_monster_abstract&);
  2299. void clear_smart_terrain(cse_alife_monster_abstract*);
  2300. unsigned short parent_id { get; set; }
  2301. void on_before_register(cse_alife_monster_base&);
  2302. bool online { get; set; }
  2303. void visible_for_map(cse_alife_object&,bool);
  2304. unsigned int m_level_vertex_id { get; set; }
  2305. char const* name(cse_abstract const*);
  2306. unsigned char team { get; set; }
  2307. }
  2308. [cpp]
  2309. class CWeaponUSP45 : CGameObject
  2310. {
  2311. void net_Import(CGameObject&,net_packet&);
  2312. bool use(CGameObject&,CGameObject*);
  2313. IRender_Visual* Visual(CGameObject const&);
  2314. void net_Export(CGameObject&,net_packet&);
  2315. void __init(luabind::argument const&);
  2316. int getEnabled(CGameObject const&);
  2317. DLL_Pure* _construct(CGameObject&);
  2318. int getVisible(CGameObject const&);
  2319. int net_Spawn(CGameObject&,cse_abstract*);
  2320. }
  2321. [cpp]
  2322. class cse_alife_object_breakable : cse_alife_dynamic_object_visual
  2323. {
  2324. void on_unregister(cse_alife_object_breakable&);
  2325. void use_ai_locations(cse_alife_object&,bool);
  2326. void __init(luabind::argument const&,char const*);
  2327. bool can_switch_offline(cse_alife_object_breakable const&);
  2328. void switch_online(cse_alife_object_breakable&);
  2329. cse_abstract* init(cse_alife_object_breakable&);
  2330. unsigned int m_level_vertex_id { get; set; }
  2331. vector& position { get; set; }
  2332. unsigned int m_story_id { get; set; }
  2333. void switch_offline(cse_alife_object_breakable&);
  2334. void STATE_Read(cse_alife_object_breakable&,net_packet&,unsigned short);
  2335. void on_register(cse_alife_object_breakable&);
  2336. int clsid(cse_abstract const&);
  2337. void move_offline(cse_alife_object&,bool);
  2338. unsigned short id { get; set; }
  2339. bool keep_saved_data_anyway(cse_alife_object_breakable const&);
  2340. unsigned short script_version { get; set; }
  2341. void UPDATE_Read(cse_abstract&,net_packet&);
  2342. ini_file* spawn_ini(cse_abstract*);
  2343. bool can_switch_online(cse_alife_object_breakable const&);
  2344. vector& angle { get; set; }
  2345. unsigned short m_game_vertex_id { get; set; }
  2346. char const* section_name(cse_abstract const*);
  2347. void on_spawn(cse_alife_object_breakable&);
  2348. bool can_save(cse_alife_object_breakable const&);
  2349. bool used_ai_locations(cse_alife_object_breakable const&);
  2350. void STATE_Write(cse_alife_object_breakable&,net_packet&);
  2351. unsigned short parent_id { get; set; }
  2352. void on_before_register(cse_alife_object_breakable&);
  2353. bool online { get; set; }
  2354. void visible_for_map(cse_alife_object&,bool);
  2355. bool interactive(cse_alife_object_breakable const&);
  2356. char const* name(cse_abstract const*);
  2357. void UPDATE_Write(cse_abstract&,net_packet&);
  2358. }
  2359. [cpp]
  2360. class cse_alife_item_explosive : cse_alife_item
  2361. {
  2362. void on_unregister(cse_alife_item_explosive&);
  2363. void use_ai_locations(cse_alife_object&,bool);
  2364. void __init(luabind::argument const&,char const*);
  2365. bool can_switch_offline(cse_alife_item_explosive const&);
  2366. void switch_online(cse_alife_item_explosive&);
  2367. cse_abstract* init(cse_alife_item_explosive&);
  2368. bool interactive(cse_alife_item_explosive const&);
  2369. vector& position { get; set; }
  2370. unsigned int m_story_id { get; set; }
  2371. void switch_offline(cse_alife_item_explosive&);
  2372. void STATE_Read(cse_alife_item_explosive&,net_packet&,unsigned short);
  2373. void on_register(cse_alife_item_explosive&);
  2374. int clsid(cse_abstract const&);
  2375. void move_offline(cse_alife_object&,bool);
  2376. unsigned short id { get; set; }
  2377. bool keep_saved_data_anyway(cse_alife_item_explosive const&);
  2378. unsigned short script_version { get; set; }
  2379. void UPDATE_Read(cse_abstract&,net_packet&);
  2380. char const* section_name(cse_abstract const*);
  2381. bool can_switch_online(cse_alife_item_explosive const&);
  2382. vector& angle { get; set; }
  2383. void on_spawn(cse_alife_item_explosive&);
  2384. unsigned short m_game_vertex_id { get; set; }
  2385. void UPDATE_Write(cse_abstract&,net_packet&);
  2386. void STATE_Write(cse_alife_item_explosive&,net_packet&);
  2387. bool can_save(cse_alife_item_explosive const&);
  2388. bool used_ai_locations(cse_alife_item_explosive const&);
  2389. bool bfUseful(cse_alife_item_explosive&);
  2390. unsigned short parent_id { get; set; }
  2391. void on_before_register(cse_alife_item_explosive&);
  2392. bool online { get; set; }
  2393. void visible_for_map(cse_alife_object&,bool);
  2394. unsigned int m_level_vertex_id { get; set; }
  2395. char const* name(cse_abstract const*);
  2396. ini_file* spawn_ini(cse_abstract*);
  2397. }
  2398. [cpp]
  2399. class cse_alife_object_projector : cse_alife_dynamic_object_visual
  2400. {
  2401. void on_unregister(cse_alife_object_projector&);
  2402. void use_ai_locations(cse_alife_object&,bool);
  2403. void __init(luabind::argument const&,char const*);
  2404. bool can_switch_offline(cse_alife_object_projector const&);
  2405. void switch_online(cse_alife_object_projector&);
  2406. cse_abstract* init(cse_alife_object_projector&);
  2407. unsigned int m_level_vertex_id { get; set; }
  2408. vector& position { get; set; }
  2409. unsigned int m_story_id { get; set; }
  2410. void switch_offline(cse_alife_object_projector&);
  2411. void STATE_Read(cse_alife_object_projector&,net_packet&,unsigned short);
  2412. void on_register(cse_alife_object_projector&);
  2413. int clsid(cse_abstract const&);
  2414. void move_offline(cse_alife_object&,bool);
  2415. unsigned short id { get; set; }
  2416. bool keep_saved_data_anyway(cse_alife_object_projector const&);
  2417. unsigned short script_version { get; set; }
  2418. void UPDATE_Read(cse_abstract&,net_packet&);
  2419. ini_file* spawn_ini(cse_abstract*);
  2420. bool can_switch_online(cse_alife_object_projector const&);
  2421. vector& angle { get; set; }
  2422. unsigned short m_game_vertex_id { get; set; }
  2423. char const* section_name(cse_abstract const*);
  2424. void on_spawn(cse_alife_object_projector&);
  2425. bool can_save(cse_alife_object_projector const&);
  2426. bool used_ai_locations(cse_alife_object_projector const&);
  2427. void STATE_Write(cse_alife_object_projector&,net_packet&);
  2428. unsigned short parent_id { get; set; }
  2429. void on_before_register(cse_alife_object_projector&);
  2430. bool online { get; set; }
  2431. void visible_for_map(cse_alife_object&,bool);
  2432. bool interactive(cse_alife_object_projector const&);
  2433. char const* name(cse_abstract const*);
  2434. void UPDATE_Write(cse_abstract&,net_packet&);
  2435. }
  2436. [cpp]
  2437. class StaticDrawableWrapper
  2438. {
  2439. CUIStatic* wnd(StaticDrawableWrapper&);
  2440. custom [float] m_endTime { get; set; }
  2441. }
  2442. [cpp]
  2443. class task
  2444. {
  2445. const additional = 1;
  2446. const completed = 2;
  2447. const fail = 0;
  2448. const in_progress = 1;
  2449. const storyline = 0;
  2450. const task_dummy = 65535;
  2451. }
  2452. [cpp]
  2453. class cse_alife_inventory_box : cse_alife_dynamic_object_visual
  2454. {
  2455. void on_unregister(cse_alife_inventory_box&);
  2456. void use_ai_locations(cse_alife_object&,bool);
  2457. void __init(luabind::argument const&,char const*);
  2458. bool can_switch_offline(cse_alife_inventory_box const&);
  2459. void switch_online(cse_alife_inventory_box&);
  2460. cse_abstract* init(cse_alife_inventory_box&);
  2461. unsigned int m_level_vertex_id { get; set; }
  2462. vector& position { get; set; }
  2463. unsigned int m_story_id { get; set; }
  2464. void switch_offline(cse_alife_inventory_box&);
  2465. void STATE_Read(cse_alife_inventory_box&,net_packet&,unsigned short);
  2466. void on_register(cse_alife_inventory_box&);
  2467. int clsid(cse_abstract const&);
  2468. void move_offline(cse_alife_object&,bool);
  2469. unsigned short id { get; set; }
  2470. bool keep_saved_data_anyway(cse_alife_inventory_box const&);
  2471. unsigned short script_version { get; set; }
  2472. void UPDATE_Read(cse_abstract&,net_packet&);
  2473. ini_file* spawn_ini(cse_abstract*);
  2474. bool can_switch_online(cse_alife_inventory_box const&);
  2475. vector& angle { get; set; }
  2476. unsigned short m_game_vertex_id { get; set; }
  2477. char const* section_name(cse_abstract const*);
  2478. void on_spawn(cse_alife_inventory_box&);
  2479. bool can_save(cse_alife_inventory_box const&);
  2480. bool used_ai_locations(cse_alife_inventory_box const&);
  2481. void STATE_Write(cse_alife_inventory_box&,net_packet&);
  2482. unsigned short parent_id { get; set; }
  2483. void on_before_register(cse_alife_inventory_box&);
  2484. bool online { get; set; }
  2485. void visible_for_map(cse_alife_object&,bool);
  2486. bool interactive(cse_alife_inventory_box const&);
  2487. char const* name(cse_abstract const*);
  2488. void UPDATE_Write(cse_abstract&,net_packet&);
  2489. }
  2490. [cpp]
  2491. class callback
  2492. {
  2493. const action_animation = 21;
  2494. const action_movement = 18;
  2495. const action_object = 24;
  2496. const action_particle = 23;
  2497. const action_removed = 20;
  2498. const action_sound = 22;
  2499. const action_watch = 19;
  2500. const actor_sleep = 25;
  2501. const article_info = 12;
  2502. const death = 8;
  2503. const helicopter_on_hit = 27;
  2504. const helicopter_on_point = 26;
  2505. const hit = 16;
  2506. const inventory_info = 11;
  2507. const inventory_pda = 10;
  2508. const level_border_enter = 7;
  2509. const level_border_exit = 6;
  2510. const map_location_added = 14;
  2511. const on_item_drop = 29;
  2512. const on_item_take = 28;
  2513. const patrol_path_in_point = 9;
  2514. const script_animation = 30;
  2515. const sound = 17;
  2516. const take_item_from_box = 34;
  2517. const task_state = 13;
  2518. const trade_perform_operation = 3;
  2519. const trade_sell_buy_item = 2;
  2520. const trade_start = 0;
  2521. const trade_stop = 1;
  2522. const trader_global_anim_request = 31;
  2523. const trader_head_anim_request = 32;
  2524. const trader_sound_end = 33;
  2525. const use_object = 15;
  2526. const weapon_no_ammo = 35;
  2527. const zone_enter = 4;
  2528. const zone_exit = 5;
  2529. }
  2530. [cpp]
  2531. class cse_alife_ph_skeleton_object : , cse_alife_dynamic_object_visualcse_ph_skeleton
  2532. {
  2533. void on_unregister(cse_alife_ph_skeleton_object&);
  2534. void use_ai_locations(cse_alife_object&,bool);
  2535. void __init(luabind::argument const&,char const*);
  2536. bool can_switch_offline(cse_alife_ph_skeleton_object const&);
  2537. void switch_online(cse_alife_ph_skeleton_object&);
  2538. cse_abstract* init(cse_alife_ph_skeleton_object&);
  2539. unsigned int m_level_vertex_id { get; set; }
  2540. vector& position { get; set; }
  2541. unsigned int m_story_id { get; set; }
  2542. void switch_offline(cse_alife_ph_skeleton_object&);
  2543. void STATE_Read(cse_alife_ph_skeleton_object&,net_packet&,unsigned short);
  2544. void on_register(cse_alife_ph_skeleton_object&);
  2545. int clsid(cse_abstract const&);
  2546. void move_offline(cse_alife_object&,bool);
  2547. unsigned short id { get; set; }
  2548. bool keep_saved_data_anyway(cse_alife_ph_skeleton_object const&);
  2549. unsigned short script_version { get; set; }
  2550. void UPDATE_Read(cse_abstract&,net_packet&);
  2551. ini_file* spawn_ini(cse_abstract*);
  2552. bool can_switch_online(cse_alife_ph_skeleton_object const&);
  2553. vector& angle { get; set; }
  2554. unsigned short m_game_vertex_id { get; set; }
  2555. char const* section_name(cse_abstract const*);
  2556. void on_spawn(cse_alife_ph_skeleton_object&);
  2557. bool can_save(cse_alife_ph_skeleton_object const&);
  2558. bool used_ai_locations(cse_alife_ph_skeleton_object const&);
  2559. void STATE_Write(cse_alife_ph_skeleton_object&,net_packet&);
  2560. unsigned short parent_id { get; set; }
  2561. void on_before_register(cse_alife_ph_skeleton_object&);
  2562. bool online { get; set; }
  2563. void visible_for_map(cse_alife_object&,bool);
  2564. bool interactive(cse_alife_ph_skeleton_object const&);
  2565. char const* name(cse_abstract const*);
  2566. void UPDATE_Write(cse_abstract&,net_packet&);
  2567. }
  2568. [cpp]
  2569. class cse_alife_graph_point : cse_abstract
  2570. {
  2571. vector& angle { get; set; }
  2572. vector& position { get; set; }
  2573. unsigned short id { get; set; }
  2574. char const* section_name(cse_abstract const*);
  2575. char const* name(cse_abstract const*);
  2576. void STATE_Read(cse_alife_graph_point&,net_packet&,unsigned short);
  2577. void UPDATE_Write(cse_abstract&,net_packet&);
  2578. void STATE_Write(cse_alife_graph_point&,net_packet&);
  2579. unsigned short parent_id { get; set; }
  2580. void UPDATE_Read(cse_abstract&,net_packet&);
  2581. unsigned short script_version { get; set; }
  2582. int clsid(cse_abstract const&);
  2583. cse_abstract* init(cse_alife_graph_point&);
  2584. ini_file* spawn_ini(cse_abstract*);
  2585. void __init(luabind::argument const&,char const*);
  2586. }
  2587. [cpp]
  2588. class cse_alife_creature_abstract : cse_alife_dynamic_object_visual
  2589. {
  2590. void on_unregister(cse_alife_creature_abstract&);
  2591. custom [float] health(cse_alife_creature_abstract const&);
  2592. void use_ai_locations(cse_alife_object&,bool);
  2593. unsigned char g_group(cse_alife_creature_abstract&);
  2594. void __init(luabind::argument const&,char const*);
  2595. bool can_switch_offline(cse_alife_creature_abstract const&);
  2596. void switch_online(cse_alife_creature_abstract&);
  2597. unsigned char team { get; set; }
  2598. bool used_ai_locations(cse_alife_creature_abstract const&);
  2599. bool interactive(cse_alife_creature_abstract const&);
  2600. vector& position { get; set; }
  2601. unsigned int m_story_id { get; set; }
  2602. void switch_offline(cse_alife_creature_abstract&);
  2603. void on_death(cse_alife_creature_abstract&,cse_abstract*);
  2604. bool alive(cse_alife_creature_abstract const&);
  2605. int clsid(cse_abstract const&);
  2606. void move_offline(cse_alife_object&,bool);
  2607. unsigned char squad { get; set; }
  2608. unsigned short id { get; set; }
  2609. rotation* o_torso(cse_alife_creature_abstract*);
  2610. bool keep_saved_data_anyway(cse_alife_creature_abstract const&);
  2611. unsigned short script_version { get; set; }
  2612. char const* section_name(cse_abstract const*);
  2613. cse_abstract* init(cse_alife_creature_abstract&);
  2614. void STATE_Read(cse_alife_creature_abstract&,net_packet&,unsigned short);
  2615. void UPDATE_Read(cse_abstract&,net_packet&);
  2616. unsigned char g_team(cse_alife_creature_abstract&);
  2617. bool can_switch_online(cse_alife_creature_abstract const&);
  2618. void on_register(cse_alife_creature_abstract&);
  2619. vector& angle { get; set; }
  2620. unsigned char g_squad(cse_alife_creature_abstract&);
  2621. void on_spawn(cse_alife_creature_abstract&);
  2622. void UPDATE_Write(cse_abstract&,net_packet&);
  2623. unsigned short m_game_vertex_id { get; set; }
  2624. ini_file* spawn_ini(cse_abstract*);
  2625. bool can_save(cse_alife_creature_abstract const&);
  2626. void STATE_Write(cse_alife_creature_abstract&,net_packet&);
  2627. unsigned short parent_id { get; set; }
  2628. void on_before_register(cse_alife_creature_abstract&);
  2629. bool online { get; set; }
  2630. void visible_for_map(cse_alife_object&,bool);
  2631. unsigned char group { get; set; }
  2632. char const* name(cse_abstract const*);
  2633. unsigned int m_level_vertex_id { get; set; }
  2634. }
  2635. [cpp]
  2636. class CUICustomEdit : CUIWindow
  2637. {
  2638. void AttachChild(CUIWindow&,CUIWindow*);
  2639. void __init(luabind::argument const&);
  2640. void Show(CUIWindow&,bool);
  2641. bool IsShown(CUIWindow&);
  2642. vector2 const* GetWndPos(CUIWindow*);
  2643. custom [float] GetWidth(CUIWindow const&);
  2644. char const* WindowName(CUIWindow&);
  2645. void SetWindowName(CUIWindow&,char const*);
  2646. void SetNextFocusCapturer(CUICustomEdit&,CUICustomEdit*);
  2647. void DetachChild(CUIWindow&,CUIWindow*);
  2648. void SetAutoDelete(CUIWindow&,bool);
  2649. bool IsAutoDelete(CUIWindow&);
  2650. void ResetPPMode(CUIWindow&);
  2651. void SetWndPos(CUIWindow&,vector2);
  2652. void SetText(CUICustomEdit&,char const*);
  2653. void Enable(CUIWindow&,bool);
  2654. bool IsEnabled(CUIWindow&);
  2655. void SetWndSize(CUIWindow&,vector2);
  2656. void SetPPMode(CUIWindow&);
  2657. void SetWndRect(CUIWindow&,Frect);
  2658. void CaptureFocus(CUICustomEdit&,bool);
  2659. char const* GetText(CUICustomEdit const&);
  2660. custom [float] GetHeight(CUIWindow const&);
  2661. }
  2662. [cpp]
  2663. class MEMBERS__value_type
  2664. {
  2665. cse_alife_monster_abstract* object { get; set; }
  2666. unsigned short id { get; set; }
  2667. }
  2668. [cpp]
  2669. class CPsyDogPhantom : CGameObject
  2670. {
  2671. void net_Import(CGameObject&,net_packet&);
  2672. bool use(CGameObject&,CGameObject*);
  2673. IRender_Visual* Visual(CGameObject const&);
  2674. void net_Export(CGameObject&,net_packet&);
  2675. void __init(luabind::argument const&);
  2676. int getEnabled(CGameObject const&);
  2677. DLL_Pure* _construct(CGameObject&);
  2678. int getVisible(CGameObject const&);
  2679. int net_Spawn(CGameObject&,cse_abstract*);
  2680. }
  2681. [cpp]
  2682. class cse_alife_online_offline_group : , cse_alife_dynamic_objectcse_alife_schedulable
  2683. {
  2684. void on_unregister(cse_alife_online_offline_group&);
  2685. void use_ai_locations(cse_alife_object&,bool);
  2686. void __init(luabind::argument const&,char const*);
  2687. bool can_switch_offline(cse_alife_online_offline_group const&);
  2688. unsigned int npc_count(cse_alife_online_offline_group const&);
  2689. void switch_online(cse_alife_online_offline_group&);
  2690. CALifeSmartTerrainTask* get_current_task(cse_alife_online_offline_group&);
  2691. cse_abstract* init(cse_alife_online_offline_group&);
  2692. void update(cse_alife_online_offline_group&);
  2693. bool interactive(cse_alife_online_offline_group const&);
  2694. vector& position { get; set; }
  2695. unsigned int m_story_id { get; set; }
  2696. void switch_offline(cse_alife_online_offline_group&);
  2697. void STATE_Read(cse_alife_online_offline_group&,net_packet&,unsigned short);
  2698. void unregister_member(cse_alife_online_offline_group&,unsigned short);
  2699. unsigned short commander_id(cse_alife_online_offline_group&);
  2700. int clsid(cse_abstract const&);
  2701. void move_offline(cse_alife_object&,bool);
  2702. void add_location_type(cse_alife_online_offline_group&,char const*);
  2703. custom [class AssociativeVector<unsigned short,class CSE_ALifeMonsterAbstract *,struct std::less<unsigned short> >] const& squad_members(cse_alife_online_offline_group const&);
  2704. unsigned short id { get; set; }
  2705. bool keep_saved_data_anyway(cse_alife_online_offline_group const&);
  2706. unsigned short script_version { get; set; }
  2707. void UPDATE_Write(cse_abstract&,net_packet&);
  2708. void on_register(cse_alife_online_offline_group&);
  2709. void force_change_position(cse_alife_online_offline_group&,vector);
  2710. char const* section_name(cse_abstract const*);
  2711. bool can_switch_online(cse_alife_online_offline_group const&);
  2712. ini_file* spawn_ini(cse_abstract*);
  2713. vector& angle { get; set; }
  2714. void STATE_Write(cse_alife_online_offline_group&,net_packet&);
  2715. void on_spawn(cse_alife_online_offline_group&);
  2716. bool used_ai_locations(cse_alife_online_offline_group const&);
  2717. bool can_save(cse_alife_online_offline_group const&);
  2718. unsigned int m_level_vertex_id { get; set; }
  2719. unsigned short m_game_vertex_id { get; set; }
  2720. void UPDATE_Read(cse_abstract&,net_packet&);
  2721. unsigned short parent_id { get; set; }
  2722. void on_before_register(cse_alife_online_offline_group&);
  2723. bool online { get; set; }
  2724. void visible_for_map(cse_alife_object&,bool);
  2725. void register_member(cse_alife_online_offline_group&,unsigned short);
  2726. char const* name(cse_abstract const*);
  2727. void clear_location_types(cse_alife_online_offline_group&);
  2728. }
  2729. [cpp]
  2730. class cse_custom_zone : , cse_alife_dynamic_objectcse_shape
  2731. {
  2732. void on_unregister(cse_custom_zone&);
  2733. void use_ai_locations(cse_alife_object&,bool);
  2734. void __init(luabind::argument const&,char const*);
  2735. bool can_switch_offline(cse_custom_zone const&);
  2736. void switch_online(cse_custom_zone&);
  2737. cse_abstract* init(cse_custom_zone&);
  2738. unsigned int m_level_vertex_id { get; set; }
  2739. vector& position { get; set; }
  2740. unsigned int m_story_id { get; set; }
  2741. void switch_offline(cse_custom_zone&);
  2742. void STATE_Read(cse_custom_zone&,net_packet&,unsigned short);
  2743. void on_register(cse_custom_zone&);
  2744. int clsid(cse_abstract const&);
  2745. void move_offline(cse_alife_object&,bool);
  2746. unsigned short id { get; set; }
  2747. bool keep_saved_data_anyway(cse_custom_zone const&);
  2748. unsigned short script_version { get; set; }
  2749. void UPDATE_Read(cse_abstract&,net_packet&);
  2750. ini_file* spawn_ini(cse_abstract*);
  2751. bool can_switch_online(cse_custom_zone const&);
  2752. vector& angle { get; set; }
  2753. unsigned short m_game_vertex_id { get; set; }
  2754. void UPDATE_Write(cse_abstract&,net_packet&);
  2755. void on_spawn(cse_custom_zone&);
  2756. bool can_save(cse_custom_zone const&);
  2757. bool used_ai_locations(cse_custom_zone const&);
  2758. void STATE_Write(cse_custom_zone&,net_packet&);
  2759. unsigned short parent_id { get; set; }
  2760. void on_before_register(cse_custom_zone&);
  2761. bool online { get; set; }
  2762. void visible_for_map(cse_alife_object&,bool);
  2763. bool interactive(cse_custom_zone const&);
  2764. char const* name(cse_abstract const*);
  2765. char const* section_name(cse_abstract const*);
  2766. }
  2767. [cpp]
  2768. class CWeaponShotgun : CGameObject
  2769. {
  2770. void net_Import(CGameObject&,net_packet&);
  2771. bool use(CGameObject&,CGameObject*);
  2772. IRender_Visual* Visual(CGameObject const&);
  2773. void net_Export(CGameObject&,net_packet&);
  2774. void __init(luabind::argument const&);
  2775. int getEnabled(CGameObject const&);
  2776. DLL_Pure* _construct(CGameObject&);
  2777. int getVisible(CGameObject const&);
  2778. int net_Spawn(CGameObject&,cse_abstract*);
  2779. }
  2780. [cpp]
  2781. class CBastArtefact : CArtefact
  2782. {
  2783. void net_Import(CGameObject&,net_packet&);
  2784. bool use(CGameObject&,CGameObject*);
  2785. unsigned char GetAfRank(CArtefact const&);
  2786. void net_Export(CGameObject&,net_packet&);
  2787. void __init(luabind::argument const&);
  2788. IRender_Visual* Visual(CGameObject const&);
  2789. void FollowByPath(CArtefact&,char const*,int,vector);
  2790. void SwitchVisibility(CArtefact&,bool);
  2791. DLL_Pure* _construct(CGameObject&);
  2792. int getEnabled(CGameObject const&);
  2793. int getVisible(CGameObject const&);
  2794. int net_Spawn(CGameObject&,cse_abstract*);
  2795. }
  2796. [cpp]
  2797. class ISheduled
  2798. {
  2799. }
  2800. [cpp]
  2801. class cse_torrid_zone : , cse_custom_zonecse_motion
  2802. {
  2803. void on_unregister(cse_torrid_zone&);
  2804. void use_ai_locations(cse_alife_object&,bool);
  2805. void __init(luabind::argument const&,char const*);
  2806. bool can_switch_offline(cse_torrid_zone const&);
  2807. void switch_online(cse_torrid_zone&);
  2808. cse_abstract* init(cse_torrid_zone&);
  2809. unsigned int m_level_vertex_id { get; set; }
  2810. vector& position { get; set; }
  2811. unsigned int m_story_id { get; set; }
  2812. void switch_offline(cse_torrid_zone&);
  2813. void STATE_Read(cse_torrid_zone&,net_packet&,unsigned short);
  2814. void on_register(cse_torrid_zone&);
  2815. int clsid(cse_abstract const&);
  2816. void move_offline(cse_alife_object&,bool);
  2817. unsigned short id { get; set; }
  2818. bool keep_saved_data_anyway(cse_torrid_zone const&);
  2819. unsigned short script_version { get; set; }
  2820. void UPDATE_Read(cse_abstract&,net_packet&);
  2821. ini_file* spawn_ini(cse_abstract*);
  2822. bool can_switch_online(cse_torrid_zone const&);
  2823. vector& angle { get; set; }
  2824. unsigned short m_game_vertex_id { get; set; }
  2825. char const* section_name(cse_abstract const*);
  2826. void on_spawn(cse_torrid_zone&);
  2827. bool can_save(cse_torrid_zone const&);
  2828. bool used_ai_locations(cse_torrid_zone const&);
  2829. void STATE_Write(cse_torrid_zone&,net_packet&);
  2830. unsigned short parent_id { get; set; }
  2831. void on_before_register(cse_torrid_zone&);
  2832. bool online { get; set; }
  2833. void visible_for_map(cse_alife_object&,bool);
  2834. bool interactive(cse_torrid_zone const&);
  2835. char const* name(cse_abstract const*);
  2836. void UPDATE_Write(cse_abstract&,net_packet&);
  2837. }
  2838. [cpp]
  2839. class cse_alife_creature_actor : , cse_alife_creature_abstract, cse_alife_trader_abstractcse_ph_skeleton
  2840. {
  2841. void on_unregister(cse_alife_creature_actor&);
  2842. custom [float] health(cse_alife_creature_abstract const&);
  2843. void use_ai_locations(cse_alife_object&,bool);
  2844. unsigned char g_group(cse_alife_creature_actor&);
  2845. void __init(luabind::argument const&,char const*);
  2846. bool can_switch_offline(cse_alife_creature_actor const&);
  2847. void switch_online(cse_alife_creature_actor&);
  2848. unsigned char team { get; set; }
  2849. bool used_ai_locations(cse_alife_creature_actor const&);
  2850. bool interactive(cse_alife_creature_actor const&);
  2851. vector& position { get; set; }
  2852. unsigned int m_story_id { get; set; }
  2853. void switch_offline(cse_alife_creature_actor&);
  2854. void on_death(cse_alife_creature_actor&,cse_abstract*);
  2855. bool alive(cse_alife_creature_abstract const&);
  2856. int clsid(cse_abstract const&);
  2857. void move_offline(cse_alife_object&,bool);
  2858. unsigned char squad { get; set; }
  2859. cse_abstract* init(cse_alife_creature_actor&);
  2860. unsigned short id { get; set; }
  2861. rotation* o_torso(cse_alife_creature_abstract*);
  2862. char const* community(cse_alife_trader_abstract const&);
  2863. bool keep_saved_data_anyway(cse_alife_creature_actor const&);
  2864. unsigned short script_version { get; set; }
  2865. int rank(cse_alife_trader_abstract&);
  2866. int reputation(cse_alife_trader_abstract&);
  2867. unsigned int m_level_vertex_id { get; set; }
  2868. void STATE_Read(cse_alife_creature_actor&,net_packet&,unsigned short);
  2869. unsigned char group { get; set; }
  2870. void UPDATE_Read(cse_abstract&,net_packet&);
  2871. unsigned char g_team(cse_alife_creature_actor&);
  2872. bool can_switch_online(cse_alife_creature_actor const&);
  2873. unsigned char g_squad(cse_alife_creature_actor&);
  2874. vector& angle { get; set; }
  2875. void STATE_Write(cse_alife_creature_actor&,net_packet&);
  2876. void on_spawn(cse_alife_creature_actor&);
  2877. bool can_save(cse_alife_creature_actor const&);
  2878. ini_file* spawn_ini(cse_abstract*);
  2879. unsigned short m_game_vertex_id { get; set; }
  2880. void UPDATE_Write(cse_abstract&,net_packet&);
  2881. char const* section_name(cse_abstract const*);
  2882. unsigned short parent_id { get; set; }
  2883. void on_before_register(cse_alife_creature_actor&);
  2884. bool online { get; set; }
  2885. void visible_for_map(cse_alife_object&,bool);
  2886. void on_register(cse_alife_creature_actor&);
  2887. char const* name(cse_abstract const*);
  2888. char const* profile_name(cse_alife_trader_abstract*);
  2889. }
  2890. [cpp]
  2891. class cse_alife_human_stalker : , cse_alife_human_abstractcse_ph_skeleton
  2892. {
  2893. void on_unregister(cse_alife_human_stalker&);
  2894. unsigned char team { get; set; }
  2895. custom [float] health(cse_alife_creature_abstract const&);
  2896. int rank(cse_alife_human_abstract&);
  2897. void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]);
  2898. void __init(luabind::argument const&,char const*);
  2899. bool can_switch_offline(cse_alife_human_stalker const&);
  2900. cse_abstract* init(cse_alife_human_stalker&);
  2901. void switch_online(cse_alife_human_stalker&);
  2902. unsigned char group { get; set; }
  2903. void STATE_Read(cse_alife_human_stalker&,net_packet&,unsigned short);
  2904. void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short);
  2905. void update(cse_alife_human_stalker&);
  2906. unsigned int m_level_vertex_id { get; set; }
  2907. unsigned char g_group(cse_alife_human_stalker&);
  2908. void on_register(cse_alife_human_stalker&);
  2909. unsigned short group_id { get; set; }
  2910. unsigned int m_story_id { get; set; }
  2911. bool interactive(cse_alife_human_stalker const&);
  2912. void switch_offline(cse_alife_human_stalker&);
  2913. void STATE_Write(cse_alife_human_stalker&,net_packet&);
  2914. void smart_terrain_task_activate(cse_alife_monster_abstract*);
  2915. char const* community(cse_alife_trader_abstract const&);
  2916. void set_rank(cse_alife_human_abstract&,int);
  2917. bool can_save(cse_alife_human_stalker const&);
  2918. ini_file* spawn_ini(cse_abstract*);
  2919. int clsid(cse_abstract const&);
  2920. unsigned char g_squad(cse_alife_human_stalker&);
  2921. unsigned char squad { get; set; }
  2922. unsigned short m_smart_terrain_id { get; set; }
  2923. vector& position { get; set; }
  2924. int reputation(cse_alife_trader_abstract&);
  2925. unsigned short smart_terrain_id(cse_alife_monster_abstract*);
  2926. unsigned short id { get; set; }
  2927. rotation* o_torso(cse_alife_creature_abstract*);
  2928. unsigned short m_game_vertex_id { get; set; }
  2929. bool keep_saved_data_anyway(cse_alife_human_stalker const&);
  2930. unsigned short script_version { get; set; }
  2931. void travel_speed(cse_alife_monster_abstract*,custom [float]);
  2932. char const* section_name(cse_abstract const*);
  2933. void UPDATE_Write(cse_abstract&,net_packet&);
  2934. void use_ai_locations(cse_alife_object&,bool);
  2935. bool alive(cse_alife_creature_abstract const&);
  2936. void UPDATE_Read(cse_abstract&,net_packet&);
  2937. unsigned char g_team(cse_alife_human_stalker&);
  2938. bool can_switch_online(cse_alife_human_stalker const&);
  2939. void move_offline(cse_alife_object&,bool);
  2940. vector& angle { get; set; }
  2941. void smart_terrain_task_deactivate(cse_alife_monster_abstract*);
  2942. void on_spawn(cse_alife_human_stalker&);
  2943. CALifeHumanBrain* brain(cse_alife_human_abstract*);
  2944. bool has_detector(cse_alife_monster_abstract&);
  2945. bool used_ai_locations(cse_alife_human_stalker const&);
  2946. void kill(cse_alife_monster_abstract&);
  2947. void clear_smart_terrain(cse_alife_monster_abstract*);
  2948. unsigned short parent_id { get; set; }
  2949. void on_before_register(cse_alife_human_stalker&);
  2950. bool online { get; set; }
  2951. void visible_for_map(cse_alife_object&,bool);
  2952. void on_death(cse_alife_human_stalker&,cse_abstract*);
  2953. char const* name(cse_abstract const*);
  2954. char const* profile_name(cse_alife_trader_abstract*);
  2955. }
  2956. [cpp]
  2957. class CUIWindow
  2958. {
  2959. void AttachChild(CUIWindow&,CUIWindow*);
  2960. void __init(luabind::argument const&);
  2961. void Show(CUIWindow&,bool);
  2962. bool IsShown(CUIWindow&);
  2963. vector2 const* GetWndPos(CUIWindow*);
  2964. custom [float] GetWidth(CUIWindow const&);
  2965. char const* WindowName(CUIWindow&);
  2966. void SetWindowName(CUIWindow&,char const*);
  2967. void DetachChild(CUIWindow&,CUIWindow*);
  2968. void SetAutoDelete(CUIWindow&,bool);
  2969. bool IsAutoDelete(CUIWindow&);
  2970. void ResetPPMode(CUIWindow&);
  2971. void SetWndPos(CUIWindow&,vector2);
  2972. bool IsEnabled(CUIWindow&);
  2973. void SetPPMode(CUIWindow&);
  2974. void SetWndRect(CUIWindow&,Frect);
  2975. void SetWndSize(CUIWindow&,vector2);
  2976. void Enable(CUIWindow&,bool);
  2977. custom [float] GetHeight(CUIWindow const&);
  2978. }
  2979. [cpp]
  2980. class cse_alife_monster_zombie : cse_alife_monster_abstract
  2981. {
  2982. void on_unregister(cse_alife_monster_zombie&);
  2983. custom [float] health(cse_alife_creature_abstract const&);
  2984. int rank(cse_alife_monster_abstract&);
  2985. void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]);
  2986. void __init(luabind::argument const&,char const*);
  2987. bool can_switch_offline(cse_alife_monster_zombie const&);
  2988. void switch_online(cse_alife_monster_zombie&);
  2989. unsigned char group { get; set; }
  2990. bool used_ai_locations(cse_alife_monster_zombie const&);
  2991. void update(cse_alife_monster_zombie&);
  2992. bool interactive(cse_alife_monster_zombie const&);
  2993. cse_abstract* init(cse_alife_monster_zombie&);
  2994. unsigned short group_id { get; set; }
  2995. unsigned int m_story_id { get; set; }
  2996. void on_death(cse_alife_monster_zombie&,cse_abstract*);
  2997. void switch_offline(cse_alife_monster_zombie&);
  2998. void STATE_Read(cse_alife_monster_zombie&,net_packet&,unsigned short);
  2999. void smart_terrain_task_activate(cse_alife_monster_abstract*);
  3000. unsigned char g_group(cse_alife_monster_zombie&);
  3001. void on_register(cse_alife_monster_zombie&);
  3002. void STATE_Write(cse_alife_monster_zombie&,net_packet&);
  3003. bool can_save(cse_alife_monster_zombie const&);
  3004. int clsid(cse_abstract const&);
  3005. unsigned char g_squad(cse_alife_monster_zombie&);
  3006. unsigned char squad { get; set; }
  3007. unsigned short m_smart_terrain_id { get; set; }
  3008. void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short);
  3009. unsigned short m_game_vertex_id { get; set; }
  3010. unsigned short smart_terrain_id(cse_alife_monster_abstract*);
  3011. unsigned short id { get; set; }
  3012. rotation* o_torso(cse_alife_creature_abstract*);
  3013. void UPDATE_Write(cse_abstract&,net_packet&);
  3014. bool keep_saved_data_anyway(cse_alife_monster_zombie const&);
  3015. unsigned short script_version { get; set; }
  3016. void travel_speed(cse_alife_monster_abstract*,custom [float]);
  3017. void use_ai_locations(cse_alife_object&,bool);
  3018. bool alive(cse_alife_creature_abstract const&);
  3019. vector& position { get; set; }
  3020. void move_offline(cse_alife_object&,bool);
  3021. void UPDATE_Read(cse_abstract&,net_packet&);
  3022. unsigned char g_team(cse_alife_monster_zombie&);
  3023. bool can_switch_online(cse_alife_monster_zombie const&);
  3024. char const* section_name(cse_abstract const*);
  3025. vector& angle { get; set; }
  3026. void smart_terrain_task_deactivate(cse_alife_monster_abstract*);
  3027. void on_spawn(cse_alife_monster_zombie&);
  3028. CALifeMonsterBrain* brain(cse_alife_monster_abstract*);
  3029. bool has_detector(cse_alife_monster_abstract&);
  3030. ini_file* spawn_ini(cse_abstract*);
  3031. void kill(cse_alife_monster_abstract&);
  3032. void clear_smart_terrain(cse_alife_monster_abstract*);
  3033. unsigned short parent_id { get; set; }
  3034. void on_before_register(cse_alife_monster_zombie&);
  3035. bool online { get; set; }
  3036. void visible_for_map(cse_alife_object&,bool);
  3037. unsigned int m_level_vertex_id { get; set; }
  3038. char const* name(cse_abstract const*);
  3039. unsigned char team { get; set; }
  3040. }
  3041. [cpp]
  3042. class cse_alife_creature_crow : cse_alife_creature_abstract
  3043. {
  3044. void on_unregister(cse_alife_creature_crow&);
  3045. custom [float] health(cse_alife_creature_abstract const&);
  3046. void use_ai_locations(cse_alife_object&,bool);
  3047. unsigned char g_group(cse_alife_creature_crow&);
  3048. void __init(luabind::argument const&,char const*);
  3049. bool can_switch_offline(cse_alife_creature_crow const&);
  3050. void switch_online(cse_alife_creature_crow&);
  3051. unsigned char team { get; set; }
  3052. bool used_ai_locations(cse_alife_creature_crow const&);
  3053. bool interactive(cse_alife_creature_crow const&);
  3054. vector& position { get; set; }
  3055. unsigned int m_story_id { get; set; }
  3056. void switch_offline(cse_alife_creature_crow&);
  3057. void on_death(cse_alife_creature_crow&,cse_abstract*);
  3058. bool alive(cse_alife_creature_abstract const&);
  3059. int clsid(cse_abstract const&);
  3060. void move_offline(cse_alife_object&,bool);
  3061. unsigned char squad { get; set; }
  3062. unsigned short id { get; set; }
  3063. rotation* o_torso(cse_alife_creature_abstract*);
  3064. bool keep_saved_data_anyway(cse_alife_creature_crow const&);
  3065. unsigned short script_version { get; set; }
  3066. unsigned int m_level_vertex_id { get; set; }
  3067. void STATE_Read(cse_alife_creature_crow&,net_packet&,unsigned short);
  3068. unsigned char group { get; set; }
  3069. void UPDATE_Read(cse_abstract&,net_packet&);
  3070. unsigned char g_team(cse_alife_creature_crow&);
  3071. bool can_switch_online(cse_alife_creature_crow const&);
  3072. unsigned char g_squad(cse_alife_creature_crow&);
  3073. vector& angle { get; set; }
  3074. void STATE_Write(cse_alife_creature_crow&,net_packet&);
  3075. void on_spawn(cse_alife_creature_crow&);
  3076. bool can_save(cse_alife_creature_crow const&);
  3077. ini_file* spawn_ini(cse_abstract*);
  3078. unsigned short m_game_vertex_id { get; set; }
  3079. void UPDATE_Write(cse_abstract&,net_packet&);
  3080. char const* section_name(cse_abstract const*);
  3081. unsigned short parent_id { get; set; }
  3082. void on_before_register(cse_alife_creature_crow&);
  3083. bool online { get; set; }
  3084. void visible_for_map(cse_alife_object&,bool);
  3085. void on_register(cse_alife_creature_crow&);
  3086. char const* name(cse_abstract const*);
  3087. cse_abstract* init(cse_alife_creature_crow&);
  3088. }
  3089. [cpp]
  3090. class suggest_nicks_cb
  3091. {
  3092. void bind(suggest_nicks_cb&,luabind::object,function<void>);
  3093. void clear(suggest_nicks_cb&);
  3094. void __init(luabind::argument const&,luabind::object,function<void>);
  3095. }
  3096. [cpp]
  3097. class cse_alife_monster_rat : , cse_alife_monster_abstractcse_alife_inventory_item
  3098. {
  3099. void on_unregister(cse_alife_monster_rat&);
  3100. custom [float] health(cse_alife_creature_abstract const&);
  3101. int rank(cse_alife_monster_abstract&);
  3102. void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]);
  3103. void __init(luabind::argument const&,char const*);
  3104. bool can_switch_offline(cse_alife_monster_rat const&);
  3105. void switch_online(cse_alife_monster_rat&);
  3106. unsigned char group { get; set; }
  3107. bool used_ai_locations(cse_alife_monster_rat const&);
  3108. void update(cse_alife_monster_rat&);
  3109. bool interactive(cse_alife_monster_rat const&);
  3110. cse_abstract* init(cse_alife_monster_rat&);
  3111. unsigned short group_id { get; set; }
  3112. unsigned int m_story_id { get; set; }
  3113. void on_death(cse_alife_monster_rat&,cse_abstract*);
  3114. void switch_offline(cse_alife_monster_rat&);
  3115. void STATE_Read(cse_alife_monster_rat&,net_packet&,unsigned short);
  3116. void smart_terrain_task_activate(cse_alife_monster_abstract*);
  3117. unsigned char g_group(cse_alife_monster_rat&);
  3118. void on_register(cse_alife_monster_rat&);
  3119. void STATE_Write(cse_alife_monster_rat&,net_packet&);
  3120. bool can_save(cse_alife_monster_rat const&);
  3121. int clsid(cse_abstract const&);
  3122. unsigned char g_squad(cse_alife_monster_rat&);
  3123. unsigned char squad { get; set; }
  3124. unsigned short m_smart_terrain_id { get; set; }
  3125. void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short);
  3126. unsigned short m_game_vertex_id { get; set; }
  3127. unsigned short smart_terrain_id(cse_alife_monster_abstract*);
  3128. unsigned short id { get; set; }
  3129. rotation* o_torso(cse_alife_creature_abstract*);
  3130. void UPDATE_Write(cse_abstract&,net_packet&);
  3131. bool keep_saved_data_anyway(cse_alife_monster_rat const&);
  3132. unsigned short script_version { get; set; }
  3133. void travel_speed(cse_alife_monster_abstract*,custom [float]);
  3134. void use_ai_locations(cse_alife_object&,bool);
  3135. bool alive(cse_alife_creature_abstract const&);
  3136. vector& position { get; set; }
  3137. void move_offline(cse_alife_object&,bool);
  3138. void UPDATE_Read(cse_abstract&,net_packet&);
  3139. unsigned char g_team(cse_alife_monster_rat&);
  3140. bool can_switch_online(cse_alife_monster_rat const&);
  3141. char const* section_name(cse_abstract const*);
  3142. vector& angle { get; set; }
  3143. void smart_terrain_task_deactivate(cse_alife_monster_abstract*);
  3144. void on_spawn(cse_alife_monster_rat&);
  3145. CALifeMonsterBrain* brain(cse_alife_monster_abstract*);
  3146. bool has_detector(cse_alife_monster_abstract&);
  3147. ini_file* spawn_ini(cse_abstract*);
  3148. void kill(cse_alife_monster_abstract&);
  3149. void clear_smart_terrain(cse_alife_monster_abstract*);
  3150. unsigned short parent_id { get; set; }
  3151. void on_before_register(cse_alife_monster_rat&);
  3152. bool online { get; set; }
  3153. void visible_for_map(cse_alife_object&,bool);
  3154. unsigned int m_level_vertex_id { get; set; }
  3155. char const* name(cse_abstract const*);
  3156. unsigned char team { get; set; }
  3157. }
  3158. [cpp]
  3159. class CAI_Stalker : CGameObject
  3160. {
  3161. void net_Import(CGameObject&,net_packet&);
  3162. bool use(CGameObject&,CGameObject*);
  3163. IRender_Visual* Visual(CGameObject const&);
  3164. void net_Export(CGameObject&,net_packet&);
  3165. void __init(luabind::argument const&);
  3166. int getEnabled(CGameObject const&);
  3167. DLL_Pure* _construct(CGameObject&);
  3168. int getVisible(CGameObject const&);
  3169. int net_Spawn(CGameObject&,cse_abstract*);
  3170. }
  3171. [cpp]
  3172. class physics_world
  3173. {
  3174. void set_gravity(physics_world&,custom [float]);
  3175. void add_call(physics_world&,custom [class CPHCondition]*,custom [class CPHAction]*);
  3176. custom [float] gravity(physics_world&);
  3177. }
  3178. [cpp]
  3179. class CTushkano : CGameObject
  3180. {
  3181. void net_Import(CGameObject&,net_packet&);
  3182. bool use(CGameObject&,CGameObject*);
  3183. IRender_Visual* Visual(CGameObject const&);
  3184. void net_Export(CGameObject&,net_packet&);
  3185. void __init(luabind::argument const&);
  3186. int getEnabled(CGameObject const&);
  3187. DLL_Pure* _construct(CGameObject&);
  3188. int getVisible(CGameObject const&);
  3189. int net_Spawn(CGameObject&,cse_abstract*);
  3190. }
  3191. [cpp]
  3192. class cse_alife_item : , cse_alife_dynamic_object_visualcse_alife_inventory_item
  3193. {
  3194. void on_unregister(cse_alife_item&);
  3195. void use_ai_locations(cse_alife_object&,bool);
  3196. void UPDATE_Write(cse_abstract&,net_packet&);
  3197. bool can_switch_offline(cse_alife_item const&);
  3198. void switch_online(cse_alife_item&);
  3199. cse_abstract* init(cse_alife_item&);
  3200. unsigned int m_level_vertex_id { get; set; }
  3201. vector& position { get; set; }
  3202. unsigned int m_story_id { get; set; }
  3203. void switch_offline(cse_alife_item&);
  3204. void STATE_Read(cse_alife_item&,net_packet&,unsigned short);
  3205. void on_register(cse_alife_item&);
  3206. int clsid(cse_abstract const&);
  3207. void move_offline(cse_alife_object&,bool);
  3208. unsigned short id { get; set; }
  3209. bool keep_saved_data_anyway(cse_alife_item const&);
  3210. unsigned short script_version { get; set; }
  3211. void UPDATE_Read(cse_abstract&,net_packet&);
  3212. ini_file* spawn_ini(cse_abstract*);
  3213. bool can_switch_online(cse_alife_item const&);
  3214. vector& angle { get; set; }
  3215. char const* section_name(cse_abstract const*);
  3216. unsigned short m_game_vertex_id { get; set; }
  3217. void on_spawn(cse_alife_item&);
  3218. void STATE_Write(cse_alife_item&,net_packet&);
  3219. bool can_save(cse_alife_item const&);
  3220. bool used_ai_locations(cse_alife_item const&);
  3221. bool bfUseful(cse_alife_item&);
  3222. unsigned short parent_id { get; set; }
  3223. void on_before_register(cse_alife_item&);
  3224. bool online { get; set; }
  3225. void visible_for_map(cse_alife_object&,bool);
  3226. bool interactive(cse_alife_item const&);
  3227. char const* name(cse_abstract const*);
  3228. void __init(luabind::argument const&,char const*);
  3229. }
  3230. [cpp]
  3231. class CUI3tButton : CUIButton
  3232. {
  3233. void AttachChild(CUIWindow&,CUIWindow*);
  3234. CUILines* TextControl(CUIStatic&);
  3235. void InitTexture(CUIStatic&,char const*);
  3236. void __init(luabind::argument const&);
  3237. void Show(CUIWindow&,bool);
  3238. bool IsShown(CUIWindow&);
  3239. vector2 const* GetWndPos(CUIWindow*);
  3240. custom [float] GetWidth(CUIWindow const&);
  3241. char const* WindowName(CUIWindow&);
  3242. void SetWindowName(CUIWindow&,char const*);
  3243. void DetachChild(CUIWindow&,CUIWindow*);
  3244. void SetAutoDelete(CUIWindow&,bool);
  3245. bool IsAutoDelete(CUIWindow&);
  3246. void ResetPPMode(CUIWindow&);
  3247. void SetWndPos(CUIWindow&,vector2);
  3248. custom [float] GetHeight(CUIWindow const&);
  3249. void Enable(CUIWindow&,bool);
  3250. bool IsEnabled(CUIWindow&);
  3251. void SetWndSize(CUIWindow&,vector2);
  3252. void SetPPMode(CUIWindow&);
  3253. void SetWndRect(CUIWindow&,Frect);
  3254. void SetTextureRect(CUIStatic&,Frect*);
  3255. void SetStretchTexture(CUIStatic&,bool);
  3256. Frect const* GetTextureRect(CUIStatic&);
  3257. }
  3258. [cpp]
  3259. class cse_alife_item_weapon : cse_alife_item
  3260. {
  3261. void on_unregister(cse_alife_item_weapon&);
  3262. void use_ai_locations(cse_alife_object&,bool);
  3263. void __init(luabind::argument const&,char const*);
  3264. bool can_switch_offline(cse_alife_item_weapon const&);
  3265. void switch_online(cse_alife_item_weapon&);
  3266. cse_abstract* init(cse_alife_item_weapon&);
  3267. bool interactive(cse_alife_item_weapon const&);
  3268. vector& position { get; set; }
  3269. unsigned int m_story_id { get; set; }
  3270. void switch_offline(cse_alife_item_weapon&);
  3271. void STATE_Read(cse_alife_item_weapon&,net_packet&,unsigned short);
  3272. void on_register(cse_alife_item_weapon&);
  3273. int clsid(cse_abstract const&);
  3274. void move_offline(cse_alife_object&,bool);
  3275. unsigned short id { get; set; }
  3276. void clone_addons(cse_alife_item_weapon&,cse_alife_item_weapon*);
  3277. bool keep_saved_data_anyway(cse_alife_item_weapon const&);
  3278. unsigned short script_version { get; set; }
  3279. void UPDATE_Read(cse_abstract&,net_packet&);
  3280. char const* section_name(cse_abstract const*);
  3281. bool can_switch_online(cse_alife_item_weapon const&);
  3282. vector& angle { get; set; }
  3283. void on_spawn(cse_alife_item_weapon&);
  3284. unsigned short m_game_vertex_id { get; set; }
  3285. void UPDATE_Write(cse_abstract&,net_packet&);
  3286. void STATE_Write(cse_alife_item_weapon&,net_packet&);
  3287. bool used_ai_locations(cse_alife_item_weapon const&);
  3288. bool can_save(cse_alife_item_weapon const&);
  3289. bool bfUseful(cse_alife_item_weapon&);
  3290. unsigned short parent_id { get; set; }
  3291. void on_before_register(cse_alife_item_weapon&);
  3292. bool online { get; set; }
  3293. void visible_for_map(cse_alife_object&,bool);
  3294. unsigned int m_level_vertex_id { get; set; }
  3295. char const* name(cse_abstract const*);
  3296. ini_file* spawn_ini(cse_abstract*);
  3297. }
  3298. [cpp]
  3299. class cse_alife_item_weapon_magazined_w_gl : cse_alife_item_weapon_magazined
  3300. {
  3301. void on_unregister(cse_alife_item_weapon_magazined_w_gl&);
  3302. void use_ai_locations(cse_alife_object&,bool);
  3303. void __init(luabind::argument const&,char const*);
  3304. bool can_switch_offline(cse_alife_item_weapon_magazined_w_gl const&);
  3305. void switch_online(cse_alife_item_weapon_magazined_w_gl&);
  3306. cse_abstract* init(cse_alife_item_weapon_magazined_w_gl&);
  3307. unsigned int m_level_vertex_id { get; set; }
  3308. vector& position { get; set; }
  3309. unsigned int m_story_id { get; set; }
  3310. void switch_offline(cse_alife_item_weapon_magazined_w_gl&);
  3311. void STATE_Read(cse_alife_item_weapon_magazined_w_gl&,net_packet&,unsigned short);
  3312. void on_register(cse_alife_item_weapon_magazined_w_gl&);
  3313. int clsid(cse_abstract const&);
  3314. void move_offline(cse_alife_object&,bool);
  3315. unsigned short id { get; set; }
  3316. void clone_addons(cse_alife_item_weapon&,cse_alife_item_weapon*);
  3317. bool keep_saved_data_anyway(cse_alife_item_weapon_magazined_w_gl const&);
  3318. unsigned short script_version { get; set; }
  3319. void UPDATE_Read(cse_abstract&,net_packet&);
  3320. ini_file* spawn_ini(cse_abstract*);
  3321. bool can_switch_online(cse_alife_item_weapon_magazined_w_gl const&);
  3322. vector& angle { get; set; }
  3323. void on_spawn(cse_alife_item_weapon_magazined_w_gl&);
  3324. unsigned short m_game_vertex_id { get; set; }
  3325. void UPDATE_Write(cse_abstract&,net_packet&);
  3326. void STATE_Write(cse_alife_item_weapon_magazined_w_gl&,net_packet&);
  3327. bool used_ai_locations(cse_alife_item_weapon_magazined_w_gl const&);
  3328. bool can_save(cse_alife_item_weapon_magazined_w_gl const&);
  3329. bool bfUseful(cse_alife_item_weapon_magazined_w_gl&);
  3330. unsigned short parent_id { get; set; }
  3331. void on_before_register(cse_alife_item_weapon_magazined_w_gl&);
  3332. bool online { get; set; }
  3333. void visible_for_map(cse_alife_object&,bool);
  3334. bool interactive(cse_alife_item_weapon_magazined_w_gl const&);
  3335. char const* name(cse_abstract const*);
  3336. char const* section_name(cse_abstract const*);
  3337. }
  3338. [cpp]
  3339. class DLL_Pure
  3340. {
  3341. DLL_Pure* _construct(DLL_Pure&);
  3342. void __init(luabind::argument const&);
  3343. }
  3344. [cpp]
  3345. class CRustyHairArtefact : CArtefact
  3346. {
  3347. void net_Import(CGameObject&,net_packet&);
  3348. bool use(CGameObject&,CGameObject*);
  3349. unsigned char GetAfRank(CArtefact const&);
  3350. void net_Export(CGameObject&,net_packet&);
  3351. void __init(luabind::argument const&);
  3352. IRender_Visual* Visual(CGameObject const&);
  3353. void FollowByPath(CArtefact&,char const*,int,vector);
  3354. void SwitchVisibility(CArtefact&,bool);
  3355. DLL_Pure* _construct(CGameObject&);
  3356. int getEnabled(CGameObject const&);
  3357. int getVisible(CGameObject const&);
  3358. int net_Spawn(CGameObject&,cse_abstract*);
  3359. }
  3360. [cpp]
  3361. class cpure_server_object : ipure_server_object
  3362. {
  3363. }
  3364. [cpp]
  3365. class CGrenadeLauncher : CGameObject
  3366. {
  3367. void net_Import(CGameObject&,net_packet&);
  3368. bool use(CGameObject&,CGameObject*);
  3369. IRender_Visual* Visual(CGameObject const&);
  3370. void net_Export(CGameObject&,net_packet&);
  3371. void __init(luabind::argument const&);
  3372. int getEnabled(CGameObject const&);
  3373. DLL_Pure* _construct(CGameObject&);
  3374. int getVisible(CGameObject const&);
  3375. int net_Spawn(CGameObject&,cse_abstract*);
  3376. }
  3377. [cpp]
  3378. class cse_alife_item_grenade : cse_alife_item
  3379. {
  3380. void on_unregister(cse_alife_item_grenade&);
  3381. void use_ai_locations(cse_alife_object&,bool);
  3382. void __init(luabind::argument const&,char const*);
  3383. bool can_switch_offline(cse_alife_item_grenade const&);
  3384. void switch_online(cse_alife_item_grenade&);
  3385. cse_abstract* init(cse_alife_item_grenade&);
  3386. bool interactive(cse_alife_item_grenade const&);
  3387. vector& position { get; set; }
  3388. unsigned int m_story_id { get; set; }
  3389. void switch_offline(cse_alife_item_grenade&);
  3390. void STATE_Read(cse_alife_item_grenade&,net_packet&,unsigned short);
  3391. void on_register(cse_alife_item_grenade&);
  3392. int clsid(cse_abstract const&);
  3393. void move_offline(cse_alife_object&,bool);
  3394. unsigned short id { get; set; }
  3395. bool keep_saved_data_anyway(cse_alife_item_grenade const&);
  3396. unsigned short script_version { get; set; }
  3397. void UPDATE_Read(cse_abstract&,net_packet&);
  3398. char const* section_name(cse_abstract const*);
  3399. bool can_switch_online(cse_alife_item_grenade const&);
  3400. vector& angle { get; set; }
  3401. void on_spawn(cse_alife_item_grenade&);
  3402. unsigned short m_game_vertex_id { get; set; }
  3403. void UPDATE_Write(cse_abstract&,net_packet&);
  3404. void STATE_Write(cse_alife_item_grenade&,net_packet&);
  3405. bool can_save(cse_alife_item_grenade const&);
  3406. bool used_ai_locations(cse_alife_item_grenade const&);
  3407. bool bfUseful(cse_alife_item_grenade&);
  3408. unsigned short parent_id { get; set; }
  3409. void on_before_register(cse_alife_item_grenade&);
  3410. bool online { get; set; }
  3411. void visible_for_map(cse_alife_object&,bool);
  3412. unsigned int m_level_vertex_id { get; set; }
  3413. char const* name(cse_abstract const*);
  3414. ini_file* spawn_ini(cse_abstract*);
  3415. }
  3416. [cpp]
  3417. class GAME_TYPE
  3418. {
  3419. const GAME_UNKNOWN = -1;
  3420. const eGameIDArtefactHunt = 8;
  3421. const eGameIDCaptureTheArtefact = 16;
  3422. const eGameIDDeathmatch = 2;
  3423. const eGameIDTeamDeathmatch = 4;
  3424. }
  3425. [cpp]
  3426. class cse_alife_item_document : cse_alife_item
  3427. {
  3428. void on_unregister(cse_alife_item_document&);
  3429. void use_ai_locations(cse_alife_object&,bool);
  3430. void __init(luabind::argument const&,char const*);
  3431. bool can_switch_offline(cse_alife_item_document const&);
  3432. void switch_online(cse_alife_item_document&);
  3433. cse_abstract* init(cse_alife_item_document&);
  3434. bool interactive(cse_alife_item_document const&);
  3435. vector& position { get; set; }
  3436. unsigned int m_story_id { get; set; }
  3437. void switch_offline(cse_alife_item_document&);
  3438. void STATE_Read(cse_alife_item_document&,net_packet&,unsigned short);
  3439. void on_register(cse_alife_item_document&);
  3440. int clsid(cse_abstract const&);
  3441. void move_offline(cse_alife_object&,bool);
  3442. unsigned short id { get; set; }
  3443. bool keep_saved_data_anyway(cse_alife_item_document const&);
  3444. unsigned short script_version { get; set; }
  3445. void UPDATE_Read(cse_abstract&,net_packet&);
  3446. char const* section_name(cse_abstract const*);
  3447. bool can_switch_online(cse_alife_item_document const&);
  3448. vector& angle { get; set; }
  3449. void on_spawn(cse_alife_item_document&);
  3450. unsigned short m_game_vertex_id { get; set; }
  3451. void UPDATE_Write(cse_abstract&,net_packet&);
  3452. void STATE_Write(cse_alife_item_document&,net_packet&);
  3453. bool can_save(cse_alife_item_document const&);
  3454. bool used_ai_locations(cse_alife_item_document const&);
  3455. bool bfUseful(cse_alife_item_document&);
  3456. unsigned short parent_id { get; set; }
  3457. void on_before_register(cse_alife_item_document&);
  3458. bool online { get; set; }
  3459. void visible_for_map(cse_alife_object&,bool);
  3460. unsigned int m_level_vertex_id { get; set; }
  3461. char const* name(cse_abstract const*);
  3462. ini_file* spawn_ini(cse_abstract*);
  3463. }
  3464. [cpp]
  3465. class cse_alife_item_pda : cse_alife_item
  3466. {
  3467. void on_unregister(cse_alife_item_pda&);
  3468. void use_ai_locations(cse_alife_object&,bool);
  3469. void __init(luabind::argument const&,char const*);
  3470. bool can_switch_offline(cse_alife_item_pda const&);
  3471. void switch_online(cse_alife_item_pda&);
  3472. cse_abstract* init(cse_alife_item_pda&);
  3473. bool interactive(cse_alife_item_pda const&);
  3474. vector& position { get; set; }
  3475. unsigned int m_story_id { get; set; }
  3476. void switch_offline(cse_alife_item_pda&);
  3477. void STATE_Read(cse_alife_item_pda&,net_packet&,unsigned short);
  3478. void on_register(cse_alife_item_pda&);
  3479. int clsid(cse_abstract const&);
  3480. void move_offline(cse_alife_object&,bool);
  3481. unsigned short id { get; set; }
  3482. bool keep_saved_data_anyway(cse_alife_item_pda const&);
  3483. unsigned short script_version { get; set; }
  3484. void UPDATE_Read(cse_abstract&,net_packet&);
  3485. char const* section_name(cse_abstract const*);
  3486. bool can_switch_online(cse_alife_item_pda const&);
  3487. vector& angle { get; set; }
  3488. void on_spawn(cse_alife_item_pda&);
  3489. unsigned short m_game_vertex_id { get; set; }
  3490. void UPDATE_Write(cse_abstract&,net_packet&);
  3491. void STATE_Write(cse_alife_item_pda&,net_packet&);
  3492. bool can_save(cse_alife_item_pda const&);
  3493. bool used_ai_locations(cse_alife_item_pda const&);
  3494. bool bfUseful(cse_alife_item_pda&);
  3495. unsigned short parent_id { get; set; }
  3496. void on_before_register(cse_alife_item_pda&);
  3497. bool online { get; set; }
  3498. void visible_for_map(cse_alife_object&,bool);
  3499. unsigned int m_level_vertex_id { get; set; }
  3500. char const* name(cse_abstract const*);
  3501. ini_file* spawn_ini(cse_abstract*);
  3502. }
  3503. [cpp]
  3504. class action_planner
  3505. {
  3506. property_evaluator& evaluator(action_planner&,unsigned int const&);
  3507. void setup(action_planner&,game_object*);
  3508. bool initialized(action_planner const&);
  3509. property_storage& storage { get; set; }
  3510. action_base& action(action_planner&,unsigned int const&);
  3511. void update(action_planner&);
  3512. void set_goal_world_state(action_planner*,world_state*);
  3513. game_object* object { get; set; }
  3514. bool actual(action_planner const*);
  3515. action_base& current_action(action_planner&);
  3516. unsigned int current_action_id(action_planner const&);
  3517. void show(action_planner&,char const*);
  3518. void clear(action_planner&);
  3519. void __init(luabind::argument const&);
  3520. void add_action(action_planner&,unsigned int const&,action_base*);
  3521. void remove_evaluator(action_planner&,unsigned int const&);
  3522. void add_evaluator(action_planner&,unsigned int const&,property_evaluator*);
  3523. void remove_action(action_planner&,unsigned int const&);
  3524. }
  3525. [cpp]
  3526. class cse_alife_item_artefact : cse_alife_item
  3527. {
  3528. void on_unregister(cse_alife_item_artefact&);
  3529. void use_ai_locations(cse_alife_object&,bool);
  3530. void __init(luabind::argument const&,char const*);
  3531. bool can_switch_offline(cse_alife_item_artefact const&);
  3532. void switch_online(cse_alife_item_artefact&);
  3533. cse_abstract* init(cse_alife_item_artefact&);
  3534. bool interactive(cse_alife_item_artefact const&);
  3535. vector& position { get; set; }
  3536. unsigned int m_story_id { get; set; }
  3537. void switch_offline(cse_alife_item_artefact&);
  3538. void STATE_Read(cse_alife_item_artefact&,net_packet&,unsigned short);
  3539. void on_register(cse_alife_item_artefact&);
  3540. int clsid(cse_abstract const&);
  3541. void move_offline(cse_alife_object&,bool);
  3542. unsigned short id { get; set; }
  3543. bool keep_saved_data_anyway(cse_alife_item_artefact const&);
  3544. unsigned short script_version { get; set; }
  3545. void UPDATE_Read(cse_abstract&,net_packet&);
  3546. char const* section_name(cse_abstract const*);
  3547. bool can_switch_online(cse_alife_item_artefact const&);
  3548. vector& angle { get; set; }
  3549. void on_spawn(cse_alife_item_artefact&);
  3550. unsigned short m_game_vertex_id { get; set; }
  3551. void UPDATE_Write(cse_abstract&,net_packet&);
  3552. void STATE_Write(cse_alife_item_artefact&,net_packet&);
  3553. bool can_save(cse_alife_item_artefact const&);
  3554. bool used_ai_locations(cse_alife_item_artefact const&);
  3555. bool bfUseful(cse_alife_item_artefact&);
  3556. unsigned short parent_id { get; set; }
  3557. void on_before_register(cse_alife_item_artefact&);
  3558. bool online { get; set; }
  3559. void visible_for_map(cse_alife_object&,bool);
  3560. unsigned int m_level_vertex_id { get; set; }
  3561. char const* name(cse_abstract const*);
  3562. ini_file* spawn_ini(cse_abstract*);
  3563. }
  3564. [cpp]
  3565. class cse_alife_item_detector : cse_alife_item
  3566. {
  3567. void on_unregister(cse_alife_item_detector&);
  3568. void use_ai_locations(cse_alife_object&,bool);
  3569. void __init(luabind::argument const&,char const*);
  3570. bool can_switch_offline(cse_alife_item_detector const&);
  3571. void switch_online(cse_alife_item_detector&);
  3572. cse_abstract* init(cse_alife_item_detector&);
  3573. bool interactive(cse_alife_item_detector const&);
  3574. vector& position { get; set; }
  3575. unsigned int m_story_id { get; set; }
  3576. void switch_offline(cse_alife_item_detector&);
  3577. void STATE_Read(cse_alife_item_detector&,net_packet&,unsigned short);
  3578. void on_register(cse_alife_item_detector&);
  3579. int clsid(cse_abstract const&);
  3580. void move_offline(cse_alife_object&,bool);
  3581. unsigned short id { get; set; }
  3582. bool keep_saved_data_anyway(cse_alife_item_detector const&);
  3583. unsigned short script_version { get; set; }
  3584. void UPDATE_Read(cse_abstract&,net_packet&);
  3585. char const* section_name(cse_abstract const*);
  3586. bool can_switch_online(cse_alife_item_detector const&);
  3587. vector& angle { get; set; }
  3588. void on_spawn(cse_alife_item_detector&);
  3589. unsigned short m_game_vertex_id { get; set; }
  3590. void UPDATE_Write(cse_abstract&,net_packet&);
  3591. void STATE_Write(cse_alife_item_detector&,net_packet&);
  3592. bool can_save(cse_alife_item_detector const&);
  3593. bool used_ai_locations(cse_alife_item_detector const&);
  3594. bool bfUseful(cse_alife_item_detector&);
  3595. unsigned short parent_id { get; set; }
  3596. void on_before_register(cse_alife_item_detector&);
  3597. bool online { get; set; }
  3598. void visible_for_map(cse_alife_object&,bool);
  3599. unsigned int m_level_vertex_id { get; set; }
  3600. char const* name(cse_abstract const*);
  3601. ini_file* spawn_ini(cse_abstract*);
  3602. }
  3603. [cpp]
  3604. class CTorch : CGameObject
  3605. {
  3606. void net_Import(CGameObject&,net_packet&);
  3607. bool use(CGameObject&,CGameObject*);
  3608. IRender_Visual* Visual(CGameObject const&);
  3609. void net_Export(CGameObject&,net_packet&);
  3610. void __init(luabind::argument const&);
  3611. int getEnabled(CGameObject const&);
  3612. DLL_Pure* _construct(CGameObject&);
  3613. int getVisible(CGameObject const&);
  3614. int net_Spawn(CGameObject&,cse_abstract*);
  3615. }
  3616. [cpp]
  3617. class CWeaponRPG7 : CGameObject
  3618. {
  3619. void net_Import(CGameObject&,net_packet&);
  3620. bool use(CGameObject&,CGameObject*);
  3621. IRender_Visual* Visual(CGameObject const&);
  3622. void net_Export(CGameObject&,net_packet&);
  3623. void __init(luabind::argument const&);
  3624. int getEnabled(CGameObject const&);
  3625. DLL_Pure* _construct(CGameObject&);
  3626. int getVisible(CGameObject const&);
  3627. int net_Spawn(CGameObject&,cse_abstract*);
  3628. }
  3629. [cpp]
  3630. class token
  3631. {
  3632. int id { get; set; }
  3633. char const* name { get; set; }
  3634. void __init(luabind::argument const&);
  3635. }
  3636. [cpp]
  3637. class token_list
  3638. {
  3639. void remove(token_list&,char const*);
  3640. int id(token_list&,char const*);
  3641. char const* name(token_list&,int);
  3642. void add(token_list&,char const*,int);
  3643. void clear(token_list&);
  3644. void __init(luabind::argument const&);
  3645. }
  3646. [cpp]
  3647. class rtoken_list
  3648. {
  3649. void remove(rtoken_list&,unsigned int);
  3650. char const* get(rtoken_list&,unsigned int);
  3651. unsigned int count(rtoken_list&);
  3652. void add(rtoken_list&,char const*);
  3653. void clear(rtoken_list&);
  3654. void __init(luabind::argument const&);
  3655. }
  3656. [cpp]
  3657. class memory_object
  3658. {
  3659. unsigned int level_time { get; set; }
  3660. unsigned int last_level_time { get; set; }
  3661. }
  3662. [cpp]
  3663. class net_packet
  3664. {
  3665. void r_float_q16(net_packet&,custom [float]&,custom [float],custom [float]);
  3666. void w_dir(net_packet&,vector const&);
  3667. void w_float(net_packet&,custom [float]);
  3668. void w_sdir(net_packet&,vector const&);
  3669. custom [unsigned __int64] r_u64(net_packet&);
  3670. short r_s16(net_packet&);
  3671. void r_float_q8(net_packet&,custom [float]&,custom [float],custom [float]);
  3672. unsigned int r_u32(net_packet&);
  3673. void w_u64(net_packet&,custom [unsigned __int64]);
  3674. unsigned short r_u16(net_packet&);
  3675. custom [float] r_float(net_packet&);
  3676. void w_float_q8(net_packet&,custom [float],custom [float],custom [float]);
  3677. void w_angle16(net_packet&,custom [float]);
  3678. void w_vec3(net_packet&,vector const&);
  3679. void w_chunk_open8(net_packet&,unsigned int&);
  3680. bool r_eof(net_packet*);
  3681. void r_matrix(net_packet&,matrix&);
  3682. void w_matrix(net_packet&,matrix&);
  3683. void w_float_q16(net_packet&,custom [float],custom [float],custom [float]);
  3684. void w_angle8(net_packet&,custom [float]);
  3685. void w_u16(net_packet&,unsigned short);
  3686. void w_chunk_close16(net_packet&,unsigned int);
  3687. void r_seek(net_packet&,unsigned int);
  3688. void r_vec3(net_packet&,vector&);
  3689. void r_advance(net_packet&,unsigned int);
  3690. char const* r_stringZ(net_packet*);
  3691. void w_s64(net_packet&,custom [__int64]);
  3692. unsigned char r_u8(net_packet&);
  3693. void r_sdir(net_packet&,vector&);
  3694. void r_dir(net_packet&,vector&);
  3695. void r_angle8(net_packet&,custom [float]&);
  3696. void r_angle16(net_packet&,custom [float]&);
  3697. unsigned int r_begin(net_packet&,unsigned short&);
  3698. void w_chunk_close8(net_packet&,unsigned int);
  3699. bool r_bool(net_packet*);
  3700. custom [__int64] r_s64(net_packet&);
  3701. custom [signed char] r_s8(net_packet&);
  3702. unsigned int r_tell(net_packet&);
  3703. void w_bool(net_packet*,bool);
  3704. void w_chunk_open16(net_packet&,unsigned int&);
  3705. void w_u8(net_packet&,unsigned char);
  3706. unsigned int w_tell(net_packet&);
  3707. int r_s32(net_packet&);
  3708. void w_s32(net_packet&,int);
  3709. void w_begin(net_packet&,unsigned short);
  3710. void __init(luabind::argument const&);
  3711. void w_s16(net_packet&,short);
  3712. ClientID r_clientID(net_packet*);
  3713. void w_stringZ(net_packet&,char const*);
  3714. unsigned int r_elapsed(net_packet&);
  3715. void w_clientID(net_packet&,ClientID&);
  3716. void w_u32(net_packet&,unsigned int);
  3717. }
  3718. [cpp]
  3719. class ini_file
  3720. {
  3721. int r_clsid(ini_file&,char const*,char const*);
  3722. custom [float] r_float(ini_file&,char const*,char const*);
  3723. vector r_vector(ini_file&,char const*,char const*);
  3724. int r_token(ini_file&,char const*,char const*,token_list const&);
  3725. char const* r_string_wq(ini_file&,char const*,char const*);
  3726. void __init(luabind::argument const&,char const*);
  3727. bool r_line(ini_file*,char const*,int,string_class&,string_class&);
  3728. int r_s32(ini_file&,char const*,char const*);
  3729. bool section_exist(ini_file&,char const*);
  3730. char const* r_string(ini_file&,char const*,char const*);
  3731. unsigned int r_u32(ini_file&,char const*,char const*);
  3732. bool line_exist(ini_file&,char const*,char const*);
  3733. bool r_bool(ini_file&,char const*,char const*);
  3734. unsigned int line_count(ini_file&,char const*);
  3735. }
  3736. [cpp]
  3737. class sound_object
  3738. {
  3739. const looped = 1;
  3740. const s2d = 2;
  3741. const s3d = 0;
  3742. void stop(sound_object&);
  3743. custom [float] const frequency { get; set; }
  3744. void attach_tail(sound_object&,char const*);
  3745. custom [float] const max_distance { get; set; }
  3746. unsigned int length(sound_object&);
  3747. void stop_deffered(sound_object&);
  3748. void set_position(sound_object&,vector const&);
  3749. custom [float] const min_distance { get; set; }
  3750. bool playing(sound_object const&);
  3751. void play_no_feedback(sound_object&,game_object*,unsigned int,custom [float],vector,custom [float]);
  3752. void play_at_pos(sound_object&,game_object*,vector const&,custom [float],int);
  3753. vector get_position(sound_object const&);
  3754. void play(sound_object&,game_object*,custom [float],int);
  3755. void __init(luabind::argument const&,char const*,custom [enum ESoundTypes]);
  3756. custom [float] const volume { get; set; }
  3757. }
  3758. [cpp]
  3759. class Frect
  3760. {
  3761. custom [float] x2 { get; set; }
  3762. custom [float] x1 { get; set; }
  3763. vector2& rb { get; set; }
  3764. Frect& set(Frect&,custom [float],custom [float],custom [float],custom [float]);
  3765. custom [float] y2 { get; set; }
  3766. custom [float] y1 { get; set; }
  3767. vector2& lt { get; set; }
  3768. void __init(luabind::argument const&);
  3769. }
  3770. [cpp]
  3771. class Fbox
  3772. {
  3773. vector& max { get; set; }
  3774. vector& min { get; set; }
  3775. void __init(luabind::argument const&);
  3776. }
  3777. [cpp]
  3778. class CMedkit : CGameObject
  3779. {
  3780. void net_Import(CGameObject&,net_packet&);
  3781. bool use(CGameObject&,CGameObject*);
  3782. IRender_Visual* Visual(CGameObject const&);
  3783. void net_Export(CGameObject&,net_packet&);
  3784. void __init(luabind::argument const&);
  3785. int getEnabled(CGameObject const&);
  3786. DLL_Pure* _construct(CGameObject&);
  3787. int getVisible(CGameObject const&);
  3788. int net_Spawn(CGameObject&,cse_abstract*);
  3789. }
  3790. [cpp]
  3791. class vector2
  3792. {
  3793. custom [float] y { get; set; }
  3794. custom [float] x { get; set; }
  3795. vector2& set(vector2&,vector2 const&);
  3796. void __init(luabind::argument const&);
  3797. }
  3798. [cpp]
  3799. class cse_alife_object : cse_abstract
  3800. {
  3801. unsigned short id { get; set; }
  3802. void use_ai_locations(cse_alife_object&,bool);
  3803. void __init(luabind::argument const&,char const*);
  3804. void can_switch_offline(cse_alife_object&,bool);
  3805. char const* section_name(cse_abstract const*);
  3806. void STATE_Write(cse_alife_object&,net_packet&);
  3807. int clsid(cse_abstract const&);
  3808. bool used_ai_locations(cse_alife_object const&);
  3809. cse_abstract* init(cse_alife_object&);
  3810. ini_file* spawn_ini(cse_abstract*);
  3811. unsigned int m_level_vertex_id { get; set; }
  3812. void UPDATE_Read(cse_abstract&,net_packet&);
  3813. vector& angle { get; set; }
  3814. vector& position { get; set; }
  3815. unsigned int m_story_id { get; set; }
  3816. unsigned short script_version { get; set; }
  3817. void UPDATE_Write(cse_abstract&,net_packet&);
  3818. bool interactive(cse_alife_object const&);
  3819. void STATE_Read(cse_alife_object&,net_packet&,unsigned short);
  3820. void can_switch_online(cse_alife_object&,bool);
  3821. unsigned short parent_id { get; set; }
  3822. bool can_save(cse_alife_object const&);
  3823. bool online { get; set; }
  3824. void visible_for_map(cse_alife_object&,bool);
  3825. void move_offline(cse_alife_object&,bool);
  3826. char const* name(cse_abstract const*);
  3827. unsigned short m_game_vertex_id { get; set; }
  3828. }
  3829. [cpp]
  3830. class CWeaponSVD : CGameObject
  3831. {
  3832. void net_Import(CGameObject&,net_packet&);
  3833. bool use(CGameObject&,CGameObject*);
  3834. IRender_Visual* Visual(CGameObject const&);
  3835. void net_Export(CGameObject&,net_packet&);
  3836. void __init(luabind::argument const&);
  3837. int getEnabled(CGameObject const&);
  3838. DLL_Pure* _construct(CGameObject&);
  3839. int getVisible(CGameObject const&);
  3840. int net_Spawn(CGameObject&,cse_abstract*);
  3841. }
  3842. [cpp]
  3843. class flags32
  3844. {
  3845. flags32& and(flags32&,flags32 const&,unsigned int);
  3846. flags32& or(flags32&,flags32 const&,unsigned int);
  3847. bool is_any(flags32*,unsigned int);
  3848. bool is(flags32*,unsigned int);
  3849. void __init(luabind::argument const&);
  3850. bool test(flags32*,unsigned int);
  3851. bool equal(flags32*,flags32 const&,unsigned int);
  3852. flags32& set(flags32*,unsigned int,bool);
  3853. flags32& invert(flags32&,unsigned int);
  3854. flags32& assign(flags32&,unsigned int);
  3855. flags32& zero(flags32&);
  3856. flags32& one(flags32&);
  3857. unsigned int get(flags32 const&);
  3858. }
  3859. [cpp]
  3860. class CRadioactiveZone : CGameObject
  3861. {
  3862. void net_Import(CGameObject&,net_packet&);
  3863. bool use(CGameObject&,CGameObject*);
  3864. IRender_Visual* Visual(CGameObject const&);
  3865. void net_Export(CGameObject&,net_packet&);
  3866. void __init(luabind::argument const&);
  3867. int getEnabled(CGameObject const&);
  3868. DLL_Pure* _construct(CGameObject&);
  3869. int getVisible(CGameObject const&);
  3870. int net_Spawn(CGameObject&,cse_abstract*);
  3871. }
  3872. [cpp]
  3873. class noise
  3874. {
  3875. custom [float] fps { get; set; }
  3876. noise& set(noise&,custom [float],custom [float],custom [float]);
  3877. custom [float] grain { get; set; }
  3878. custom [float] intensity { get; set; }
  3879. void __init(luabind::argument const&,custom [float],custom [float],custom [float]);
  3880. }
  3881. [cpp]
  3882. class flags16
  3883. {
  3884. flags16& and(flags16&,flags16 const&,unsigned short);
  3885. flags16& or(flags16&,flags16 const&,unsigned short);
  3886. bool is_any(flags16*,unsigned short);
  3887. bool is(flags16*,unsigned short);
  3888. void __init(luabind::argument const&);
  3889. bool test(flags16*,unsigned short);
  3890. bool equal(flags16*,flags16 const&,unsigned short);
  3891. flags16& set(flags16*,unsigned short,bool);
  3892. flags16& invert(flags16&,unsigned short);
  3893. flags16& assign(flags16&,unsigned short);
  3894. flags16& zero(flags16&);
  3895. void one(flags16*);
  3896. unsigned short get(flags16 const&);
  3897. }
  3898. [cpp]
  3899. class CSightParams
  3900. {
  3901. const eSightTypeAnimationDirection = 11;
  3902. const eSightTypeCover = 5;
  3903. const eSightTypeCoverLookOver = 8;
  3904. const eSightTypeCurrentDirection = 0;
  3905. const eSightTypeDirection = 2;
  3906. const eSightTypeDummy = -1;
  3907. const eSightTypeFireObject = 9;
  3908. const eSightTypeFirePosition = 10;
  3909. const eSightTypeLookOver = 7;
  3910. const eSightTypeObject = 4;
  3911. const eSightTypePathDirection = 1;
  3912. const eSightTypePosition = 3;
  3913. const eSightTypeSearch = 6;
  3914. custom [enum SightManager::ESightType] m_sight_type { get; set; }
  3915. vector& m_vector { get; set; }
  3916. game_object* m_object { get; set; }
  3917. void __init(luabind::argument const&);
  3918. }
  3919. [cpp]
  3920. class CCar : , CGameObjectholder
  3921. {
  3922. const eWpnActivate = 3;
  3923. const eWpnAutoFire = 5;
  3924. const eWpnDesiredDir = 1;
  3925. const eWpnDesiredPos = 2;
  3926. const eWpnFire = 4;
  3927. const eWpnToDefaultDir = 6;
  3928. int net_Spawn(CGameObject&,cse_abstract*);
  3929. vector CurrentVel(CCar&);
  3930. unsigned int ExplodeTime(CCar&);
  3931. void __init(luabind::argument const&);
  3932. custom [float] GetfHealth(CCar const&);
  3933. void Action(CCar&,unsigned short,unsigned int);
  3934. void net_Import(CGameObject&,net_packet&);
  3935. void SetParam(CCar&,int,vector);
  3936. void SetExplodeTime(CCar&,unsigned int);
  3937. bool HasWeapon(CCar&);
  3938. void CarExplode(CCar&);
  3939. bool use(CGameObject&,CGameObject*);
  3940. int getVisible(CGameObject const&);
  3941. IRender_Visual* Visual(CGameObject const&);
  3942. bool IsObjectVisible(CCar&,game_object*);
  3943. bool CanHit(CCar&);
  3944. int getEnabled(CGameObject const&);
  3945. void net_Export(CGameObject&,net_packet&);
  3946. DLL_Pure* _construct(CGameObject&);
  3947. custom [float] SetfHealth(CCar&,custom [float]);
  3948. bool engaged(holder&);
  3949. custom [float] FireDirDiff(CCar&);
  3950. }
  3951. [cpp]
  3952. class flags8
  3953. {
  3954. flags8& and(flags8&,flags8 const&,unsigned char);
  3955. flags8& or(flags8&,flags8 const&,unsigned char);
  3956. bool is_any(flags8*,unsigned char);
  3957. bool is(flags8*,unsigned char);
  3958. void __init(luabind::argument const&);
  3959. bool test(flags8*,unsigned char);
  3960. bool equal(flags8*,flags8 const&,unsigned char);
  3961. flags8& set(flags8*,unsigned char,bool);
  3962. flags8& invert(flags8&,unsigned char);
  3963. flags8& assign(flags8&,unsigned char);
  3964. flags8& zero(flags8&);
  3965. void one(flags8*);
  3966. unsigned char get(flags8 const&);
  3967. }
  3968. [cpp]
  3969. class IKinematicsAnimated
  3970. {
  3971. void PlayCycle(IKinematicsAnimated*,char const*);
  3972. }
  3973. [cpp]
  3974. class cse_alife_trader_abstract
  3975. {
  3976. int reputation(cse_alife_trader_abstract&);
  3977. int rank(cse_alife_trader_abstract&);
  3978. char const* community(cse_alife_trader_abstract const&);
  3979. char const* profile_name(cse_alife_trader_abstract*);
  3980. }
  3981. [cpp]
  3982. class CMercuryBall : CArtefact
  3983. {
  3984. void net_Import(CGameObject&,net_packet&);
  3985. bool use(CGameObject&,CGameObject*);
  3986. unsigned char GetAfRank(CArtefact const&);
  3987. void net_Export(CGameObject&,net_packet&);
  3988. void __init(luabind::argument const&);
  3989. IRender_Visual* Visual(CGameObject const&);
  3990. void FollowByPath(CArtefact&,char const*,int,vector);
  3991. void SwitchVisibility(CArtefact&,bool);
  3992. DLL_Pure* _construct(CGameObject&);
  3993. int getEnabled(CGameObject const&);
  3994. int getVisible(CGameObject const&);
  3995. int net_Spawn(CGameObject&,cse_abstract*);
  3996. }
  3997. [cpp]
  3998. class FS
  3999. {
  4000. const FSType_Any = 3;
  4001. const FSType_External = 2;
  4002. const FSType_Virtual = 1;
  4003. const FS_ClampExt = 4;
  4004. const FS_ListFiles = 1;
  4005. const FS_ListFolders = 2;
  4006. const FS_RootOnly = 8;
  4007. const FS_sort_by_modif_down = 5;
  4008. const FS_sort_by_modif_up = 4;
  4009. const FS_sort_by_name_down = 1;
  4010. const FS_sort_by_name_up = 0;
  4011. const FS_sort_by_size_down = 3;
  4012. const FS_sort_by_size_up = 2;
  4013. void r_close(FS&,reader*&);
  4014. void w_close(FS&,custom [class IWriter]*&);
  4015. void file_rename(FS&,char const*,char const*,bool);
  4016. int file_length(FS&,char const*);
  4017. FS_file_list_ex file_list_open_ex(FS*,char const*,unsigned int,char const*);
  4018. char const* update_path(FS*,char const*,char const*);
  4019. void dir_delete(FS*,char const*,char const*,int);
  4020. char const* get_file_age_str(FS*,char const*);
  4021. void file_copy(FS&,char const*,char const*);
  4022. reader* r_open(FS&,char const*);
  4023. custom [class FS_Path]* append_path(FS&,char const*,char const*,char const*,int);
  4024. void file_delete(FS&,char const*);
  4025. custom [class IWriter]* w_open(FS&,char const*);
  4026. bool path_exist(FS&,char const*);
  4027. FS_file_list file_list_open(FS*,char const*,char const*,unsigned int);
  4028. unsigned int get_file_age(FS&,char const*);
  4029. custom [class FS_Path]* get_path(FS&,char const*);
  4030. FileStatus exist(FS&,char const*,char const*,custom [enum FSType]);
  4031. }
  4032. [cpp]
  4033. class CEliteDetector : CGameObject
  4034. {
  4035. void net_Import(CGameObject&,net_packet&);
  4036. bool use(CGameObject&,CGameObject*);
  4037. IRender_Visual* Visual(CGameObject const&);
  4038. void net_Export(CGameObject&,net_packet&);
  4039. void __init(luabind::argument const&);
  4040. int getEnabled(CGameObject const&);
  4041. DLL_Pure* _construct(CGameObject&);
  4042. int getVisible(CGameObject const&);
  4043. int net_Spawn(CGameObject&,cse_abstract*);
  4044. }
  4045. [cpp]
  4046. class CInventoryBox : CGameObject
  4047. {
  4048. void net_Import(CGameObject&,net_packet&);
  4049. bool use(CGameObject&,CGameObject*);
  4050. IRender_Visual* Visual(CGameObject const&);
  4051. void net_Export(CGameObject&,net_packet&);
  4052. void __init(luabind::argument const&);
  4053. int getEnabled(CGameObject const&);
  4054. DLL_Pure* _construct(CGameObject&);
  4055. int getVisible(CGameObject const&);
  4056. int net_Spawn(CGameObject&,cse_abstract*);
  4057. }
  4058. [cpp]
  4059. class cse_alife_dynamic_object : cse_alife_object
  4060. {
  4061. void on_unregister(cse_alife_dynamic_object&);
  4062. void use_ai_locations(cse_alife_object&,bool);
  4063. void __init(luabind::argument const&,char const*);
  4064. bool can_switch_offline(cse_alife_dynamic_object const&);
  4065. void switch_online(cse_alife_dynamic_object&);
  4066. cse_abstract* init(cse_alife_dynamic_object&);
  4067. bool interactive(cse_alife_dynamic_object const&);
  4068. vector& position { get; set; }
  4069. unsigned int m_story_id { get; set; }
  4070. void switch_offline(cse_alife_dynamic_object&);
  4071. void STATE_Read(cse_alife_dynamic_object&,net_packet&,unsigned short);
  4072. void on_register(cse_alife_dynamic_object&);
  4073. int clsid(cse_abstract const&);
  4074. void move_offline(cse_alife_object&,bool);
  4075. unsigned short id { get; set; }
  4076. bool keep_saved_data_anyway(cse_alife_dynamic_object const&);
  4077. unsigned short script_version { get; set; }
  4078. void UPDATE_Read(cse_abstract&,net_packet&);
  4079. char const* section_name(cse_abstract const*);
  4080. bool can_switch_online(cse_alife_dynamic_object const&);
  4081. vector& angle { get; set; }
  4082. void on_spawn(cse_alife_dynamic_object&);
  4083. unsigned short m_game_vertex_id { get; set; }
  4084. unsigned int m_level_vertex_id { get; set; }
  4085. bool can_save(cse_alife_dynamic_object const&);
  4086. bool used_ai_locations(cse_alife_dynamic_object const&);
  4087. void STATE_Write(cse_alife_dynamic_object&,net_packet&);
  4088. unsigned short parent_id { get; set; }
  4089. void on_before_register(cse_alife_dynamic_object&);
  4090. bool online { get; set; }
  4091. void visible_for_map(cse_alife_object&,bool);
  4092. ini_file* spawn_ini(cse_abstract*);
  4093. char const* name(cse_abstract const*);
  4094. void UPDATE_Write(cse_abstract&,net_packet&);
  4095. }
  4096. [cpp]
  4097. class CScientificDetector : CGameObject
  4098. {
  4099. void net_Import(CGameObject&,net_packet&);
  4100. bool use(CGameObject&,CGameObject*);
  4101. IRender_Visual* Visual(CGameObject const&);
  4102. void net_Export(CGameObject&,net_packet&);
  4103. void __init(luabind::argument const&);
  4104. int getEnabled(CGameObject const&);
  4105. DLL_Pure* _construct(CGameObject&);
  4106. int getVisible(CGameObject const&);
  4107. int net_Spawn(CGameObject&,cse_abstract*);
  4108. }
  4109. [cpp]
  4110. class CALifeMonsterDetailPathManager
  4111. {
  4112. void target(CALifeMonsterDetailPathManager&,CALifeSmartTerrainTask const*);
  4113. bool completed(CALifeMonsterDetailPathManager const&);
  4114. bool actual(CALifeMonsterDetailPathManager const&);
  4115. bool failed(CALifeMonsterDetailPathManager const&);
  4116. custom [float] const& speed(CALifeMonsterDetailPathManager const&);
  4117. }
  4118. [cpp]
  4119. class CAdvancedDetector : CGameObject
  4120. {
  4121. void net_Import(CGameObject&,net_packet&);
  4122. bool use(CGameObject&,CGameObject*);
  4123. IRender_Visual* Visual(CGameObject const&);
  4124. void net_Export(CGameObject&,net_packet&);
  4125. void __init(luabind::argument const&);
  4126. int getEnabled(CGameObject const&);
  4127. DLL_Pure* _construct(CGameObject&);
  4128. int getVisible(CGameObject const&);
  4129. int net_Spawn(CGameObject&,cse_abstract*);
  4130. }
  4131. [cpp]
  4132. class CWeaponAmmo : CGameObject
  4133. {
  4134. void net_Import(CGameObject&,net_packet&);
  4135. bool use(CGameObject&,CGameObject*);
  4136. IRender_Visual* Visual(CGameObject const&);
  4137. void net_Export(CGameObject&,net_packet&);
  4138. void __init(luabind::argument const&);
  4139. int getEnabled(CGameObject const&);
  4140. DLL_Pure* _construct(CGameObject&);
  4141. int getVisible(CGameObject const&);
  4142. int net_Spawn(CGameObject&,cse_abstract*);
  4143. }
  4144. [cpp]
  4145. class CUIMapInfo : CUIWindow
  4146. {
  4147. void AttachChild(CUIWindow&,CUIWindow*);
  4148. void __init(luabind::argument const&);
  4149. void Show(CUIWindow&,bool);
  4150. bool IsShown(CUIWindow&);
  4151. vector2 const* GetWndPos(CUIWindow*);
  4152. custom [float] GetWidth(CUIWindow const&);
  4153. char const* WindowName(CUIWindow&);
  4154. void SetWindowName(CUIWindow&,char const*);
  4155. void Init(CUIMapInfo&,vector2,vector2);
  4156. void DetachChild(CUIWindow&,CUIWindow*);
  4157. void SetAutoDelete(CUIWindow&,bool);
  4158. bool IsAutoDelete(CUIWindow&);
  4159. void ResetPPMode(CUIWindow&);
  4160. void SetWndPos(CUIWindow&,vector2);
  4161. bool IsEnabled(CUIWindow&);
  4162. void InitMap(CUIMapInfo&,char const*,char const*);
  4163. void Enable(CUIWindow&,bool);
  4164. void SetWndRect(CUIWindow&,Frect);
  4165. void SetWndSize(CUIWindow&,vector2);
  4166. void SetPPMode(CUIWindow&);
  4167. custom [float] GetHeight(CUIWindow const&);
  4168. }
  4169. [cpp]
  4170. class cse_ph_skeleton
  4171. {
  4172. }
  4173. [cpp]
  4174. class CGameFont
  4175. {
  4176. const alCenter = 2;
  4177. const alLeft = 0;
  4178. const alRight = 1;
  4179. }
  4180. [cpp]
  4181. class CUISpinText : CUICustomSpin
  4182. {
  4183. void AttachChild(CUIWindow&,CUIWindow*);
  4184. void __init(luabind::argument const&);
  4185. void Show(CUIWindow&,bool);
  4186. bool IsShown(CUIWindow&);
  4187. vector2 const* GetWndPos(CUIWindow*);
  4188. custom [float] GetWidth(CUIWindow const&);
  4189. char const* GetText(CUICustomSpin&);
  4190. void SetWindowName(CUIWindow&,char const*);
  4191. void DetachChild(CUIWindow&,CUIWindow*);
  4192. void SetAutoDelete(CUIWindow&,bool);
  4193. bool IsAutoDelete(CUIWindow&);
  4194. void ResetPPMode(CUIWindow&);
  4195. void SetWndPos(CUIWindow&,vector2);
  4196. bool IsEnabled(CUIWindow&);
  4197. void Enable(CUIWindow&,bool);
  4198. char const* WindowName(CUIWindow&);
  4199. void SetWndRect(CUIWindow&,Frect);
  4200. void SetWndSize(CUIWindow&,vector2);
  4201. void SetPPMode(CUIWindow&);
  4202. custom [float] GetHeight(CUIWindow const&);
  4203. }
  4204. [cpp]
  4205. class game_object
  4206. {
  4207. const action_type_count = 6;
  4208. const alifeMovementTypeMask = 0;
  4209. const alifeMovementTypeRandom = 1;
  4210. const animation = 2;
  4211. const dialog_pda_msg = 0;
  4212. const dummy = -1;
  4213. const enemy = 2;
  4214. const friend = 0;
  4215. const game_path = 0;
  4216. const info_pda_msg = 1;
  4217. const level_path = 1;
  4218. const movement = 0;
  4219. const neutral = 1;
  4220. const no_path = 3;
  4221. const no_pda_msg = 2;
  4222. const object = 5;
  4223. const particle = 4;
  4224. const patrol_path = 2;
  4225. const relation_attack = 1;
  4226. const relation_fight_help_human = 2;
  4227. const relation_fight_help_monster = 4;
  4228. const relation_kill = 0;
  4229. const sound = 3;
  4230. const watch = 1;
  4231. void set_queue_size(game_object&,unsigned int);
  4232. void enable_attachable_item(game_object&,bool);
  4233. bool can_script_capture(game_object const&);
  4234. game_object* parent(game_object const&);
  4235. char const* who_hit_name(game_object&);
  4236. game_object* item_in_slot(game_object const&,unsigned int);
  4237. void change_character_reputation(game_object&,int);
  4238. custom [float] apply_loophole_direction_distance(game_object const&);
  4239. bool night_vision_enabled(game_object const&);
  4240. void set_invisible(game_object&,bool);
  4241. custom [float] visibility_threshold(game_object const&);
  4242. void enable_torch(game_object&,bool);
  4243. vector bone_position(game_object const&,char const*);
  4244. int community_goodwill(game_object&,char const*);
  4245. bool deadbody_closed_status(game_object&);
  4246. int goodwill(game_object&,game_object*);
  4247. void set_trader_head_anim(game_object&,char const*);
  4248. char const* aim_bone_id(game_object const&);
  4249. void set_callback(game_object&,callback);
  4250. danger_object const* best_danger(game_object&);
  4251. void transfer_money(game_object&,int,game_object*);
  4252. void set_enemy_callback(game_object&,function<bool> const&,luabind::object const&);
  4253. int weapon_scope_status(game_object&);
  4254. void give_task(game_object&,CGameTask*,unsigned int,bool,unsigned int);
  4255. char const* out_restrictions(game_object&);
  4256. custom [float] range(game_object const&);
  4257. void run_talk_dialog(game_object&,game_object*,bool);
  4258. void remove_home(game_object&);
  4259. bool in_current_loophole_fov(game_object const&,vector);
  4260. void set_smart_cover_target_default(game_object&,bool);
  4261. void deadbody_can_take(game_object&,bool);
  4262. bool is_inv_upgrade_enabled(game_object&);
  4263. void set_relation(game_object&,custom [enum ALife::ERelationType],game_object*);
  4264. char const* name(game_object const&);
  4265. char const* get_dest_smart_cover_name(game_object&);
  4266. holder* get_current_holder(game_object&);
  4267. game_object* best_item(game_object&);
  4268. char const* character_community(game_object&);
  4269. void set_patrol_path(game_object&,char const*,custom [enum PatrolPathManager::EPatrolStartType],custom [enum PatrolPathManager::EPatrolRouteType],bool);
  4270. void set_fov(game_object&,custom [float]);
  4271. custom [enum MonsterSpace::EBodyState] target_body_state(game_object const&);
  4272. void set_capture_anim(game_object&,game_object*,char const*,vector const&,custom [float]);
  4273. void remove_restrictions(game_object&,char const*,char const*);
  4274. void hit(game_object&,hit*);
  4275. unsigned int aim_time(game_object&,game_object*);
  4276. void actor_look_at_point(game_object&,vector);
  4277. cover_point const* safe_cover(game_object&,vector const&,custom [float],custom [float]);
  4278. void skip_transfer_enemy(game_object&,bool);
  4279. custom [enum MonsterSpace::EMentalState] target_mental_state(game_object const&);
  4280. int squad(game_object const&);
  4281. void mark_item_dropped(game_object&,game_object*);
  4282. void set_dest_loophole(game_object&);
  4283. custom [enum DetailPathManager::EDetailPathType] detail_path_type(game_object const&);
  4284. void set_visual_memory_enabled(game_object&,bool);
  4285. custom [enum MonsterSpace::EMovementType] movement_type(game_object const&);
  4286. object_binder* binded_object(game_object&);
  4287. void can_throw_grenades(game_object&,bool);
  4288. bool inside(game_object const&,vector const&);
  4289. custom [float] satiety { get; set; }
  4290. void remove_all_restrictions(game_object&);
  4291. void buy_condition(game_object&,custom [float],custom [float]);
  4292. char const* patrol(game_object&);
  4293. custom [float] bleeding { get; set; }
  4294. void switch_to_trade(game_object&);
  4295. void set_sight(game_object&,game_object*,bool,bool,bool);
  4296. unsigned int memory_time(game_object&,game_object const&);
  4297. void give_talk_message(game_object&,char const*,char const*,char const*);
  4298. char const* base_out_restrictions(game_object&);
  4299. bool see(game_object&,char const*);
  4300. void set_condition(game_object&,custom [float]);
  4301. void enable_trade(game_object&);
  4302. void lock_door_for_npc(game_object&);
  4303. void force_set_goodwill(game_object&,int,game_object*);
  4304. void set_sound_mask(game_object&,unsigned int);
  4305. void enable_inv_upgrade(game_object&);
  4306. void set_movement_selection_type(game_object&,custom [enum ESelectionType]);
  4307. int active_sound_count(game_object&,bool);
  4308. custom [float] psy_health { get; set; }
  4309. custom [float] idle_max_time(game_object const&);
  4310. custom [class xr_vector<struct MemorySpace::CNotYetVisibleObject,class xalloc<struct MemorySpace::CNotYetVisibleObject> >] const& not_yet_visible_objects(game_object const&);
  4311. custom [enum MonsterSpace::EBodyState] body_state(game_object const&);
  4312. game_object* get_corpse(game_object const&);
  4313. void disable_show_hide_sounds(game_object&,bool);
  4314. unsigned int get_current_point_index(game_object&);
  4315. void set_body_state(game_object&,custom [enum MonsterSpace::EBodyState]);
  4316. void set_character_community(game_object&,char const*,int,int);
  4317. void set_smart_cover_target_selector(game_object&);
  4318. void external_sound_stop(game_object&);
  4319. void set_actor_position(game_object&,vector);
  4320. bool in_smart_cover(game_object const&);
  4321. ini_file* spawn_ini(game_object const&);
  4322. void external_sound_start(game_object&,char const*);
  4323. void use_smart_covers_only(game_object&,bool);
  4324. void kill(game_object&,game_object*);
  4325. bool has_info(game_object&,char const*);
  4326. void reset_action_queue(game_object&);
  4327. physics_shell* get_physics_shell(game_object const&);
  4328. custom [float] health { get; set; }
  4329. bool give_info_portion(game_object&,char const*);
  4330. void unregister_in_combat(game_object&);
  4331. void remove_sound(game_object&,unsigned int);
  4332. game_object* active_detector(game_object const&);
  4333. custom [float] get_current_outfit_protection(game_object&,int);
  4334. bool accessible(game_object&,unsigned int);
  4335. unsigned int cost(game_object const&);
  4336. void info_add(game_object&,char const*);
  4337. void script(game_object&,bool,char const*);
  4338. void restore_max_ignore_monster_distance(game_object&);
  4339. void set_movement_type(game_object&,custom [enum MonsterSpace::EMovementType]);
  4340. char const* base_in_restrictions(game_object&);
  4341. unsigned int active_slot(game_object&);
  4342. void give_talk_message2(game_object&,char const*,char const*,char const*,char const*);
  4343. void set_start_point(game_object&,int);
  4344. unsigned int add_combat_sound(game_object&,char const*,unsigned int,custom [enum ESoundTypes],unsigned int,unsigned int,unsigned int,char const*);
  4345. void set_anomaly_power(game_object&,custom [float]);
  4346. custom [enum ALife::ERelationType] relation(game_object&,game_object*);
  4347. bool is_level_changer_enabled(game_object&);
  4348. unsigned int get_ammo_total(game_object const&);
  4349. custom [class xr_vector<struct MemorySpace::CHitObject,class xalloc<struct MemorySpace::CHitObject> >] const& memory_hit_objects(game_object const&);
  4350. bool in_current_loophole_range(game_object const&,vector);
  4351. void attachable_item_load_attach(game_object&,char const*);
  4352. bool take_items_enabled(game_object const&);
  4353. vector direction(game_object const&);
  4354. void restore_sound_threshold(game_object&);
  4355. void explode(game_object&,unsigned int);
  4356. bool in_loophole_fov(game_object const&,char const*,char const*,vector);
  4357. custom [float] mass(game_object const&);
  4358. void stop_particles(game_object&,char const*,char const*);
  4359. void start_particles(game_object&,char const*,char const*);
  4360. bool is_weapon_going_to_be_strapped(game_object const&,game_object const*);
  4361. bool sniper_update_rate(game_object const&);
  4362. void enable_level_changer(game_object&,bool);
  4363. bool sniper_fire_mode(game_object const&);
  4364. void set_level_changer_invitation(game_object&,char const*);
  4365. void buy_item_condition_factor(game_object&,custom [float]);
  4366. vector get_movement_speed(game_object const&);
  4367. CPhysicObject* get_physics_object(game_object&);
  4368. void set_ammo_elapsed(game_object&,int);
  4369. void debug_planner(game_object&,action_planner const*);
  4370. CArtefact* get_artefact(game_object&);
  4371. CZoneCampfire* get_campfire(game_object&);
  4372. unsigned int object_count(game_object const&);
  4373. void unregister_door_for_npc(game_object&);
  4374. void set_const_force(game_object&,vector const&,custom [float],unsigned int);
  4375. bool disable_hit_marks(game_object const&);
  4376. CSightParams sight_params(game_object&);
  4377. void unload_magazine(game_object&);
  4378. void disable_trade(game_object&);
  4379. void play_sound(game_object&,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int);
  4380. void can_select_weapon(game_object&,bool);
  4381. void poltergeist_set_actor_ignore(game_object&,bool);
  4382. void deadbody_closed(game_object&,bool);
  4383. int clsid(game_object const&);
  4384. void iterate_inventory_box(game_object&,function<void>,luabind::object);
  4385. void stop_talk(game_object&);
  4386. void iterate_inventory(game_object&,function<void>,luabind::object);
  4387. void wounded(game_object&,bool);
  4388. int get_visibility_state(game_object&);
  4389. unsigned int location_on_path(game_object&,custom [float],vector*);
  4390. bool fake_death_fall_down(game_object&);
  4391. custom [enum ETaskState] get_task_state(game_object&,char const*);
  4392. void buy_supplies(game_object&,ini_file*,char const*);
  4393. void sell_condition(game_object&,custom [float],custom [float]);
  4394. void show_condition(game_object&,ini_file*,char const*);
  4395. void set_path_type(game_object&,custom [enum MovementManager::EPathType]);
  4396. void command(game_object&,entity_action const*,bool);
  4397. void make_object_visible_somewhen(game_object&,game_object*);
  4398. void disable_inv_upgrade(game_object&);
  4399. bool dont_has_info(game_object&,char const*);
  4400. bool inv_box_can_take_status(game_object&);
  4401. bool inv_box_can_take(game_object&,bool);
  4402. bool inv_box_closed_status(game_object&);
  4403. game_object* object(game_object&,int);
  4404. custom [float] fov(game_object const&);
  4405. vector memory_position(game_object&,game_object const&);
  4406. bool inv_box_closed(game_object&,bool,char const*);
  4407. void set_smart_cover_target_fire(game_object&);
  4408. bool movement_enabled(game_object&);
  4409. game_object* active_item(game_object&);
  4410. void info_clear(game_object&);
  4411. bool is_inv_box_empty(game_object&);
  4412. void set_fastcall(game_object&,function<bool> const&,luabind::object const&);
  4413. bool in_loophole_range(game_object const&,char const*,char const*,vector);
  4414. unsigned int level_vertex_id(game_object const&);
  4415. unsigned int vertex_in_direction(game_object const&,unsigned int,vector,custom [float]);
  4416. void set_nonscript_usable(game_object&,bool);
  4417. void set_tip_text_default(game_object&);
  4418. void set_vis_state(game_object&,custom [float]);
  4419. void set_tip_text(game_object&,char const*);
  4420. holder* get_holder_class(game_object&);
  4421. custom [float] ignore_monster_threshold(game_object const&);
  4422. bool movement_target_reached(game_object&);
  4423. void sound_prefix(game_object&,char const*);
  4424. hanging_lamp* get_hanging_lamp(game_object&);
  4425. bool weapon_strapped(game_object const&);
  4426. custom [class xr_vector<struct MemorySpace::CVisibleObject,class xalloc<struct MemorySpace::CVisibleObject> >] const& memory_visible_objects(game_object const&);
  4427. bool burer_get_force_gravi_attack(game_object&);
  4428. custom [float] lookout_max_time(game_object const&);
  4429. CCar* get_car(game_object&);
  4430. void patrol_path_make_inactual(game_object&);
  4431. custom [float] get_anomaly_power(game_object&);
  4432. void unlock_door_for_npc(game_object&);
  4433. char const* get_script_name(game_object const&);
  4434. unsigned int get_ammo_in_magazine(game_object&);
  4435. void allow_break_talk_dialog(game_object&,bool);
  4436. void enable_anomaly(game_object&);
  4437. game_object* get_enemy(game_object const&);
  4438. void set_actor_relation_flags(game_object&,flags32);
  4439. int animation_count(game_object const&);
  4440. custom [float] power { get; set; }
  4441. custom [float] morale { get; set; }
  4442. int character_reputation(game_object&);
  4443. void fake_death_stand_up(game_object&);
  4444. void restore_default_start_dialog(game_object&);
  4445. char const* character_icon(game_object&);
  4446. void set_dest_level_vertex_id(game_object&,unsigned int);
  4447. void set_smart_cover_target_idle(game_object&);
  4448. void register_door_for_npc(game_object&);
  4449. char const* get_visual_name(game_object const&);
  4450. char const* profile_name(game_object&);
  4451. void set_sympathy(game_object&,custom [float]);
  4452. unsigned int accessible_nearest(game_object&,vector const&,vector&);
  4453. bool disable_info_portion(game_object&,char const*);
  4454. unsigned int add_sound(game_object&,char const*,unsigned int,custom [enum ESoundTypes],unsigned int,unsigned int,unsigned int,char const*);
  4455. game_object* best_enemy(game_object&);
  4456. void set_enemy(game_object&,game_object*);
  4457. void enable_night_vision(game_object&,bool);
  4458. MonsterHitInfo get_monster_hit_info(game_object&);
  4459. custom [float] max_health(game_object const&);
  4460. void set_trader_sound(game_object&,char const*,char const*);
  4461. void set_community_goodwill(game_object&,char const*,int);
  4462. void play_cycle(game_object&,char const*,bool);
  4463. bool is_door_locked_for_npc(game_object const&);
  4464. int general_goodwill(game_object&,game_object*);
  4465. void change_goodwill(game_object&,int,game_object*);
  4466. void set_goodwill(game_object&,int,game_object*);
  4467. int character_rank(game_object&);
  4468. void get_start_dialog(game_object&);
  4469. void invulnerable(game_object&,bool);
  4470. void set_start_dialog(game_object&,char const*);
  4471. void allow_sprint(game_object&,bool);
  4472. int weapon_silencer_status(game_object&);
  4473. void set_dest_game_vertex_id(game_object&,unsigned short);
  4474. int weapon_grenadelauncher_status(game_object&);
  4475. bool weapon_is_silencer(game_object&);
  4476. custom [float] idle_min_time(game_object const&);
  4477. bool weapon_is_scope(game_object&);
  4478. void set_default_panic_threshold(game_object&);
  4479. void set_smart_cover_target(game_object&);
  4480. void disable_talk(game_object&);
  4481. void restore_weapon(game_object&);
  4482. void hide_weapon(game_object&);
  4483. void disable_anomaly(game_object&);
  4484. bool marked_dropped(game_object&,game_object*);
  4485. void switch_to_upgrade(game_object&);
  4486. bool path_completed(game_object const&);
  4487. unsigned int money(game_object&);
  4488. void bind_object(game_object&,object_binder*);
  4489. void inventory_for_each(game_object&,function<void> const&);
  4490. void clear_animations(game_object&);
  4491. void add_restrictions(game_object&,char const*,char const*);
  4492. int animation_slot(game_object const&);
  4493. custom [enum MovementManager::EPathType] path_type(game_object const&);
  4494. void drop_item_and_teleport(game_object&,game_object*,vector);
  4495. bool vision_enabled(game_object const&);
  4496. entity_action* action(game_object const&);
  4497. void set_task_state(game_object&,custom [enum ETaskState],char const*);
  4498. void drop_item(game_object&,game_object*);
  4499. void change_team(game_object&,unsigned char,unsigned char,unsigned char);
  4500. unsigned int death_time(game_object const&);
  4501. void set_item(game_object&,custom [enum MonsterSpace::EObjectAction],game_object*,unsigned int,unsigned int);
  4502. bool is_talk_enabled(game_object&);
  4503. void enable_talk(game_object&);
  4504. custom [enum MonsterSpace::EMovementType] target_movement_type(game_object const&);
  4505. void set_patrol_extrapolate_callback(game_object&,function<bool> const&,luabind::object const&);
  4506. bool is_talking(game_object&);
  4507. CGameTask* get_task(game_object&,char const*,bool);
  4508. void switch_to_talk(game_object&);
  4509. void set_active_task(game_object&,CGameTask*);
  4510. vector head_orientation(game_object const&);
  4511. void set_previous_point(game_object&,int);
  4512. unsigned short get_bone_id(game_object const&,char const*);
  4513. void set_desired_direction(game_object&,vector const*);
  4514. void jump(game_object&,vector const&,custom [float]);
  4515. bool torch_enabled(game_object const&);
  4516. flags32 get_actor_relation_flags(game_object const&);
  4517. void set_sound_threshold(game_object&,custom [float]);
  4518. bool weapon_is_grenadelauncher(game_object&);
  4519. CHelicopter* get_helicopter(game_object&);
  4520. char const* get_smart_cover_description(game_object const&);
  4521. unsigned int story_id(game_object const&);
  4522. void set_character_rank(game_object&,int);
  4523. void set_trader_global_anim(game_object&,char const*);
  4524. void transfer_item(game_object&,game_object*,game_object*);
  4525. vector center(game_object&);
  4526. char const* in_restrictions(game_object&);
  4527. int group(game_object const&);
  4528. void clear_override_animation(game_object&);
  4529. void set_npc_position(game_object&,vector);
  4530. bool deadbody_can_take_status(game_object&);
  4531. void eat(game_object&,game_object*);
  4532. void activate_slot(game_object&,unsigned int);
  4533. entity_action const* action_by_index(game_object&,unsigned int);
  4534. void register_in_combat(game_object&);
  4535. unsigned int game_vertex_id(game_object const&);
  4536. void set_visual_name(game_object&,char const*);
  4537. unsigned int action_count(game_object const&);
  4538. custom [float] radiation { get; set; }
  4539. void force_visibility_state(game_object&,int);
  4540. void release_stand_sleep_animation(game_object&);
  4541. bool active_zone_contact(game_object&,unsigned short);
  4542. bool is_door_blocked_by_npc(game_object const&);
  4543. void restore_ignore_monster_threshold(game_object&);
  4544. void on_door_is_closed(game_object&);
  4545. void burer_set_force_gravi_attack(game_object&,bool);
  4546. bool is_there_items_to_pickup(game_object const&);
  4547. void set_manual_invisibility(game_object&,bool);
  4548. unsigned short id(game_object const&);
  4549. bool is_active_task(game_object&,CGameTask*);
  4550. void enable_vision(game_object&,bool);
  4551. action_planner* motivation_action_manager(game_object*);
  4552. void set_override_animation(game_object&,char const*);
  4553. custom [float] accuracy(game_object const&);
  4554. void add_animation(game_object&,char const*,bool,vector,vector,bool);
  4555. bool critically_wounded(game_object&);
  4556. SoundInfo get_sound_info(game_object&);
  4557. bool alive(game_object const&);
  4558. int team(game_object const&);
  4559. char const* who_hit_section_name(game_object&);
  4560. void set_collision_off(game_object&,bool);
  4561. void berserk(game_object&);
  4562. bool is_trade_enabled(game_object&);
  4563. bool suitable_smart_cover(game_object&,game_object*);
  4564. void set_alien_control(game_object&,bool);
  4565. vector position(game_object const&);
  4566. bool weapon_unstrapped(game_object const&);
  4567. bool death_sound_enabled(game_object const&);
  4568. void set_custom_panic_threshold(game_object&,custom [float]);
  4569. void make_item_active(game_object&,game_object*);
  4570. custom [enum MonsterSpace::EMentalState] mental_state(game_object const&);
  4571. void inactualize_patrol_path(game_object&);
  4572. char const* sound_voice_prefix(game_object const&);
  4573. char const* section(game_object const&);
  4574. bool attachable_item_enabled(game_object const&);
  4575. bool is_body_turning(game_object const&);
  4576. cover_point const* find_best_cover(game_object&,vector);
  4577. void force_stand_sleep_animation(game_object&,unsigned int);
  4578. bool poltergeist_get_actor_ignore(game_object&);
  4579. bool get_script(game_object const&);
  4580. void set_desired_position(game_object&,vector const*);
  4581. bool special_danger_move(game_object&);
  4582. void set_actor_direction(game_object&,custom [float]);
  4583. custom [float] max_ignore_monster_distance(game_object const&);
  4584. void set_range(game_object&,custom [float]);
  4585. void enable_memory_object(game_object&,game_object*,bool);
  4586. void extrapolate_length(game_object&,custom [float]);
  4587. custom [class xr_vector<struct MemorySpace::CSoundObject,class xalloc<struct MemorySpace::CSoundObject> >] const& memory_sound_objects(game_object const&);
  4588. custom [float] condition(game_object const&);
  4589. void set_mental_state(game_object&,custom [enum MonsterSpace::EMentalState]);
  4590. void set_dest_smart_cover(game_object&);
  4591. void give_game_news(game_object&,char const*,char const*,char const*,int,int,int);
  4592. custom [float] lookout_min_time(game_object const&);
  4593. void set_smart_cover_target_lookout(game_object&);
  4594. int get_enemy_strength(game_object const&);
  4595. void set_detail_path_type(game_object&,custom [enum DetailPathManager::EDetailPathType]);
  4596. void set_smart_cover_target_fire_no_lookout(game_object&);
  4597. void on_door_is_open(game_object&);
  4598. void give_money(game_object&,int);
  4599. custom [float] sympathy(game_object&);
  4600. void set_home(game_object&,unsigned int,custom [float],custom [float],bool,custom [float]);
  4601. game_object* get_current_outfit(game_object const&);
  4602. cover_point const* get_dest_smart_cover(game_object&);
  4603. char const* character_name(game_object&);
  4604. int rank(game_object&);
  4605. void set_force_anti_aim(game_object&,bool);
  4606. game_object* best_weapon(game_object&);
  4607. cover_point const* best_cover(game_object&,vector const&,vector const&,custom [float],custom [float],custom [float]);
  4608. void group_throw_time_interval(game_object&,unsigned int);
  4609. bool get_force_anti_aim(game_object&);
  4610. vector get_current_direction(game_object&);
  4611. }
  4612. [cpp]
  4613. class phaction_constforce
  4614. {
  4615. void __init(luabind::argument const&,custom [class CPhysicsShell]*,vector const&);
  4616. }
  4617. [cpp]
  4618. class cse_alife_item_helmet : cse_alife_item
  4619. {
  4620. void on_unregister(cse_alife_item_helmet&);
  4621. void use_ai_locations(cse_alife_object&,bool);
  4622. void __init(luabind::argument const&,char const*);
  4623. bool can_switch_offline(cse_alife_item_helmet const&);
  4624. void switch_online(cse_alife_item_helmet&);
  4625. cse_abstract* init(cse_alife_item_helmet&);
  4626. bool interactive(cse_alife_item_helmet const&);
  4627. vector& position { get; set; }
  4628. unsigned int m_story_id { get; set; }
  4629. void switch_offline(cse_alife_item_helmet&);
  4630. void STATE_Read(cse_alife_item_helmet&,net_packet&,unsigned short);
  4631. void on_register(cse_alife_item_helmet&);
  4632. int clsid(cse_abstract const&);
  4633. void move_offline(cse_alife_object&,bool);
  4634. unsigned short id { get; set; }
  4635. bool keep_saved_data_anyway(cse_alife_item_helmet const&);
  4636. unsigned short script_version { get; set; }
  4637. void UPDATE_Read(cse_abstract&,net_packet&);
  4638. char const* section_name(cse_abstract const*);
  4639. bool can_switch_online(cse_alife_item_helmet const&);
  4640. vector& angle { get; set; }
  4641. void on_spawn(cse_alife_item_helmet&);
  4642. unsigned short m_game_vertex_id { get; set; }
  4643. void UPDATE_Write(cse_abstract&,net_packet&);
  4644. void STATE_Write(cse_alife_item_helmet&,net_packet&);
  4645. bool can_save(cse_alife_item_helmet const&);
  4646. bool used_ai_locations(cse_alife_item_helmet const&);
  4647. bool bfUseful(cse_alife_item_helmet&);
  4648. unsigned short parent_id { get; set; }
  4649. void on_before_register(cse_alife_item_helmet&);
  4650. bool online { get; set; }
  4651. void visible_for_map(cse_alife_object&,bool);
  4652. unsigned int m_level_vertex_id { get; set; }
  4653. char const* name(cse_abstract const*);
  4654. ini_file* spawn_ini(cse_abstract*);
  4655. }
  4656. [cpp]
  4657. class FS_file_list
  4658. {
  4659. void Free(FS_file_list&);
  4660. unsigned int Size(FS_file_list&);
  4661. char const* GetAt(FS_file_list&,unsigned int);
  4662. }
  4663. [cpp]
  4664. class cse_alife_human_abstract : , cse_alife_trader_abstractcse_alife_monster_abstract
  4665. {
  4666. void on_unregister(cse_alife_human_abstract&);
  4667. void STATE_Read(cse_alife_human_abstract&,net_packet&,unsigned short);
  4668. custom [float] health(cse_alife_creature_abstract const&);
  4669. int rank(cse_alife_human_abstract&);
  4670. void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]);
  4671. void __init(luabind::argument const&,char const*);
  4672. bool can_switch_offline(cse_alife_human_abstract const&);
  4673. void on_register(cse_alife_human_abstract&);
  4674. void switch_online(cse_alife_human_abstract&);
  4675. unsigned char team { get; set; }
  4676. void on_before_register(cse_alife_human_abstract&);
  4677. cse_abstract* init(cse_alife_human_abstract&);
  4678. void update(cse_alife_human_abstract&);
  4679. unsigned int m_level_vertex_id { get; set; }
  4680. bool interactive(cse_alife_human_abstract const&);
  4681. void STATE_Write(cse_alife_human_abstract&,net_packet&);
  4682. unsigned short group_id { get; set; }
  4683. unsigned int m_story_id { get; set; }
  4684. bool used_ai_locations(cse_alife_human_abstract const&);
  4685. void switch_offline(cse_alife_human_abstract&);
  4686. void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short);
  4687. void on_death(cse_alife_human_abstract&,cse_abstract*);
  4688. unsigned char group { get; set; }
  4689. void set_rank(cse_alife_human_abstract&,int);
  4690. void smart_terrain_task_activate(cse_alife_monster_abstract*);
  4691. ini_file* spawn_ini(cse_abstract*);
  4692. int clsid(cse_abstract const&);
  4693. unsigned char g_squad(cse_alife_human_abstract&);
  4694. unsigned char squad { get; set; }
  4695. unsigned short m_smart_terrain_id { get; set; }
  4696. vector& position { get; set; }
  4697. rotation* o_torso(cse_alife_creature_abstract*);
  4698. unsigned short smart_terrain_id(cse_alife_monster_abstract*);
  4699. unsigned short id { get; set; }
  4700. int reputation(cse_alife_trader_abstract&);
  4701. void move_offline(cse_alife_object&,bool);
  4702. bool keep_saved_data_anyway(cse_alife_human_abstract const&);
  4703. unsigned short script_version { get; set; }
  4704. void travel_speed(cse_alife_monster_abstract*,custom [float]);
  4705. char const* section_name(cse_abstract const*);
  4706. bool alive(cse_alife_creature_abstract const&);
  4707. void use_ai_locations(cse_alife_object&,bool);
  4708. void UPDATE_Write(cse_abstract&,net_packet&);
  4709. void UPDATE_Read(cse_abstract&,net_packet&);
  4710. unsigned char g_team(cse_alife_human_abstract&);
  4711. bool can_switch_online(cse_alife_human_abstract const&);
  4712. unsigned short m_game_vertex_id { get; set; }
  4713. vector& angle { get; set; }
  4714. void smart_terrain_task_deactivate(cse_alife_monster_abstract*);
  4715. void on_spawn(cse_alife_human_abstract&);
  4716. CALifeHumanBrain* brain(cse_alife_human_abstract*);
  4717. bool has_detector(cse_alife_monster_abstract&);
  4718. char const* community(cse_alife_trader_abstract const&);
  4719. void kill(cse_alife_monster_abstract&);
  4720. void clear_smart_terrain(cse_alife_monster_abstract*);
  4721. unsigned short parent_id { get; set; }
  4722. bool can_save(cse_alife_human_abstract const&);
  4723. bool online { get; set; }
  4724. void visible_for_map(cse_alife_object&,bool);
  4725. unsigned char g_group(cse_alife_human_abstract&);
  4726. char const* name(cse_abstract const*);
  4727. char const* profile_name(cse_alife_trader_abstract*);
  4728. }
  4729. [cpp]
  4730. class physics_joint
  4731. {
  4732. void set_axis_dir_vs_second_element(physics_joint&,custom [float],custom [float],custom [float],int);
  4733. void get_limits(physics_joint&,custom [float]&,custom [float]&,int);
  4734. custom [float] get_axis_angle(physics_joint&,int);
  4735. void set_anchor_vs_second_element(physics_joint&,custom [float],custom [float],custom [float]);
  4736. void set_max_force_and_velocity(physics_joint&,custom [float],custom [float],int);
  4737. bool is_breakable(physics_joint&);
  4738. void set_joint_spring_dumping_factors(physics_joint&,custom [float],custom [float]);
  4739. void get_anchor(physics_joint&,vector&);
  4740. physics_element* get_first_element(physics_joint&);
  4741. void set_axis_dir_vs_first_element(physics_joint&,custom [float],custom [float],custom [float],int);
  4742. void set_limits(physics_joint&,custom [float],custom [float],int);
  4743. void get_axis_dir(physics_joint&,int,vector&);
  4744. void set_anchor_vs_first_element(physics_joint&,custom [float],custom [float],custom [float]);
  4745. unsigned short get_axes_number(physics_joint&);
  4746. void set_axis_spring_dumping_factors(physics_joint&,custom [float],custom [float],int);
  4747. physics_element* get_stcond_element(physics_joint&);
  4748. void get_max_force_and_velocity(physics_joint&,custom [float]&,custom [float]&,int);
  4749. unsigned short get_bone_id(physics_joint&);
  4750. void set_axis_dir_global(physics_joint&,custom [float],custom [float],custom [float],int);
  4751. void set_anchor_global(physics_joint&,custom [float],custom [float],custom [float]);
  4752. }
  4753. [cpp]
  4754. class color_animator
  4755. {
  4756. unsigned int length(color_animator&);
  4757. void load(color_animator&,char const*);
  4758. fcolor calculate(color_animator&,custom [float]);
  4759. void __init(luabind::argument const&,char const*);
  4760. }
  4761. [cpp]
  4762. class CUIMapList : CUIWindow
  4763. {
  4764. void AttachChild(CUIWindow&,CUIWindow*);
  4765. void StartDedicatedServer(CUIMapList&);
  4766. void SetMapInfo(CUIMapList&,CUIMapInfo*);
  4767. void SetModeSelector(CUIMapList&,CUIWindow*);
  4768. void Enable(CUIWindow&,bool);
  4769. void SetWndSize(CUIWindow&,vector2);
  4770. char const* GetCommandLine(CUIMapList&,char const*);
  4771. void __init(luabind::argument const&);
  4772. void Show(CUIWindow&,bool);
  4773. bool IsShown(CUIWindow&);
  4774. vector2 const* GetWndPos(CUIWindow*);
  4775. custom [float] GetWidth(CUIWindow const&);
  4776. char const* WindowName(CUIWindow&);
  4777. void SetPPMode(CUIWindow&);
  4778. void SetWindowName(CUIWindow&,char const*);
  4779. void SetAutoDelete(CUIWindow&,bool);
  4780. void ClearList(CUIMapList&);
  4781. void LoadMapList(CUIMapList&);
  4782. bool IsEmpty(CUIMapList&);
  4783. void SetWeatherSelector(CUIMapList&,CUIComboBox*);
  4784. bool IsAutoDelete(CUIWindow&);
  4785. void SetServerParams(CUIMapList&,char const*);
  4786. void SetWndPos(CUIWindow&,vector2);
  4787. void ResetPPMode(CUIWindow&);
  4788. void OnModeChange(CUIMapList&);
  4789. bool IsEnabled(CUIWindow&);
  4790. void DetachChild(CUIWindow&,CUIWindow*);
  4791. void SaveMapList(CUIMapList&);
  4792. void SetWndRect(CUIWindow&,Frect);
  4793. custom [enum EGameIDs] GetCurGameType(CUIMapList&);
  4794. void SetMapPic(CUIMapList&,CUIStatic*);
  4795. custom [float] GetHeight(CUIWindow const&);
  4796. }
  4797. [cpp]
  4798. class CWeaponSVU : CGameObject
  4799. {
  4800. void net_Import(CGameObject&,net_packet&);
  4801. bool use(CGameObject&,CGameObject*);
  4802. IRender_Visual* Visual(CGameObject const&);
  4803. void net_Export(CGameObject&,net_packet&);
  4804. void __init(luabind::argument const&);
  4805. int getEnabled(CGameObject const&);
  4806. DLL_Pure* _construct(CGameObject&);
  4807. int getVisible(CGameObject const&);
  4808. int net_Spawn(CGameObject&,cse_abstract*);
  4809. }
  4810. [cpp]
  4811. class entity_memory_object : memory_object
  4812. {
  4813. game_object* object(entity_memory_object const&);
  4814. custom [struct MemorySpace::CObjectParams<class CEntityAlive>]& self_info { get; set; }
  4815. unsigned int level_time { get; set; }
  4816. unsigned int last_level_time { get; set; }
  4817. custom [struct MemorySpace::CObjectParams<class CEntityAlive>]& object_info { get; set; }
  4818. }
  4819. [cpp]
  4820. class CElectricBall : CArtefact
  4821. {
  4822. void net_Import(CGameObject&,net_packet&);
  4823. bool use(CGameObject&,CGameObject*);
  4824. unsigned char GetAfRank(CArtefact const&);
  4825. void net_Export(CGameObject&,net_packet&);
  4826. void __init(luabind::argument const&);
  4827. IRender_Visual* Visual(CGameObject const&);
  4828. void FollowByPath(CArtefact&,char const*,int,vector);
  4829. void SwitchVisibility(CArtefact&,bool);
  4830. DLL_Pure* _construct(CGameObject&);
  4831. int getEnabled(CGameObject const&);
  4832. int getVisible(CGameObject const&);
  4833. int net_Spawn(CGameObject&,cse_abstract*);
  4834. }
  4835. [cpp]
  4836. class ClientID
  4837. {
  4838. void __eq(lua_State*,ClientID&,ClientID);
  4839. void set(ClientID&,unsigned int);
  4840. void __init(luabind::argument const&);
  4841. unsigned int value(ClientID const&);
  4842. }
  4843. [cpp]
  4844. class cef_storage
  4845. {
  4846. custom [float] evaluate(cef_storage*,char const*,cse_alife_object*,cse_alife_object*,cse_alife_object*,cse_alife_object*);
  4847. }
  4848. [cpp]
  4849. class duality
  4850. {
  4851. duality& set(duality&,custom [float],custom [float]);
  4852. custom [float] v { get; set; }
  4853. custom [float] h { get; set; }
  4854. void __init(luabind::argument const&,custom [float],custom [float]);
  4855. }
  4856. [cpp]
  4857. class cse_alife_dynamic_object_visual : , cse_alife_dynamic_objectcse_visual
  4858. {
  4859. void on_unregister(cse_alife_dynamic_object_visual&);
  4860. void use_ai_locations(cse_alife_object&,bool);
  4861. void __init(luabind::argument const&,char const*);
  4862. bool can_switch_offline(cse_alife_dynamic_object_visual const&);
  4863. void switch_online(cse_alife_dynamic_object_visual&);
  4864. cse_abstract* init(cse_alife_dynamic_object_visual&);
  4865. unsigned int m_level_vertex_id { get; set; }
  4866. vector& position { get; set; }
  4867. unsigned int m_story_id { get; set; }
  4868. void switch_offline(cse_alife_dynamic_object_visual&);
  4869. void STATE_Read(cse_alife_dynamic_object_visual&,net_packet&,unsigned short);
  4870. void on_register(cse_alife_dynamic_object_visual&);
  4871. int clsid(cse_abstract const&);
  4872. void move_offline(cse_alife_object&,bool);
  4873. unsigned short id { get; set; }
  4874. bool keep_saved_data_anyway(cse_alife_dynamic_object_visual const&);
  4875. unsigned short script_version { get; set; }
  4876. void UPDATE_Read(cse_abstract&,net_packet&);
  4877. ini_file* spawn_ini(cse_abstract*);
  4878. bool can_switch_online(cse_alife_dynamic_object_visual const&);
  4879. vector& angle { get; set; }
  4880. unsigned short m_game_vertex_id { get; set; }
  4881. void UPDATE_Write(cse_abstract&,net_packet&);
  4882. void on_spawn(cse_alife_dynamic_object_visual&);
  4883. bool can_save(cse_alife_dynamic_object_visual const&);
  4884. bool used_ai_locations(cse_alife_dynamic_object_visual const&);
  4885. void STATE_Write(cse_alife_dynamic_object_visual&,net_packet&);
  4886. unsigned short parent_id { get; set; }
  4887. void on_before_register(cse_alife_dynamic_object_visual&);
  4888. bool online { get; set; }
  4889. void visible_for_map(cse_alife_object&,bool);
  4890. bool interactive(cse_alife_dynamic_object_visual const&);
  4891. char const* name(cse_abstract const*);
  4892. char const* section_name(cse_abstract const*);
  4893. }
  4894. [cpp]
  4895. class hit_memory_object : entity_memory_object
  4896. {
  4897. custom [float] amount { get; set; }
  4898. custom [struct MemorySpace::CObjectParams<class CEntityAlive>]& self_info { get; set; }
  4899. unsigned int level_time { get; set; }
  4900. unsigned int last_level_time { get; set; }
  4901. vector& direction { get; set; }
  4902. unsigned short bone_index { get; set; }
  4903. custom [struct MemorySpace::CObjectParams<class CEntityAlive>]& object_info { get; set; }
  4904. game_object* object(entity_memory_object const&);
  4905. }
  4906. [cpp]
  4907. class CGalantineArtefact : CArtefact
  4908. {
  4909. void net_Import(CGameObject&,net_packet&);
  4910. bool use(CGameObject&,CGameObject*);
  4911. unsigned char GetAfRank(CArtefact const&);
  4912. void net_Export(CGameObject&,net_packet&);
  4913. void __init(luabind::argument const&);
  4914. IRender_Visual* Visual(CGameObject const&);
  4915. void FollowByPath(CArtefact&,char const*,int,vector);
  4916. void SwitchVisibility(CArtefact&,bool);
  4917. DLL_Pure* _construct(CGameObject&);
  4918. int getEnabled(CGameObject const&);
  4919. int getVisible(CGameObject const&);
  4920. int net_Spawn(CGameObject&,cse_abstract*);
  4921. }
  4922. [cpp]
  4923. class CUIGameCustom
  4924. {
  4925. void enable_fake_indicators(CUIGameCustom&,bool);
  4926. void hide_messages(CUIGameCustom&);
  4927. void RemoveCustomStatic(CUIGameCustom&,char const*);
  4928. void HidePdaMenu(CUIGameCustom&);
  4929. void AddDialogToRender(CUIGameCustom&,CUIWindow*);
  4930. void HideActorMenu(CUIGameCustom&);
  4931. void update_fake_indicators(CUIGameCustom&,unsigned char,custom [float]);
  4932. void RemoveDialogToRender(CUIGameCustom&,CUIWindow*);
  4933. void show_messages(CUIGameCustom&);
  4934. StaticDrawableWrapper* AddCustomStatic(CUIGameCustom&,char const*,bool);
  4935. StaticDrawableWrapper* GetCustomStatic(CUIGameCustom&,char const*);
  4936. }
  4937. [cpp]
  4938. class GameGraph__LEVEL_MAP__value_type
  4939. {
  4940. custom [class GameGraph::SLevel]& level { get; set; }
  4941. unsigned char id { get; set; }
  4942. }
  4943. [cpp]
  4944. class demo_player_info
  4945. {
  4946. short const get_frags(demo_player_info const&);
  4947. unsigned short const get_artefacts(demo_player_info const&);
  4948. unsigned char const get_rank(demo_player_info const&);
  4949. short const get_deaths(demo_player_info const&);
  4950. unsigned char const get_team(demo_player_info const&);
  4951. char const* get_name(demo_player_info const&);
  4952. short const get_spots(demo_player_info const&);
  4953. }
  4954. [cpp]
  4955. class cse_alife_smart_zone : , cse_alife_space_restrictorcse_alife_schedulable
  4956. {
  4957. void on_unregister(cse_alife_smart_zone&);
  4958. void use_ai_locations(cse_alife_object&,bool);
  4959. void __init(luabind::argument const&,char const*);
  4960. bool can_switch_offline(cse_alife_smart_zone const&);
  4961. void switch_online(cse_alife_smart_zone&);
  4962. cse_abstract* init(cse_alife_smart_zone&);
  4963. void update(cse_alife_smart_zone&);
  4964. bool interactive(cse_alife_smart_zone const&);
  4965. custom [float] suitable(cse_alife_smart_zone const&,cse_alife_monster_abstract*);
  4966. vector& position { get; set; }
  4967. unsigned int m_story_id { get; set; }
  4968. void switch_offline(cse_alife_smart_zone&);
  4969. custom [float] detect_probability(cse_alife_smart_zone&);
  4970. void STATE_Read(cse_alife_smart_zone&,net_packet&,unsigned short);
  4971. void on_register(cse_alife_smart_zone&);
  4972. int clsid(cse_abstract const&);
  4973. void move_offline(cse_alife_object&,bool);
  4974. unsigned short id { get; set; }
  4975. bool keep_saved_data_anyway(cse_alife_smart_zone const&);
  4976. unsigned short script_version { get; set; }
  4977. char const* section_name(cse_abstract const*);
  4978. void unregister_npc(cse_alife_smart_zone&,cse_alife_monster_abstract*);
  4979. bool enabled(cse_alife_smart_zone const&,cse_alife_monster_abstract*);
  4980. void UPDATE_Read(cse_abstract&,net_packet&);
  4981. ini_file* spawn_ini(cse_abstract*);
  4982. bool can_switch_online(cse_alife_smart_zone const&);
  4983. void STATE_Write(cse_alife_smart_zone&,net_packet&);
  4984. vector& angle { get; set; }
  4985. void smart_touch(cse_alife_smart_zone&,cse_alife_monster_abstract*);
  4986. void on_spawn(cse_alife_smart_zone&);
  4987. bool used_ai_locations(cse_alife_smart_zone const&);
  4988. void UPDATE_Write(cse_abstract&,net_packet&);
  4989. CALifeSmartTerrainTask* task(cse_alife_smart_zone&,cse_alife_monster_abstract*);
  4990. unsigned short m_game_vertex_id { get; set; }
  4991. bool can_save(cse_alife_smart_zone const&);
  4992. unsigned short parent_id { get; set; }
  4993. void on_before_register(cse_alife_smart_zone&);
  4994. bool online { get; set; }
  4995. void visible_for_map(cse_alife_object&,bool);
  4996. void register_npc(cse_alife_smart_zone&,cse_alife_monster_abstract*);
  4997. char const* name(cse_abstract const*);
  4998. unsigned int m_level_vertex_id { get; set; }
  4999. }
  5000. [cpp]
  5001. class planner_action : , action_planneraction_base
  5002. {
  5003. unsigned short weight(planner_action const&,world_state const&,world_state const&);
  5004. void set_weight(action_base&,unsigned short const&);
  5005. property_evaluator& evaluator(action_planner&,unsigned int const&);
  5006. void initialize(planner_action&);
  5007. void setup(planner_action&,game_object*,property_storage*);
  5008. bool initialized(action_planner const&);
  5009. property_storage& storage { get; set; }
  5010. void remove_precondition(action_base&,unsigned int const&);
  5011. action_base& action(action_planner&,unsigned int const&);
  5012. void update(action_planner&);
  5013. void set_goal_world_state(action_planner*,world_state*);
  5014. void show(planner_action&,char const*);
  5015. void execute(planner_action&);
  5016. void finalize(planner_action&);
  5017. void add_precondition(action_base&,world_property const&);
  5018. void remove_action(action_planner&,unsigned int const&);
  5019. bool actual(action_planner const*);
  5020. action_base& current_action(action_planner&);
  5021. unsigned int current_action_id(action_planner const&);
  5022. void remove_effect(action_base&,unsigned int const&);
  5023. void add_effect(action_base&,world_property const&);
  5024. void add_evaluator(action_planner&,unsigned int const&,property_evaluator*);
  5025. void remove_evaluator(action_planner&,unsigned int const&);
  5026. void add_action(action_planner&,unsigned int const&,action_base*);
  5027. void __init(luabind::argument const&,game_object*,char const*);
  5028. void clear(action_planner&);
  5029. game_object* object { get; set; }
  5030. }
  5031. [cpp]
  5032. class CALifeHumanBrain : CALifeMonsterBrain
  5033. {
  5034. CALifeMonsterMovementManager* movement(CALifeMonsterBrain const*);
  5035. void update(CALifeMonsterBrain&);
  5036. void can_choose_alife_tasks(CALifeMonsterBrain&,bool);
  5037. }
  5038. [cpp]
  5039. class CBlend
  5040. {
  5041. }
  5042. [cpp]
  5043. class found_email_cb
  5044. {
  5045. void bind(found_email_cb&,luabind::object,function<void>);
  5046. void clear(found_email_cb&);
  5047. void __init(luabind::argument const&,luabind::object,function<void>);
  5048. }
  5049. [cpp]
  5050. class COptionsManager
  5051. {
  5052. void SaveValues(COptionsManager&,char const*);
  5053. bool NeedSystemRestart(COptionsManager&);
  5054. void __init(luabind::argument const&);
  5055. void SendMessage2Group(COptionsManager&,char const*,char const*);
  5056. void UndoGroup(COptionsManager&,char const*);
  5057. bool NeedVidRestart(COptionsManager&);
  5058. void OptionsPostAccept(COptionsManager&);
  5059. void SetCurrentValues(COptionsManager&,char const*);
  5060. void SaveBackupValues(COptionsManager&,char const*);
  5061. }
  5062. [cpp]
  5063. class CBlackGraviArtefact : CArtefact
  5064. {
  5065. void net_Import(CGameObject&,net_packet&);
  5066. bool use(CGameObject&,CGameObject*);
  5067. unsigned char GetAfRank(CArtefact const&);
  5068. void net_Export(CGameObject&,net_packet&);
  5069. void __init(luabind::argument const&);
  5070. IRender_Visual* Visual(CGameObject const&);
  5071. void FollowByPath(CArtefact&,char const*,int,vector);
  5072. void SwitchVisibility(CArtefact&,bool);
  5073. DLL_Pure* _construct(CGameObject&);
  5074. int getEnabled(CGameObject const&);
  5075. int getVisible(CGameObject const&);
  5076. int net_Spawn(CGameObject&,cse_abstract*);
  5077. }
  5078. [cpp]
  5079. class SoundInfo
  5080. {
  5081. int danger { get; set; }
  5082. vector& position { get; set; }
  5083. custom [float] power { get; set; }
  5084. int time { get; set; }
  5085. game_object* who { get; set; }
  5086. }
  5087. [cpp]
  5088. class CUIButton : CUIStatic
  5089. {
  5090. void AttachChild(CUIWindow&,CUIWindow*);
  5091. CUILines* TextControl(CUIStatic&);
  5092. void InitTexture(CUIStatic&,char const*);
  5093. void __init(luabind::argument const&);
  5094. void Show(CUIWindow&,bool);
  5095. bool IsShown(CUIWindow&);
  5096. vector2 const* GetWndPos(CUIWindow*);
  5097. custom [float] GetWidth(CUIWindow const&);
  5098. char const* WindowName(CUIWindow&);
  5099. void SetWindowName(CUIWindow&,char const*);
  5100. void DetachChild(CUIWindow&,CUIWindow*);
  5101. void SetAutoDelete(CUIWindow&,bool);
  5102. bool IsAutoDelete(CUIWindow&);
  5103. void ResetPPMode(CUIWindow&);
  5104. void SetWndPos(CUIWindow&,vector2);
  5105. Frect const* GetTextureRect(CUIStatic&);
  5106. void SetStretchTexture(CUIStatic&,bool);
  5107. bool IsEnabled(CUIWindow&);
  5108. void SetTextureRect(CUIStatic&,Frect*);
  5109. void SetPPMode(CUIWindow&);
  5110. void SetWndRect(CUIWindow&,Frect);
  5111. void SetWndSize(CUIWindow&,vector2);
  5112. void Enable(CUIWindow&,bool);
  5113. custom [float] GetHeight(CUIWindow const&);
  5114. }
  5115. [cpp]
  5116. class cse_alife_schedulable : ipure_schedulable_object
  5117. {
  5118. }
  5119. [cpp]
  5120. class CUISleepStatic : CUIStatic
  5121. {
  5122. void AttachChild(CUIWindow&,CUIWindow*);
  5123. CUILines* TextControl(CUIStatic&);
  5124. void InitTexture(CUIStatic&,char const*);
  5125. void __init(luabind::argument const&);
  5126. void Show(CUIWindow&,bool);
  5127. bool IsShown(CUIWindow&);
  5128. vector2 const* GetWndPos(CUIWindow*);
  5129. custom [float] GetWidth(CUIWindow const&);
  5130. char const* WindowName(CUIWindow&);
  5131. void SetWindowName(CUIWindow&,char const*);
  5132. void DetachChild(CUIWindow&,CUIWindow*);
  5133. void SetAutoDelete(CUIWindow&,bool);
  5134. bool IsAutoDelete(CUIWindow&);
  5135. void ResetPPMode(CUIWindow&);
  5136. void SetWndPos(CUIWindow&,vector2);
  5137. Frect const* GetTextureRect(CUIStatic&);
  5138. void SetStretchTexture(CUIStatic&,bool);
  5139. bool IsEnabled(CUIWindow&);
  5140. void SetTextureRect(CUIStatic&,Frect*);
  5141. void SetPPMode(CUIWindow&);
  5142. void SetWndRect(CUIWindow&,Frect);
  5143. void SetWndSize(CUIWindow&,vector2);
  5144. void Enable(CUIWindow&,bool);
  5145. custom [float] GetHeight(CUIWindow const&);
  5146. }
  5147. [cpp]
  5148. class CMosquitoBald : CGameObject
  5149. {
  5150. void net_Import(CGameObject&,net_packet&);
  5151. bool use(CGameObject&,CGameObject*);
  5152. IRender_Visual* Visual(CGameObject const&);
  5153. void net_Export(CGameObject&,net_packet&);
  5154. void __init(luabind::argument const&);
  5155. int getEnabled(CGameObject const&);
  5156. DLL_Pure* _construct(CGameObject&);
  5157. int getVisible(CGameObject const&);
  5158. int net_Spawn(CGameObject&,cse_abstract*);
  5159. }
  5160. [cpp]
  5161. class particle
  5162. {
  5163. void set_velocity(particle&,vector const&);
  5164. void set_angles(particle&,vector const&);
  5165. bool completed(particle&);
  5166. void __init(luabind::argument const&,char const*,particle_params const&,bool);
  5167. void set_bone(particle&,char const*);
  5168. void set_particle(particle&,char const*,bool);
  5169. void set_position(particle&,vector const&);
  5170. }
  5171. [cpp]
  5172. class ui_events
  5173. {
  5174. const BUTTON_CLICKED = 17;
  5175. const BUTTON_DOWN = 18;
  5176. const CHECK_BUTTON_RESET = 21;
  5177. const CHECK_BUTTON_SET = 20;
  5178. const EDIT_TEXT_COMMIT = 71;
  5179. const LIST_ITEM_CLICKED = 35;
  5180. const LIST_ITEM_SELECT = 36;
  5181. const MAIN_MENU_RELOADED = 76;
  5182. const MESSAGE_BOX_CANCEL_CLICKED = 44;
  5183. const MESSAGE_BOX_COPY_CLICKED = 45;
  5184. const MESSAGE_BOX_NO_CLICKED = 43;
  5185. const MESSAGE_BOX_OK_CLICKED = 39;
  5186. const MESSAGE_BOX_QUIT_GAME_CLICKED = 42;
  5187. const MESSAGE_BOX_QUIT_WIN_CLICKED = 41;
  5188. const MESSAGE_BOX_YES_CLICKED = 40;
  5189. const PROPERTY_CLICKED = 38;
  5190. const RADIOBUTTON_SET = 22;
  5191. const SCROLLBAR_HSCROLL = 32;
  5192. const SCROLLBAR_VSCROLL = 31;
  5193. const SCROLLBOX_MOVE = 30;
  5194. const TAB_CHANGED = 19;
  5195. const WINDOW_KEYBOARD_CAPTURE_LOST = 14;
  5196. const WINDOW_KEY_PRESSED = 10;
  5197. const WINDOW_KEY_RELEASED = 11;
  5198. const WINDOW_LBUTTON_DB_CLICK = 9;
  5199. const WINDOW_LBUTTON_DOWN = 0;
  5200. const WINDOW_LBUTTON_UP = 3;
  5201. const WINDOW_MOUSE_MOVE = 6;
  5202. const WINDOW_RBUTTON_DOWN = 1;
  5203. const WINDOW_RBUTTON_UP = 4;
  5204. }
  5205. [cpp]
  5206. class CUILines
  5207. {
  5208. void SetElipsis(CUILines&,bool);
  5209. void SetTextST(CUILines&,char const*);
  5210. void SetFont(CUILines&,CGameFont*);
  5211. void SetText(CUILines&,char const*);
  5212. char const* GetText(CUILines&);
  5213. void SetTextColor(CUILines&,unsigned int);
  5214. }
  5215. [cpp]
  5216. class alife_simulator
  5217. {
  5218. void remove_out_restriction(alife_simulator*,cse_alife_monster_abstract*,unsigned short);
  5219. cse_abstract* create_ammo(alife_simulator*,char const*,vector const&,unsigned int,unsigned short,unsigned short,int);
  5220. cse_alife_creature_actor* actor(alife_simulator const*);
  5221. void switch_distance(alife_simulator&,custom [float]);
  5222. unsigned int level_id(alife_simulator*);
  5223. bool dont_has_info(alife_simulator const*,unsigned short const&,char const*);
  5224. cse_alife_dynamic_object* object(alife_simulator const*,unsigned short,bool);
  5225. void set_switch_online(alife_simulator&,unsigned short,bool);
  5226. char const* level_name(alife_simulator const*,int);
  5227. void add_in_restriction(alife_simulator*,cse_alife_monster_abstract*,unsigned short);
  5228. void set_interactive(alife_simulator&,unsigned short,bool);
  5229. void set_switch_offline(alife_simulator&,unsigned short,bool);
  5230. void remove_all_restrictions(alife_simulator&,unsigned short,custom [enum RestrictionSpace::ERestrictorTypes] const&);
  5231. void kill_entity(alife_simulator*,cse_alife_monster_abstract*);
  5232. bool has_info(alife_simulator const*,unsigned short const&,char const*);
  5233. unsigned short spawn_id(alife_simulator*,unsigned int);
  5234. bool valid_object_id(alife_simulator const*,unsigned short);
  5235. void add_out_restriction(alife_simulator*,cse_alife_monster_abstract*,unsigned short);
  5236. void remove_in_restriction(alife_simulator*,cse_alife_monster_abstract*,unsigned short);
  5237. void release(alife_simulator*,cse_abstract*,bool);
  5238. cse_alife_dynamic_object* story_object(alife_simulator const*,unsigned int);
  5239. cse_abstract* create(alife_simulator*,char const*,vector const&,unsigned int,unsigned short);
  5240. }
  5241. [cpp]
  5242. class profile
  5243. {
  5244. char const* unique_nick(profile const&);
  5245. bool const online(profile const&);
  5246. }
  5247. [cpp]
  5248. class cse_alife_object_physic : , cse_alife_dynamic_object_visualcse_ph_skeleton
  5249. {
  5250. void on_unregister(cse_alife_object_physic&);
  5251. void use_ai_locations(cse_alife_object&,bool);
  5252. void UPDATE_Write(cse_abstract&,net_packet&);
  5253. bool can_switch_offline(cse_alife_object_physic const&);
  5254. void switch_online(cse_alife_object_physic&);
  5255. cse_abstract* init(cse_alife_object_physic&);
  5256. void set_yaw(cse_alife_object_physic*,custom [float]);
  5257. unsigned int m_level_vertex_id { get; set; }
  5258. vector& position { get; set; }
  5259. unsigned int m_story_id { get; set; }
  5260. void switch_offline(cse_alife_object_physic&);
  5261. void STATE_Read(cse_alife_object_physic&,net_packet&,unsigned short);
  5262. void on_register(cse_alife_object_physic&);
  5263. int clsid(cse_abstract const&);
  5264. void move_offline(cse_alife_object&,bool);
  5265. unsigned short id { get; set; }
  5266. bool keep_saved_data_anyway(cse_alife_object_physic const&);
  5267. unsigned short script_version { get; set; }
  5268. void UPDATE_Read(cse_abstract&,net_packet&);
  5269. ini_file* spawn_ini(cse_abstract*);
  5270. bool can_switch_online(cse_alife_object_physic const&);
  5271. vector& angle { get; set; }
  5272. unsigned short m_game_vertex_id { get; set; }
  5273. char const* section_name(cse_abstract const*);
  5274. void on_spawn(cse_alife_object_physic&);
  5275. void STATE_Write(cse_alife_object_physic&,net_packet&);
  5276. bool can_save(cse_alife_object_physic const&);
  5277. bool used_ai_locations(cse_alife_object_physic const&);
  5278. unsigned short parent_id { get; set; }
  5279. void on_before_register(cse_alife_object_physic&);
  5280. bool online { get; set; }
  5281. void visible_for_map(cse_alife_object&,bool);
  5282. bool interactive(cse_alife_object_physic const&);
  5283. char const* name(cse_abstract const*);
  5284. void __init(luabind::argument const&,char const*);
  5285. }
  5286. [cpp]
  5287. class hanging_lamp : CGameObject
  5288. {
  5289. void net_Import(CGameObject&,net_packet&);
  5290. bool use(CGameObject&,CGameObject*);
  5291. IRender_Visual* Visual(CGameObject const&);
  5292. void net_Export(CGameObject&,net_packet&);
  5293. void turn_on(hanging_lamp&);
  5294. void turn_off(hanging_lamp&);
  5295. void __init(luabind::argument const&);
  5296. int getEnabled(CGameObject const&);
  5297. DLL_Pure* _construct(CGameObject&);
  5298. int getVisible(CGameObject const&);
  5299. int net_Spawn(CGameObject&,cse_abstract*);
  5300. }
  5301. [cpp]
  5302. class CStalkerOutfit : CGameObject
  5303. {
  5304. void net_Import(CGameObject&,net_packet&);
  5305. bool use(CGameObject&,CGameObject*);
  5306. IRender_Visual* Visual(CGameObject const&);
  5307. void net_Export(CGameObject&,net_packet&);
  5308. void __init(luabind::argument const&);
  5309. int getEnabled(CGameObject const&);
  5310. DLL_Pure* _construct(CGameObject&);
  5311. int getVisible(CGameObject const&);
  5312. int net_Spawn(CGameObject&,cse_abstract*);
  5313. }
  5314. [cpp]
  5315. class FileStatus
  5316. {
  5317. bool Exists { get; set; }
  5318. bool External { get; set; }
  5319. }
  5320. [cpp]
  5321. class cse_alife_psydog_phantom : cse_alife_monster_base
  5322. {
  5323. void on_unregister(cse_alife_psydog_phantom&);
  5324. custom [float] health(cse_alife_creature_abstract const&);
  5325. int rank(cse_alife_monster_abstract&);
  5326. void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]);
  5327. void __init(luabind::argument const&,char const*);
  5328. bool can_switch_offline(cse_alife_psydog_phantom const&);
  5329. void switch_online(cse_alife_psydog_phantom&);
  5330. unsigned char group { get; set; }
  5331. void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short);
  5332. void update(cse_alife_psydog_phantom&);
  5333. bool interactive(cse_alife_psydog_phantom const&);
  5334. unsigned char team { get; set; }
  5335. unsigned short group_id { get; set; }
  5336. unsigned int m_story_id { get; set; }
  5337. cse_abstract* init(cse_alife_psydog_phantom&);
  5338. void switch_offline(cse_alife_psydog_phantom&);
  5339. unsigned int m_level_vertex_id { get; set; }
  5340. void smart_terrain_task_activate(cse_alife_monster_abstract*);
  5341. void STATE_Read(cse_alife_psydog_phantom&,net_packet&,unsigned short);
  5342. void on_register(cse_alife_psydog_phantom&);
  5343. unsigned char g_group(cse_alife_psydog_phantom&);
  5344. void on_before_register(cse_alife_psydog_phantom&);
  5345. int clsid(cse_abstract const&);
  5346. unsigned char g_squad(cse_alife_psydog_phantom&);
  5347. unsigned char squad { get; set; }
  5348. unsigned short m_smart_terrain_id { get; set; }
  5349. void STATE_Write(cse_alife_psydog_phantom&,net_packet&);
  5350. unsigned short m_game_vertex_id { get; set; }
  5351. unsigned short smart_terrain_id(cse_alife_monster_abstract*);
  5352. unsigned short id { get; set; }
  5353. rotation* o_torso(cse_alife_creature_abstract*);
  5354. ini_file* spawn_ini(cse_abstract*);
  5355. bool keep_saved_data_anyway(cse_alife_psydog_phantom const&);
  5356. unsigned short script_version { get; set; }
  5357. void travel_speed(cse_alife_monster_abstract*,custom [float]);
  5358. void use_ai_locations(cse_alife_object&,bool);
  5359. bool alive(cse_alife_creature_abstract const&);
  5360. vector& position { get; set; }
  5361. void move_offline(cse_alife_object&,bool);
  5362. void UPDATE_Read(cse_abstract&,net_packet&);
  5363. unsigned char g_team(cse_alife_psydog_phantom&);
  5364. bool can_switch_online(cse_alife_psydog_phantom const&);
  5365. char const* section_name(cse_abstract const*);
  5366. vector& angle { get; set; }
  5367. void smart_terrain_task_deactivate(cse_alife_monster_abstract*);
  5368. void on_spawn(cse_alife_psydog_phantom&);
  5369. CALifeMonsterBrain* brain(cse_alife_monster_abstract*);
  5370. bool has_detector(cse_alife_monster_abstract&);
  5371. void UPDATE_Write(cse_abstract&,net_packet&);
  5372. void kill(cse_alife_monster_abstract&);
  5373. void clear_smart_terrain(cse_alife_monster_abstract*);
  5374. unsigned short parent_id { get; set; }
  5375. bool can_save(cse_alife_psydog_phantom const&);
  5376. bool online { get; set; }
  5377. void visible_for_map(cse_alife_object&,bool);
  5378. void on_death(cse_alife_psydog_phantom&,cse_abstract*);
  5379. char const* name(cse_abstract const*);
  5380. bool used_ai_locations(cse_alife_psydog_phantom const&);
  5381. }
  5382. [cpp]
  5383. class CZombie : CGameObject
  5384. {
  5385. void net_Import(CGameObject&,net_packet&);
  5386. bool use(CGameObject&,CGameObject*);
  5387. IRender_Visual* Visual(CGameObject const&);
  5388. void net_Export(CGameObject&,net_packet&);
  5389. void __init(luabind::argument const&);
  5390. int getEnabled(CGameObject const&);
  5391. DLL_Pure* _construct(CGameObject&);
  5392. int getVisible(CGameObject const&);
  5393. int net_Spawn(CGameObject&,cse_abstract*);
  5394. }
  5395. [cpp]
  5396. class CUITabControl : CUIWindow
  5397. {
  5398. void AttachChild(CUIWindow&,CUIWindow*);
  5399. void __init(luabind::argument const&);
  5400. void Show(CUIWindow&,bool);
  5401. bool IsShown(CUIWindow&);
  5402. vector2 const* GetWndPos(CUIWindow*);
  5403. custom [float] GetWidth(CUIWindow const&);
  5404. char const* WindowName(CUIWindow&);
  5405. void SetWindowName(CUIWindow&,char const*);
  5406. void RemoveAll(CUITabControl&);
  5407. void Enable(CUIWindow&,bool);
  5408. void SetWndSize(CUIWindow&,vector2);
  5409. void DetachChild(CUIWindow&,CUIWindow*);
  5410. void SetAutoDelete(CUIWindow&,bool);
  5411. bool IsAutoDelete(CUIWindow&);
  5412. void ResetPPMode(CUIWindow&);
  5413. bool AddItem(CUITabControl&,char const*,char const*,vector2,vector2);
  5414. void SetWndRect(CUIWindow&,Frect);
  5415. void SetPPMode(CUIWindow&);
  5416. void SetActiveTab(CUITabControl&,char const*);
  5417. bool IsEnabled(CUIWindow&);
  5418. void SetWndPos(CUIWindow&,vector2);
  5419. CUITabButton* GetButtonById(CUITabControl&,char const*);
  5420. char const* GetActiveId(CUITabControl&);
  5421. unsigned int const GetTabsCount(CUITabControl const&);
  5422. custom [float] GetHeight(CUIWindow const&);
  5423. }
  5424. [cpp]
  5425. class CWeaponGroza : CGameObject
  5426. {
  5427. void net_Import(CGameObject&,net_packet&);
  5428. bool use(CGameObject&,CGameObject*);
  5429. IRender_Visual* Visual(CGameObject const&);
  5430. void net_Export(CGameObject&,net_packet&);
  5431. void __init(luabind::argument const&);
  5432. int getEnabled(CGameObject const&);
  5433. DLL_Pure* _construct(CGameObject&);
  5434. int getVisible(CGameObject const&);
  5435. int net_Spawn(CGameObject&,cse_abstract*);
  5436. }
  5437. [cpp]
  5438. class move
  5439. {
  5440. const back = 4;
  5441. const criteria = 2;
  5442. const crouch = 0;
  5443. const curve = 0;
  5444. const curve_criteria = 2;
  5445. const default = 0;
  5446. const dodge = 1;
  5447. const down = 64;
  5448. const drag = 3;
  5449. const force = 1;
  5450. const fwd = 2;
  5451. const handbrake = 128;
  5452. const jump = 4;
  5453. const left = 8;
  5454. const line = 0;
  5455. const none = 1;
  5456. const off = 512;
  5457. const on = 256;
  5458. const right = 16;
  5459. const run = 1;
  5460. const run_fwd = 2;
  5461. const run_with_leader = 7;
  5462. const stand = 2;
  5463. const standing = 1;
  5464. const steal = 5;
  5465. const up = 32;
  5466. const walk = 0;
  5467. const walk_bkwd = 1;
  5468. const walk_fwd = 0;
  5469. const walk_with_leader = 6;
  5470. void input(move&,custom [enum CScriptMovementAction::EInputKeys]);
  5471. void position(move&,vector const&);
  5472. void patrol(move&,custom [class CPatrolPath] const*,custom [class shared_str]);
  5473. void __init(luabind::argument const&,custom [enum MonsterSpace::EScriptMonsterMoveAction],game_object*,custom [float],custom [enum MonsterSpace::EScriptMonsterSpeedParam]);
  5474. void move(move&,custom [enum MonsterSpace::EMovementType]);
  5475. bool completed(move&);
  5476. void body(move&,custom [enum MonsterSpace::EBodyState]);
  5477. void object(move&,game_object*);
  5478. void path(move&,custom [enum DetailPathManager::EDetailPathType]);
  5479. }
  5480. [cpp]
  5481. class cse_alife_group_abstract
  5482. {
  5483. }
  5484. [cpp]
  5485. class profile_timer
  5486. {
  5487. void stop(profile_timer&);
  5488. void __tostring(lua_State*,profile_timer&);
  5489. void __init(luabind::argument const&,profile_timer&);
  5490. void __add(lua_State*,profile_timer const&,profile_timer);
  5491. custom [float] time(profile_timer const&);
  5492. void start(profile_timer&);
  5493. void __lt(lua_State*,profile_timer const&,profile_timer);
  5494. }
  5495. [cpp]
  5496. class CSpaceRestrictor : CGameObject
  5497. {
  5498. void net_Import(CGameObject&,net_packet&);
  5499. bool use(CGameObject&,CGameObject*);
  5500. IRender_Visual* Visual(CGameObject const&);
  5501. void net_Export(CGameObject&,net_packet&);
  5502. void __init(luabind::argument const&);
  5503. int getEnabled(CGameObject const&);
  5504. DLL_Pure* _construct(CGameObject&);
  5505. int getVisible(CGameObject const&);
  5506. int net_Spawn(CGameObject&,cse_abstract*);
  5507. }
  5508. [cpp]
  5509. class anim
  5510. {
  5511. const attack = 7;
  5512. const capture_prepare = 1;
  5513. const danger = 0;
  5514. const eat = 4;
  5515. const free = 1;
  5516. const lie_idle = 3;
  5517. const look_around = 8;
  5518. const panic = 2;
  5519. const rest = 6;
  5520. const sit_idle = 2;
  5521. const sleep = 5;
  5522. const stand_idle = 0;
  5523. const turn = 9;
  5524. void type(anim&,custom [enum MonsterSpace::EMentalState]);
  5525. bool completed(anim&);
  5526. void anim(anim&,char const*);
  5527. void __init(luabind::argument const&,custom [enum MonsterSpace::EScriptMonsterAnimAction],int);
  5528. }
  5529. [cpp]
  5530. class reader
  5531. {
  5532. void r_vec3(reader*,vector*);
  5533. custom [float] r_float_q16(reader&,custom [float],custom [float]);
  5534. void r_advance(reader&,int);
  5535. void r_sdir(reader&,vector&);
  5536. void r_seek(reader&,int);
  5537. short r_s16(reader&);
  5538. custom [float] r_angle8(reader&);
  5539. custom [float] r_float_q8(reader&,custom [float],custom [float]);
  5540. unsigned int r_u32(reader&);
  5541. bool r_bool(reader*);
  5542. custom [float] r_angle16(reader&);
  5543. int r_tell(reader const&);
  5544. bool r_eof(reader*);
  5545. custom [unsigned __int64] r_u64(reader&);
  5546. int r_s32(reader&);
  5547. void r_dir(reader&,vector&);
  5548. custom [__int64] r_s64(reader&);
  5549. custom [float] r_float(reader&);
  5550. unsigned short r_u16(reader&);
  5551. unsigned char r_u8(reader&);
  5552. int r_elapsed(reader const&);
  5553. custom [signed char] r_s8(reader&);
  5554. char const* r_stringZ(reader*);
  5555. }
  5556. [cpp]
  5557. class login_manager
  5558. {
  5559. void logout(login_manager&);
  5560. void stop_login(login_manager&);
  5561. void forgot_password(login_manager&,char const*);
  5562. void login(login_manager&,char const*,char const*,char const*,login_operation_cb);
  5563. void save_nick_to_registry(login_manager&,char const*);
  5564. char const* get_email_from_registry(login_manager&);
  5565. void save_email_to_registry(login_manager&,char const*);
  5566. void save_remember_me_to_registry(login_manager&,bool);
  5567. bool get_remember_me_from_registry(login_manager&);
  5568. void save_password_to_registry(login_manager&,char const*);
  5569. char const* get_nick_from_registry(login_manager&);
  5570. char const* get_password_from_registry(login_manager&);
  5571. void login_offline(login_manager&,char const*,login_operation_cb);
  5572. profile const* get_current_profile(login_manager const&);
  5573. void stop_setting_unique_nick(login_manager&);
  5574. void set_unique_nick(login_manager&,char const*,login_operation_cb);
  5575. }
  5576. [cpp]
  5577. class login_operation_cb
  5578. {
  5579. void bind(login_operation_cb&,luabind::object,function<void>);
  5580. void clear(login_operation_cb&);
  5581. void __init(luabind::argument const&,luabind::object,function<void>);
  5582. }
  5583. [cpp]
  5584. class CThornArtefact : CArtefact
  5585. {
  5586. void net_Import(CGameObject&,net_packet&);
  5587. bool use(CGameObject&,CGameObject*);
  5588. unsigned char GetAfRank(CArtefact const&);
  5589. void net_Export(CGameObject&,net_packet&);
  5590. void __init(luabind::argument const&);
  5591. IRender_Visual* Visual(CGameObject const&);
  5592. void FollowByPath(CArtefact&,char const*,int,vector);
  5593. void SwitchVisibility(CArtefact&,bool);
  5594. DLL_Pure* _construct(CGameObject&);
  5595. int getEnabled(CGameObject const&);
  5596. int getVisible(CGameObject const&);
  5597. int net_Spawn(CGameObject&,cse_abstract*);
  5598. }
  5599. [cpp]
  5600. class CPhraseScript
  5601. {
  5602. void AddAction(CPhraseScript&,char const*);
  5603. void AddGiveInfo(CPhraseScript&,char const*);
  5604. void AddDontHasInfo(CPhraseScript&,char const*);
  5605. void SetScriptText(CPhraseScript&,char const*);
  5606. void AddDisableInfo(CPhraseScript&,char const*);
  5607. void AddPrecondition(CPhraseScript&,char const*);
  5608. void AddHasInfo(CPhraseScript&,char const*);
  5609. }
  5610. [cpp]
  5611. class CBurer : CGameObject
  5612. {
  5613. void net_Import(CGameObject&,net_packet&);
  5614. bool use(CGameObject&,CGameObject*);
  5615. IRender_Visual* Visual(CGameObject const&);
  5616. void net_Export(CGameObject&,net_packet&);
  5617. void __init(luabind::argument const&);
  5618. int getEnabled(CGameObject const&);
  5619. DLL_Pure* _construct(CGameObject&);
  5620. int getVisible(CGameObject const&);
  5621. int net_Spawn(CGameObject&,cse_abstract*);
  5622. }
  5623. [cpp]
  5624. class CAntirad : CGameObject
  5625. {
  5626. void net_Import(CGameObject&,net_packet&);
  5627. bool use(CGameObject&,CGameObject*);
  5628. IRender_Visual* Visual(CGameObject const&);
  5629. void net_Export(CGameObject&,net_packet&);
  5630. void __init(luabind::argument const&);
  5631. int getEnabled(CGameObject const&);
  5632. DLL_Pure* _construct(CGameObject&);
  5633. int getVisible(CGameObject const&);
  5634. int net_Spawn(CGameObject&,cse_abstract*);
  5635. }
  5636. [cpp]
  5637. class CFoodItem : CGameObject
  5638. {
  5639. void net_Import(CGameObject&,net_packet&);
  5640. bool use(CGameObject&,CGameObject*);
  5641. IRender_Visual* Visual(CGameObject const&);
  5642. void net_Export(CGameObject&,net_packet&);
  5643. void __init(luabind::argument const&);
  5644. int getEnabled(CGameObject const&);
  5645. DLL_Pure* _construct(CGameObject&);
  5646. int getVisible(CGameObject const&);
  5647. int net_Spawn(CGameObject&,cse_abstract*);
  5648. }
  5649. [cpp]
  5650. class CWeaponHPSA : CGameObject
  5651. {
  5652. void net_Import(CGameObject&,net_packet&);
  5653. bool use(CGameObject&,CGameObject*);
  5654. IRender_Visual* Visual(CGameObject const&);
  5655. void net_Export(CGameObject&,net_packet&);
  5656. void __init(luabind::argument const&);
  5657. int getEnabled(CGameObject const&);
  5658. DLL_Pure* _construct(CGameObject&);
  5659. int getVisible(CGameObject const&);
  5660. int net_Spawn(CGameObject&,cse_abstract*);
  5661. }
  5662. [cpp]
  5663. class phcondition_callonstep
  5664. {
  5665. void set_global_time_ms(phcondition_callonstep&,unsigned int);
  5666. void set_time_interval_ms(phcondition_callonstep&,unsigned int);
  5667. void set_step(phcondition_callonstep&,custom [unsigned __int64]);
  5668. void set_global_time_s(phcondition_callonstep&,custom [float]);
  5669. void set_time_interval_s(phcondition_callonstep&,custom [float]);
  5670. void set_steps_interval(phcondition_callonstep&,custom [unsigned __int64]);
  5671. void __init(luabind::argument const&);
  5672. }
  5673. [cpp]
  5674. class CZudaArtefact : CArtefact
  5675. {
  5676. void net_Import(CGameObject&,net_packet&);
  5677. bool use(CGameObject&,CGameObject*);
  5678. unsigned char GetAfRank(CArtefact const&);
  5679. void net_Export(CGameObject&,net_packet&);
  5680. void __init(luabind::argument const&);
  5681. IRender_Visual* Visual(CGameObject const&);
  5682. void FollowByPath(CArtefact&,char const*,int,vector);
  5683. void SwitchVisibility(CArtefact&,bool);
  5684. DLL_Pure* _construct(CGameObject&);
  5685. int getEnabled(CGameObject const&);
  5686. int getVisible(CGameObject const&);
  5687. int net_Spawn(CGameObject&,cse_abstract*);
  5688. }
  5689. [cpp]
  5690. class key_bindings
  5691. {
  5692. const kACCEL = 6;
  5693. const kBACK = 9;
  5694. const kBUY = 48;
  5695. const kCAM_1 = 14;
  5696. const kCAM_2 = 15;
  5697. const kCAM_3 = 16;
  5698. const kCAM_ZOOM_IN = 17;
  5699. const kCAM_ZOOM_OUT = 18;
  5700. const kCHAT = 42;
  5701. const kCONSOLE = 46;
  5702. const kCROUCH = 5;
  5703. const kDOWN = 3;
  5704. const kDROP = 39;
  5705. const kFWD = 8;
  5706. const kINVENTORY = 47;
  5707. const kJUMP = 4;
  5708. const kLEFT = 0;
  5709. const kL_LOOKOUT = 12;
  5710. const kL_STRAFE = 10;
  5711. const kNIGHT_VISION = 20;
  5712. const kQUIT = 45;
  5713. const kRIGHT = 1;
  5714. const kR_LOOKOUT = 13;
  5715. const kR_STRAFE = 11;
  5716. const kSCORES = 41;
  5717. const kSCREENSHOT = 44;
  5718. const kSKIN = 49;
  5719. const kTEAM = 50;
  5720. const kTORCH = 19;
  5721. const kUP = 2;
  5722. const kUSE = 40;
  5723. const kWPN_1 = 22;
  5724. const kWPN_2 = 23;
  5725. const kWPN_3 = 24;
  5726. const kWPN_4 = 25;
  5727. const kWPN_5 = 26;
  5728. const kWPN_6 = 27;
  5729. const kWPN_FIRE = 30;
  5730. const kWPN_FUNC = 35;
  5731. const kWPN_NEXT = 29;
  5732. const kWPN_RELOAD = 34;
  5733. const kWPN_ZOOM = 31;
  5734. }
  5735. [cpp]
  5736. class CUICustomSpin : CUIWindow
  5737. {
  5738. void AttachChild(CUIWindow&,CUIWindow*);
  5739. void __init(luabind::argument const&);
  5740. void Show(CUIWindow&,bool);
  5741. bool IsShown(CUIWindow&);
  5742. vector2 const* GetWndPos(CUIWindow*);
  5743. custom [float] GetWidth(CUIWindow const&);
  5744. char const* GetText(CUICustomSpin&);
  5745. void SetWindowName(CUIWindow&,char const*);
  5746. void DetachChild(CUIWindow&,CUIWindow*);
  5747. void SetAutoDelete(CUIWindow&,bool);
  5748. bool IsAutoDelete(CUIWindow&);
  5749. void ResetPPMode(CUIWindow&);
  5750. void SetWndPos(CUIWindow&,vector2);
  5751. void SetPPMode(CUIWindow&);
  5752. bool IsEnabled(CUIWindow&);
  5753. void Enable(CUIWindow&,bool);
  5754. void SetWndRect(CUIWindow&,Frect);
  5755. void SetWndSize(CUIWindow&,vector2);
  5756. char const* WindowName(CUIWindow&);
  5757. custom [float] GetHeight(CUIWindow const&);
  5758. }
  5759. [cpp]
  5760. class cse_alife_creature_phantom : cse_alife_creature_abstract
  5761. {
  5762. void on_unregister(cse_alife_creature_phantom&);
  5763. custom [float] health(cse_alife_creature_abstract const&);
  5764. void use_ai_locations(cse_alife_object&,bool);
  5765. unsigned char g_group(cse_alife_creature_phantom&);
  5766. void __init(luabind::argument const&,char const*);
  5767. bool can_switch_offline(cse_alife_creature_phantom const&);
  5768. void switch_online(cse_alife_creature_phantom&);
  5769. unsigned char team { get; set; }
  5770. bool used_ai_locations(cse_alife_creature_phantom const&);
  5771. bool interactive(cse_alife_creature_phantom const&);
  5772. vector& position { get; set; }
  5773. unsigned int m_story_id { get; set; }
  5774. void switch_offline(cse_alife_creature_phantom&);
  5775. void on_death(cse_alife_creature_phantom&,cse_abstract*);
  5776. bool alive(cse_alife_creature_abstract const&);
  5777. int clsid(cse_abstract const&);
  5778. void move_offline(cse_alife_object&,bool);
  5779. unsigned char squad { get; set; }
  5780. unsigned short id { get; set; }
  5781. rotation* o_torso(cse_alife_creature_abstract*);
  5782. bool keep_saved_data_anyway(cse_alife_creature_phantom const&);
  5783. unsigned short script_version { get; set; }
  5784. unsigned int m_level_vertex_id { get; set; }
  5785. void STATE_Read(cse_alife_creature_phantom&,net_packet&,unsigned short);
  5786. unsigned char group { get; set; }
  5787. void UPDATE_Read(cse_abstract&,net_packet&);
  5788. unsigned char g_team(cse_alife_creature_phantom&);
  5789. bool can_switch_online(cse_alife_creature_phantom const&);
  5790. unsigned char g_squad(cse_alife_creature_phantom&);
  5791. vector& angle { get; set; }
  5792. void STATE_Write(cse_alife_creature_phantom&,net_packet&);
  5793. void on_spawn(cse_alife_creature_phantom&);
  5794. bool can_save(cse_alife_creature_phantom const&);
  5795. ini_file* spawn_ini(cse_abstract*);
  5796. unsigned short m_game_vertex_id { get; set; }
  5797. void UPDATE_Write(cse_abstract&,net_packet&);
  5798. char const* section_name(cse_abstract const*);
  5799. unsigned short parent_id { get; set; }
  5800. void on_before_register(cse_alife_creature_phantom&);
  5801. bool online { get; set; }
  5802. void visible_for_map(cse_alife_object&,bool);
  5803. void on_register(cse_alife_creature_phantom&);
  5804. char const* name(cse_abstract const*);
  5805. cse_abstract* init(cse_alife_creature_phantom&);
  5806. }
  5807. [cpp]
  5808. class particle_params
  5809. {
  5810. void __init(luabind::argument const&,vector const&,vector const&,vector const&);
  5811. }
  5812. [cpp]
  5813. class physics_element
  5814. {
  5815. custom [float] get_mass(physics_element&);
  5816. void release_fixed(physics_element&);
  5817. void get_linear_vel(physics_element const&,vector&);
  5818. matrix global_transform(physics_element*);
  5819. bool is_fixed(physics_element&);
  5820. bool is_breakable(physics_element&);
  5821. void apply_force(physics_element&,custom [float],custom [float],custom [float]);
  5822. void get_angular_vel(physics_element const&,vector&);
  5823. void fix(physics_element&);
  5824. custom [float] get_density(physics_element&);
  5825. custom [float] get_volume(physics_element&);
  5826. }
  5827. [cpp]
  5828. class cse_alife_level_changer : cse_alife_space_restrictor
  5829. {
  5830. void on_unregister(cse_alife_level_changer&);
  5831. void use_ai_locations(cse_alife_object&,bool);
  5832. void __init(luabind::argument const&,char const*);
  5833. bool can_switch_offline(cse_alife_level_changer const&);
  5834. void switch_online(cse_alife_level_changer&);
  5835. cse_abstract* init(cse_alife_level_changer&);
  5836. unsigned int m_level_vertex_id { get; set; }
  5837. vector& position { get; set; }
  5838. unsigned int m_story_id { get; set; }
  5839. void switch_offline(cse_alife_level_changer&);
  5840. void STATE_Read(cse_alife_level_changer&,net_packet&,unsigned short);
  5841. void on_register(cse_alife_level_changer&);
  5842. int clsid(cse_abstract const&);
  5843. void move_offline(cse_alife_object&,bool);
  5844. unsigned short id { get; set; }
  5845. bool keep_saved_data_anyway(cse_alife_level_changer const&);
  5846. unsigned short script_version { get; set; }
  5847. void UPDATE_Read(cse_abstract&,net_packet&);
  5848. ini_file* spawn_ini(cse_abstract*);
  5849. bool can_switch_online(cse_alife_level_changer const&);
  5850. vector& angle { get; set; }
  5851. unsigned short m_game_vertex_id { get; set; }
  5852. char const* section_name(cse_abstract const*);
  5853. void on_spawn(cse_alife_level_changer&);
  5854. bool can_save(cse_alife_level_changer const&);
  5855. bool used_ai_locations(cse_alife_level_changer const&);
  5856. void STATE_Write(cse_alife_level_changer&,net_packet&);
  5857. unsigned short parent_id { get; set; }
  5858. void on_before_register(cse_alife_level_changer&);
  5859. bool online { get; set; }
  5860. void visible_for_map(cse_alife_object&,bool);
  5861. bool interactive(cse_alife_level_changer const&);
  5862. char const* name(cse_abstract const*);
  5863. void UPDATE_Write(cse_abstract&,net_packet&);
  5864. }
  5865. [cpp]
  5866. class account_manager
  5867. {
  5868. void stop_searching_email(account_manager&);
  5869. custom [class xr_vector<char const *,class xalloc<char const *> >] const& get_suggested_unicks(account_manager const&);
  5870. void delete_profile(account_manager&,account_operation_cb);
  5871. void create_profile(account_manager&,char const*,char const*,char const*,char const*,account_operation_cb);
  5872. bool is_get_account_profiles_active(account_manager const&);
  5873. void suggest_unique_nicks(account_manager&,char const*,suggest_nicks_cb);
  5874. bool verify_email(account_manager&,char const*);
  5875. bool verify_password(account_manager&,char const*);
  5876. void stop_suggest_unique_nicks(account_manager&);
  5877. bool is_email_searching_active(account_manager const&);
  5878. void stop_fetching_account_profiles(account_manager&);
  5879. void get_account_profiles(account_manager&,char const*,char const*,account_profiles_cb);
  5880. char const* get_verify_error_descr(account_manager const&);
  5881. bool verify_unique_nick(account_manager&,char const*);
  5882. custom [class xr_vector<char const *,class xalloc<char const *> >] const& get_found_profiles(account_manager const&);
  5883. void search_for_email(account_manager&,char const*,found_email_cb);
  5884. }
  5885. [cpp]
  5886. class CHelmet : CGameObject
  5887. {
  5888. void net_Import(CGameObject&,net_packet&);
  5889. bool use(CGameObject&,CGameObject*);
  5890. IRender_Visual* Visual(CGameObject const&);
  5891. void net_Export(CGameObject&,net_packet&);
  5892. void __init(luabind::argument const&);
  5893. int getEnabled(CGameObject const&);
  5894. DLL_Pure* _construct(CGameObject&);
  5895. int getVisible(CGameObject const&);
  5896. int net_Spawn(CGameObject&,cse_abstract*);
  5897. }
  5898. [cpp]
  5899. class CALifeMonsterPatrolPathManager
  5900. {
  5901. bool actual(CALifeMonsterPatrolPathManager const&);
  5902. unsigned short const& target_game_vertex_id(CALifeMonsterPatrolPathManager const&);
  5903. vector target_position(CALifeMonsterPatrolPathManager*);
  5904. void path(CALifeMonsterPatrolPathManager&,char const*);
  5905. unsigned int const& target_level_vertex_id(CALifeMonsterPatrolPathManager const&);
  5906. bool use_randomness(CALifeMonsterPatrolPathManager const&);
  5907. void start_vertex_index(CALifeMonsterPatrolPathManager&,unsigned int const&);
  5908. bool completed(CALifeMonsterPatrolPathManager const&);
  5909. custom [enum PatrolPathManager::EPatrolStartType] const& start_type(CALifeMonsterPatrolPathManager const&);
  5910. custom [enum PatrolPathManager::EPatrolRouteType] const& route_type(CALifeMonsterPatrolPathManager const&);
  5911. }
  5912. [cpp]
  5913. class account_profiles_cb
  5914. {
  5915. void bind(account_profiles_cb&,luabind::object,function<void>);
  5916. void clear(account_profiles_cb&);
  5917. void __init(luabind::argument const&,luabind::object,function<void>);
  5918. }
  5919. [cpp]
  5920. class cse_alife_item_bolt : cse_alife_item
  5921. {
  5922. void on_unregister(cse_alife_item_bolt&);
  5923. void use_ai_locations(cse_alife_object&,bool);
  5924. void __init(luabind::argument const&,char const*);
  5925. bool can_switch_offline(cse_alife_item_bolt const&);
  5926. void switch_online(cse_alife_item_bolt&);
  5927. cse_abstract* init(cse_alife_item_bolt&);
  5928. bool interactive(cse_alife_item_bolt const&);
  5929. vector& position { get; set; }
  5930. unsigned int m_story_id { get; set; }
  5931. void switch_offline(cse_alife_item_bolt&);
  5932. void STATE_Read(cse_alife_item_bolt&,net_packet&,unsigned short);
  5933. void on_register(cse_alife_item_bolt&);
  5934. int clsid(cse_abstract const&);
  5935. void move_offline(cse_alife_object&,bool);
  5936. unsigned short id { get; set; }
  5937. bool keep_saved_data_anyway(cse_alife_item_bolt const&);
  5938. unsigned short script_version { get; set; }
  5939. void UPDATE_Read(cse_abstract&,net_packet&);
  5940. char const* section_name(cse_abstract const*);
  5941. bool can_switch_online(cse_alife_item_bolt const&);
  5942. vector& angle { get; set; }
  5943. void on_spawn(cse_alife_item_bolt&);
  5944. unsigned short m_game_vertex_id { get; set; }
  5945. void UPDATE_Write(cse_abstract&,net_packet&);
  5946. void STATE_Write(cse_alife_item_bolt&,net_packet&);
  5947. bool can_save(cse_alife_item_bolt const&);
  5948. bool used_ai_locations(cse_alife_item_bolt const&);
  5949. bool bfUseful(cse_alife_item_bolt&);
  5950. unsigned short parent_id { get; set; }
  5951. void on_before_register(cse_alife_item_bolt&);
  5952. bool online { get; set; }
  5953. void visible_for_map(cse_alife_object&,bool);
  5954. unsigned int m_level_vertex_id { get; set; }
  5955. char const* name(cse_abstract const*);
  5956. ini_file* spawn_ini(cse_abstract*);
  5957. }
  5958. [cpp]
  5959. class particles_object
  5960. {
  5961. void stop(particles_object&);
  5962. bool looped(particles_object const&);
  5963. void move_to(particles_object&,vector const&,vector const&);
  5964. void __init(luabind::argument const&,char const*);
  5965. void play_at_pos(particles_object&,vector const&);
  5966. void pause_path(particles_object&,bool);
  5967. void stop_path(particles_object&);
  5968. void start_path(particles_object&,bool);
  5969. bool playing(particles_object const&);
  5970. void play(particles_object&);
  5971. void load_path(particles_object&,char const*);
  5972. void stop_deffered(particles_object&);
  5973. }
  5974. [cpp]
  5975. class CWeaponVintorez : CGameObject
  5976. {
  5977. void net_Import(CGameObject&,net_packet&);
  5978. bool use(CGameObject&,CGameObject*);
  5979. IRender_Visual* Visual(CGameObject const&);
  5980. void net_Export(CGameObject&,net_packet&);
  5981. void __init(luabind::argument const&);
  5982. int getEnabled(CGameObject const&);
  5983. DLL_Pure* _construct(CGameObject&);
  5984. int getVisible(CGameObject const&);
  5985. int net_Spawn(CGameObject&,cse_abstract*);
  5986. }
  5987. [cpp]
  5988. class CArtefact : CGameObject
  5989. {
  5990. void net_Import(CGameObject&,net_packet&);
  5991. bool use(CGameObject&,CGameObject*);
  5992. unsigned char GetAfRank(CArtefact const&);
  5993. void net_Export(CGameObject&,net_packet&);
  5994. void __init(luabind::argument const&);
  5995. int getVisible(CGameObject const&);
  5996. void FollowByPath(CArtefact&,char const*,int,vector);
  5997. int net_Spawn(CGameObject&,cse_abstract*);
  5998. DLL_Pure* _construct(CGameObject&);
  5999. int getEnabled(CGameObject const&);
  6000. void SwitchVisibility(CArtefact&,bool);
  6001. IRender_Visual* Visual(CGameObject const&);
  6002. }
  6003. [cpp]
  6004. class CAI_Dog : CGameObject
  6005. {
  6006. void net_Import(CGameObject&,net_packet&);
  6007. bool use(CGameObject&,CGameObject*);
  6008. IRender_Visual* Visual(CGameObject const&);
  6009. void net_Export(CGameObject&,net_packet&);
  6010. void __init(luabind::argument const&);
  6011. int getEnabled(CGameObject const&);
  6012. DLL_Pure* _construct(CGameObject&);
  6013. int getVisible(CGameObject const&);
  6014. int net_Spawn(CGameObject&,cse_abstract*);
  6015. }
  6016. [cpp]
  6017. class CDestroyablePhysicsObject : CGameObject
  6018. {
  6019. void net_Import(CGameObject&,net_packet&);
  6020. bool use(CGameObject&,CGameObject*);
  6021. IRender_Visual* Visual(CGameObject const&);
  6022. void net_Export(CGameObject&,net_packet&);
  6023. void __init(luabind::argument const&);
  6024. int getEnabled(CGameObject const&);
  6025. DLL_Pure* _construct(CGameObject&);
  6026. int getVisible(CGameObject const&);
  6027. int net_Spawn(CGameObject&,cse_abstract*);
  6028. }
  6029. [cpp]
  6030. class effector
  6031. {
  6032. bool process(effector&,effector_params*);
  6033. void finish(effector*);
  6034. void start(effector*);
  6035. void __init(luabind::argument const&,int,custom [float]);
  6036. }
  6037. [cpp]
  6038. class CServerList : CUIWindow
  6039. {
  6040. const ece_unique_nick_expired = 2;
  6041. const ece_unique_nick_not_registred = 1;
  6042. void AttachChild(CUIWindow&,CUIWindow*);
  6043. void ShowServerInfo(CServerList&);
  6044. void ConnectToSelected(CServerList&);
  6045. void __init(luabind::argument const&);
  6046. void Show(CUIWindow&,bool);
  6047. bool IsShown(CUIWindow&);
  6048. vector2 const* GetWndPos(CUIWindow*);
  6049. custom [float] GetWidth(CUIWindow const&);
  6050. char const* WindowName(CUIWindow&);
  6051. void RefreshQuick(CServerList&);
  6052. void SetWindowName(CUIWindow&,char const*);
  6053. void Enable(CUIWindow&,bool);
  6054. void SetWndSize(CUIWindow&,vector2);
  6055. bool IsAutoDelete(CUIWindow&);
  6056. void SetConnectionErrCb(CServerList&,connect_error_cb);
  6057. void SetSortFunc(CServerList&,char const*,bool);
  6058. void SetFilters(CServerList&,SServerFilters&);
  6059. void ResetPPMode(CUIWindow&);
  6060. void SetWndPos(CUIWindow&,vector2);
  6061. void RefreshList(CServerList&,bool);
  6062. void NetRadioChanged(CServerList&,bool);
  6063. void SetPlayerName(CServerList&,char const*);
  6064. void SetPPMode(CUIWindow&);
  6065. bool IsEnabled(CUIWindow&);
  6066. void SetWndRect(CUIWindow&,Frect);
  6067. void SetAutoDelete(CUIWindow&,bool);
  6068. void DetachChild(CUIWindow&,CUIWindow*);
  6069. custom [float] GetHeight(CUIWindow const&);
  6070. }
  6071. [cpp]
  6072. class CWeaponFN2000 : CGameObject
  6073. {
  6074. void net_Import(CGameObject&,net_packet&);
  6075. bool use(CGameObject&,CGameObject*);
  6076. IRender_Visual* Visual(CGameObject const&);
  6077. void net_Export(CGameObject&,net_packet&);
  6078. void __init(luabind::argument const&);
  6079. int getEnabled(CGameObject const&);
  6080. DLL_Pure* _construct(CGameObject&);
  6081. int getVisible(CGameObject const&);
  6082. int net_Spawn(CGameObject&,cse_abstract*);
  6083. }
  6084. [cpp]
  6085. class phcondition_expireonstep : phcondition_callonstep
  6086. {
  6087. void set_global_time_ms(phcondition_callonstep&,unsigned int);
  6088. void set_time_interval_ms(phcondition_callonstep&,unsigned int);
  6089. void set_step(phcondition_callonstep&,custom [unsigned __int64]);
  6090. void set_global_time_s(phcondition_callonstep&,custom [float]);
  6091. void set_time_interval_s(phcondition_callonstep&,custom [float]);
  6092. void set_steps_interval(phcondition_callonstep&,custom [unsigned __int64]);
  6093. void __init(luabind::argument const&);
  6094. }
  6095. [cpp]
  6096. class MonsterSpace
  6097. {
  6098. const head_anim_angry = 1;
  6099. const head_anim_glad = 2;
  6100. const head_anim_kind = 3;
  6101. const head_anim_normal = 0;
  6102. const sound_script = 128;
  6103. }
  6104. [cpp]
  6105. class cse_alife_monster_abstract : , cse_alife_creature_abstractcse_alife_schedulable
  6106. {
  6107. void on_unregister(cse_alife_monster_abstract&);
  6108. custom [float] health(cse_alife_creature_abstract const&);
  6109. int rank(cse_alife_monster_abstract&);
  6110. void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]);
  6111. void __init(luabind::argument const&,char const*);
  6112. bool can_switch_offline(cse_alife_monster_abstract const&);
  6113. void switch_online(cse_alife_monster_abstract&);
  6114. unsigned char team { get; set; }
  6115. cse_abstract* init(cse_alife_monster_abstract&);
  6116. void update(cse_alife_monster_abstract&);
  6117. bool interactive(cse_alife_monster_abstract const&);
  6118. unsigned int m_level_vertex_id { get; set; }
  6119. unsigned short group_id { get; set; }
  6120. unsigned int m_story_id { get; set; }
  6121. void on_death(cse_alife_monster_abstract&,cse_abstract*);
  6122. void switch_offline(cse_alife_monster_abstract&);
  6123. unsigned char group { get; set; }
  6124. void smart_terrain_task_activate(cse_alife_monster_abstract*);
  6125. void on_before_register(cse_alife_monster_abstract&);
  6126. void on_register(cse_alife_monster_abstract&);
  6127. void STATE_Write(cse_alife_monster_abstract&,net_packet&);
  6128. bool used_ai_locations(cse_alife_monster_abstract const&);
  6129. int clsid(cse_abstract const&);
  6130. unsigned char g_squad(cse_alife_monster_abstract&);
  6131. unsigned char squad { get; set; }
  6132. unsigned short m_smart_terrain_id { get; set; }
  6133. ini_file* spawn_ini(cse_abstract*);
  6134. unsigned short m_game_vertex_id { get; set; }
  6135. unsigned short smart_terrain_id(cse_alife_monster_abstract*);
  6136. unsigned short id { get; set; }
  6137. rotation* o_torso(cse_alife_creature_abstract*);
  6138. void UPDATE_Write(cse_abstract&,net_packet&);
  6139. bool keep_saved_data_anyway(cse_alife_monster_abstract const&);
  6140. unsigned short script_version { get; set; }
  6141. void travel_speed(cse_alife_monster_abstract*,custom [float]);
  6142. void use_ai_locations(cse_alife_object&,bool);
  6143. bool alive(cse_alife_creature_abstract const&);
  6144. char const* section_name(cse_abstract const*);
  6145. void move_offline(cse_alife_object&,bool);
  6146. void UPDATE_Read(cse_abstract&,net_packet&);
  6147. unsigned char g_team(cse_alife_monster_abstract&);
  6148. bool can_switch_online(cse_alife_monster_abstract const&);
  6149. vector& position { get; set; }
  6150. vector& angle { get; set; }
  6151. void smart_terrain_task_deactivate(cse_alife_monster_abstract*);
  6152. void on_spawn(cse_alife_monster_abstract&);
  6153. CALifeMonsterBrain* brain(cse_alife_monster_abstract*);
  6154. bool has_detector(cse_alife_monster_abstract&);
  6155. void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short);
  6156. void kill(cse_alife_monster_abstract&);
  6157. void clear_smart_terrain(cse_alife_monster_abstract*);
  6158. unsigned short parent_id { get; set; }
  6159. bool can_save(cse_alife_monster_abstract const&);
  6160. bool online { get; set; }
  6161. void visible_for_map(cse_alife_object&,bool);
  6162. void STATE_Read(cse_alife_monster_abstract&,net_packet&,unsigned short);
  6163. char const* name(cse_abstract const*);
  6164. unsigned char g_group(cse_alife_monster_abstract&);
  6165. }
  6166. [cpp]
  6167. class CMincer : CGameObject
  6168. {
  6169. void net_Import(CGameObject&,net_packet&);
  6170. bool use(CGameObject&,CGameObject*);
  6171. IRender_Visual* Visual(CGameObject const&);
  6172. void net_Export(CGameObject&,net_packet&);
  6173. void __init(luabind::argument const&);
  6174. int getEnabled(CGameObject const&);
  6175. DLL_Pure* _construct(CGameObject&);
  6176. int getVisible(CGameObject const&);
  6177. int net_Spawn(CGameObject&,cse_abstract*);
  6178. }
  6179. [cpp]
  6180. class CScope : CGameObject
  6181. {
  6182. void net_Import(CGameObject&,net_packet&);
  6183. bool use(CGameObject&,CGameObject*);
  6184. IRender_Visual* Visual(CGameObject const&);
  6185. void net_Export(CGameObject&,net_packet&);
  6186. void __init(luabind::argument const&);
  6187. int getEnabled(CGameObject const&);
  6188. DLL_Pure* _construct(CGameObject&);
  6189. int getVisible(CGameObject const&);
  6190. int net_Spawn(CGameObject&,cse_abstract*);
  6191. }
  6192. [cpp]
  6193. class CUIMessageBoxEx : CUIDialogWnd
  6194. {
  6195. void AttachChild(CUIWindow&,CUIWindow*);
  6196. CDialogHolder* GetHolder(CUIDialogWnd&);
  6197. char const* GetPassword(CUIMessageBoxEx&);
  6198. void __init(luabind::argument const&);
  6199. void Show(CUIWindow&,bool);
  6200. void ShowDialog(CUIDialogWnd&,bool);
  6201. vector2 const* GetWndPos(CUIWindow*);
  6202. custom [float] GetWidth(CUIWindow const&);
  6203. void SetText(CUIMessageBoxEx&,char const*);
  6204. void SetWindowName(CUIWindow&,char const*);
  6205. char const* GetHost(CUIMessageBoxEx&);
  6206. char const* WindowName(CUIWindow&);
  6207. void DetachChild(CUIWindow&,CUIWindow*);
  6208. void SetAutoDelete(CUIWindow&,bool);
  6209. bool IsAutoDelete(CUIWindow&);
  6210. void ResetPPMode(CUIWindow&);
  6211. void SetWndPos(CUIWindow&,vector2);
  6212. bool IsShown(CUIWindow&);
  6213. void SetPPMode(CUIWindow&);
  6214. bool IsEnabled(CUIWindow&);
  6215. void SetWndRect(CUIWindow&,Frect);
  6216. void SetWndSize(CUIWindow&,vector2);
  6217. void InitMessageBox(CUIMessageBoxEx&,char const*);
  6218. void Enable(CUIWindow&,bool);
  6219. void HideDialog(CUIDialogWnd&);
  6220. custom [float] GetHeight(CUIWindow const&);
  6221. }
  6222. [cpp]
  6223. class cse_alife_inventory_item
  6224. {
  6225. }
  6226. [cpp]
  6227. class CBlackDrops : CArtefact
  6228. {
  6229. void net_Import(CGameObject&,net_packet&);
  6230. bool use(CGameObject&,CGameObject*);
  6231. unsigned char GetAfRank(CArtefact const&);
  6232. void net_Export(CGameObject&,net_packet&);
  6233. void __init(luabind::argument const&);
  6234. IRender_Visual* Visual(CGameObject const&);
  6235. void FollowByPath(CArtefact&,char const*,int,vector);
  6236. void SwitchVisibility(CArtefact&,bool);
  6237. DLL_Pure* _construct(CGameObject&);
  6238. int getEnabled(CGameObject const&);
  6239. int getVisible(CGameObject const&);
  6240. int net_Spawn(CGameObject&,cse_abstract*);
  6241. }
  6242. [cpp]
  6243. class cse_alife_mounted_weapon : cse_alife_dynamic_object_visual
  6244. {
  6245. void on_unregister(cse_alife_mounted_weapon&);
  6246. void use_ai_locations(cse_alife_object&,bool);
  6247. void __init(luabind::argument const&,char const*);
  6248. bool can_switch_offline(cse_alife_mounted_weapon const&);
  6249. void switch_online(cse_alife_mounted_weapon&);
  6250. cse_abstract* init(cse_alife_mounted_weapon&);
  6251. unsigned int m_level_vertex_id { get; set; }
  6252. vector& position { get; set; }
  6253. unsigned int m_story_id { get; set; }
  6254. void switch_offline(cse_alife_mounted_weapon&);
  6255. void STATE_Read(cse_alife_mounted_weapon&,net_packet&,unsigned short);
  6256. void on_register(cse_alife_mounted_weapon&);
  6257. int clsid(cse_abstract const&);
  6258. void move_offline(cse_alife_object&,bool);
  6259. unsigned short id { get; set; }
  6260. bool keep_saved_data_anyway(cse_alife_mounted_weapon const&);
  6261. unsigned short script_version { get; set; }
  6262. void UPDATE_Read(cse_abstract&,net_packet&);
  6263. ini_file* spawn_ini(cse_abstract*);
  6264. bool can_switch_online(cse_alife_mounted_weapon const&);
  6265. vector& angle { get; set; }
  6266. unsigned short m_game_vertex_id { get; set; }
  6267. char const* section_name(cse_abstract const*);
  6268. void on_spawn(cse_alife_mounted_weapon&);
  6269. bool can_save(cse_alife_mounted_weapon const&);
  6270. bool used_ai_locations(cse_alife_mounted_weapon const&);
  6271. void STATE_Write(cse_alife_mounted_weapon&,net_packet&);
  6272. unsigned short parent_id { get; set; }
  6273. void on_before_register(cse_alife_mounted_weapon&);
  6274. bool online { get; set; }
  6275. void visible_for_map(cse_alife_object&,bool);
  6276. bool interactive(cse_alife_mounted_weapon const&);
  6277. char const* name(cse_abstract const*);
  6278. void UPDATE_Write(cse_abstract&,net_packet&);
  6279. }
  6280. [cpp]
  6281. class cse_alife_car : , cse_alife_dynamic_object_visualcse_ph_skeleton
  6282. {
  6283. void on_unregister(cse_alife_car&);
  6284. void use_ai_locations(cse_alife_object&,bool);
  6285. void __init(luabind::argument const&,char const*);
  6286. bool can_switch_offline(cse_alife_car const&);
  6287. void switch_online(cse_alife_car&);
  6288. cse_abstract* init(cse_alife_car&);
  6289. unsigned int m_level_vertex_id { get; set; }
  6290. vector& position { get; set; }
  6291. unsigned int m_story_id { get; set; }
  6292. void switch_offline(cse_alife_car&);
  6293. void STATE_Read(cse_alife_car&,net_packet&,unsigned short);
  6294. void on_register(cse_alife_car&);
  6295. int clsid(cse_abstract const&);
  6296. void move_offline(cse_alife_object&,bool);
  6297. unsigned short id { get; set; }
  6298. bool keep_saved_data_anyway(cse_alife_car const&);
  6299. unsigned short script_version { get; set; }
  6300. void UPDATE_Read(cse_abstract&,net_packet&);
  6301. ini_file* spawn_ini(cse_abstract*);
  6302. bool can_switch_online(cse_alife_car const&);
  6303. vector& angle { get; set; }
  6304. unsigned short m_game_vertex_id { get; set; }
  6305. char const* section_name(cse_abstract const*);
  6306. void on_spawn(cse_alife_car&);
  6307. bool can_save(cse_alife_car const&);
  6308. bool used_ai_locations(cse_alife_car const&);
  6309. void STATE_Write(cse_alife_car&,net_packet&);
  6310. unsigned short parent_id { get; set; }
  6311. void on_before_register(cse_alife_car&);
  6312. bool online { get; set; }
  6313. void visible_for_map(cse_alife_object&,bool);
  6314. bool interactive(cse_alife_car const&);
  6315. char const* name(cse_abstract const*);
  6316. void UPDATE_Write(cse_abstract&,net_packet&);
  6317. }
  6318. [cpp]
  6319. class CAI_Crow : CGameObject
  6320. {
  6321. void net_Import(CGameObject&,net_packet&);
  6322. bool use(CGameObject&,CGameObject*);
  6323. IRender_Visual* Visual(CGameObject const&);
  6324. void net_Export(CGameObject&,net_packet&);
  6325. void __init(luabind::argument const&);
  6326. int getEnabled(CGameObject const&);
  6327. DLL_Pure* _construct(CGameObject&);
  6328. int getVisible(CGameObject const&);
  6329. int net_Spawn(CGameObject&,cse_abstract*);
  6330. }
  6331. [cpp]
  6332. class cse_alife_space_restrictor : , cse_alife_dynamic_objectcse_shape
  6333. {
  6334. void on_unregister(cse_alife_space_restrictor&);
  6335. void use_ai_locations(cse_alife_object&,bool);
  6336. void __init(luabind::argument const&,char const*);
  6337. bool can_switch_offline(cse_alife_space_restrictor const&);
  6338. void switch_online(cse_alife_space_restrictor&);
  6339. cse_abstract* init(cse_alife_space_restrictor&);
  6340. unsigned int m_level_vertex_id { get; set; }
  6341. vector& position { get; set; }
  6342. unsigned int m_story_id { get; set; }
  6343. void switch_offline(cse_alife_space_restrictor&);
  6344. void STATE_Read(cse_alife_space_restrictor&,net_packet&,unsigned short);
  6345. void on_register(cse_alife_space_restrictor&);
  6346. int clsid(cse_abstract const&);
  6347. void move_offline(cse_alife_object&,bool);
  6348. unsigned short id { get; set; }
  6349. bool keep_saved_data_anyway(cse_alife_space_restrictor const&);
  6350. unsigned short script_version { get; set; }
  6351. void UPDATE_Read(cse_abstract&,net_packet&);
  6352. ini_file* spawn_ini(cse_abstract*);
  6353. bool can_switch_online(cse_alife_space_restrictor const&);
  6354. vector& angle { get; set; }
  6355. unsigned short m_game_vertex_id { get; set; }
  6356. void UPDATE_Write(cse_abstract&,net_packet&);
  6357. void on_spawn(cse_alife_space_restrictor&);
  6358. bool can_save(cse_alife_space_restrictor const&);
  6359. bool used_ai_locations(cse_alife_space_restrictor const&);
  6360. void STATE_Write(cse_alife_space_restrictor&,net_packet&);
  6361. unsigned short parent_id { get; set; }
  6362. void on_before_register(cse_alife_space_restrictor&);
  6363. bool online { get; set; }
  6364. void visible_for_map(cse_alife_object&,bool);
  6365. bool interactive(cse_alife_space_restrictor const&);
  6366. char const* name(cse_abstract const*);
  6367. char const* section_name(cse_abstract const*);
  6368. }
  6369. [cpp]
  6370. class CGameGraph
  6371. {
  6372. custom [class AssociativeVector<unsigned char,class GameGraph::SLevel,struct std::less<unsigned char> >] const& levels(CGameGraph const*);
  6373. void accessible(CGameGraph const*,unsigned int const&,bool);
  6374. GameGraph__CVertex const* vertex(CGameGraph const&,unsigned int);
  6375. bool valid_vertex_id(CGameGraph const&,unsigned int);
  6376. unsigned short vertex_id(CGameGraph const&,GameGraph__CVertex const*);
  6377. }
  6378. [cpp]
  6379. class client_spawn_manager
  6380. {
  6381. void remove(client_spawn_manager&,unsigned short,unsigned short);
  6382. void add(client_spawn_manager&,unsigned short,unsigned short,function<void> const&);
  6383. }
  6384. [cpp]
  6385. class hit
  6386. {
  6387. const burn = 0;
  6388. const chemical_burn = 2;
  6389. const dummy = 11;
  6390. const explosion = 8;
  6391. const fire_wound = 6;
  6392. const light_burn = 10;
  6393. const radiation = 3;
  6394. const shock = 1;
  6395. const strike = 7;
  6396. const telepatic = 4;
  6397. const wound = 5;
  6398. game_object* draftsman { get; set; }
  6399. void bone(hit&,char const*);
  6400. custom [float] power { get; set; }
  6401. int type { get; set; }
  6402. vector& direction { get; set; }
  6403. custom [float] impulse { get; set; }
  6404. void __init(luabind::argument const&,hit const*);
  6405. }
  6406. [cpp]
  6407. class cover_point
  6408. {
  6409. bool is_smart_cover(cover_point const*);
  6410. vector const& position(cover_point const&);
  6411. unsigned int level_vertex_id(cover_point const&);
  6412. }
  6413. [cpp]
  6414. class CUIScrollView : CUIWindow
  6415. {
  6416. void AttachChild(CUIWindow&,CUIWindow*);
  6417. void ScrollToEnd(CUIScrollView&);
  6418. custom [float] GetHeight(CUIWindow const&);
  6419. void __init(luabind::argument const&);
  6420. void Show(CUIWindow&,bool);
  6421. bool IsShown(CUIWindow&);
  6422. vector2 const* GetWndPos(CUIWindow*);
  6423. custom [float] GetWidth(CUIWindow const&);
  6424. char const* WindowName(CUIWindow&);
  6425. void ScrollToBegin(CUIScrollView&);
  6426. void SetWindowName(CUIWindow&,char const*);
  6427. void Enable(CUIWindow&,bool);
  6428. int GetCurrentScrollPos(CUIScrollView&);
  6429. void SetWndSize(CUIWindow&,vector2);
  6430. void DetachChild(CUIWindow&,CUIWindow*);
  6431. void RemoveWindow(CUIScrollView&,CUIWindow*);
  6432. bool IsAutoDelete(CUIWindow&);
  6433. int GetMinScrollPos(CUIScrollView&);
  6434. void SetWndPos(CUIWindow&,vector2);
  6435. void ResetPPMode(CUIWindow&);
  6436. void SetPPMode(CUIWindow&);
  6437. void SetScrollPos(CUIScrollView&,int);
  6438. bool IsEnabled(CUIWindow&);
  6439. int GetMaxScrollPos(CUIScrollView&);
  6440. void SetWndRect(CUIWindow&,Frect);
  6441. void AddWindow(CUIScrollView&,CUIWindow*,bool);
  6442. void SetAutoDelete(CUIWindow&,bool);
  6443. void Clear(CUIScrollView&);
  6444. }
  6445. [cpp]
  6446. class cse_smart_cover : cse_alife_dynamic_object
  6447. {
  6448. void on_unregister(cse_smart_cover&);
  6449. void use_ai_locations(cse_alife_object&,bool);
  6450. void __init(luabind::argument const&,char const*);
  6451. bool can_switch_offline(cse_smart_cover const&);
  6452. void switch_online(cse_smart_cover&);
  6453. cse_abstract* init(cse_smart_cover&);
  6454. char const* description(cse_smart_cover const&);
  6455. vector& position { get; set; }
  6456. unsigned int m_story_id { get; set; }
  6457. void switch_offline(cse_smart_cover&);
  6458. void STATE_Read(cse_smart_cover&,net_packet&,unsigned short);
  6459. void on_register(cse_smart_cover&);
  6460. int clsid(cse_abstract const&);
  6461. void move_offline(cse_alife_object&,bool);
  6462. unsigned short id { get; set; }
  6463. bool keep_saved_data_anyway(cse_smart_cover const&);
  6464. unsigned short script_version { get; set; }
  6465. void UPDATE_Read(cse_abstract&,net_packet&);
  6466. char const* section_name(cse_abstract const*);
  6467. bool can_switch_online(cse_smart_cover const&);
  6468. void UPDATE_Write(cse_abstract&,net_packet&);
  6469. vector& angle { get; set; }
  6470. void on_spawn(cse_smart_cover&);
  6471. unsigned short m_game_vertex_id { get; set; }
  6472. ini_file* spawn_ini(cse_abstract*);
  6473. void set_available_loopholes(cse_smart_cover&,luabind::object);
  6474. bool can_save(cse_smart_cover const&);
  6475. bool used_ai_locations(cse_smart_cover const&);
  6476. void STATE_Write(cse_smart_cover&,net_packet&);
  6477. unsigned short parent_id { get; set; }
  6478. void on_before_register(cse_smart_cover&);
  6479. bool online { get; set; }
  6480. void visible_for_map(cse_alife_object&,bool);
  6481. bool interactive(cse_smart_cover const&);
  6482. char const* name(cse_abstract const*);
  6483. unsigned int m_level_vertex_id { get; set; }
  6484. }
  6485. [cpp]
  6486. class CGraviArtefact : CArtefact
  6487. {
  6488. void net_Import(CGameObject&,net_packet&);
  6489. bool use(CGameObject&,CGameObject*);
  6490. unsigned char GetAfRank(CArtefact const&);
  6491. void net_Export(CGameObject&,net_packet&);
  6492. void __init(luabind::argument const&);
  6493. IRender_Visual* Visual(CGameObject const&);
  6494. void FollowByPath(CArtefact&,char const*,int,vector);
  6495. void SwitchVisibility(CArtefact&,bool);
  6496. DLL_Pure* _construct(CGameObject&);
  6497. int getEnabled(CGameObject const&);
  6498. int getVisible(CGameObject const&);
  6499. int net_Spawn(CGameObject&,cse_abstract*);
  6500. }
  6501. [cpp]
  6502. class fcolor
  6503. {
  6504. custom [float] b { get; set; }
  6505. fcolor& set(fcolor&,unsigned int);
  6506. custom [float] r { get; set; }
  6507. void __init(luabind::argument const&);
  6508. custom [float] a { get; set; }
  6509. custom [float] g { get; set; }
  6510. }
  6511. [cpp]
  6512. class iserializable
  6513. {
  6514. }
  6515. [cpp]
  6516. class matrix
  6517. {
  6518. vector& i { get; set; }
  6519. vector& c { get; set; }
  6520. void __init(luabind::argument const&);
  6521. vector& k { get; set; }
  6522. custom [float] _44_ { get; set; }
  6523. vector& j { get; set; }
  6524. custom [float] _24_ { get; set; }
  6525. matrix& setXYZ(matrix&,custom [float],custom [float],custom [float]);
  6526. matrix& identity(matrix&);
  6527. custom [float] _34_ { get; set; }
  6528. matrix& set(matrix&,vector const&,vector const&,vector const&,vector const&);
  6529. matrix& setXYZi(matrix&,custom [float],custom [float],custom [float]);
  6530. matrix& mk_xform(matrix&,custom [struct _quaternion<float>] const&,vector const&);
  6531. matrix& mul(matrix&,custom [float]);
  6532. custom [float] _14_ { get; set; }
  6533. matrix& div(matrix&,custom [float]);
  6534. void getHPB(matrix*,custom [float]*,custom [float]*,custom [float]*);
  6535. matrix& setHPB(matrix&,custom [float],custom [float],custom [float]);
  6536. }
  6537. [cpp]
  6538. class cse_alife_object_hanging_lamp : , cse_alife_dynamic_object_visualcse_ph_skeleton
  6539. {
  6540. void on_unregister(cse_alife_object_hanging_lamp&);
  6541. void use_ai_locations(cse_alife_object&,bool);
  6542. void __init(luabind::argument const&,char const*);
  6543. bool can_switch_offline(cse_alife_object_hanging_lamp const&);
  6544. void switch_online(cse_alife_object_hanging_lamp&);
  6545. cse_abstract* init(cse_alife_object_hanging_lamp&);
  6546. unsigned int m_level_vertex_id { get; set; }
  6547. vector& position { get; set; }
  6548. unsigned int m_story_id { get; set; }
  6549. void switch_offline(cse_alife_object_hanging_lamp&);
  6550. void STATE_Read(cse_alife_object_hanging_lamp&,net_packet&,unsigned short);
  6551. void on_register(cse_alife_object_hanging_lamp&);
  6552. int clsid(cse_abstract const&);
  6553. void move_offline(cse_alife_object&,bool);
  6554. unsigned short id { get; set; }
  6555. bool keep_saved_data_anyway(cse_alife_object_hanging_lamp const&);
  6556. unsigned short script_version { get; set; }
  6557. void UPDATE_Read(cse_abstract&,net_packet&);
  6558. ini_file* spawn_ini(cse_abstract*);
  6559. bool can_switch_online(cse_alife_object_hanging_lamp const&);
  6560. vector& angle { get; set; }
  6561. unsigned short m_game_vertex_id { get; set; }
  6562. char const* section_name(cse_abstract const*);
  6563. void on_spawn(cse_alife_object_hanging_lamp&);
  6564. bool can_save(cse_alife_object_hanging_lamp const&);
  6565. bool used_ai_locations(cse_alife_object_hanging_lamp const&);
  6566. void STATE_Write(cse_alife_object_hanging_lamp&,net_packet&);
  6567. unsigned short parent_id { get; set; }
  6568. void on_before_register(cse_alife_object_hanging_lamp&);
  6569. bool online { get; set; }
  6570. void visible_for_map(cse_alife_object&,bool);
  6571. bool interactive(cse_alife_object_hanging_lamp const&);
  6572. char const* name(cse_abstract const*);
  6573. void UPDATE_Write(cse_abstract&,net_packet&);
  6574. }
  6575. [cpp]
  6576. class CPseudoGigant : CGameObject
  6577. {
  6578. void net_Import(CGameObject&,net_packet&);
  6579. bool use(CGameObject&,CGameObject*);
  6580. IRender_Visual* Visual(CGameObject const&);
  6581. void net_Export(CGameObject&,net_packet&);
  6582. void __init(luabind::argument const&);
  6583. int getEnabled(CGameObject const&);
  6584. DLL_Pure* _construct(CGameObject&);
  6585. int getVisible(CGameObject const&);
  6586. int net_Spawn(CGameObject&,cse_abstract*);
  6587. }
  6588. [cpp]
  6589. class property_storage
  6590. {
  6591. void set_property(property_storage&,unsigned int const&,bool const&);
  6592. bool const& property(property_storage const&,unsigned int const&);
  6593. void __init(luabind::argument const&);
  6594. }
  6595. [cpp]
  6596. class cse_motion
  6597. {
  6598. }
  6599. [cpp]
  6600. class CDummyArtefact : CArtefact
  6601. {
  6602. void net_Import(CGameObject&,net_packet&);
  6603. bool use(CGameObject&,CGameObject*);
  6604. unsigned char GetAfRank(CArtefact const&);
  6605. void net_Export(CGameObject&,net_packet&);
  6606. void __init(luabind::argument const&);
  6607. IRender_Visual* Visual(CGameObject const&);
  6608. void FollowByPath(CArtefact&,char const*,int,vector);
  6609. void SwitchVisibility(CArtefact&,bool);
  6610. DLL_Pure* _construct(CGameObject&);
  6611. int getEnabled(CGameObject const&);
  6612. int getVisible(CGameObject const&);
  6613. int net_Spawn(CGameObject&,cse_abstract*);
  6614. }
  6615. [cpp]
  6616. class connect_error_cb
  6617. {
  6618. void bind(connect_error_cb&,luabind::object,function<void>);
  6619. void clear(connect_error_cb&);
  6620. void __init(luabind::argument const&,luabind::object,function<void>);
  6621. }
  6622. [cpp]
  6623. class CSilencer : CGameObject
  6624. {
  6625. void net_Import(CGameObject&,net_packet&);
  6626. bool use(CGameObject&,CGameObject*);
  6627. IRender_Visual* Visual(CGameObject const&);
  6628. void net_Export(CGameObject&,net_packet&);
  6629. void __init(luabind::argument const&);
  6630. int getEnabled(CGameObject const&);
  6631. DLL_Pure* _construct(CGameObject&);
  6632. int getVisible(CGameObject const&);
  6633. int net_Spawn(CGameObject&,cse_abstract*);
  6634. }
  6635. [cpp]
  6636. class spawn_story_ids
  6637. {
  6638. const INVALID_SPAWN_STORY_ID = -1;
  6639. }
  6640. [cpp]
  6641. class IRenderable
  6642. {
  6643. }
  6644. [cpp]
  6645. class cse_alife_item_weapon_shotgun : cse_alife_item_weapon
  6646. {
  6647. void on_unregister(cse_alife_item_weapon_shotgun&);
  6648. void use_ai_locations(cse_alife_object&,bool);
  6649. void UPDATE_Write(cse_abstract&,net_packet&);
  6650. bool can_switch_offline(cse_alife_item_weapon_shotgun const&);
  6651. void switch_online(cse_alife_item_weapon_shotgun&);
  6652. cse_abstract* init(cse_alife_item_weapon_shotgun&);
  6653. bool interactive(cse_alife_item_weapon_shotgun const&);
  6654. vector& position { get; set; }
  6655. unsigned int m_story_id { get; set; }
  6656. void switch_offline(cse_alife_item_weapon_shotgun&);
  6657. void STATE_Read(cse_alife_item_weapon_shotgun&,net_packet&,unsigned short);
  6658. void on_register(cse_alife_item_weapon_shotgun&);
  6659. int clsid(cse_abstract const&);
  6660. void move_offline(cse_alife_object&,bool);
  6661. unsigned short id { get; set; }
  6662. void clone_addons(cse_alife_item_weapon&,cse_alife_item_weapon*);
  6663. bool keep_saved_data_anyway(cse_alife_item_weapon_shotgun const&);
  6664. unsigned short script_version { get; set; }
  6665. void UPDATE_Read(cse_abstract&,net_packet&);
  6666. char const* section_name(cse_abstract const*);
  6667. bool can_switch_online(cse_alife_item_weapon_shotgun const&);
  6668. vector& angle { get; set; }
  6669. ini_file* spawn_ini(cse_abstract*);
  6670. unsigned short m_game_vertex_id { get; set; }
  6671. void on_spawn(cse_alife_item_weapon_shotgun&);
  6672. unsigned int m_level_vertex_id { get; set; }
  6673. bool used_ai_locations(cse_alife_item_weapon_shotgun const&);
  6674. bool can_save(cse_alife_item_weapon_shotgun const&);
  6675. bool bfUseful(cse_alife_item_weapon_shotgun&);
  6676. unsigned short parent_id { get; set; }
  6677. void on_before_register(cse_alife_item_weapon_shotgun&);
  6678. bool online { get; set; }
  6679. void visible_for_map(cse_alife_object&,bool);
  6680. void STATE_Write(cse_alife_item_weapon_shotgun&,net_packet&);
  6681. char const* name(cse_abstract const*);
  6682. void __init(luabind::argument const&,char const*);
  6683. }
  6684. [cpp]
  6685. class CUIFrameLineWnd : CUIWindow
  6686. {
  6687. void AttachChild(CUIWindow&,CUIWindow*);
  6688. void SetWidth(CUIFrameLineWnd&,custom [float]);
  6689. void __init(luabind::argument const&);
  6690. void Show(CUIWindow&,bool);
  6691. bool IsShown(CUIWindow&);
  6692. vector2 const* GetWndPos(CUIWindow*);
  6693. void SetHeight(CUIFrameLineWnd&,custom [float]);
  6694. char const* WindowName(CUIWindow&);
  6695. void SetWindowName(CUIWindow&,char const*);
  6696. void SetColor(CUIFrameLineWnd&,unsigned int);
  6697. void SetAutoDelete(CUIWindow&,bool);
  6698. bool IsAutoDelete(CUIWindow&);
  6699. void ResetPPMode(CUIWindow&);
  6700. void SetWndPos(CUIWindow&,vector2);
  6701. void DetachChild(CUIWindow&,CUIWindow*);
  6702. bool IsEnabled(CUIWindow&);
  6703. void Enable(CUIWindow&,bool);
  6704. void SetWndSize(CUIWindow&,vector2);
  6705. void SetWndRect(CUIWindow&,Frect);
  6706. void SetPPMode(CUIWindow&);
  6707. custom [float] GetWidth(CUIWindow const&);
  6708. custom [float] GetHeight(CUIWindow const&);
  6709. }
  6710. [cpp]
  6711. class physics_shell
  6712. {
  6713. physics_joint* get_joint_by_bone_name(physics_shell&,char const*);
  6714. physics_element* get_element_by_bone_id(physics_shell&,unsigned short);
  6715. physics_joint* get_joint_by_bone_id(physics_shell&,unsigned short);
  6716. physics_element* get_element_by_bone_name(physics_shell&,char const*);
  6717. physics_joint* get_joint_by_order(physics_shell&,unsigned short);
  6718. void block_breaking(physics_shell&);
  6719. void get_linear_vel(physics_shell const&,vector&);
  6720. bool is_breakable(physics_shell&);
  6721. bool is_breaking_blocked(physics_shell&);
  6722. void apply_force(physics_shell&,custom [float],custom [float],custom [float]);
  6723. void unblock_breaking(physics_shell&);
  6724. void get_angular_vel(physics_shell const&,vector&);
  6725. unsigned short get_joints_number(physics_shell&);
  6726. unsigned short get_elements_number(physics_shell&);
  6727. physics_element* get_element_by_order(physics_shell&,unsigned short);
  6728. }
  6729. [cpp]
  6730. class snd_type
  6731. {
  6732. const ambient = 128;
  6733. const anomaly = 268435456;
  6734. const anomaly_idle = 268437504;
  6735. const attack = 8192;
  6736. const bullet_hit = 524288;
  6737. const die = 131072;
  6738. const drop = 33554432;
  6739. const eat = 4096;
  6740. const empty = 1048576;
  6741. const hide = 16777216;
  6742. const idle = 2048;
  6743. const injure = 65536;
  6744. const item = 1073741824;
  6745. const item_drop = 1107296256;
  6746. const item_hide = 1090519040;
  6747. const item_pick_up = 1140850688;
  6748. const item_take = 1082130432;
  6749. const item_use = 1077936128;
  6750. const monster = 536870912;
  6751. const monster_attack = 536879104;
  6752. const monster_die = 537001984;
  6753. const monster_eat = 536875008;
  6754. const monster_injure = 536936448;
  6755. const monster_step = 536903680;
  6756. const monster_talk = 536887296;
  6757. const no_sound = 0;
  6758. const object_break = 1024;
  6759. const object_collide = 512;
  6760. const object_explode = 256;
  6761. const pick_up = 67108864;
  6762. const reload = 262144;
  6763. const shoot = 2097152;
  6764. const step = 32768;
  6765. const take = 8388608;
  6766. const talk = 16384;
  6767. const use = 4194304;
  6768. const weapon = -2147483648;
  6769. const weapon_bullet_hit = -2146959360;
  6770. const weapon_empty = -2146435072;
  6771. const weapon_reload = -2147221504;
  6772. const weapon_shoot = -2145386496;
  6773. const world = 134217728;
  6774. const world_ambient = 134217856;
  6775. const world_object_break = 134218752;
  6776. const world_object_collide = 134218240;
  6777. const world_object_explode = 134217984;
  6778. }
  6779. [cpp]
  6780. class CExplosiveItem : CGameObject
  6781. {
  6782. void net_Import(CGameObject&,net_packet&);
  6783. bool use(CGameObject&,CGameObject*);
  6784. IRender_Visual* Visual(CGameObject const&);
  6785. void net_Export(CGameObject&,net_packet&);
  6786. void __init(luabind::argument const&);
  6787. int getEnabled(CGameObject const&);
  6788. DLL_Pure* _construct(CGameObject&);
  6789. int getVisible(CGameObject const&);
  6790. int net_Spawn(CGameObject&,cse_abstract*);
  6791. }
  6792. [cpp]
  6793. class object_binder
  6794. {
  6795. game_object* object { get; set; }
  6796. void net_destroy(object_binder&);
  6797. void reinit(object_binder&);
  6798. bool net_save_relevant(object_binder&);
  6799. void net_export(object_binder&,net_packet*);
  6800. void __init(luabind::argument const&,game_object*);
  6801. void net_Relcase(object_binder&,game_object*);
  6802. void load(object_binder&,reader*);
  6803. void reload(object_binder&,char const*);
  6804. void save(object_binder&,net_packet*);
  6805. bool net_spawn(object_binder&,cse_alife_object*);
  6806. void update(object_binder&,unsigned int);
  6807. void net_import(object_binder&,net_packet*);
  6808. }
  6809. [cpp]
  6810. class CWeaponLR300 : CGameObject
  6811. {
  6812. void net_Import(CGameObject&,net_packet&);
  6813. bool use(CGameObject&,CGameObject*);
  6814. IRender_Visual* Visual(CGameObject const&);
  6815. void net_Export(CGameObject&,net_packet&);
  6816. void __init(luabind::argument const&);
  6817. int getEnabled(CGameObject const&);
  6818. DLL_Pure* _construct(CGameObject&);
  6819. int getVisible(CGameObject const&);
  6820. int net_Spawn(CGameObject&,cse_abstract*);
  6821. }
  6822. [cpp]
  6823. class memory_info : visible_memory_object
  6824. {
  6825. game_object* object(game_memory_object const&);
  6826. custom [struct MemorySpace::CObjectParams<class CGameObject>]& self_info { get; set; }
  6827. bool hit_info { get; set; }
  6828. bool visual_info { get; set; }
  6829. unsigned int last_level_time { get; set; }
  6830. bool sound_info { get; set; }
  6831. custom [struct MemorySpace::CObjectParams<class CGameObject>]& object_info { get; set; }
  6832. unsigned int level_time { get; set; }
  6833. }
  6834. [cpp]
  6835. class CHairsZone : CGameObject
  6836. {
  6837. void net_Import(CGameObject&,net_packet&);
  6838. bool use(CGameObject&,CGameObject*);
  6839. IRender_Visual* Visual(CGameObject const&);
  6840. void net_Export(CGameObject&,net_packet&);
  6841. void __init(luabind::argument const&);
  6842. int getEnabled(CGameObject const&);
  6843. DLL_Pure* _construct(CGameObject&);
  6844. int getVisible(CGameObject const&);
  6845. int net_Spawn(CGameObject&,cse_abstract*);
  6846. }
  6847. [cpp]
  6848. class CUIDialogWnd : CUIWindow
  6849. {
  6850. void AttachChild(CUIWindow&,CUIWindow*);
  6851. CDialogHolder* GetHolder(CUIDialogWnd&);
  6852. void __init(luabind::argument const&);
  6853. void Show(CUIWindow&,bool);
  6854. void ShowDialog(CUIDialogWnd&,bool);
  6855. vector2 const* GetWndPos(CUIWindow*);
  6856. custom [float] GetWidth(CUIWindow const&);
  6857. char const* WindowName(CUIWindow&);
  6858. void SetWindowName(CUIWindow&,char const*);
  6859. void DetachChild(CUIWindow&,CUIWindow*);
  6860. void SetAutoDelete(CUIWindow&,bool);
  6861. bool IsAutoDelete(CUIWindow&);
  6862. void ResetPPMode(CUIWindow&);
  6863. void SetWndPos(CUIWindow&,vector2);
  6864. bool IsShown(CUIWindow&);
  6865. bool IsEnabled(CUIWindow&);
  6866. void Enable(CUIWindow&,bool);
  6867. void SetWndSize(CUIWindow&,vector2);
  6868. void SetWndRect(CUIWindow&,Frect);
  6869. void SetPPMode(CUIWindow&);
  6870. void HideDialog(CUIDialogWnd&);
  6871. custom [float] GetHeight(CUIWindow const&);
  6872. }
  6873. [cpp]
  6874. class object_params
  6875. {
  6876. unsigned int level_vertex { get; set; }
  6877. vector& position { get; set; }
  6878. }
  6879. [cpp]
  6880. class effector_params
  6881. {
  6882. noise& noise { get; set; }
  6883. custom [float] gray { get; set; }
  6884. color& color_gray { get; set; }
  6885. void __init(luabind::argument const&);
  6886. color& color_add { get; set; }
  6887. custom [float] blur { get; set; }
  6888. duality& dual { get; set; }
  6889. color& color_base { get; set; }
  6890. void assign(effector_params*,effector_params*);
  6891. }
  6892. [cpp]
  6893. class CUIMessageBox : CUIStatic
  6894. {
  6895. void AttachChild(CUIWindow&,CUIWindow*);
  6896. CUILines* TextControl(CUIStatic&);
  6897. char const* GetPassword(CUIMessageBox&);
  6898. void InitTexture(CUIStatic&,char const*);
  6899. void __init(luabind::argument const&);
  6900. void Show(CUIWindow&,bool);
  6901. bool IsShown(CUIWindow&);
  6902. vector2 const* GetWndPos(CUIWindow*);
  6903. custom [float] GetWidth(CUIWindow const&);
  6904. void SetText(CUIMessageBox&,char const*);
  6905. void SetWindowName(CUIWindow&,char const*);
  6906. char const* GetHost(CUIMessageBox&);
  6907. Frect const* GetTextureRect(CUIStatic&);
  6908. void SetStretchTexture(CUIStatic&,bool);
  6909. void DetachChild(CUIWindow&,CUIWindow*);
  6910. void SetAutoDelete(CUIWindow&,bool);
  6911. bool IsAutoDelete(CUIWindow&);
  6912. void ResetPPMode(CUIWindow&);
  6913. void SetWndPos(CUIWindow&,vector2);
  6914. void SetTextureRect(CUIStatic&,Frect*);
  6915. void SetWndRect(CUIWindow&,Frect);
  6916. bool IsEnabled(CUIWindow&);
  6917. void SetPPMode(CUIWindow&);
  6918. void SetWndSize(CUIWindow&,vector2);
  6919. void InitMessageBox(CUIMessageBox&,char const*);
  6920. void Enable(CUIWindow&,bool);
  6921. char const* WindowName(CUIWindow&);
  6922. custom [float] GetHeight(CUIWindow const&);
  6923. }
  6924. [cpp]
  6925. class CWeaponAutomaticShotgun : CGameObject
  6926. {
  6927. void net_Import(CGameObject&,net_packet&);
  6928. bool use(CGameObject&,CGameObject*);
  6929. IRender_Visual* Visual(CGameObject const&);
  6930. void net_Export(CGameObject&,net_packet&);
  6931. void __init(luabind::argument const&);
  6932. int getEnabled(CGameObject const&);
  6933. DLL_Pure* _construct(CGameObject&);
  6934. int getVisible(CGameObject const&);
  6935. int net_Spawn(CGameObject&,cse_abstract*);
  6936. }
  6937. [cpp]
  6938. class CUISpinFlt : CUICustomSpin
  6939. {
  6940. void AttachChild(CUIWindow&,CUIWindow*);
  6941. void __init(luabind::argument const&);
  6942. void Show(CUIWindow&,bool);
  6943. bool IsShown(CUIWindow&);
  6944. vector2 const* GetWndPos(CUIWindow*);
  6945. custom [float] GetWidth(CUIWindow const&);
  6946. char const* GetText(CUICustomSpin&);
  6947. void SetWindowName(CUIWindow&,char const*);
  6948. void DetachChild(CUIWindow&,CUIWindow*);
  6949. void SetAutoDelete(CUIWindow&,bool);
  6950. bool IsAutoDelete(CUIWindow&);
  6951. void ResetPPMode(CUIWindow&);
  6952. void SetWndPos(CUIWindow&,vector2);
  6953. bool IsEnabled(CUIWindow&);
  6954. void Enable(CUIWindow&,bool);
  6955. char const* WindowName(CUIWindow&);
  6956. void SetWndRect(CUIWindow&,Frect);
  6957. void SetWndSize(CUIWindow&,vector2);
  6958. void SetPPMode(CUIWindow&);
  6959. custom [float] GetHeight(CUIWindow const&);
  6960. }
  6961. [cpp]
  6962. class demo_info
  6963. {
  6964. demo_player_info const* get_player(demo_info const&,unsigned int);
  6965. char const* get_game_type(demo_info const&);
  6966. unsigned int const get_players_count(demo_info const&);
  6967. char const* get_map_version(demo_info const&);
  6968. char const* get_map_name(demo_info const&);
  6969. char const* get_author_name(demo_info const&);
  6970. char const* get_game_score(demo_info const&);
  6971. }
  6972. [cpp]
  6973. class CUIListBoxItemMsgChain : CUIListBoxItem
  6974. {
  6975. void AttachChild(CUIWindow&,CUIWindow*);
  6976. void SetWidth(CUIFrameLineWnd&,custom [float]);
  6977. void __init(luabind::argument const&,custom [float]);
  6978. void Show(CUIWindow&,bool);
  6979. bool IsShown(CUIWindow&);
  6980. vector2 const* GetWndPos(CUIWindow*);
  6981. void SetHeight(CUIFrameLineWnd&,custom [float]);
  6982. char const* WindowName(CUIWindow&);
  6983. void SetWindowName(CUIWindow&,char const*);
  6984. custom [float] GetWidth(CUIWindow const&);
  6985. void DetachChild(CUIWindow&,CUIWindow*);
  6986. bool IsEnabled(CUIWindow&);
  6987. void SetColor(CUIFrameLineWnd&,unsigned int);
  6988. void SetAutoDelete(CUIWindow&,bool);
  6989. bool IsAutoDelete(CUIWindow&);
  6990. void ResetPPMode(CUIWindow&);
  6991. void SetWndPos(CUIWindow&,vector2);
  6992. void SetTextColor(CUIListBoxItem&,unsigned int);
  6993. CUITextWnd* AddTextField(CUIListBoxItem&,char const*,custom [float]);
  6994. void SetPPMode(CUIWindow&);
  6995. void Enable(CUIWindow&,bool);
  6996. void SetWndSize(CUIWindow&,vector2);
  6997. void SetWndRect(CUIWindow&,Frect);
  6998. CUITextWnd* GetTextItem(CUIListBoxItem&);
  6999. CUIStatic* AddIconField(CUIListBoxItem&,custom [float]);
  7000. custom [float] GetHeight(CUIWindow const&);
  7001. }
  7002. [cpp]
  7003. class sound_memory_object : game_memory_object
  7004. {
  7005. game_object* object(game_memory_object const&);
  7006. custom [struct MemorySpace::CObjectParams<class CGameObject>]& self_info { get; set; }
  7007. unsigned int level_time { get; set; }
  7008. custom [float] power { get; set; }
  7009. int type(sound_memory_object const&);
  7010. custom [struct MemorySpace::CObjectParams<class CGameObject>]& object_info { get; set; }
  7011. unsigned int last_level_time { get; set; }
  7012. }
  7013. [cpp]
  7014. class CWeaponKnife : CGameObject
  7015. {
  7016. void net_Import(CGameObject&,net_packet&);
  7017. bool use(CGameObject&,CGameObject*);
  7018. IRender_Visual* Visual(CGameObject const&);
  7019. void net_Export(CGameObject&,net_packet&);
  7020. void __init(luabind::argument const&);
  7021. int getEnabled(CGameObject const&);
  7022. DLL_Pure* _construct(CGameObject&);
  7023. int getVisible(CGameObject const&);
  7024. int net_Spawn(CGameObject&,cse_abstract*);
  7025. }
  7026. [cpp]
  7027. class cse_zone_visual : , cse_anomalous_zonecse_visual
  7028. {
  7029. void on_unregister(cse_zone_visual&);
  7030. void use_ai_locations(cse_alife_object&,bool);
  7031. void __init(luabind::argument const&,char const*);
  7032. bool can_switch_offline(cse_zone_visual const&);
  7033. void switch_online(cse_zone_visual&);
  7034. cse_abstract* init(cse_zone_visual&);
  7035. unsigned int m_level_vertex_id { get; set; }
  7036. vector& position { get; set; }
  7037. unsigned int m_story_id { get; set; }
  7038. void switch_offline(cse_zone_visual&);
  7039. void STATE_Read(cse_zone_visual&,net_packet&,unsigned short);
  7040. void on_register(cse_zone_visual&);
  7041. int clsid(cse_abstract const&);
  7042. void move_offline(cse_alife_object&,bool);
  7043. unsigned short id { get; set; }
  7044. bool keep_saved_data_anyway(cse_zone_visual const&);
  7045. unsigned short script_version { get; set; }
  7046. void UPDATE_Read(cse_abstract&,net_packet&);
  7047. char const* section_name(cse_abstract const*);
  7048. bool can_switch_online(cse_zone_visual const&);
  7049. vector& angle { get; set; }
  7050. unsigned short m_game_vertex_id { get; set; }
  7051. void UPDATE_Write(cse_abstract&,net_packet&);
  7052. void on_spawn(cse_zone_visual&);
  7053. bool can_save(cse_zone_visual const&);
  7054. bool used_ai_locations(cse_zone_visual const&);
  7055. void STATE_Write(cse_zone_visual&,net_packet&);
  7056. unsigned short parent_id { get; set; }
  7057. void on_before_register(cse_zone_visual&);
  7058. bool online { get; set; }
  7059. void visible_for_map(cse_alife_object&,bool);
  7060. bool interactive(cse_zone_visual const&);
  7061. char const* name(cse_abstract const*);
  7062. ini_file* spawn_ini(cse_abstract*);
  7063. }
  7064. [cpp]
  7065. class store_operation_cb
  7066. {
  7067. void bind(store_operation_cb&,luabind::object,function<void>);
  7068. void clear(store_operation_cb&);
  7069. void __init(luabind::argument const&,luabind::object,function<void>);
  7070. }
  7071. [cpp]
  7072. class IRender_Visual
  7073. {
  7074. IKinematicsAnimated* dcast_PKinematicsAnimated(IRender_Visual&);
  7075. }
  7076. [cpp]
  7077. class world_state
  7078. {
  7079. bool includes(world_state const&,world_state const&);
  7080. void __lt(lua_State*,world_state const&,world_state);
  7081. world_property const* property(world_state const&,unsigned int const&);
  7082. void __eq(lua_State*,world_state const&,world_state);
  7083. void remove_property(world_state&,unsigned int const&);
  7084. void add_property(world_state&,world_property const&);
  7085. void clear(world_state&);
  7086. void __init(luabind::argument const&,world_state);
  7087. }
  7088. [cpp]
  7089. class CUIComboBox : CUIWindow
  7090. {
  7091. void AttachChild(CUIWindow&,CUIWindow*);
  7092. void enable_id(CUIComboBox&,int);
  7093. int CurrentID(CUIComboBox&);
  7094. void Enable(CUIWindow&,bool);
  7095. void SetWndSize(CUIWindow&,vector2);
  7096. void __init(luabind::argument const&);
  7097. void Show(CUIWindow&,bool);
  7098. bool IsShown(CUIWindow&);
  7099. vector2 const* GetWndPos(CUIWindow*);
  7100. custom [float] GetWidth(CUIWindow const&);
  7101. void SetText(CUIComboBox&,char const*);
  7102. char const* GetTextOf(CUIComboBox&,int);
  7103. void SetWindowName(CUIWindow&,char const*);
  7104. void disable_id(CUIComboBox&,int);
  7105. void ClearList(CUIComboBox&);
  7106. void SetPPMode(CUIWindow&);
  7107. void SetVertScroll(CUIComboBox&,bool);
  7108. void SetAutoDelete(CUIWindow&,bool);
  7109. void SetListLength(CUIComboBox&,int);
  7110. void ResetPPMode(CUIWindow&);
  7111. CUIListBoxItem* AddItem(CUIComboBox&,char const*,int);
  7112. bool IsAutoDelete(CUIWindow&);
  7113. void SetWndPos(CUIWindow&,vector2);
  7114. bool IsEnabled(CUIWindow&);
  7115. void DetachChild(CUIWindow&,CUIWindow*);
  7116. char const* WindowName(CUIWindow&);
  7117. void SetWndRect(CUIWindow&,Frect);
  7118. char const* GetText(CUIComboBox&);
  7119. void SetCurrentOptValue(CUIComboBox&);
  7120. custom [float] GetHeight(CUIWindow const&);
  7121. }
  7122. [cpp]
  7123. class award_data
  7124. {
  7125. unsigned short m_count { get; set; }
  7126. unsigned int m_last_reward_date { get; set; }
  7127. }
  7128. [cpp]
  7129. class CUITabButton : CUIButton
  7130. {
  7131. void AttachChild(CUIWindow&,CUIWindow*);
  7132. CUILines* TextControl(CUIStatic&);
  7133. void InitTexture(CUIStatic&,char const*);
  7134. void __init(luabind::argument const&);
  7135. void Show(CUIWindow&,bool);
  7136. bool IsShown(CUIWindow&);
  7137. vector2 const* GetWndPos(CUIWindow*);
  7138. custom [float] GetWidth(CUIWindow const&);
  7139. char const* WindowName(CUIWindow&);
  7140. void SetWindowName(CUIWindow&,char const*);
  7141. void DetachChild(CUIWindow&,CUIWindow*);
  7142. void SetAutoDelete(CUIWindow&,bool);
  7143. bool IsAutoDelete(CUIWindow&);
  7144. void ResetPPMode(CUIWindow&);
  7145. void SetWndPos(CUIWindow&,vector2);
  7146. custom [float] GetHeight(CUIWindow const&);
  7147. void Enable(CUIWindow&,bool);
  7148. bool IsEnabled(CUIWindow&);
  7149. void SetWndSize(CUIWindow&,vector2);
  7150. void SetPPMode(CUIWindow&);
  7151. void SetWndRect(CUIWindow&,Frect);
  7152. void SetTextureRect(CUIStatic&,Frect*);
  7153. void SetStretchTexture(CUIStatic&,bool);
  7154. Frect const* GetTextureRect(CUIStatic&);
  7155. }
  7156. [cpp]
  7157. class CWeaponVal : CGameObject
  7158. {
  7159. void net_Import(CGameObject&,net_packet&);
  7160. bool use(CGameObject&,CGameObject*);
  7161. IRender_Visual* Visual(CGameObject const&);
  7162. void net_Export(CGameObject&,net_packet&);
  7163. void __init(luabind::argument const&);
  7164. int getEnabled(CGameObject const&);
  7165. DLL_Pure* _construct(CGameObject&);
  7166. int getVisible(CGameObject const&);
  7167. int net_Spawn(CGameObject&,cse_abstract*);
  7168. }
  7169. namespace main_menu
  7170. {
  7171. CMainMenu* get_main_menu();
  7172. }
  7173. namespace level
  7174. {
  7175. custom [enum ESingleGameDifficulty] get_game_difficulty();
  7176. char const* name();
  7177. unsigned int vertex_in_direction(unsigned int,vector,custom [float]);
  7178. vector vertex_position(unsigned int);
  7179. custom [float] get_time_factor();
  7180. void spawn_phantom(vector const&);
  7181. void stop_weather_fx();
  7182. void change_game_time(unsigned int,unsigned int,unsigned int);
  7183. bool start_weather_fx_from_time(char const*,custom [float]);
  7184. void set_time_factor(custom [float]);
  7185. unsigned int get_time_minutes();
  7186. void set_weather(char const*,bool);
  7187. unsigned int get_time_hours();
  7188. void map_change_spot_hint(unsigned short,char const*,char const*);
  7189. game_object* debug_object(char const*);
  7190. void map_add_object_spot_ser(unsigned short,char const*,char const*);
  7191. void hide_indicators();
  7192. bool set_weather_fx(char const*);
  7193. void iterate_sounds(char const*,unsigned int,luabind::object,function<void>);
  7194. void add_call(luabind::object const&,char const*,char const*);
  7195. custom [float] rain_factor();
  7196. void add_dialog_to_render(CUIDialogWnd*);
  7197. void prefetch_sound(char const*);
  7198. void remove_call(luabind::object const&,char const*,char const*);
  7199. void show_weapon(bool);
  7200. bool is_wfx_playing();
  7201. void remove_calls_for_object(luabind::object const&);
  7202. unsigned int get_time_days();
  7203. void set_game_difficulty(custom [enum ESingleGameDifficulty]);
  7204. bool present();
  7205. void map_add_object_spot(unsigned short,char const*,char const*);
  7206. void add_pp_effector(char const*,int,bool);
  7207. char const* get_weather();
  7208. unsigned short map_has_object_spot(unsigned short,char const*);
  7209. void enable_input();
  7210. custom [float] add_cam_effector(char const*,int,bool,char const*);
  7211. physics_world* physics_world();
  7212. bool patrol_path_exists(char const*);
  7213. void map_remove_object_spot(unsigned short,char const*);
  7214. void remove_dialog_to_render(CUIDialogWnd*);
  7215. custom [float] low_cover_in_direction(unsigned int,vector const&);
  7216. custom [float] high_cover_in_direction(unsigned int,vector const&);
  7217. void show_indicators();
  7218. Fbox get_bounding_volume();
  7219. unsigned int game_id();
  7220. void hide_indicators_safe();
  7221. client_spawn_manager& client_spawn_manager();
  7222. custom [float] get_wfx_time();
  7223. custom [float] add_cam_effector2(char const*,int,bool,char const*,custom [float]);
  7224. custom [class CEnvironment]* environment();
  7225. void disable_input();
  7226. custom [float] get_snd_volume();
  7227. void remove_complex_effector(int);
  7228. void add_complex_effector(char const*,int);
  7229. game_object* object_by_id(unsigned short);
  7230. void remove_cam_effector(int);
  7231. void set_pp_effector_factor(int,custom [float]);
  7232. void remove_pp_effector(int);
  7233. unsigned int vertex_id(vector);
  7234. void set_snd_volume(custom [float]);
  7235. void check_object(game_object*);
  7236. game_object* debug_actor();
  7237. }
  7238. namespace relation_registry
  7239. {
  7240. void set_community_relation(char const*,char const*,int);
  7241. int get_general_goodwill_between(unsigned short,unsigned short);
  7242. void change_community_goodwill(char const*,int,int);
  7243. int community_goodwill(char const*,int);
  7244. int community_relation(char const*,char const*);
  7245. void set_community_goodwill(char const*,int,int);
  7246. }
  7247. namespace actor_stats
  7248. {
  7249. void add_points_str(char const*,char const*,char const*);
  7250. void add_points(char const*,char const*,int,int);
  7251. int get_points(char const*);
  7252. }
  7253. namespace game
  7254. {
  7255. char const* translate_string(char const*);
  7256. bool has_active_tutorial();
  7257. unsigned int time();
  7258. void stop_tutorial();
  7259. CTime get_game_time();
  7260. void start_tutorial(char const*);
  7261. [cpp]
  7262. class CTime
  7263. {
  7264. const DateToDay = 0;
  7265. const DateToMonth = 1;
  7266. const DateToYear = 2;
  7267. const TimeToHours = 0;
  7268. const TimeToMilisecs = 3;
  7269. const TimeToMinutes = 1;
  7270. const TimeToSeconds = 2;
  7271. void __le(lua_State*,CTime const&,CTime);
  7272. custom [float] diffSec(CTime&,CTime*);
  7273. void __lt(lua_State*,CTime const&,CTime);
  7274. void __ge(lua_State*,CTime const&,CTime);
  7275. void __sub(lua_State*,CTime&,CTime);
  7276. void add(CTime&,CTime*);
  7277. void __gt(lua_State*,CTime const&,CTime);
  7278. void set(CTime&,int,int,int,int,int,int,int);
  7279. void setHMS(CTime&,int,int,int);
  7280. char const* timeToString(CTime&,int);
  7281. void setHMSms(CTime&,int,int,int,int);
  7282. void __add(lua_State*,CTime&,CTime);
  7283. void __eq(lua_State*,CTime const&,CTime);
  7284. void __init(luabind::argument const&,CTime const&);
  7285. char const* dateToString(CTime&,int);
  7286. void sub(CTime&,CTime*);
  7287. void get(CTime&,unsigned int&,unsigned int&,unsigned int&,unsigned int&,unsigned int&,unsigned int&,unsigned int&);
  7288. }
  7289. }
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