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float Math_RandFloat(float afMin, float afMax) { return RandFloat(afMin, afMax); } int Math_RandInt(int alMin, int alMax) { return RandInt(alMin, alMax); } float Math_Sin(float afX) { return MathSin(afX); } float Math_Cos(float afX) { return MathCos(afX); } float Math_Tan(float afX) { return MathTan(afX); } float Math_Asin(float afX) { return MathAsin(afX); } float Math_Acos(float afX) { return MathAcos(afX); } float Math_Atan(float afX) { return MathAtan(afX); } float Math_Atan2(float afX, float afY) { return MathAtan2(afX, afY); } float Math_Sqrt(float afX) { return MathSqrt(afX); } float Math_Pow(float afBase, float afExp) { return MathPow(afBase, afExp); } float Math_Min(float afA, float afB) { return MathMin(afA, afB); } float Math_Max(float afA, float afB) { return MathMax(afA, afB); } float Math_Clamp(float afX, float afMin, float afMax) { return MathClamp(afX, afMin, afMax); } float Math_Abs(float afX) { return MathAbs(afX); } bool String_Contains(string& asString, string& asSubString) { return StringContains(asString, asSubString); } string String_Sub(string& asString, int alStart, int alCount) { return StringSub(asString, alStart, alCount); } int String_ToInt(string&in asString) { return StringToInt(asString); } float String_ToFloat(string&in asString) { return StringToFloat(asString); } bool String_ToBool(string&in asString) { return StringToBool(asString); } void Debug_Print(string& asString) { Print(asString); } void Debug_AddMessage(string& asString, bool abCheckForDuplicates) { AddDebugMessage(asString, abCheckForDuplicates); } void Debug_ProgLog(string& asLevel, string& asMessage) { ProgLog(asLevel, asMessage); } bool Debug_GetEnabled() { return ScriptDebugOn(); } void Script_SetLocalVarInt(string& asName, int alVal) { SetLocalVarInt(asName, alVal); } void Script_AddLocalVarInt(string& asName, int alVal) { AddLocalVarInt(asName, alVal); } int Script_GetLocalVarInt(string& asName) { return GetLocalVarInt(asName); } void Script_SetLocalVarFloat(string& asName, float afVal) { SetLocalVarFloat(asName, afVal); } void Script_AddLocalVarFloat(string& asName, float afVal) { AddLocalVarFloat(asName, afVal); } float Script_GetLocalVarFloat(string& asName) { return GetLocalVarFloat(asName); } void Script_SetLocalVarString(string& asName, const string& asVal) { SetLocalVarString(asName, asVal); } void Script_AddLocalVarString(string& asName, string& asVal) { AddLocalVarString(asName, asVal); } string Script_GetLocalVarString(string& asName) { return GetLocalVarString(asName); } void Script_SetGlobalVarInt(string& asName, int alVal) { SetGlobalVarInt(asName, alVal); } void Script_AddGlobalVarInt(string& asName, int alVal) { AddGlobalVarInt(asName, alVal); } int Script_GetGlobalVarInt(string& asName) { return GetGlobalVarInt(asName); } void Script_SetGlobalVarFloat(string& asName, float afVal) { SetGlobalVarFloat(asName, afVal); } void Script_AddGlobalVarFloat(string& asName, float afVal) { AddGlobalVarFloat(asName, afVal); } float Script_GetGlobalVarFloat(string& asName) { return GetGlobalVarFloat(asName); } void Script_SetGlobalVarString(string& asName, const string& asVal) { SetGlobalVarString(asName, asVal); } void Script_AddGlobalVarString(string& asName, string& asVal) { AddGlobalVarString(asName, asVal); } string Script_GetGlobalVarString(string& asName) { return GetGlobalVarString(asName); } void ParticleSystem_Preload(string& asPSFile) { PreloadParticleSystem(asPSFile); } void ParticleSystem_CreateAtEntity(string& asPSName, string& asPSFile, string& asEntity, bool abSavePS) { CreateParticleSystemAtEntity(asPSName, asPSFile, asEntity, abSavePS); } void ParticleSystem_CreateAtEntityExt(string& asPSName, string& asPSFile, string& asEntity, bool abSavePS, float afR, float afG, float afB, float afA, bool abFadeAtDistance, float afFadeMinEnd, float afFadeMinStart, float afFadeMaxStart, float afFadeMaxEnd) { CreateParticleSystemAtEntityExt(asPSName, asPSFile, asEntity, abSavePS, afR, afG, afB, afA, abFadeAtDistance, afFadeMinEnd, afFadeMinStart, afFadeMaxStart, afFadeMaxEnd); } void ParticleSystem_Destroy(string& asName) { DestroyParticleSystem(asName); } void ParticleSystem_StartPlayerSpawnPS(string& asPSFile) { StartPlayerSpawnPS(asPSFile); } void ParticleSystem_StopPlayerSpawnPS() { StopPlayerSpawnPS(); } void Sound_Preload(string& a) { PreloadSound(a); } void Sound_PlayAtEntity(string& a, string& b, string& c, float d, bool e) { PlaySoundAtEntity(a, b, c, d, e); } void Sound_FadeIn(string& a, float b, bool c) { FadeInSound(a, b, c); } void Sound_Stop(string& a, float b) { StopSound(a, b); } void Sound_PlayMusic(string& a, bool b, float c, float d, int e, bool f) { PlayMusic(a, b, c, d, e, f); } void Sound_StopMusic(float a, int b) { StopMusic(a, b); } void Sound_FadeGlobalVolume(float a, float b) { FadeGlobalSoundVolume(a, b); } void Sound_FadeGlobalSpeed(float a, float b) { FadeGlobalSoundSpeed(a, b); } void Sound_AddEffectVoice(string& asVoiceFile, string& asEffectFile, string& asTextCat, string& asTextEntry, bool abUsePosition, string& asPosEntity, float afMinDistance, float afMaxDistance) { AddEffectVoice(asVoiceFile, asEffectFile, asTextCat, asTextEntry, abUsePosition, asPosEntity, afMinDistance, afMaxDistance); } void Sound_StopAllEffectVoices(float afFadeOutTime) { StopAllEffectVoices(afFadeOutTime); } bool Sound_GetEffectVoiceActive() { return GetEffectVoiceActive(); } void Sound_SetEffectVoiceOverCallback(string& asFunc) { SetEffectVoiceOverCallback(asFunc); } void Sound_PlayGuiSound(string& asSoundFile, float afVolume) { PlayGuiSound(asSoundFile, afVolume); } void Light_SetVisible(string& a, bool b) { SetLightVisible(a, b); } void Light_FadeTo(string& asLightName, float afR, float afG, float afB, float afA, float afRadius, float afTime) { FadeLightTo(asLightName, afR, afG, afB, afA, afRadius, afTime); } void Light_SetFlickerActive(string& asLightName, bool abActive) { SetLightFlickerActive(asLightName, abActive); } void Game_StartCredits(string& asMusic, bool abLoopMusic, string& asTextCat, string& asTextEntry, int alEndNum) { StartCredits(asMusic, abLoopMusic, asTextCat, asTextEntry, alEndNum); } void Game_StartDemoEnd() { StartDemoEnd(); } void Game_AutoSave() { AutoSave(); } void Game_SetupLoadScreen(string&asTextCat, string&asTextEntry, int alRandomNum, string&asImageFile) { SetupLoadScreen(asTextCat, asTextEntry, alRandomNum, asImageFile); } void Game_SetDeathHint(string& asTextCategory, string& asTextEntry) { SetDeathHint(asTextCategory, asTextEntry); } void Game_DisableDeathStartSound() { DisableDeathStartSound(); } void Game_GiveHint(string& asName, string& asMessageCat, string& asMessageEntry, float afTimeShown) { GiveHint(asName, asMessageCat, asMessageEntry, afTimeShown); } void Game_RemoveHint(string& asName) { RemoveHint(asName); } void Game_BlockHint(string& asName) { BlockHint(asName); } void Game_UnblockHint(string& asName) { UnBlockHint(asName); } void Game_CreateDataCache() { CreateDataCache(); } void Game_DestroyDataCache() { DestroyDataCache(); } void Map_CheckPoint(string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry) { CheckPoint(asName, asStartPos, asCallback, asDeathHintCat, asDeathHintEntry); } void Map_Change(string& asMapName, string& asStartPos, string& asStartSound, string& asEndSound) { ChangeMap(asMapName, asStartPos, asStartSound, asEndSound); } void Map_ClearSavedMaps() { ClearSavedMaps(); } void Map_SetDisplayNameEntry(string& asNameEntry) { SetMapDisplayNameEntry(asNameEntry); } void Map_SetSkyboxActive(bool abActive) { SetSkyBoxActive(abActive); } void Map_SetSkyboxTexture(string & asTexture) { SetSkyBoxTexture(asTexture); } void Map_SetSkyboxColor(float afR, float afG, float afB, float afA) { SetSkyBoxColor(afR, afG, afB, afA); } void Map_SetFogActive(bool abActive) { SetFogActive(abActive); } void Map_SetFogColor(float afR, float afG, float afB, float afA) { SetFogColor(afR, afG, afB, afA); } void Map_SetFogProperties(float afStart, float afEnd, float afFalloffExp, bool abCulling) { SetFogProperties(afStart, afEnd, afFalloffExp, abCulling); } void Timer_Add(string& asName, float afTime, string& asFunction) { AddTimer(asName, afTime, asFunction); } void Timer_Remove(string& asName) { RemoveTimer(asName); } float Timer_GetTimeLeft(string& asName) { return GetTimerTimeLeft(asName); } void Effect_FadeOut(float afTime) { FadeOut(afTime); } void Effect_FadeIn(float afTime) { FadeIn(afTime); } void Effect_FadeImageTrailTo(float afAmount, float afSpeed) { FadeImageTrailTo(afAmount, afSpeed); } void Effect_FadeSepiaColorTo(float afAmount, float afSpeed) { FadeSepiaColorTo(afAmount, afSpeed); } void Effect_FadeRadialBlurTo(float afSize, float afSpeed) { FadeRadialBlurTo(afSize, afSpeed); } void Effect_SetRadialBlurStartDist(float afStartDist) { SetRadialBlurStartDist(afStartDist); } void Effect_StartFlash(float afFadeIn, float afWhite, float afFadeOut) { StartEffectFlash(afFadeIn, afWhite, afFadeOut); } void Effect_StartEmotionFlash(string& asTextCat, string& asTextEntry, string& asSound) { StartEffectEmotionFlash(asTextCat, asTextEntry, asSound); } bool Effect_GetFlashbackIsActive() { return GetFlashbackIsActive(); } void Effect_StartScreenShake(float afAmount, float afTime, float afFadeInTime, float afFadeOutTime) { StartScreenShake(afAmount, afTime, afFadeInTime, afFadeOutTime); } void Effect_SetInDarknessEffectsActive(bool abX) { SetInDarknessEffectsActive(abX); } void Effect_SetInsanitySetEnabled(string& asSet, bool abX) { SetInsanitySetEnabled(asSet, abX); } void Effect_StartInsanityEvent(string &in asEventName) { StartInsanityEvent(asEventName); } void Effect_StartRandomInsanityEvent() { StartRandomInsanityEvent(); } void Effect_StopCurrentInsanityEvent() { StopCurrentInsanityEvent(); } void Effect_FadeFOVMulTo(float afX, float afSpeed) { FadePlayerFOVMulTo(afX, afSpeed); } void Effect_FadeAspectMulTo(float afX, float afSpeed) { FadePlayerAspectMulTo(afX, afSpeed); } void Effect_FadePlayerRollTo(float afX, float afSpeedMul, float afMaxSpeed) { FadePlayerRollTo(afX, afSpeedMul, afMaxSpeed); } void Effect_MovePlayerHeadPos(float afX, float afY, float afZ, float afSpeed, float afSlowDownDist) { MovePlayerHeadPos(afX, afY, afZ, afSpeed, afSlowDownDist); } void Effect_SetMessage(string& asTextCategory, string& asTextEntry, float afTime) { SetMessage(asTextCategory, asTextEntry, afTime); } void Player_SetActive(bool abActive) { SetPlayerActive(abActive); } void Player_ChangeStateToNormal() { ChangePlayerStateToNormal(); } void Player_SetCrouching(bool abCrouch) { SetPlayerCrouching(abCrouch); } void Player_AddPlayerBodyForce(float afX, float afY, float afZ, bool abUseLocalCoords) { AddPlayerBodyForce(afX, afY, afZ, abUseLocalCoords); } void Player_ShowCrossHairIcons(bool abX) { ShowPlayerCrossHairIcons(abX); } void Player_SetSanity(float afSanity) { SetPlayerSanity(afSanity); } void Player_AddSanity(float afSanity) { AddPlayerSanity(afSanity); } float Player_GetSanity() { return GetPlayerSanity(); } void Player_SetHealth(float afHealth) { SetPlayerHealth(afHealth); } void Player_AddPlayerHealth(float afHealth) { AddPlayerHealth(afHealth); } float Player_GetHealth() { return GetPlayerHealth(); } void Player_SetLampOil(float afOil) { SetPlayerLampOil(afOil); } void Player_AddLampOil(float afOil) { AddPlayerLampOil(afOil); } float Player_GetLampOil() { return GetPlayerLampOil(); } float Player_GetSpeed() { return GetPlayerSpeed(); } float Player_GetYSpeed() { return GetPlayerYSpeed(); } void Player_SetSanityDrainDisabled(bool abX) { SetSanityDrainDisabled(abX); } void Player_GiveSanityBoost() { GiveSanityBoost(); } void Player_GiveSanityBoostSmall() { GiveSanityBoostSmall(); } void Player_GiveSanityDamage(float afAmount, bool abUseEffect) { GiveSanityDamage(afAmount, abUseEffect); } void Player_GiveDamage(float afAmount, string& asType, bool abSpinHead, bool abLethal) { GivePlayerDamage(afAmount, asType, abSpinHead, abLethal); } void Player_StartLookAt(string& asEntityName, float afSpeedMul, float afMaxSpeed, string& asAtTargetCallback) { StartPlayerLookAt(asEntityName, afSpeedMul, afMaxSpeed, asAtTargetCallback); } void Player_StopLookAt() { StopPlayerLookAt(); } void Player_SetMoveSpeedMul(float afMul) { SetPlayerMoveSpeedMul(afMul); } void Player_SetRunSpeedMul(float afMul) { SetPlayerRunSpeedMul(afMul); } void Player_SetLookSpeedMul(float afMul) { SetPlayerLookSpeedMul(afMul); } void Player_SetJumpForceMul(float afMul) { SetPlayerJumpForceMul(afMul); } void Player_SetJumpDisabled(bool abX) { SetPlayerJumpDisabled(abX); } void Player_SetCrouchDisabled(bool abX) { SetPlayerCrouchDisabled(abX); } void Player_Teleport(string& asStartPosName) { TeleportPlayer(asStartPosName); } void Player_SetLanternActive(bool abX, bool abUseEffects) { SetLanternActive(abX, abUseEffects); } void Player_SetLanternDisabled(bool abX) { SetLanternDisabled(abX); } bool Player_GetLanternActive() { return GetLanternActive(); } void Player_SetLanternLitCallback(string& asCallback) { SetLanternLitCallback(asCallback); } void Player_MoveForward(float afAmount) { MovePlayerForward(afAmount); } void Player_SetFallDamageDisabled(bool abX) { SetPlayerFallDamageDisabled(abX); } void Player_SetPos(float afX, float afY, float afZ) { SetPlayerPos(afX, afY, afZ); } float Player_GetPosX() { return GetPlayerPosX(); } float Player_GetPosY() { return GetPlayerPosY(); } float Player_GetPosZ() { return GetPlayerPosZ(); } void Journal_AddNote(string& asNameAndTextEntry, string& asImage) { AddNote(asNameAndTextEntry, asImage); } void Journal_AddDiary(string& asNameAndTextEntry, string& asImage) { AddDiary(asNameAndTextEntry, asImage); } void Journal_ReturnOpen(bool abOpenJournal) { ReturnOpenJournal(abOpenJournal); } void Journal_AddQuest(string& asName, string& asNameAndTextEntry) { AddQuest(asName, asNameAndTextEntry); } void Journal_CompleteQuest(string& asName, string& asNameAndTextEntry) { CompleteQuest(asName, asNameAndTextEntry); } bool Journal_GetQuestIsCompleted(string& asName) { return QuestIsCompleted(asName); } bool Journal_GetQuestIsAdded(string& asName) { return QuestIsAdded(asName); } void Journal_SetNumberOfQuestsInMap(int alNumberOfQuests) { SetNumberOfQuestsInMap(alNumberOfQuests); } void Inventory_Exit() { ExitInventory(); } void Inventory_SetDisabled(bool abX) { SetInventoryDisabled(abX); } void Inventory_SetMessage(string& asTextCategory, string& asTextEntry, float afTime) { SetInventoryMessage(asTextCategory, asTextEntry, afTime); } void Inventory_GiveItem(string& asName, string& asType, string& asSubTypeName, string& asImageName, float afAmount) { GiveItem(asName, asType, asSubTypeName, asImageName, afAmount); } void Inventory_GiveItemFromFile(string& asName, string& asFileName) { GiveItemFromFile(asName, asFileName); } void Inventory_RemoveItem(string& asName) { RemoveItem(asName); } bool Inventory_HasItem(string& asName) { return HasItem(asName); } void Inventory_AddCombineCallback(string& asName, string& asItemA, string& asItemB, string& asFunction, bool abAutoRemove) { AddCombineCallback(asName, asItemA, asItemB, asFunction, abAutoRemove); } void Inventory_RemoveCombineCallback(string& asName) { RemoveCombineCallback(asName); } void Inventory_AddUseItemCallback(string& asName, string& asItem, string& asEntity, string& asFunction, bool abAutoDestroy) { AddUseItemCallback(asName, asItem, asEntity, asFunction, abAutoDestroy); } void Inventory_RemoveUseItemCallback(string& asName) { RemoveUseItemCallback(asName); } void Entity_SetActive(string& asName, bool abActive) { SetEntityActive(asName, abActive); } void Entity_SetVisible(string& asName, bool abVisible) { SetEntityVisible(asName, abVisible); } bool Entity_GetExists(string& asName) { return GetEntityExists(asName); } void Entity_SetCustomFocusCrossHair(string& asName, string& asCrossHair) { SetEntityCustomFocusCrossHair(asName, asCrossHair); } void Entity_CreateAtArea(string& asEntityName, string& asEntityFile, string& asAreaName, bool abFullGameSave) { CreateEntityAtArea(asEntityName, asEntityFile, asAreaName, abFullGameSave); } void Entity_Replace(string &in asName, string &in asBodyName, string &in asNewEntityName, string &in asNewEntityFile, bool abFullGameSave) { ReplaceEntity(asName, asBodyName, asNewEntityName, asNewEntityFile, abFullGameSave); } void Entity_PlaceAtEntity(string &in asName, string &in asTargetEntity, string &in asTargetBodyName, bool abUseRotation) { PlaceEntityAtEntity(asName, asTargetEntity, asTargetBodyName, abUseRotation); } void Entity_SetPos(string &in asName, float afX, float afY, float afZ) { SetEntityPos(asName, afX, afY, afZ); } float Entity_GetPosX(string &in asName) { return GetEntityPosX(asName); } float Entity_GetPosY(string &in asName) { return GetEntityPosY(asName); } float Entity_GetPosZ(string &in asName) { return GetEntityPosZ(asName); } void Entity_SetPlayerLookAtCallback(string& asName, string& asCallback, bool abRemoveWhenLookedAt) { SetEntityPlayerLookAtCallback(asName, asCallback, abRemoveWhenLookedAt); } void Entity_SetPlayerInteractCallback(string& asName, string& asCallback, bool abRemoveOnInteraction) { SetEntityPlayerInteractCallback(asName, asCallback, abRemoveOnInteraction); } void Entity_SetCallbackFunc(string& asName, string& asCallback) { SetEntityCallbackFunc(asName, asCallback); } void Entity_SetConnectionStateChangeCallback(string& asName, string& asCallback) { SetEntityConnectionStateChangeCallback(asName, asCallback); } void Entity_SetInteractionDisabled(string& asName, bool abDisabled) { SetEntityInteractionDisabled(asName, abDisabled); } void Entity_BreakJoint(string& asName) { BreakJoint(asName); } void Entity_AddCollideCallback(string& asParentName, string& asChildName, string& asFunction, bool abDeleteOnCollide, int alStates) { AddEntityCollideCallback(asParentName, asChildName, asFunction, abDeleteOnCollide, alStates); } void Entity_RemoveCollideCallback(string& asParentName, string& asChildName) { RemoveEntityCollideCallback(asParentName, asChildName); } bool Entity_GetCollide(string& asEntityA, string& asEntityB) { return GetEntitiesCollide(asEntityA, asEntityB); } void Entity_SetBodyMass(string &in asName, float afMass) { SetBodyMass(asName, afMass); } float Entity_GetBodyMass(string &in asName) { return GetBodyMass(asName); } void Entity_SetEffectActive(string& asName, bool abActive, bool abFadeAndPlaySounds) { SetPropEffectActive(asName, abActive, abFadeAndPlaySounds); } void Entity_SetActiveAndFade(string& asName, bool abActive, float afFadeTime) { SetPropActiveAndFade(asName, abActive, afFadeTime); } void Entity_SetStaticPhysics(string& asName, bool abX) { SetPropStaticPhysics(asName, abX); } bool Entity_GetInteractedWith(string& asName) { return GetPropIsInteractedWith(asName); } void Entity_RotateToSpeed(string& asName, float afAcc, float afGoalSpeed, float afAxisX, float afAxisY, float afAxisZ, bool abResetSpeed, string& asOffsetArea) { RotatePropToSpeed(asName, afAcc, afGoalSpeed, afAxisX, afAxisY, afAxisZ, abResetSpeed, asOffsetArea); } void Entity_StopMovement(string& asName) { StopPropMovement(asName); } void Entity_AttachEntity(string& asPropName, string& asAttachName, string& asAttachFile, float afPosX, float afPosY, float afPosZ, float afRotX, float afRotY, float afRotZ) { AttachPropToProp(asPropName, asAttachName, asAttachFile, afPosX, afPosY, afPosZ, afRotX, afRotY, afRotZ); } void Entity_RemoveAttachedEntity(string& asPropName, string& asAttachName) { RemoveAttachedPropFromProp(asPropName, asAttachName); } void Entity_SetHealth(string& asName, float afHealth) { SetPropHealth(asName, afHealth); } void Entity_AddHealth(string& asName, float afHealth) { AddPropHealth(asName, afHealth); } float Entity_GetHealth(string& asName) { return GetPropHealth(asName); } void Entity_Reset(string& asName) { ResetProp(asName); } void Entity_PlayAnimation(string& asProp, string& asAnimation, float afFadeTime, bool abLoop, string& asCallback) { PlayPropAnimation(asProp, asAnimation, afFadeTime, abLoop, asCallback); } void Entity_AddForce(string& asName, float afX, float afY, float afZ, string& asCoordSystem) { AddPropForce(asName, afX, afY, afZ, asCoordSystem); } void Entity_AddImpulse(string& asName, float afX, float afY, float afZ, string& asCoordSystem) { AddPropImpulse(asName, afX, afY, afZ, asCoordSystem); } void Entity_AddBodyForce(string& asName, float afX, float afY, float afZ, string& asCoordSystem) { AddBodyForce(asName, afX, afY, afZ, asCoordSystem); } void Entity_AddBodyImpulse(string& asName, float afX, float afY, float afZ, string& asCoordSystem) { AddBodyImpulse(asName, afX, afY, afZ, asCoordSystem); } void Entity_ConnectWithRope(string& asName, string& asPropName, string& asRopeName, bool abInteractOnly, float afSpeedMul, float afToMinSpeed, float afToMaxSpeed, bool abInvert, int alStatesUsed) { InteractConnectPropWithRope(asName, asPropName, asRopeName, abInteractOnly, afSpeedMul, afToMinSpeed, afToMaxSpeed, abInvert, alStatesUsed); } void Entity_ConnectWithMoveObject(string& asName, string& asPropName, string& asMoveObjectName, bool abInteractOnly, bool abInvert, int alStatesUsed) { InteractConnectPropWithMoveObject(asName, asPropName, asMoveObjectName, abInteractOnly, abInvert, alStatesUsed); } void Entity_ConnectEntities(string& asName, string& asMainEntity, string& asConnectEntity, bool abInvertStateSent, int alStatesUsed, string& asCallbackFunc) { ConnectEntities(asName, asMainEntity, asConnectEntity, abInvertStateSent, alStatesUsed, asCallbackFunc); } void Lamp_SetLit(string& asName, bool abLit, bool abEffects) { SetLampLit(asName, abLit, abEffects); } void SwingDoor_SetLocked(string& asName, bool abLocked, bool abEffects) { SetSwingDoorLocked(asName, abLocked, abEffects); } void SwingDoor_SetClosed(string& asName, bool abClosed, bool abEffects) { SetSwingDoorClosed(asName, abClosed, abEffects); } bool SwingDoor_GetLocked(string& asName) { return GetSwingDoorLocked(asName); } bool SwingDoor_GetClosed(string& asName) { return GetSwingDoorClosed(asName); } void SwingDoor_SetDisableAutoClose(string& asName, bool abDisableAutoClose) { SetSwingDoorDisableAutoClose(asName, abDisableAutoClose); } int SwingDoor_GetState(string& asName) { return GetSwingDoorState(asName); } void LevelDoor_SetLocked(string& asName, bool abLocked) { SetLevelDoorLocked(asName, abLocked); } void LevelDoor_SetLockedSound(string& asName, string& asSound) { SetLevelDoorLockedSound(asName, asSound); } void LevelDoor_SetLockedText(string& asName, string& asTextCat, string& asTextEntry) { SetLevelDoorLockedText(asName, asTextCat, asTextEntry); } void MoveObject_SetState(string& asName, float afState) { SetMoveObjectState(asName, afState); } void MoveObject_SetStateExt(string& asName, float afState, float afAcc, float afMaxSpeed, float afSlowdownDist, bool abResetSpeed) { SetMoveObjectStateExt(asName, afState, afAcc, afMaxSpeed, afSlowdownDist, abResetSpeed); } void Entity_SetStuckState(string& asName, int alState) { SetPropObjectStuckState(asName, alState); } void Wheel_SetStuckState(string& asName, int alState, bool abEffects) { SetWheelStuckState(asName, alState, abEffects); } void Lever_SetStuckState(string& asName, int alState, bool abEffects) { SetLeverStuckState(asName, alState, abEffects); } void Wheel_SetAngle(string& asName, float afAngle, bool abAutoMove) { SetWheelAngle(asName, afAngle, abAutoMove); } void Wheel_SetInteractionDisablesStuck(string& asName, bool abX) { SetWheelInteractionDisablesStuck(asName, abX); } void Lever_SetInteractionDisablesStuck(string& asName, bool abX) { SetLeverInteractionDisablesStuck(asName, abX); } int Lever_GetState(string& asName) { return GetLeverState(asName); } void MultiSlider_SetStuckState(string& asName, int alStuckState, bool abEffects) { SetMultiSliderStuckState(asName, alStuckState, abEffects); } void MultiSlider_SetCallback(string& asName, string& asCallback) { SetMultiSliderCallback(asName, asCallback); } void Button_SetSwitchedOn(string& asName, bool abSwitchedOn, bool abEffects) { SetButtonSwitchedOn(asName, abSwitchedOn, abEffects); } void Entity_SetAllowStickyAreaAttachment(bool abX) { SetAllowStickyAreaAttachment(abX); } void Entity_AttachToStickyArea(string& asAreaName, string& asProp) { AttachPropToStickyArea(asAreaName, asProp); } void Entity_AttachBodyToStickyArea(string& asAreaName, string& asBody) { AttachBodyToStickyArea(asAreaName, asBody); } void Entity_DetachFromStickyArea(string& asAreaName) { DetachFromStickyArea(asAreaName); } void NPC_SetAwake(string& asName, bool abAwake, bool abEffects) { SetNPCAwake(asName, abAwake, abEffects); } void NPC_SetFollowPlayer(string& asName, bool abX) { SetNPCFollowPlayer(asName, abX); } void Enemy_SetDisabled(string& asName, bool abDisabled) { SetEnemyDisabled(asName, abDisabled); } void Enemy_SetIsHallucination(string& asName, bool abX) { SetEnemyIsHallucination(asName, abX); } void Enemy_FadeToSmoke(string& asName, bool abPlaySound) { FadeEnemyToSmoke(asName, abPlaySound); } void Enemy_ShowPlayerPosition(string& asName) { ShowEnemyPlayerPosition(asName); } void Enemy_AlertPlayerPresence(string &in asName) { AlertEnemyOfPlayerPresence(asName); } void Enemy_SetTriggersDisabled(string& asName, bool abX) { SetEnemyDisableTriggers(asName, abX); } void Enemy_AddPatrolNode(string& asName, string& asNodeName, float afWaitTime, string& asAnimation) { AddEnemyPatrolNode(asName, asNodeName, afWaitTime, asAnimation); } void Enemy_ClearPatrolNodes(string& asEnemyName) { ClearEnemyPatrolNodes(asEnemyName); } void Enemy_SetSanityDecreaseActive(string &in asName, bool abX) { SetEnemySanityDecreaseActive(asName, abX); } void Enemy_TeleportToNode(string &in asEnemyName, string &in asNodeName, bool abChangeY) { TeleportEnemyToNode(asEnemyName, asNodeName, abChangeY); } void Enemy_TeleportToEntity(string &in asEnemyName, string &in asTargetEntity, string &in asTargetBody, bool abChangeY) { TeleportEnemyToEntity(asEnemyName, asTargetEntity, asTargetBody, abChangeY); } void Enemy_ChangeManPigPose(string&in asName, string&in asPoseType) { ChangeManPigPose(asName, asPoseType); } void Enemy_SetTeslaPigFadeDisabled(string&in asName, bool abX) { SetTeslaPigFadeDisabled(asName, abX); } void Enemy_SetTeslaPigSoundDisabled(string&in asName, bool abX) { SetTeslaPigSoundDisabled(asName, abX); } void Enemy_SetTeslaPigEasyEscapeDisabled(string&in asName, bool abX) { SetTeslaPigEasyEscapeDisabled(asName, abX); } void Enemy_ForceTeslaPigSighting(string&in asName) { ForceTeslaPigSighting(asName); } string Enemy_GetStateName(string &in asName) { return GetEnemyStateName(asName); }
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