Created
November 26, 2015 20:25
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CGameFont* GetFontGraffiti19Russian(); | |
unsigned int render_get_dx_level(); | |
char const* command_line(); | |
CGameFont* GetFontLetterica16Russian(); | |
CGameFont* GetFontLetterica18Russian(); | |
CGameFont* GetFontGraffiti50Russian(); | |
CGameGraph const* game_graph(); | |
bool IsImportantSave(); | |
CGameFont* GetFontGraffiti32Russian(); | |
int GetARGB(unsigned short,unsigned short,unsigned short,unsigned short); | |
action_planner* cast_planner(action_base*); | |
CUIGameCustom* get_hud(); | |
FS* getFS(); | |
bool IsDynamicMusic(); | |
void show_condition(ini_file*,char const*); | |
CGameFont* GetFontSmall(); | |
cef_storage* ef_storage(); | |
bool IsGameTypeSingle(); | |
CConsole* get_console(); | |
int bit_and(int,int); | |
unsigned short script_server_object_version(); | |
ini_file* create_ini_file(char const*); | |
ini_file* system_ini(); | |
CGameFont* GetFontDI(); | |
unsigned int time_global(); | |
bool is_enough_address_space_available(); | |
void log(char const*); | |
void error_log(char const*); | |
void prefetch(char const*); | |
bool editor(); | |
int bit_or(int,int); | |
unsigned int time_global_async(); | |
int bit_not(int); | |
render_device* device(); | |
bool app_ready(); | |
char const* user_name(); | |
int dik_to_bind(int); | |
alife_simulator* alife(); | |
CGameFont* GetFontLetterica25(); | |
bool valid_saved_game(char const*); | |
CGameFont* GetFontGraffiti22Russian(); | |
void buy_condition(custom [float],custom [float]); | |
int bit_xor(int,int); | |
void sell_condition(custom [float],custom [float]); | |
CGameFont* GetFontMedium(); | |
ini_file* game_ini(); | |
void verify_if_thread_is_running(); | |
void flush(); | |
[cpp] | |
class best_scores_pair_t | |
{ | |
int second { get; set; } | |
custom [enum gamespy_profile::enum_best_score_type] first { get; set; } | |
} | |
[cpp] | |
class CWeaponBM16 : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class holder | |
{ | |
void Action(holder&,unsigned short,unsigned int); | |
bool engaged(holder&); | |
void SetParam(holder&,int,vector); | |
} | |
[cpp] | |
class CPoltergeist : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class color | |
{ | |
custom [float] b { get; set; } | |
color& set(color&,custom [float],custom [float],custom [float]); | |
custom [float] r { get; set; } | |
custom [float] g { get; set; } | |
void __init(luabind::argument const&,custom [float],custom [float],custom [float]); | |
} | |
[cpp] | |
class CALifeMonsterMovementManager | |
{ | |
CALifeMonsterDetailPathManager* detail(CALifeMonsterMovementManager const*); | |
custom [enum MovementManager::EPathType] const& path_type(CALifeMonsterMovementManager const&); | |
bool completed(CALifeMonsterMovementManager const&); | |
bool actual(CALifeMonsterMovementManager const&); | |
CALifeMonsterPatrolPathManager* patrol(CALifeMonsterMovementManager const*); | |
} | |
[cpp] | |
class CAI_PseudoDog : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class fs_file | |
{ | |
unsigned int ptr { get; set; } | |
unsigned int size_real { get; set; } | |
unsigned int vfs { get; set; } | |
unsigned int size_compressed { get; set; } | |
char const* name { get; set; } | |
unsigned int modif { get; set; } | |
} | |
[cpp] | |
class cond | |
{ | |
const act_end = 128; | |
const anim_end = 4; | |
const look_end = 2; | |
const move_end = 1; | |
const object_end = 32; | |
const sound_end = 8; | |
const time_end = 64; | |
void __init(luabind::argument const&,unsigned int,custom [double]); | |
} | |
[cpp] | |
class cse_alife_item_weapon_auto_shotgun : cse_alife_item_weapon | |
{ | |
void on_unregister(cse_alife_item_weapon_auto_shotgun&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
bool can_switch_offline(cse_alife_item_weapon_auto_shotgun const&); | |
void switch_online(cse_alife_item_weapon_auto_shotgun&); | |
cse_abstract* init(cse_alife_item_weapon_auto_shotgun&); | |
bool interactive(cse_alife_item_weapon_auto_shotgun const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item_weapon_auto_shotgun&); | |
void STATE_Read(cse_alife_item_weapon_auto_shotgun&,net_packet&,unsigned short); | |
void on_register(cse_alife_item_weapon_auto_shotgun&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
void clone_addons(cse_alife_item_weapon&,cse_alife_item_weapon*); | |
bool keep_saved_data_anyway(cse_alife_item_weapon_auto_shotgun const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_item_weapon_auto_shotgun const&); | |
vector& angle { get; set; } | |
ini_file* spawn_ini(cse_abstract*); | |
unsigned short m_game_vertex_id { get; set; } | |
void on_spawn(cse_alife_item_weapon_auto_shotgun&); | |
unsigned int m_level_vertex_id { get; set; } | |
bool used_ai_locations(cse_alife_item_weapon_auto_shotgun const&); | |
bool can_save(cse_alife_item_weapon_auto_shotgun const&); | |
bool bfUseful(cse_alife_item_weapon_auto_shotgun&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item_weapon_auto_shotgun&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
void STATE_Write(cse_alife_item_weapon_auto_shotgun&,net_packet&); | |
char const* name(cse_abstract const*); | |
void __init(luabind::argument const&,char const*); | |
} | |
[cpp] | |
class story_ids | |
{ | |
const INVALID_STORY_ID = -1; | |
const Invalid = 65535; | |
const test_01 = 65000; | |
const test_02 = 65001; | |
const test_03 = 65002; | |
const test_04 = 65003; | |
const test_05 = 65004; | |
} | |
[cpp] | |
class danger_object | |
{ | |
const attack_sound = 1; | |
const attacked = 5; | |
const bullet_ricochet = 0; | |
const enemy_sound = 7; | |
const entity_attacked = 2; | |
const entity_corpse = 4; | |
const entity_death = 3; | |
const grenade = 6; | |
const hit = 2; | |
const sound = 1; | |
const visual = 0; | |
game_object* object(danger_object const*); | |
vector position(danger_object const*); | |
void __eq(lua_State*,danger_object const&,danger_object); | |
custom [enum CDangerObject::EDangerType] type(danger_object const&); | |
unsigned int time(danger_object const&); | |
game_object* dependent_object(danger_object const*); | |
custom [enum CDangerObject::EDangerPerceiveType] perceive_type(danger_object const&); | |
} | |
[cpp] | |
class DIK_keys | |
{ | |
const DIK_0 = 11; | |
const DIK_1 = 2; | |
const DIK_2 = 3; | |
const DIK_3 = 4; | |
const DIK_4 = 5; | |
const DIK_5 = 6; | |
const DIK_6 = 7; | |
const DIK_7 = 8; | |
const DIK_8 = 9; | |
const DIK_9 = 10; | |
const DIK_A = 30; | |
const DIK_ADD = 78; | |
const DIK_APOSTROPHE = 40; | |
const DIK_APPS = 221; | |
const DIK_AT = 145; | |
const DIK_AX = 150; | |
const DIK_B = 48; | |
const DIK_BACK = 14; | |
const DIK_BACKSLASH = 43; | |
const DIK_C = 46; | |
const DIK_CAPITAL = 58; | |
const DIK_CIRCUMFLEX = 144; | |
const DIK_COLON = 146; | |
const DIK_COMMA = 51; | |
const DIK_CONVERT = 121; | |
const DIK_D = 32; | |
const DIK_DECIMAL = 83; | |
const DIK_DELETE = 211; | |
const DIK_DIVIDE = 181; | |
const DIK_DOWN = 208; | |
const DIK_E = 18; | |
const DIK_END = 207; | |
const DIK_EQUALS = 13; | |
const DIK_ESCAPE = 1; | |
const DIK_F = 33; | |
const DIK_F1 = 59; | |
const DIK_F10 = 68; | |
const DIK_F11 = 87; | |
const DIK_F12 = 88; | |
const DIK_F13 = 100; | |
const DIK_F14 = 101; | |
const DIK_F15 = 102; | |
const DIK_F2 = 60; | |
const DIK_F3 = 61; | |
const DIK_F4 = 62; | |
const DIK_F5 = 63; | |
const DIK_F6 = 64; | |
const DIK_F7 = 65; | |
const DIK_F8 = 66; | |
const DIK_F9 = 67; | |
const DIK_G = 34; | |
const DIK_GRAVE = 41; | |
const DIK_H = 35; | |
const DIK_HOME = 199; | |
const DIK_I = 23; | |
const DIK_INSERT = 210; | |
const DIK_J = 36; | |
const DIK_K = 37; | |
const DIK_KANA = 112; | |
const DIK_KANJI = 148; | |
const DIK_L = 38; | |
const DIK_LBRACKET = 26; | |
const DIK_LCONTROL = 29; | |
const DIK_LEFT = 203; | |
const DIK_LMENU = 56; | |
const DIK_LSHIFT = 42; | |
const DIK_LWIN = 219; | |
const DIK_M = 50; | |
const DIK_MINUS = 12; | |
const DIK_MULTIPLY = 55; | |
const DIK_N = 49; | |
const DIK_NEXT = 209; | |
const DIK_NOCONVERT = 123; | |
const DIK_NUMLOCK = 69; | |
const DIK_NUMPAD0 = 82; | |
const DIK_NUMPAD1 = 79; | |
const DIK_NUMPAD2 = 80; | |
const DIK_NUMPAD3 = 81; | |
const DIK_NUMPAD4 = 75; | |
const DIK_NUMPAD5 = 76; | |
const DIK_NUMPAD6 = 77; | |
const DIK_NUMPAD7 = 71; | |
const DIK_NUMPAD8 = 72; | |
const DIK_NUMPAD9 = 73; | |
const DIK_NUMPADCOMMA = 179; | |
const DIK_NUMPADENTER = 156; | |
const DIK_NUMPADEQUALS = 141; | |
const DIK_O = 24; | |
const DIK_P = 25; | |
const DIK_PAUSE = 197; | |
const DIK_PERIOD = 52; | |
const DIK_PRIOR = 201; | |
const DIK_Q = 16; | |
const DIK_R = 19; | |
const DIK_RBRACKET = 27; | |
const DIK_RCONTROL = 157; | |
const DIK_RETURN = 28; | |
const DIK_RIGHT = 205; | |
const DIK_RMENU = 184; | |
const DIK_RSHIFT = 54; | |
const DIK_RWIN = 220; | |
const DIK_S = 31; | |
const DIK_SCROLL = 70; | |
const DIK_SEMICOLON = 39; | |
const DIK_SLASH = 53; | |
const DIK_SPACE = 57; | |
const DIK_STOP = 149; | |
const DIK_SUBTRACT = 74; | |
const DIK_SYSRQ = 183; | |
const DIK_T = 20; | |
const DIK_TAB = 15; | |
const DIK_U = 22; | |
const DIK_UNDERLINE = 147; | |
const DIK_UNLABELED = 151; | |
const DIK_UP = 200; | |
const DIK_V = 47; | |
const DIK_W = 17; | |
const DIK_X = 45; | |
const DIK_Y = 21; | |
const DIK_YEN = 125; | |
const DIK_Z = 44; | |
const MOUSE_1 = 337; | |
const MOUSE_2 = 338; | |
const MOUSE_3 = 339; | |
} | |
[cpp] | |
class CUIListBoxItem : CUIFrameLineWnd | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void SetWidth(CUIFrameLineWnd&,custom [float]); | |
CUIStatic* AddIconField(CUIListBoxItem&,custom [float]); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
void SetHeight(CUIFrameLineWnd&,custom [float]); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void __init(luabind::argument const&,custom [float]); | |
custom [float] GetWidth(CUIWindow const&); | |
void SetPPMode(CUIWindow&); | |
void SetColor(CUIFrameLineWnd&,unsigned int); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
void SetTextColor(CUIListBoxItem&,unsigned int); | |
void SetWndRect(CUIWindow&,Frect); | |
bool IsEnabled(CUIWindow&); | |
void SetWndSize(CUIWindow&,vector2); | |
void Enable(CUIWindow&,bool); | |
CUITextWnd* AddTextField(CUIListBoxItem&,char const*,custom [float]); | |
CUITextWnd* GetTextItem(CUIListBoxItem&); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class CUITextWnd : CUIWindow | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void SetTextComplexMode(CUITextWnd&,bool); | |
void __init(luabind::argument const&); | |
void AdjustWidthToText(CUITextWnd&); | |
bool IsShown(CUIWindow&); | |
void SetFont(CUITextWnd&,CGameFont*); | |
custom [float] GetWidth(CUIWindow const&); | |
void SetWindowName(CUIWindow&,char const*); | |
void SetVTextAlignment(CUITextWnd&,custom [enum EVTextAlignment]); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetTextColor(CUITextWnd&,unsigned int); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetEllipsis(CUITextWnd&,bool); | |
void AdjustHeightToText(CUITextWnd&); | |
void SetTextST(CUITextWnd&,char const*); | |
void SetTextOffset(CUITextWnd&,custom [float],custom [float]); | |
CGameFont* GetFont(CUITextWnd&); | |
unsigned int GetTextColor(CUITextWnd&); | |
void SetWndSize(CUIWindow&,vector2); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
void Enable(CUIWindow&,bool); | |
void SetWndPos(CUIWindow&,vector2); | |
char const* GetText(CUITextWnd&); | |
void Show(CUIWindow&,bool); | |
void SetPPMode(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
bool IsEnabled(CUIWindow&); | |
char const* WindowName(CUIWindow&); | |
void SetTextAlignment(CUITextWnd&,custom [enum IGameFont::EAligment]); | |
void SetText(CUITextWnd&,char const*); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class CChimera : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class ce_script_zone : DLL_Pure | |
{ | |
DLL_Pure* _construct(DLL_Pure&); | |
void __init(luabind::argument const&); | |
} | |
[cpp] | |
class CWeaponWalther : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class ce_smart_zone : DLL_Pure | |
{ | |
DLL_Pure* _construct(DLL_Pure&); | |
void __init(luabind::argument const&); | |
} | |
[cpp] | |
class CAI_Trader : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CWeaponAK74 : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CF1 : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class not_yet_visible_object | |
{ | |
game_object* object(not_yet_visible_object const&); | |
custom [float] value { get; set; } | |
} | |
[cpp] | |
class CUIStatic : CUIWindow | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
CUILines* TextControl(CUIStatic&); | |
void InitTexture(CUIStatic&,char const*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
custom [float] GetHeight(CUIWindow const&); | |
void Enable(CUIWindow&,bool); | |
bool IsEnabled(CUIWindow&); | |
void SetWndSize(CUIWindow&,vector2); | |
void SetPPMode(CUIWindow&); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetTextureRect(CUIStatic&,Frect*); | |
void SetStretchTexture(CUIStatic&,bool); | |
Frect const* GetTextureRect(CUIStatic&); | |
} | |
[cpp] | |
class cse_alife_object_climable : , cse_shapecse_abstract | |
{ | |
vector& angle { get; set; } | |
vector& position { get; set; } | |
unsigned short id { get; set; } | |
char const* section_name(cse_abstract const*); | |
char const* name(cse_abstract const*); | |
void STATE_Read(cse_alife_object_climable&,net_packet&,unsigned short); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_alife_object_climable&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned short script_version { get; set; } | |
int clsid(cse_abstract const&); | |
cse_abstract* init(cse_alife_object_climable&); | |
ini_file* spawn_ini(cse_abstract*); | |
void __init(luabind::argument const&,char const*); | |
} | |
[cpp] | |
class patrol | |
{ | |
const continue = 1; | |
const custom = 3; | |
const dummy = -1; | |
const nearest = 2; | |
const next = 4; | |
const start = 0; | |
const stop = 0; | |
bool flag(patrol const&,unsigned int,unsigned char); | |
unsigned short game_vertex_id(patrol const&,unsigned int); | |
vector point(patrol const*,unsigned int); | |
unsigned int get_nearest(patrol const&,vector const&); | |
bool terminal(patrol const&,unsigned int); | |
flags32 flags(patrol const&,unsigned int); | |
unsigned int index(patrol const&,char const*); | |
void __init(luabind::argument const&,char const*,custom [enum PatrolPathManager::EPatrolStartType] const,custom [enum PatrolPathManager::EPatrolRouteType] const,bool,unsigned int); | |
unsigned int count(patrol const&); | |
char const* name(patrol const&,unsigned int); | |
unsigned int level_vertex_id(patrol const&,unsigned int); | |
} | |
[cpp] | |
class CPhrase | |
{ | |
CPhraseScript* GetPhraseScript(CPhrase&); | |
} | |
[cpp] | |
class Patch_Dawnload_Progress | |
{ | |
char const* GetStatus(Patch_Dawnload_Progress&); | |
custom [float] GetProgress(Patch_Dawnload_Progress&); | |
char const* GetFlieName(Patch_Dawnload_Progress&); | |
bool GetInProgress(Patch_Dawnload_Progress&); | |
} | |
[cpp] | |
class CUIScriptWnd : , CUIDialogWndDLL_Pure | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
CDialogHolder* GetHolder(CUIDialogWnd&); | |
DLL_Pure* _construct(DLL_Pure&); | |
bool Dispatch(CUIScriptWnd&,int,int); | |
void __init(luabind::argument const&); | |
bool OnKeyboard(CUIScriptWnd&,int,custom [enum EUIMessages]); | |
void ShowDialog(CUIDialogWnd&,bool); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void Register(CUIScriptWnd&,CUIWindow*,char const*); | |
void SetWindowName(CUIWindow&,char const*); | |
void Show(CUIWindow&,bool); | |
void AddCallback(CUIScriptWnd&,char const*,short,function<void> const&,luabind::object const&); | |
bool Load(CUIScriptWnd&,char const*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
void SetPPMode(CUIWindow&); | |
bool IsShown(CUIWindow&); | |
bool IsEnabled(CUIWindow&); | |
void SetWndSize(CUIWindow&,vector2); | |
void Enable(CUIWindow&,bool); | |
void SetWndRect(CUIWindow&,Frect); | |
void Update(CUIScriptWnd&); | |
void HideDialog(CUIDialogWnd&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class CUIEditBox : CUICustomEdit | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void InitTexture(CUIEditBox&,char const*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
void SetText(CUICustomEdit&,char const*); | |
void SetWindowName(CUIWindow&,char const*); | |
void SetNextFocusCapturer(CUICustomEdit&,CUICustomEdit*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
char const* WindowName(CUIWindow&); | |
char const* GetText(CUICustomEdit const&); | |
bool IsEnabled(CUIWindow&); | |
void CaptureFocus(CUICustomEdit&,bool); | |
void SetPPMode(CUIWindow&); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetWndSize(CUIWindow&,vector2); | |
void Enable(CUIWindow&,bool); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class CSnork : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CRGD5 : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CSavedGameWrapper | |
{ | |
custom [float] const& actor_health(CSavedGameWrapper const&); | |
CTime game_time(CSavedGameWrapper const*); | |
unsigned char const& level_id(CSavedGameWrapper const&); | |
char const* level_name(CSavedGameWrapper const&); | |
void __init(luabind::argument const&,char const*); | |
} | |
[cpp] | |
class cse_alife_helicopter : , cse_alife_dynamic_object_visual, cse_motioncse_ph_skeleton | |
{ | |
void on_unregister(cse_alife_helicopter&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_helicopter const&); | |
void switch_online(cse_alife_helicopter&); | |
cse_abstract* init(cse_alife_helicopter&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_helicopter&); | |
void STATE_Read(cse_alife_helicopter&,net_packet&,unsigned short); | |
void on_register(cse_alife_helicopter&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_helicopter const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_helicopter const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
char const* section_name(cse_abstract const*); | |
void on_spawn(cse_alife_helicopter&); | |
bool can_save(cse_alife_helicopter const&); | |
bool used_ai_locations(cse_alife_helicopter const&); | |
void STATE_Write(cse_alife_helicopter&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_helicopter&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_alife_helicopter const&); | |
char const* name(cse_abstract const*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
} | |
[cpp] | |
class CScriptXmlInit | |
{ | |
CUIMMShniaga* InitMMShniaga(CScriptXmlInit&,char const*,CUIWindow*); | |
CUIEditBox* InitMPPlayerName(CScriptXmlInit&,char const*,CUIWindow*); | |
CServerList* InitServerList(CScriptXmlInit&,char const*,CUIWindow*); | |
CUIStatic* InitSleepStatic(CScriptXmlInit&,char const*,CUIWindow*); | |
void __init(luabind::argument const&); | |
CUIEditBox* InitEditBox(CScriptXmlInit&,char const*,CUIWindow*); | |
CUIFrameLineWnd* InitFrameLine(CScriptXmlInit&,char const*,CUIWindow*); | |
CUITabControl* InitTab(CScriptXmlInit&,char const*,CUIWindow*); | |
CUIProgressBar* InitProgressBar(CScriptXmlInit&,char const*,CUIWindow*); | |
CUISpinText* InitSpinText(CScriptXmlInit&,char const*,CUIWindow*); | |
void InitWindow(CScriptXmlInit&,char const*,int,CUIWindow*); | |
void ParseFile(CScriptXmlInit&,char const*); | |
CUIMapList* InitMapList(CScriptXmlInit&,char const*,CUIWindow*); | |
CUITextWnd* InitTextWnd(CScriptXmlInit&,char const*,CUIWindow*); | |
CUIScrollView* InitScrollView(CScriptXmlInit&,char const*,CUIWindow*); | |
CUIWindow* InitKeyBinding(CScriptXmlInit&,char const*,CUIWindow*); | |
CUIEditBox* InitCDkey(CScriptXmlInit&,char const*,CUIWindow*); | |
CUI3tButton* Init3tButton(CScriptXmlInit&,char const*,CUIWindow*); | |
CUIComboBox* InitComboBox(CScriptXmlInit&,char const*,CUIWindow*); | |
CUITrackBar* InitTrackBar(CScriptXmlInit&,char const*,CUIWindow*); | |
CUIMapInfo* InitMapInfo(CScriptXmlInit&,char const*,CUIWindow*); | |
CUISpinFlt* InitSpinFlt(CScriptXmlInit&,char const*,CUIWindow*); | |
CUIStatic* InitStatic(CScriptXmlInit&,char const*,CUIWindow*); | |
CUISpinNum* InitSpinNum(CScriptXmlInit&,char const*,CUIWindow*); | |
CUIListBox* InitListBox(CScriptXmlInit&,char const*,CUIWindow*); | |
CUIStatic* InitAnimStatic(CScriptXmlInit&,char const*,CUIWindow*); | |
CUIFrameWindow* InitFrame(CScriptXmlInit&,char const*,CUIWindow*); | |
CUICheckButton* InitCheck(CScriptXmlInit&,char const*,CUIWindow*); | |
} | |
[cpp] | |
class CUISpinNum : CUICustomSpin | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* GetText(CUICustomSpin&); | |
void SetWindowName(CUIWindow&,char const*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
bool IsEnabled(CUIWindow&); | |
void Enable(CUIWindow&,bool); | |
char const* WindowName(CUIWindow&); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetWndSize(CUIWindow&,vector2); | |
void SetPPMode(CUIWindow&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class sound_params | |
{ | |
custom [float] min_distance { get; set; } | |
vector& position { get; set; } | |
custom [float] max_distance { get; set; } | |
custom [float] volume { get; set; } | |
custom [float] frequency { get; set; } | |
} | |
[cpp] | |
class object | |
{ | |
const activate = 16; | |
const aim1 = 4; | |
const aim2 = 5; | |
const deactivate = 17; | |
const drop = 11; | |
const dummy = -1; | |
const fire1 = 6; | |
const fire2 = 8; | |
const hide = 22; | |
const idle = 9; | |
const reload = 2; | |
const reload1 = 2; | |
const reload2 = 3; | |
const show = 21; | |
const strap = 10; | |
const switch1 = 0; | |
const switch2 = 1; | |
const take = 23; | |
const turn_off = 20; | |
const turn_on = 19; | |
const use = 18; | |
void object(object&,game_object*); | |
void action(object&,custom [enum MonsterSpace::EObjectAction]); | |
bool completed(object&); | |
void __init(luabind::argument const&,char const*,custom [enum MonsterSpace::EObjectAction]); | |
} | |
[cpp] | |
class CWeaponRG6 : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class game_memory_object : memory_object | |
{ | |
game_object* object(game_memory_object const&); | |
custom [struct MemorySpace::CObjectParams<class CGameObject>]& self_info { get; set; } | |
unsigned int level_time { get; set; } | |
unsigned int last_level_time { get; set; } | |
custom [struct MemorySpace::CObjectParams<class CGameObject>]& object_info { get; set; } | |
} | |
[cpp] | |
class CMainMenu | |
{ | |
char const* GetCDKey(CMainMenu&); | |
login_manager* GetLoginMngr(CMainMenu&); | |
account_manager* GetAccountMngr(CMainMenu&); | |
char const* GetGSVer(CMainMenu&); | |
bool ValidateCDKey(CMainMenu&); | |
Patch_Dawnload_Progress* GetPatchProgress(CMainMenu&); | |
profile_store* GetProfileStore(CMainMenu&); | |
char const* GetPlayerName(CMainMenu&); | |
void CancelDownload(CMainMenu&); | |
demo_info const* GetDemoInfo(CMainMenu&,char const*); | |
} | |
[cpp] | |
class profile_store | |
{ | |
const at_award_massacre = 0; | |
const at_awards_count = 30; | |
const bst_backstabs_in_row = 2; | |
const bst_bleed_kills_in_row = 2; | |
const bst_explosive_kills_in_row = 3; | |
const bst_eye_kills_in_row = 4; | |
const bst_head_shots_in_row = 3; | |
const bst_kills_in_row = 0; | |
const bst_kinife_kills_in_row = 1; | |
const bst_score_types_count = 7; | |
void load_current_profile(profile_store&,store_operation_cb,store_operation_cb); | |
void stop_loading(profile_store&); | |
custom [class AssociativeVector<enum gamespy_profile::enum_best_score_type,int,struct std::less<enum gamespy_profile::enum_best_score_type> >] const& get_best_scores(profile_store&); | |
custom [class AssociativeVector<enum gamespy_profile::enum_awards_t,struct gamespy_profile::award_data,struct std::less<enum gamespy_profile::enum_awards_t> >] const& get_awards(profile_store&); | |
} | |
[cpp] | |
class property_evaluator_const : property_evaluator | |
{ | |
game_object* object { get; set; } | |
bool evaluate(property_evaluator&); | |
property_storage* storage { get; set; } | |
void setup(property_evaluator&,game_object*,property_storage*); | |
void __init(luabind::argument const&,bool); | |
} | |
[cpp] | |
class award_pair_t | |
{ | |
award_data& second { get; set; } | |
custom [enum gamespy_profile::enum_awards_t] first { get; set; } | |
} | |
[cpp] | |
class CUITrackBar : CUIWindow | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void SetOptIBounds(CUITrackBar&,int,int); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void SetCheck(CUITrackBar&,bool); | |
bool GetCheck(CUITrackBar&); | |
void Enable(CUIWindow&,bool); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
custom [float] GetFValue(CUITrackBar&); | |
int GetIValue(CUITrackBar&); | |
void SetWndPos(CUIWindow&,vector2); | |
void SetWndSize(CUIWindow&,vector2); | |
void SetWndRect(CUIWindow&,Frect); | |
bool IsEnabled(CUIWindow&); | |
void SetPPMode(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetOptFBounds(CUITrackBar&,custom [float],custom [float]); | |
void SetCurrentValue(CUITrackBar&); | |
bool IsAutoDelete(CUIWindow&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class CPhysicObject : CGameObject | |
{ | |
void play_bones_sound(CPhysicObject&); | |
void stop_bones_sound(CPhysicObject&); | |
int getVisible(CGameObject const&); | |
void stop_anim(CPhysicObject&); | |
void __init(luabind::argument const&); | |
custom [float] anim_time_get(CPhysicObject&); | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void anim_time_set(CPhysicObject&,custom [float]); | |
void run_anim_back(CPhysicObject&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
int getEnabled(CGameObject const&); | |
void unset_door_ignore_dynamics(CPhysicObject&); | |
DLL_Pure* _construct(CGameObject&); | |
void set_door_ignore_dynamics(CPhysicObject&); | |
void net_Export(CGameObject&,net_packet&); | |
void run_anim_forward(CPhysicObject&); | |
} | |
[cpp] | |
class CFadedBall : CArtefact | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
unsigned char GetAfRank(CArtefact const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
IRender_Visual* Visual(CGameObject const&); | |
void FollowByPath(CArtefact&,char const*,int,vector); | |
void SwitchVisibility(CArtefact&,bool); | |
DLL_Pure* _construct(CGameObject&); | |
int getEnabled(CGameObject const&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class cse_alife_item_ammo : cse_alife_item | |
{ | |
void on_unregister(cse_alife_item_ammo&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_item_ammo const&); | |
void switch_online(cse_alife_item_ammo&); | |
cse_abstract* init(cse_alife_item_ammo&); | |
bool interactive(cse_alife_item_ammo const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item_ammo&); | |
void STATE_Read(cse_alife_item_ammo&,net_packet&,unsigned short); | |
void on_register(cse_alife_item_ammo&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_item_ammo const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_item_ammo const&); | |
vector& angle { get; set; } | |
void on_spawn(cse_alife_item_ammo&); | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_alife_item_ammo&,net_packet&); | |
bool can_save(cse_alife_item_ammo const&); | |
bool used_ai_locations(cse_alife_item_ammo const&); | |
bool bfUseful(cse_alife_item_ammo&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item_ammo&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned int m_level_vertex_id { get; set; } | |
char const* name(cse_abstract const*); | |
ini_file* spawn_ini(cse_abstract*); | |
} | |
[cpp] | |
class CWeaponFORT : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CDialogHolder | |
{ | |
void RemoveDialogToRender(CDialogHolder&,CUIWindow*); | |
void AddDialogToRender(CDialogHolder&,CUIWindow*); | |
} | |
[cpp] | |
class CWeaponBinoculars : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CUIPropertiesBox : CUIFrameWindow | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void RemoveItem(CUIPropertiesBox&,unsigned int); | |
void SetWidth(CUIFrameWindow&,custom [float]); | |
void __init(luabind::argument const&); | |
void Show(CUIPropertiesBox&,int,int); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
void SetHeight(CUIFrameWindow&,custom [float]); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void RemoveAll(CUIPropertiesBox&); | |
custom [float] GetWidth(CUIWindow const&); | |
void SetPPMode(CUIWindow&); | |
void SetColor(CUIFrameWindow&,unsigned int); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void Hide(CUIPropertiesBox&); | |
bool AddItem(CUIPropertiesBox&,char const*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetWndSize(CUIWindow&,vector2); | |
bool IsEnabled(CUIWindow&); | |
void Enable(CUIWindow&,bool); | |
void AutoUpdateSize(CUIPropertiesBox&); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetWndPos(CUIWindow&,vector2); | |
void ResetPPMode(CUIWindow&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class object_factory | |
{ | |
void register(object_factory&,char const*,char const*,char const*); | |
} | |
[cpp] | |
class CUIFrameWindow : CUIWindow | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void SetWidth(CUIFrameWindow&,custom [float]); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
void SetHeight(CUIFrameWindow&,custom [float]); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void SetColor(CUIFrameWindow&,unsigned int); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
bool IsEnabled(CUIWindow&); | |
void Enable(CUIWindow&,bool); | |
void SetWndSize(CUIWindow&,vector2); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetPPMode(CUIWindow&); | |
custom [float] GetWidth(CUIWindow const&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class ICollidable | |
{ | |
} | |
[cpp] | |
class cse_anomalous_zone : cse_custom_zone | |
{ | |
void on_unregister(cse_anomalous_zone&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_anomalous_zone const&); | |
void switch_online(cse_anomalous_zone&); | |
cse_abstract* init(cse_anomalous_zone&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_anomalous_zone&); | |
void STATE_Read(cse_anomalous_zone&,net_packet&,unsigned short); | |
void on_register(cse_anomalous_zone&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_anomalous_zone const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_anomalous_zone const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
char const* section_name(cse_abstract const*); | |
void on_spawn(cse_anomalous_zone&); | |
bool can_save(cse_anomalous_zone const&); | |
bool used_ai_locations(cse_anomalous_zone const&); | |
void STATE_Write(cse_anomalous_zone&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_anomalous_zone&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_anomalous_zone const&); | |
char const* name(cse_abstract const*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
} | |
[cpp] | |
class CUIListBox : CUIScrollView | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void AddExistingItem(CUIListBox&,CUIListBoxItem*); | |
void RemoveItem(CUIListBox&,CUIWindow*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
void ShowSelectedItem(CUIListBox&,bool); | |
custom [float] GetWidth(CUIWindow const&); | |
CUIWindow* GetItem(CUIListBox&,unsigned int); | |
void SetWindowName(CUIWindow&,char const*); | |
unsigned int GetSelectedIndex(CUIListBox&); | |
void RemoveWindow(CUIScrollView&,CUIWindow*); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndRect(CUIWindow&,Frect); | |
void AddWindow(CUIScrollView&,CUIWindow*,bool); | |
CUIListBoxItem* GetSelectedItem(CUIListBox&); | |
void Clear(CUIScrollView&); | |
void ScrollToEnd(CUIScrollView&); | |
CUIListBoxItem* AddTextItem(CUIListBox&,char const*); | |
unsigned int GetSize(CUIListBox&); | |
void SetWndSize(CUIWindow&,vector2); | |
void ScrollToBegin(CUIScrollView&); | |
int GetCurrentScrollPos(CUIScrollView&); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void RemoveAll(CUIListBox&); | |
void SetAutoDelete(CUIWindow&,bool); | |
char const* WindowName(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
bool IsEnabled(CUIWindow&); | |
CUIListBoxItem* GetItemByIndex(CUIListBox&,int); | |
void SetScrollPos(CUIScrollView&,int); | |
vector2 const* GetWndPos(CUIWindow*); | |
int GetMaxScrollPos(CUIScrollView&); | |
void SetPPMode(CUIWindow&); | |
void Enable(CUIWindow&,bool); | |
int GetMinScrollPos(CUIScrollView&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class cse_alife_item_custom_outfit : cse_alife_item | |
{ | |
void on_unregister(cse_alife_item_custom_outfit&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_item_custom_outfit const&); | |
void switch_online(cse_alife_item_custom_outfit&); | |
cse_abstract* init(cse_alife_item_custom_outfit&); | |
bool interactive(cse_alife_item_custom_outfit const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item_custom_outfit&); | |
void STATE_Read(cse_alife_item_custom_outfit&,net_packet&,unsigned short); | |
void on_register(cse_alife_item_custom_outfit&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_item_custom_outfit const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_item_custom_outfit const&); | |
vector& angle { get; set; } | |
void on_spawn(cse_alife_item_custom_outfit&); | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_alife_item_custom_outfit&,net_packet&); | |
bool can_save(cse_alife_item_custom_outfit const&); | |
bool used_ai_locations(cse_alife_item_custom_outfit const&); | |
bool bfUseful(cse_alife_item_custom_outfit&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item_custom_outfit&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned int m_level_vertex_id { get; set; } | |
char const* name(cse_abstract const*); | |
ini_file* spawn_ini(cse_abstract*); | |
} | |
[cpp] | |
class SServerFilters | |
{ | |
bool full { get; set; } | |
bool with_pass { get; set; } | |
bool empty { get; set; } | |
bool without_pass { get; set; } | |
bool listen_servers { get; set; } | |
bool without_ff { get; set; } | |
void __init(luabind::argument const&); | |
} | |
[cpp] | |
class act | |
{ | |
const attack = 2; | |
const eat = 1; | |
const panic = 3; | |
const rest = 0; | |
void __init(luabind::argument const&,custom [enum MonsterSpace::EScriptMonsterGlobalAction],game_object*); | |
} | |
[cpp] | |
class CGameTask | |
{ | |
void add_complete_func(CGameTask&,char const*); | |
void set_id(CGameTask&,char const*); | |
void set_title(CGameTask&,char const*); | |
void set_map_location(CGameTask&,char const*); | |
void __init(luabind::argument const&); | |
void add_fail_info(CGameTask&,char const*); | |
void add_on_complete_func(CGameTask&,char const*); | |
void add_complete_info(CGameTask&,char const*); | |
void change_map_location(CGameTask&,char const*,unsigned short); | |
void remove_map_locations(CGameTask&,bool); | |
void add_on_fail_func(CGameTask&,char const*); | |
void set_type(CGameTask&,int); | |
void set_icon_name(CGameTask&,char const*); | |
void add_on_fail_info(CGameTask&,char const*); | |
void set_description(CGameTask&,char const*); | |
void add_fail_func(CGameTask&,char const*); | |
void add_on_complete_info(CGameTask&,char const*); | |
char const* get_icon_name(CGameTask&); | |
int get_priority(CGameTask&); | |
char const* get_id(CGameTask&); | |
char const* get_title(CGameTask&); | |
void set_map_hint(CGameTask&,char const*); | |
void set_priority(CGameTask&,int); | |
void set_map_object_id(CGameTask&,int); | |
} | |
[cpp] | |
class CAI_Boar : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class entity_action | |
{ | |
bool object(entity_action const&); | |
bool anim(entity_action const&); | |
void __init(luabind::argument const&,entity_action const*); | |
void set_action(entity_action&,act&); | |
bool look(entity_action const&); | |
bool all(entity_action&); | |
bool completed(entity_action&); | |
bool sound(entity_action const&); | |
bool time(entity_action&); | |
bool move(entity_action const&); | |
bool particle(entity_action const&); | |
} | |
[cpp] | |
class CUIMMShniaga : CUIWindow | |
{ | |
const epi_main = 0; | |
const epi_new_game = 1; | |
const epi_new_network_game = 2; | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void SetPage(CUIMMShniaga&,custom [enum CUIMMShniaga::enum_page_id],char const*,char const*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
void ShowPage(CUIMMShniaga&,custom [enum CUIMMShniaga::enum_page_id]); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
vector2 const* GetWndPos(CUIWindow*); | |
bool IsEnabled(CUIWindow&); | |
void Enable(CUIWindow&,bool); | |
void SetWndSize(CUIWindow&,vector2); | |
void SetVisibleMagnifier(CUIMMShniaga&,bool); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetPPMode(CUIWindow&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class CSimpleDetector : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CWeaponPM : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class cse_alife_team_base_zone : cse_alife_space_restrictor | |
{ | |
void on_unregister(cse_alife_team_base_zone&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_team_base_zone const&); | |
void switch_online(cse_alife_team_base_zone&); | |
cse_abstract* init(cse_alife_team_base_zone&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_team_base_zone&); | |
void STATE_Read(cse_alife_team_base_zone&,net_packet&,unsigned short); | |
void on_register(cse_alife_team_base_zone&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_team_base_zone const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_team_base_zone const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
char const* section_name(cse_abstract const*); | |
void on_spawn(cse_alife_team_base_zone&); | |
bool can_save(cse_alife_team_base_zone const&); | |
bool used_ai_locations(cse_alife_team_base_zone const&); | |
void STATE_Write(cse_alife_team_base_zone&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_team_base_zone&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_alife_team_base_zone const&); | |
char const* name(cse_abstract const*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
} | |
[cpp] | |
class CPhraseDialog | |
{ | |
CPhrase* AddPhrase(CPhraseDialog&,char const*,char const*,char const*,int); | |
} | |
[cpp] | |
class CGameObject : , DLL_Pure, ISheduled, ICollidableIRenderable | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
int getVisible(CGameObject const&); | |
} | |
[cpp] | |
class FS_file_list_ex | |
{ | |
void Sort(FS_file_list_ex&,unsigned int); | |
unsigned int Size(FS_file_list_ex&); | |
FS_item GetAt(FS_file_list_ex&,unsigned int); | |
} | |
[cpp] | |
class CHelicopter : CGameObject | |
{ | |
const eAlive = 0; | |
const eBodyByPath = 0; | |
const eBodyToPoint = 1; | |
const eDead = 1; | |
const eEnemyEntity = 2; | |
const eEnemyNone = 0; | |
const eEnemyPoint = 1; | |
const eMovLanding = 4; | |
const eMovNone = 0; | |
const eMovPatrolPath = 2; | |
const eMovRoundPath = 3; | |
const eMovTakeOff = 5; | |
const eMovToPoint = 1; | |
void SetEnemy(CHelicopter&,vector*); | |
void SetLinearAcc(CHelicopter&,custom [float],custom [float]); | |
void UseFireTrail(CHelicopter&,bool); | |
bool m_light_started { get; set; } | |
void __init(luabind::argument const&); | |
void ClearEnemy(CHelicopter&); | |
custom [float] GetfHealth(CHelicopter const&); | |
custom [float] GetDistanceToDestPosition(CHelicopter&); | |
vector GetCurrVelocityVec(CHelicopter&); | |
void net_Import(CGameObject&,net_packet&); | |
bool m_use_mgun_on_attack { get; set; } | |
int GetState(CHelicopter&); | |
custom [float] SetfHealth(CHelicopter&,custom [float]); | |
bool use(CGameObject&,CGameObject*); | |
void SetBarrelDirTolerance(CHelicopter&,custom [float]); | |
void GoPatrolByRoundPath(CHelicopter&,vector,custom [float],bool); | |
bool m_use_rocket_on_attack { get; set; } | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int GetBodyState(CHelicopter&); | |
custom [float] m_min_rocket_dist { get; set; } | |
void LookAtPoint(CHelicopter&,vector,bool); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
void SetOnPointRangeDist(CHelicopter&,custom [float]); | |
void StartFlame(CHelicopter&); | |
int getVisible(CGameObject const&); | |
custom [float] GetSpeedInDestPoint(CHelicopter&,custom [float]); | |
custom [float] GetOnPointRangeDist(CHelicopter&); | |
bool m_exploded { get; set; } | |
custom [float] m_min_mgun_dist { get; set; } | |
bool isVisible(CHelicopter&,game_object*); | |
void GoPatrolByPatrolPath(CHelicopter&,char const*,int); | |
void TurnEngineSound(CHelicopter&,bool); | |
custom [float] GetSafeAltitude(CHelicopter&); | |
int GetHuntState(CHelicopter&); | |
bool m_flame_started { get; set; } | |
bool m_syncronize_rocket { get; set; } | |
unsigned int m_time_between_rocket_attack { get; set; } | |
custom [float] m_max_mgun_dist { get; set; } | |
custom [float] m_max_rocket_dist { get; set; } | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void SetFireTrailLength(CHelicopter&,custom [float]); | |
void TurnLighting(CHelicopter&,bool); | |
custom [float] GetRealAltitude(CHelicopter&); | |
custom [float] GetCurrVelocity(CHelicopter&); | |
bool m_dead { get; set; } | |
int GetMovementState(CHelicopter&); | |
void Explode(CHelicopter&); | |
custom [float] GetMaxVelocity(CHelicopter&); | |
void SetMaxVelocity(CHelicopter&,custom [float]); | |
void SetDestPosition(CHelicopter&,vector*); | |
void Die(CHelicopter&); | |
void SetSpeedInDestPoint(CHelicopter&,custom [float]); | |
} | |
[cpp] | |
class CUICheckButton : CUI3tButton | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
CUILines* TextControl(CUIStatic&); | |
void InitTexture(CUIStatic&,char const*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
void SetCheck(CUICheckButton&,bool); | |
void SetWindowName(CUIWindow&,char const*); | |
Frect const* GetTextureRect(CUIStatic&); | |
bool GetCheck(CUICheckButton const&); | |
void SetStretchTexture(CUIStatic&,bool); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
void SetTextureRect(CUIStatic&,Frect*); | |
void Enable(CUIWindow&,bool); | |
bool IsEnabled(CUIWindow&); | |
void SetPPMode(CUIWindow&); | |
void SetWndSize(CUIWindow&,vector2); | |
void SetWndRect(CUIWindow&,Frect); | |
custom [float] GetHeight(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void SetDependControl(CUICheckButton&,CUIWindow*); | |
} | |
[cpp] | |
class stalker_ids | |
{ | |
const action_accomplish_task = 7; | |
const action_aim_enemy = 16; | |
const action_alife_planner = 88; | |
const action_anomaly_planner = 90; | |
const action_combat_planner = 89; | |
const action_communicate_with_customer = 9; | |
const action_critically_wounded = 36; | |
const action_danger_by_sound_planner = 73; | |
const action_danger_grenade_look_around = 85; | |
const action_danger_grenade_planner = 72; | |
const action_danger_grenade_search = 86; | |
const action_danger_grenade_take_cover = 82; | |
const action_danger_grenade_take_cover_after_explosion = 84; | |
const action_danger_grenade_wait_for_explosion = 83; | |
const action_danger_in_direction_detour = 80; | |
const action_danger_in_direction_hold_position = 79; | |
const action_danger_in_direction_look_out = 78; | |
const action_danger_in_direction_planner = 71; | |
const action_danger_in_direction_search = 81; | |
const action_danger_in_direction_take_cover = 77; | |
const action_danger_planner = 91; | |
const action_danger_unknown_look_around = 75; | |
const action_danger_unknown_planner = 70; | |
const action_danger_unknown_search = 76; | |
const action_danger_unknown_take_cover = 74; | |
const action_dead = 0; | |
const action_death_planner = 87; | |
const action_detour_enemy = 25; | |
const action_dying = 1; | |
const action_find_ammo = 15; | |
const action_find_item_to_kill = 13; | |
const action_gather_items = 2; | |
const action_get_distance = 24; | |
const action_get_item_to_kill = 12; | |
const action_get_ready_to_kill = 17; | |
const action_hold_position = 23; | |
const action_kill_enemy = 19; | |
const action_kill_enemy_if_not_visible = 29; | |
const action_kill_if_enemy_critically_wounded = 37; | |
const action_kill_if_player_on_the_path = 35; | |
const action_kill_wounded_enemy = 33; | |
const action_look_out = 22; | |
const action_make_item_killing = 14; | |
const action_no_alife = 3; | |
const action_post_combat_wait = 34; | |
const action_prepare_wounded_enemy = 32; | |
const action_reach_customer_location = 8; | |
const action_reach_task_location = 6; | |
const action_reach_wounded_enemy = 30; | |
const action_retreat_from_enemy = 20; | |
const action_script = 92; | |
const action_search_enemy = 26; | |
const action_smart_terrain_task = 4; | |
const action_solve_zone_puzzle = 5; | |
const action_sudden_attack = 28; | |
const action_take_cover = 21; | |
const detect_anomaly = 11; | |
const get_out_of_anomaly = 10; | |
const property_alife = 3; | |
const property_alive = 0; | |
const property_already_dead = 2; | |
const property_anomaly = 46; | |
const property_cover_actual = 42; | |
const property_cover_reached = 43; | |
const property_critically_wounded = 29; | |
const property_danger = 8; | |
const property_danger_by_sound = 41; | |
const property_danger_grenade = 40; | |
const property_danger_in_direction = 39; | |
const property_danger_unknown = 38; | |
const property_dead = 1; | |
const property_enemy = 7; | |
const property_enemy_critically_wounded = 30; | |
const property_enemy_detoured = 21; | |
const property_found_ammo = 12; | |
const property_found_item_to_kill = 10; | |
const property_grenade_exploded = 45; | |
const property_in_cover = 18; | |
const property_inside_anomaly = 47; | |
const property_item_can_kill = 11; | |
const property_item_to_kill = 9; | |
const property_items = 6; | |
const property_looked_around = 44; | |
const property_looked_out = 19; | |
const property_panic = 17; | |
const property_position_holded = 20; | |
const property_pure_enemy = 23; | |
const property_puzzle_solved = 4; | |
const property_ready_to_detour = 14; | |
const property_ready_to_kill = 13; | |
const property_script = 74; | |
const property_see_enemy = 15; | |
const property_smart_terrain_task = 5; | |
const property_use_crouch_to_look_out = 24; | |
const property_use_suddenness = 22; | |
const sound_alarm = 4; | |
const sound_attack_allies_several_enemies = 7; | |
const sound_attack_allies_single_enemy = 6; | |
const sound_attack_no_allies = 5; | |
const sound_backup = 8; | |
const sound_detour = 9; | |
const sound_die = 0; | |
const sound_die_in_anomaly = 1; | |
const sound_enemy_critically_wounded = 24; | |
const sound_enemy_killed_or_wounded = -805289984; | |
const sound_enemy_lost_no_allies = 12; | |
const sound_enemy_lost_with_allies = 13; | |
const sound_friendly_grenade_alarm = 20; | |
const sound_grenade_alarm = 19; | |
const sound_humming = 3; | |
const sound_injuring = 2; | |
const sound_injuring_by_friend = 14; | |
const sound_kill_wounded = 23; | |
const sound_need_backup = 21; | |
const sound_panic_human = 15; | |
const sound_panic_monster = 16; | |
const sound_running_in_danger = 22; | |
const sound_script = 27; | |
const sound_search1_no_allies = 11; | |
const sound_search1_with_allies = 10; | |
const sound_tolls = 17; | |
const sound_wounded = 18; | |
} | |
[cpp] | |
class cse_alife_trader : , cse_alife_dynamic_object_visualcse_alife_trader_abstract | |
{ | |
void on_unregister(cse_alife_trader&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_trader const&); | |
void switch_online(cse_alife_trader&); | |
cse_abstract* init(cse_alife_trader&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_trader&); | |
void STATE_Read(cse_alife_trader&,net_packet&,unsigned short); | |
void on_register(cse_alife_trader&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
int reputation(cse_alife_trader_abstract&); | |
bool keep_saved_data_anyway(cse_alife_trader const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_trader const&); | |
char const* community(cse_alife_trader_abstract const&); | |
vector& angle { get; set; } | |
int rank(cse_alife_trader_abstract&); | |
unsigned short m_game_vertex_id { get; set; } | |
char const* section_name(cse_abstract const*); | |
void on_spawn(cse_alife_trader&); | |
bool can_save(cse_alife_trader const&); | |
bool used_ai_locations(cse_alife_trader const&); | |
void STATE_Write(cse_alife_trader&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_trader&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_alife_trader const&); | |
char const* name(cse_abstract const*); | |
char const* profile_name(cse_alife_trader_abstract*); | |
} | |
[cpp] | |
class sound | |
{ | |
const attack = 3; | |
const attack_hit = 4; | |
const die = 7; | |
const eat = 2; | |
const idle = 1; | |
const panic = 11; | |
const steal = 10; | |
const take_damage = 5; | |
const threaten = 9; | |
void set_sound(sound&,sound_object const&); | |
void set_sound_type(sound&,custom [enum ESoundTypes]); | |
bool completed(sound&); | |
void set_position(sound&,vector const&); | |
void set_bone(sound&,char const*); | |
void set_angles(sound&,vector const&); | |
void __init(luabind::argument const&,char const*,char const*,custom [enum MonsterSpace::EMonsterHeadAnimType]); | |
} | |
[cpp] | |
class cse_abstract : cpure_server_object | |
{ | |
vector& angle { get; set; } | |
vector& position { get; set; } | |
unsigned short id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned short parent_id { get; set; } | |
ini_file* spawn_ini(cse_abstract*); | |
void STATE_Read(cse_abstract&,net_packet&,unsigned short); | |
int clsid(cse_abstract const&); | |
void STATE_Write(cse_abstract&,net_packet&); | |
char const* name(cse_abstract const*); | |
char const* section_name(cse_abstract const*); | |
} | |
[cpp] | |
class look | |
{ | |
const cur_dir = 0; | |
const danger = 5; | |
const direction = 2; | |
const fire_point = 10; | |
const path_dir = 1; | |
const point = 3; | |
const search = 6; | |
void object(look&,game_object*); | |
bool completed(look&); | |
void type(look&,custom [enum SightManager::ESightType]); | |
void bone(look&,char const*); | |
void direct(look&,vector const&); | |
void __init(luabind::argument const&,game_object*,custom [float],custom [float]); | |
} | |
[cpp] | |
class vector | |
{ | |
vector& slide(vector&,vector const&,vector const&); | |
vector& invert(vector&,vector const&); | |
custom [float] getH(vector const&); | |
vector& lerp(vector&,vector const&,vector const&,custom [float]); | |
void __init(luabind::argument const&); | |
vector& reflect(vector&,vector const&,vector const&); | |
custom [float] distance_to_sqr(vector const&,vector const&); | |
custom [float] distance_to_xz(vector const&,vector const&); | |
vector& set(vector&,vector const&); | |
vector& min(vector&,vector const&,vector const&); | |
vector& mad(vector&,vector const&,vector const&,vector const&); | |
vector& mul(vector&,vector const&,custom [float]); | |
custom [float] dotproduct(vector const&,vector const&); | |
vector& average(vector&,vector const&,vector const&); | |
vector& normalize(vector&,vector const&); | |
custom [float] x { get; set; } | |
custom [float] y { get; set; } | |
custom [float] magnitude(vector const&); | |
vector& clamp(vector&,vector const&,vector const&); | |
vector& sub(vector&,vector const&,custom [float]); | |
vector& add(vector&,vector const&,custom [float]); | |
custom [float] z { get; set; } | |
custom [float] getP(vector const&); | |
vector& setHP(vector&,custom [float],custom [float]); | |
vector& normalize_safe(vector&,vector const&); | |
custom [float] distance_to(vector const&,vector const&); | |
vector& abs(vector&,vector const&); | |
int similar(vector const&,vector const&,custom [float]); | |
vector& set_length(vector&,custom [float]); | |
vector& div(vector&,vector const&,custom [float]); | |
vector& inertion(vector&,vector const&,custom [float]); | |
vector& align(vector&); | |
vector& max(vector&,vector const&,vector const&); | |
vector& crossproduct(vector&,vector const&,vector const&); | |
} | |
[cpp] | |
class GameGraph__CVertex | |
{ | |
unsigned char level_id(GameGraph__CVertex const&); | |
unsigned int level_vertex_id(GameGraph__CVertex const&); | |
vector level_point(GameGraph__CVertex const*); | |
vector game_point(GameGraph__CVertex const*); | |
} | |
[cpp] | |
class cse_alife_item_torch : cse_alife_item | |
{ | |
void on_unregister(cse_alife_item_torch&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_item_torch const&); | |
void switch_online(cse_alife_item_torch&); | |
cse_abstract* init(cse_alife_item_torch&); | |
bool interactive(cse_alife_item_torch const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item_torch&); | |
void STATE_Read(cse_alife_item_torch&,net_packet&,unsigned short); | |
void on_register(cse_alife_item_torch&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_item_torch const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_item_torch const&); | |
vector& angle { get; set; } | |
void on_spawn(cse_alife_item_torch&); | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_alife_item_torch&,net_packet&); | |
bool can_save(cse_alife_item_torch const&); | |
bool used_ai_locations(cse_alife_item_torch const&); | |
bool bfUseful(cse_alife_item_torch&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item_torch&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned int m_level_vertex_id { get; set; } | |
char const* name(cse_abstract const*); | |
ini_file* spawn_ini(cse_abstract*); | |
} | |
[cpp] | |
class game_difficulty | |
{ | |
const master = 3; | |
const novice = 0; | |
const stalker = 1; | |
const veteran = 2; | |
} | |
[cpp] | |
class CFracture : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class rotation | |
{ | |
custom [float] yaw { get; set; } | |
custom [float] pitch { get; set; } | |
} | |
[cpp] | |
class CAI_Flesh : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class visible_memory_object : game_memory_object | |
{ | |
game_object* object(game_memory_object const&); | |
custom [struct MemorySpace::CObjectParams<class CGameObject>]& self_info { get; set; } | |
unsigned int level_time { get; set; } | |
unsigned int last_level_time { get; set; } | |
custom [struct MemorySpace::CObjectParams<class CGameObject>]& object_info { get; set; } | |
} | |
[cpp] | |
class CController : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CALifeMonsterBrain | |
{ | |
CALifeMonsterMovementManager* movement(CALifeMonsterBrain const*); | |
void update(CALifeMonsterBrain&); | |
void can_choose_alife_tasks(CALifeMonsterBrain&,bool); | |
} | |
[cpp] | |
class smart_cover_object : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class cse_alife_item_weapon_magazined : cse_alife_item_weapon | |
{ | |
void on_unregister(cse_alife_item_weapon_magazined&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
bool can_switch_offline(cse_alife_item_weapon_magazined const&); | |
void switch_online(cse_alife_item_weapon_magazined&); | |
cse_abstract* init(cse_alife_item_weapon_magazined&); | |
bool interactive(cse_alife_item_weapon_magazined const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item_weapon_magazined&); | |
void STATE_Read(cse_alife_item_weapon_magazined&,net_packet&,unsigned short); | |
void on_register(cse_alife_item_weapon_magazined&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
void clone_addons(cse_alife_item_weapon&,cse_alife_item_weapon*); | |
bool keep_saved_data_anyway(cse_alife_item_weapon_magazined const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_item_weapon_magazined const&); | |
vector& angle { get; set; } | |
ini_file* spawn_ini(cse_abstract*); | |
unsigned short m_game_vertex_id { get; set; } | |
void on_spawn(cse_alife_item_weapon_magazined&); | |
unsigned int m_level_vertex_id { get; set; } | |
bool used_ai_locations(cse_alife_item_weapon_magazined const&); | |
bool can_save(cse_alife_item_weapon_magazined const&); | |
bool bfUseful(cse_alife_item_weapon_magazined&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item_weapon_magazined&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
void STATE_Write(cse_alife_item_weapon_magazined&,net_packet&); | |
char const* name(cse_abstract const*); | |
void __init(luabind::argument const&,char const*); | |
} | |
[cpp] | |
class CCat : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CPda : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CTorridZone : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CAI_Bloodsucker : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void force_visibility_state(CAI_Bloodsucker&,int); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CActor : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CLevelChanger : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class action_base | |
{ | |
game_object* object { get; set; } | |
void execute(action_base&); | |
void finalize(action_base&); | |
void set_weight(action_base&,unsigned short const&); | |
void remove_effect(action_base&,unsigned int const&); | |
void setup(action_base&,game_object*,property_storage*); | |
void add_effect(action_base&,world_property const&); | |
void show(action_base&,char const*); | |
property_storage* storage { get; set; } | |
void initialize(action_base&); | |
void add_precondition(action_base&,world_property const&); | |
void remove_precondition(action_base&,unsigned int const&); | |
void __init(luabind::argument const&,game_object*,char const*); | |
} | |
[cpp] | |
class CALifeSmartTerrainTask | |
{ | |
unsigned short game_vertex_id(CALifeSmartTerrainTask const&); | |
unsigned int level_vertex_id(CALifeSmartTerrainTask const&); | |
vector position(CALifeSmartTerrainTask const&); | |
void __init(luabind::argument const&,unsigned short,unsigned int); | |
} | |
[cpp] | |
class account_operation_cb | |
{ | |
void bind(account_operation_cb&,luabind::object,function<void>); | |
void clear(account_operation_cb&); | |
void __init(luabind::argument const&,luabind::object,function<void>); | |
} | |
[cpp] | |
class cse_visual | |
{ | |
} | |
[cpp] | |
class explosive | |
{ | |
void explode(explosive&); | |
} | |
[cpp] | |
class ipure_server_object : iserializable | |
{ | |
} | |
[cpp] | |
class CZoneCampfire : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void turn_on(CZoneCampfire&); | |
void turn_off(CZoneCampfire&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
bool is_on(CZoneCampfire&); | |
} | |
[cpp] | |
class CPsyDog : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CUIProgressBar : CUIWindow | |
{ | |
void SetProgressPos(CUIProgressBar&,custom [float]); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
custom [float] GetRange_min(CUIProgressBar&); | |
void SetWindowName(CUIWindow&,char const*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
custom [float] GetProgressPos(CUIProgressBar&); | |
void Enable(CUIWindow&,bool); | |
bool IsEnabled(CUIWindow&); | |
void SetWndSize(CUIWindow&,vector2); | |
void SetPPMode(CUIWindow&); | |
void SetWndRect(CUIWindow&,Frect); | |
void AttachChild(CUIWindow&,CUIWindow*); | |
custom [float] GetRange_max(CUIProgressBar&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class world_property | |
{ | |
unsigned int const& condition(world_property const&); | |
bool const& value(world_property const&); | |
void __eq(lua_State*,world_property const&,world_property); | |
void __init(luabind::argument const&,unsigned int,bool); | |
void __lt(lua_State*,world_property const&,world_property); | |
} | |
[cpp] | |
class CBottleItem : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CSE_AbstractVisual : , cse_visualcse_abstract | |
{ | |
char const* section_name(cse_abstract const*); | |
vector& angle { get; set; } | |
vector& position { get; set; } | |
unsigned short id { get; set; } | |
char const* name(cse_abstract const*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Read(CSE_AbstractVisual&,net_packet&,unsigned short); | |
void __init(luabind::argument const&,char const*); | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned short parent_id { get; set; } | |
char const* getStartupAnimation(CSE_AbstractVisual&); | |
unsigned short script_version { get; set; } | |
int clsid(cse_abstract const&); | |
cse_abstract* init(CSE_AbstractVisual&); | |
ini_file* spawn_ini(cse_abstract*); | |
void STATE_Write(CSE_AbstractVisual&,net_packet&); | |
} | |
[cpp] | |
class cse_temporary : cse_abstract | |
{ | |
vector& angle { get; set; } | |
vector& position { get; set; } | |
unsigned short id { get; set; } | |
char const* section_name(cse_abstract const*); | |
char const* name(cse_abstract const*); | |
void STATE_Read(cse_temporary&,net_packet&,unsigned short); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_temporary&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned short script_version { get; set; } | |
int clsid(cse_abstract const&); | |
cse_abstract* init(cse_temporary&); | |
ini_file* spawn_ini(cse_abstract*); | |
void __init(luabind::argument const&,char const*); | |
} | |
[cpp] | |
class cse_spectator : cse_abstract | |
{ | |
vector& angle { get; set; } | |
vector& position { get; set; } | |
unsigned short id { get; set; } | |
char const* section_name(cse_abstract const*); | |
char const* name(cse_abstract const*); | |
void STATE_Read(cse_spectator&,net_packet&,unsigned short); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_spectator&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned short script_version { get; set; } | |
int clsid(cse_abstract const&); | |
cse_abstract* init(cse_spectator&); | |
ini_file* spawn_ini(cse_abstract*); | |
void __init(luabind::argument const&,char const*); | |
} | |
[cpp] | |
class property_evaluator | |
{ | |
game_object* object { get; set; } | |
bool evaluate(property_evaluator&); | |
property_storage* storage { get; set; } | |
void __init(luabind::argument const&,game_object*,char const*); | |
void setup(property_evaluator&,game_object*,property_storage*); | |
} | |
[cpp] | |
class cse_shape | |
{ | |
} | |
[cpp] | |
class FS_item | |
{ | |
char const* NameShort(FS_item&); | |
char const* ModifDigitOnly(FS_item&); | |
unsigned int Size(FS_item&); | |
char const* Modif(FS_item&); | |
char const* NameFull(FS_item&); | |
} | |
[cpp] | |
class ipure_schedulable_object | |
{ | |
} | |
[cpp] | |
class CConsole | |
{ | |
void show(CConsole&); | |
void execute(CConsole&,char const*); | |
bool get_bool(CConsole*,char const*); | |
char const* get_string(CConsole const&,char const*); | |
void execute_deferred(CConsole*,char const*); | |
void execute_script(CConsole&,char const*); | |
int get_integer(CConsole*,char const*); | |
void hide(CConsole&); | |
custom [float] get_float(CConsole*,char const*); | |
char const* get_token(CConsole const&,char const*); | |
} | |
[cpp] | |
class MonsterHitInfo | |
{ | |
vector& direction { get; set; } | |
game_object* who { get; set; } | |
int time { get; set; } | |
} | |
[cpp] | |
class render_device | |
{ | |
vector& cam_dir { get; set; } | |
unsigned int width { get; set; } | |
void pause(render_device*,bool); | |
vector& cam_pos { get; set; } | |
bool is_paused(render_device*); | |
vector& cam_right { get; set; } | |
unsigned int time_delta { get; set; } | |
custom [float] fov { get; set; } | |
vector& cam_top { get; set; } | |
unsigned int precache_frame { get; set; } | |
unsigned int frame { get; set; } | |
custom [float] aspect_ratio { get; set; } | |
unsigned int time_global(render_device const*); | |
unsigned int height { get; set; } | |
custom [float] f_time_delta { get; set; } | |
} | |
[cpp] | |
class cse_alife_monster_base : , cse_alife_monster_abstractcse_ph_skeleton | |
{ | |
void on_unregister(cse_alife_monster_base&); | |
custom [float] health(cse_alife_creature_abstract const&); | |
int rank(cse_alife_monster_abstract&); | |
void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_monster_base const&); | |
void switch_online(cse_alife_monster_base&); | |
unsigned char group { get; set; } | |
bool used_ai_locations(cse_alife_monster_base const&); | |
void update(cse_alife_monster_base&); | |
bool interactive(cse_alife_monster_base const&); | |
cse_abstract* init(cse_alife_monster_base&); | |
unsigned short group_id { get; set; } | |
unsigned int m_story_id { get; set; } | |
void on_death(cse_alife_monster_base&,cse_abstract*); | |
void switch_offline(cse_alife_monster_base&); | |
void STATE_Read(cse_alife_monster_base&,net_packet&,unsigned short); | |
void smart_terrain_task_activate(cse_alife_monster_abstract*); | |
unsigned char g_group(cse_alife_monster_base&); | |
void on_register(cse_alife_monster_base&); | |
void STATE_Write(cse_alife_monster_base&,net_packet&); | |
bool can_save(cse_alife_monster_base const&); | |
int clsid(cse_abstract const&); | |
unsigned char g_squad(cse_alife_monster_base&); | |
unsigned char squad { get; set; } | |
unsigned short m_smart_terrain_id { get; set; } | |
void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short); | |
unsigned short m_game_vertex_id { get; set; } | |
unsigned short smart_terrain_id(cse_alife_monster_abstract*); | |
unsigned short id { get; set; } | |
rotation* o_torso(cse_alife_creature_abstract*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
bool keep_saved_data_anyway(cse_alife_monster_base const&); | |
unsigned short script_version { get; set; } | |
void travel_speed(cse_alife_monster_abstract*,custom [float]); | |
void use_ai_locations(cse_alife_object&,bool); | |
bool alive(cse_alife_creature_abstract const&); | |
vector& position { get; set; } | |
void move_offline(cse_alife_object&,bool); | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned char g_team(cse_alife_monster_base&); | |
bool can_switch_online(cse_alife_monster_base const&); | |
char const* section_name(cse_abstract const*); | |
vector& angle { get; set; } | |
void smart_terrain_task_deactivate(cse_alife_monster_abstract*); | |
void on_spawn(cse_alife_monster_base&); | |
CALifeMonsterBrain* brain(cse_alife_monster_abstract*); | |
bool has_detector(cse_alife_monster_abstract&); | |
ini_file* spawn_ini(cse_abstract*); | |
void kill(cse_alife_monster_abstract&); | |
void clear_smart_terrain(cse_alife_monster_abstract*); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_monster_base&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned int m_level_vertex_id { get; set; } | |
char const* name(cse_abstract const*); | |
unsigned char team { get; set; } | |
} | |
[cpp] | |
class CWeaponUSP45 : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class cse_alife_object_breakable : cse_alife_dynamic_object_visual | |
{ | |
void on_unregister(cse_alife_object_breakable&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_object_breakable const&); | |
void switch_online(cse_alife_object_breakable&); | |
cse_abstract* init(cse_alife_object_breakable&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_object_breakable&); | |
void STATE_Read(cse_alife_object_breakable&,net_packet&,unsigned short); | |
void on_register(cse_alife_object_breakable&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_object_breakable const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_object_breakable const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
char const* section_name(cse_abstract const*); | |
void on_spawn(cse_alife_object_breakable&); | |
bool can_save(cse_alife_object_breakable const&); | |
bool used_ai_locations(cse_alife_object_breakable const&); | |
void STATE_Write(cse_alife_object_breakable&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_object_breakable&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_alife_object_breakable const&); | |
char const* name(cse_abstract const*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
} | |
[cpp] | |
class cse_alife_item_explosive : cse_alife_item | |
{ | |
void on_unregister(cse_alife_item_explosive&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_item_explosive const&); | |
void switch_online(cse_alife_item_explosive&); | |
cse_abstract* init(cse_alife_item_explosive&); | |
bool interactive(cse_alife_item_explosive const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item_explosive&); | |
void STATE_Read(cse_alife_item_explosive&,net_packet&,unsigned short); | |
void on_register(cse_alife_item_explosive&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_item_explosive const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_item_explosive const&); | |
vector& angle { get; set; } | |
void on_spawn(cse_alife_item_explosive&); | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_alife_item_explosive&,net_packet&); | |
bool can_save(cse_alife_item_explosive const&); | |
bool used_ai_locations(cse_alife_item_explosive const&); | |
bool bfUseful(cse_alife_item_explosive&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item_explosive&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned int m_level_vertex_id { get; set; } | |
char const* name(cse_abstract const*); | |
ini_file* spawn_ini(cse_abstract*); | |
} | |
[cpp] | |
class cse_alife_object_projector : cse_alife_dynamic_object_visual | |
{ | |
void on_unregister(cse_alife_object_projector&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_object_projector const&); | |
void switch_online(cse_alife_object_projector&); | |
cse_abstract* init(cse_alife_object_projector&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_object_projector&); | |
void STATE_Read(cse_alife_object_projector&,net_packet&,unsigned short); | |
void on_register(cse_alife_object_projector&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_object_projector const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_object_projector const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
char const* section_name(cse_abstract const*); | |
void on_spawn(cse_alife_object_projector&); | |
bool can_save(cse_alife_object_projector const&); | |
bool used_ai_locations(cse_alife_object_projector const&); | |
void STATE_Write(cse_alife_object_projector&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_object_projector&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_alife_object_projector const&); | |
char const* name(cse_abstract const*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
} | |
[cpp] | |
class StaticDrawableWrapper | |
{ | |
CUIStatic* wnd(StaticDrawableWrapper&); | |
custom [float] m_endTime { get; set; } | |
} | |
[cpp] | |
class task | |
{ | |
const additional = 1; | |
const completed = 2; | |
const fail = 0; | |
const in_progress = 1; | |
const storyline = 0; | |
const task_dummy = 65535; | |
} | |
[cpp] | |
class cse_alife_inventory_box : cse_alife_dynamic_object_visual | |
{ | |
void on_unregister(cse_alife_inventory_box&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_inventory_box const&); | |
void switch_online(cse_alife_inventory_box&); | |
cse_abstract* init(cse_alife_inventory_box&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_inventory_box&); | |
void STATE_Read(cse_alife_inventory_box&,net_packet&,unsigned short); | |
void on_register(cse_alife_inventory_box&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_inventory_box const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_inventory_box const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
char const* section_name(cse_abstract const*); | |
void on_spawn(cse_alife_inventory_box&); | |
bool can_save(cse_alife_inventory_box const&); | |
bool used_ai_locations(cse_alife_inventory_box const&); | |
void STATE_Write(cse_alife_inventory_box&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_inventory_box&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_alife_inventory_box const&); | |
char const* name(cse_abstract const*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
} | |
[cpp] | |
class callback | |
{ | |
const action_animation = 21; | |
const action_movement = 18; | |
const action_object = 24; | |
const action_particle = 23; | |
const action_removed = 20; | |
const action_sound = 22; | |
const action_watch = 19; | |
const actor_sleep = 25; | |
const article_info = 12; | |
const death = 8; | |
const helicopter_on_hit = 27; | |
const helicopter_on_point = 26; | |
const hit = 16; | |
const inventory_info = 11; | |
const inventory_pda = 10; | |
const level_border_enter = 7; | |
const level_border_exit = 6; | |
const map_location_added = 14; | |
const on_item_drop = 29; | |
const on_item_take = 28; | |
const patrol_path_in_point = 9; | |
const script_animation = 30; | |
const sound = 17; | |
const take_item_from_box = 34; | |
const task_state = 13; | |
const trade_perform_operation = 3; | |
const trade_sell_buy_item = 2; | |
const trade_start = 0; | |
const trade_stop = 1; | |
const trader_global_anim_request = 31; | |
const trader_head_anim_request = 32; | |
const trader_sound_end = 33; | |
const use_object = 15; | |
const weapon_no_ammo = 35; | |
const zone_enter = 4; | |
const zone_exit = 5; | |
} | |
[cpp] | |
class cse_alife_ph_skeleton_object : , cse_alife_dynamic_object_visualcse_ph_skeleton | |
{ | |
void on_unregister(cse_alife_ph_skeleton_object&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_ph_skeleton_object const&); | |
void switch_online(cse_alife_ph_skeleton_object&); | |
cse_abstract* init(cse_alife_ph_skeleton_object&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_ph_skeleton_object&); | |
void STATE_Read(cse_alife_ph_skeleton_object&,net_packet&,unsigned short); | |
void on_register(cse_alife_ph_skeleton_object&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_ph_skeleton_object const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_ph_skeleton_object const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
char const* section_name(cse_abstract const*); | |
void on_spawn(cse_alife_ph_skeleton_object&); | |
bool can_save(cse_alife_ph_skeleton_object const&); | |
bool used_ai_locations(cse_alife_ph_skeleton_object const&); | |
void STATE_Write(cse_alife_ph_skeleton_object&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_ph_skeleton_object&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_alife_ph_skeleton_object const&); | |
char const* name(cse_abstract const*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
} | |
[cpp] | |
class cse_alife_graph_point : cse_abstract | |
{ | |
vector& angle { get; set; } | |
vector& position { get; set; } | |
unsigned short id { get; set; } | |
char const* section_name(cse_abstract const*); | |
char const* name(cse_abstract const*); | |
void STATE_Read(cse_alife_graph_point&,net_packet&,unsigned short); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_alife_graph_point&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned short script_version { get; set; } | |
int clsid(cse_abstract const&); | |
cse_abstract* init(cse_alife_graph_point&); | |
ini_file* spawn_ini(cse_abstract*); | |
void __init(luabind::argument const&,char const*); | |
} | |
[cpp] | |
class cse_alife_creature_abstract : cse_alife_dynamic_object_visual | |
{ | |
void on_unregister(cse_alife_creature_abstract&); | |
custom [float] health(cse_alife_creature_abstract const&); | |
void use_ai_locations(cse_alife_object&,bool); | |
unsigned char g_group(cse_alife_creature_abstract&); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_creature_abstract const&); | |
void switch_online(cse_alife_creature_abstract&); | |
unsigned char team { get; set; } | |
bool used_ai_locations(cse_alife_creature_abstract const&); | |
bool interactive(cse_alife_creature_abstract const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_creature_abstract&); | |
void on_death(cse_alife_creature_abstract&,cse_abstract*); | |
bool alive(cse_alife_creature_abstract const&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned char squad { get; set; } | |
unsigned short id { get; set; } | |
rotation* o_torso(cse_alife_creature_abstract*); | |
bool keep_saved_data_anyway(cse_alife_creature_abstract const&); | |
unsigned short script_version { get; set; } | |
char const* section_name(cse_abstract const*); | |
cse_abstract* init(cse_alife_creature_abstract&); | |
void STATE_Read(cse_alife_creature_abstract&,net_packet&,unsigned short); | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned char g_team(cse_alife_creature_abstract&); | |
bool can_switch_online(cse_alife_creature_abstract const&); | |
void on_register(cse_alife_creature_abstract&); | |
vector& angle { get; set; } | |
unsigned char g_squad(cse_alife_creature_abstract&); | |
void on_spawn(cse_alife_creature_abstract&); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
unsigned short m_game_vertex_id { get; set; } | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_save(cse_alife_creature_abstract const&); | |
void STATE_Write(cse_alife_creature_abstract&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_creature_abstract&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned char group { get; set; } | |
char const* name(cse_abstract const*); | |
unsigned int m_level_vertex_id { get; set; } | |
} | |
[cpp] | |
class CUICustomEdit : CUIWindow | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void SetNextFocusCapturer(CUICustomEdit&,CUICustomEdit*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
void SetText(CUICustomEdit&,char const*); | |
void Enable(CUIWindow&,bool); | |
bool IsEnabled(CUIWindow&); | |
void SetWndSize(CUIWindow&,vector2); | |
void SetPPMode(CUIWindow&); | |
void SetWndRect(CUIWindow&,Frect); | |
void CaptureFocus(CUICustomEdit&,bool); | |
char const* GetText(CUICustomEdit const&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class MEMBERS__value_type | |
{ | |
cse_alife_monster_abstract* object { get; set; } | |
unsigned short id { get; set; } | |
} | |
[cpp] | |
class CPsyDogPhantom : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class cse_alife_online_offline_group : , cse_alife_dynamic_objectcse_alife_schedulable | |
{ | |
void on_unregister(cse_alife_online_offline_group&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_online_offline_group const&); | |
unsigned int npc_count(cse_alife_online_offline_group const&); | |
void switch_online(cse_alife_online_offline_group&); | |
CALifeSmartTerrainTask* get_current_task(cse_alife_online_offline_group&); | |
cse_abstract* init(cse_alife_online_offline_group&); | |
void update(cse_alife_online_offline_group&); | |
bool interactive(cse_alife_online_offline_group const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_online_offline_group&); | |
void STATE_Read(cse_alife_online_offline_group&,net_packet&,unsigned short); | |
void unregister_member(cse_alife_online_offline_group&,unsigned short); | |
unsigned short commander_id(cse_alife_online_offline_group&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
void add_location_type(cse_alife_online_offline_group&,char const*); | |
custom [class AssociativeVector<unsigned short,class CSE_ALifeMonsterAbstract *,struct std::less<unsigned short> >] const& squad_members(cse_alife_online_offline_group const&); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_online_offline_group const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void on_register(cse_alife_online_offline_group&); | |
void force_change_position(cse_alife_online_offline_group&,vector); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_online_offline_group const&); | |
ini_file* spawn_ini(cse_abstract*); | |
vector& angle { get; set; } | |
void STATE_Write(cse_alife_online_offline_group&,net_packet&); | |
void on_spawn(cse_alife_online_offline_group&); | |
bool used_ai_locations(cse_alife_online_offline_group const&); | |
bool can_save(cse_alife_online_offline_group const&); | |
unsigned int m_level_vertex_id { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_online_offline_group&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
void register_member(cse_alife_online_offline_group&,unsigned short); | |
char const* name(cse_abstract const*); | |
void clear_location_types(cse_alife_online_offline_group&); | |
} | |
[cpp] | |
class cse_custom_zone : , cse_alife_dynamic_objectcse_shape | |
{ | |
void on_unregister(cse_custom_zone&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_custom_zone const&); | |
void switch_online(cse_custom_zone&); | |
cse_abstract* init(cse_custom_zone&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_custom_zone&); | |
void STATE_Read(cse_custom_zone&,net_packet&,unsigned short); | |
void on_register(cse_custom_zone&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_custom_zone const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_custom_zone const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void on_spawn(cse_custom_zone&); | |
bool can_save(cse_custom_zone const&); | |
bool used_ai_locations(cse_custom_zone const&); | |
void STATE_Write(cse_custom_zone&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_custom_zone&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_custom_zone const&); | |
char const* name(cse_abstract const*); | |
char const* section_name(cse_abstract const*); | |
} | |
[cpp] | |
class CWeaponShotgun : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CBastArtefact : CArtefact | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
unsigned char GetAfRank(CArtefact const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
IRender_Visual* Visual(CGameObject const&); | |
void FollowByPath(CArtefact&,char const*,int,vector); | |
void SwitchVisibility(CArtefact&,bool); | |
DLL_Pure* _construct(CGameObject&); | |
int getEnabled(CGameObject const&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class ISheduled | |
{ | |
} | |
[cpp] | |
class cse_torrid_zone : , cse_custom_zonecse_motion | |
{ | |
void on_unregister(cse_torrid_zone&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_torrid_zone const&); | |
void switch_online(cse_torrid_zone&); | |
cse_abstract* init(cse_torrid_zone&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_torrid_zone&); | |
void STATE_Read(cse_torrid_zone&,net_packet&,unsigned short); | |
void on_register(cse_torrid_zone&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_torrid_zone const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_torrid_zone const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
char const* section_name(cse_abstract const*); | |
void on_spawn(cse_torrid_zone&); | |
bool can_save(cse_torrid_zone const&); | |
bool used_ai_locations(cse_torrid_zone const&); | |
void STATE_Write(cse_torrid_zone&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_torrid_zone&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_torrid_zone const&); | |
char const* name(cse_abstract const*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
} | |
[cpp] | |
class cse_alife_creature_actor : , cse_alife_creature_abstract, cse_alife_trader_abstractcse_ph_skeleton | |
{ | |
void on_unregister(cse_alife_creature_actor&); | |
custom [float] health(cse_alife_creature_abstract const&); | |
void use_ai_locations(cse_alife_object&,bool); | |
unsigned char g_group(cse_alife_creature_actor&); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_creature_actor const&); | |
void switch_online(cse_alife_creature_actor&); | |
unsigned char team { get; set; } | |
bool used_ai_locations(cse_alife_creature_actor const&); | |
bool interactive(cse_alife_creature_actor const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_creature_actor&); | |
void on_death(cse_alife_creature_actor&,cse_abstract*); | |
bool alive(cse_alife_creature_abstract const&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned char squad { get; set; } | |
cse_abstract* init(cse_alife_creature_actor&); | |
unsigned short id { get; set; } | |
rotation* o_torso(cse_alife_creature_abstract*); | |
char const* community(cse_alife_trader_abstract const&); | |
bool keep_saved_data_anyway(cse_alife_creature_actor const&); | |
unsigned short script_version { get; set; } | |
int rank(cse_alife_trader_abstract&); | |
int reputation(cse_alife_trader_abstract&); | |
unsigned int m_level_vertex_id { get; set; } | |
void STATE_Read(cse_alife_creature_actor&,net_packet&,unsigned short); | |
unsigned char group { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned char g_team(cse_alife_creature_actor&); | |
bool can_switch_online(cse_alife_creature_actor const&); | |
unsigned char g_squad(cse_alife_creature_actor&); | |
vector& angle { get; set; } | |
void STATE_Write(cse_alife_creature_actor&,net_packet&); | |
void on_spawn(cse_alife_creature_actor&); | |
bool can_save(cse_alife_creature_actor const&); | |
ini_file* spawn_ini(cse_abstract*); | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_creature_actor&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
void on_register(cse_alife_creature_actor&); | |
char const* name(cse_abstract const*); | |
char const* profile_name(cse_alife_trader_abstract*); | |
} | |
[cpp] | |
class cse_alife_human_stalker : , cse_alife_human_abstractcse_ph_skeleton | |
{ | |
void on_unregister(cse_alife_human_stalker&); | |
unsigned char team { get; set; } | |
custom [float] health(cse_alife_creature_abstract const&); | |
int rank(cse_alife_human_abstract&); | |
void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_human_stalker const&); | |
cse_abstract* init(cse_alife_human_stalker&); | |
void switch_online(cse_alife_human_stalker&); | |
unsigned char group { get; set; } | |
void STATE_Read(cse_alife_human_stalker&,net_packet&,unsigned short); | |
void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short); | |
void update(cse_alife_human_stalker&); | |
unsigned int m_level_vertex_id { get; set; } | |
unsigned char g_group(cse_alife_human_stalker&); | |
void on_register(cse_alife_human_stalker&); | |
unsigned short group_id { get; set; } | |
unsigned int m_story_id { get; set; } | |
bool interactive(cse_alife_human_stalker const&); | |
void switch_offline(cse_alife_human_stalker&); | |
void STATE_Write(cse_alife_human_stalker&,net_packet&); | |
void smart_terrain_task_activate(cse_alife_monster_abstract*); | |
char const* community(cse_alife_trader_abstract const&); | |
void set_rank(cse_alife_human_abstract&,int); | |
bool can_save(cse_alife_human_stalker const&); | |
ini_file* spawn_ini(cse_abstract*); | |
int clsid(cse_abstract const&); | |
unsigned char g_squad(cse_alife_human_stalker&); | |
unsigned char squad { get; set; } | |
unsigned short m_smart_terrain_id { get; set; } | |
vector& position { get; set; } | |
int reputation(cse_alife_trader_abstract&); | |
unsigned short smart_terrain_id(cse_alife_monster_abstract*); | |
unsigned short id { get; set; } | |
rotation* o_torso(cse_alife_creature_abstract*); | |
unsigned short m_game_vertex_id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_human_stalker const&); | |
unsigned short script_version { get; set; } | |
void travel_speed(cse_alife_monster_abstract*,custom [float]); | |
char const* section_name(cse_abstract const*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void use_ai_locations(cse_alife_object&,bool); | |
bool alive(cse_alife_creature_abstract const&); | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned char g_team(cse_alife_human_stalker&); | |
bool can_switch_online(cse_alife_human_stalker const&); | |
void move_offline(cse_alife_object&,bool); | |
vector& angle { get; set; } | |
void smart_terrain_task_deactivate(cse_alife_monster_abstract*); | |
void on_spawn(cse_alife_human_stalker&); | |
CALifeHumanBrain* brain(cse_alife_human_abstract*); | |
bool has_detector(cse_alife_monster_abstract&); | |
bool used_ai_locations(cse_alife_human_stalker const&); | |
void kill(cse_alife_monster_abstract&); | |
void clear_smart_terrain(cse_alife_monster_abstract*); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_human_stalker&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
void on_death(cse_alife_human_stalker&,cse_abstract*); | |
char const* name(cse_abstract const*); | |
char const* profile_name(cse_alife_trader_abstract*); | |
} | |
[cpp] | |
class CUIWindow | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
bool IsEnabled(CUIWindow&); | |
void SetPPMode(CUIWindow&); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetWndSize(CUIWindow&,vector2); | |
void Enable(CUIWindow&,bool); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class cse_alife_monster_zombie : cse_alife_monster_abstract | |
{ | |
void on_unregister(cse_alife_monster_zombie&); | |
custom [float] health(cse_alife_creature_abstract const&); | |
int rank(cse_alife_monster_abstract&); | |
void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_monster_zombie const&); | |
void switch_online(cse_alife_monster_zombie&); | |
unsigned char group { get; set; } | |
bool used_ai_locations(cse_alife_monster_zombie const&); | |
void update(cse_alife_monster_zombie&); | |
bool interactive(cse_alife_monster_zombie const&); | |
cse_abstract* init(cse_alife_monster_zombie&); | |
unsigned short group_id { get; set; } | |
unsigned int m_story_id { get; set; } | |
void on_death(cse_alife_monster_zombie&,cse_abstract*); | |
void switch_offline(cse_alife_monster_zombie&); | |
void STATE_Read(cse_alife_monster_zombie&,net_packet&,unsigned short); | |
void smart_terrain_task_activate(cse_alife_monster_abstract*); | |
unsigned char g_group(cse_alife_monster_zombie&); | |
void on_register(cse_alife_monster_zombie&); | |
void STATE_Write(cse_alife_monster_zombie&,net_packet&); | |
bool can_save(cse_alife_monster_zombie const&); | |
int clsid(cse_abstract const&); | |
unsigned char g_squad(cse_alife_monster_zombie&); | |
unsigned char squad { get; set; } | |
unsigned short m_smart_terrain_id { get; set; } | |
void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short); | |
unsigned short m_game_vertex_id { get; set; } | |
unsigned short smart_terrain_id(cse_alife_monster_abstract*); | |
unsigned short id { get; set; } | |
rotation* o_torso(cse_alife_creature_abstract*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
bool keep_saved_data_anyway(cse_alife_monster_zombie const&); | |
unsigned short script_version { get; set; } | |
void travel_speed(cse_alife_monster_abstract*,custom [float]); | |
void use_ai_locations(cse_alife_object&,bool); | |
bool alive(cse_alife_creature_abstract const&); | |
vector& position { get; set; } | |
void move_offline(cse_alife_object&,bool); | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned char g_team(cse_alife_monster_zombie&); | |
bool can_switch_online(cse_alife_monster_zombie const&); | |
char const* section_name(cse_abstract const*); | |
vector& angle { get; set; } | |
void smart_terrain_task_deactivate(cse_alife_monster_abstract*); | |
void on_spawn(cse_alife_monster_zombie&); | |
CALifeMonsterBrain* brain(cse_alife_monster_abstract*); | |
bool has_detector(cse_alife_monster_abstract&); | |
ini_file* spawn_ini(cse_abstract*); | |
void kill(cse_alife_monster_abstract&); | |
void clear_smart_terrain(cse_alife_monster_abstract*); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_monster_zombie&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned int m_level_vertex_id { get; set; } | |
char const* name(cse_abstract const*); | |
unsigned char team { get; set; } | |
} | |
[cpp] | |
class cse_alife_creature_crow : cse_alife_creature_abstract | |
{ | |
void on_unregister(cse_alife_creature_crow&); | |
custom [float] health(cse_alife_creature_abstract const&); | |
void use_ai_locations(cse_alife_object&,bool); | |
unsigned char g_group(cse_alife_creature_crow&); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_creature_crow const&); | |
void switch_online(cse_alife_creature_crow&); | |
unsigned char team { get; set; } | |
bool used_ai_locations(cse_alife_creature_crow const&); | |
bool interactive(cse_alife_creature_crow const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_creature_crow&); | |
void on_death(cse_alife_creature_crow&,cse_abstract*); | |
bool alive(cse_alife_creature_abstract const&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned char squad { get; set; } | |
unsigned short id { get; set; } | |
rotation* o_torso(cse_alife_creature_abstract*); | |
bool keep_saved_data_anyway(cse_alife_creature_crow const&); | |
unsigned short script_version { get; set; } | |
unsigned int m_level_vertex_id { get; set; } | |
void STATE_Read(cse_alife_creature_crow&,net_packet&,unsigned short); | |
unsigned char group { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned char g_team(cse_alife_creature_crow&); | |
bool can_switch_online(cse_alife_creature_crow const&); | |
unsigned char g_squad(cse_alife_creature_crow&); | |
vector& angle { get; set; } | |
void STATE_Write(cse_alife_creature_crow&,net_packet&); | |
void on_spawn(cse_alife_creature_crow&); | |
bool can_save(cse_alife_creature_crow const&); | |
ini_file* spawn_ini(cse_abstract*); | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_creature_crow&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
void on_register(cse_alife_creature_crow&); | |
char const* name(cse_abstract const*); | |
cse_abstract* init(cse_alife_creature_crow&); | |
} | |
[cpp] | |
class suggest_nicks_cb | |
{ | |
void bind(suggest_nicks_cb&,luabind::object,function<void>); | |
void clear(suggest_nicks_cb&); | |
void __init(luabind::argument const&,luabind::object,function<void>); | |
} | |
[cpp] | |
class cse_alife_monster_rat : , cse_alife_monster_abstractcse_alife_inventory_item | |
{ | |
void on_unregister(cse_alife_monster_rat&); | |
custom [float] health(cse_alife_creature_abstract const&); | |
int rank(cse_alife_monster_abstract&); | |
void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_monster_rat const&); | |
void switch_online(cse_alife_monster_rat&); | |
unsigned char group { get; set; } | |
bool used_ai_locations(cse_alife_monster_rat const&); | |
void update(cse_alife_monster_rat&); | |
bool interactive(cse_alife_monster_rat const&); | |
cse_abstract* init(cse_alife_monster_rat&); | |
unsigned short group_id { get; set; } | |
unsigned int m_story_id { get; set; } | |
void on_death(cse_alife_monster_rat&,cse_abstract*); | |
void switch_offline(cse_alife_monster_rat&); | |
void STATE_Read(cse_alife_monster_rat&,net_packet&,unsigned short); | |
void smart_terrain_task_activate(cse_alife_monster_abstract*); | |
unsigned char g_group(cse_alife_monster_rat&); | |
void on_register(cse_alife_monster_rat&); | |
void STATE_Write(cse_alife_monster_rat&,net_packet&); | |
bool can_save(cse_alife_monster_rat const&); | |
int clsid(cse_abstract const&); | |
unsigned char g_squad(cse_alife_monster_rat&); | |
unsigned char squad { get; set; } | |
unsigned short m_smart_terrain_id { get; set; } | |
void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short); | |
unsigned short m_game_vertex_id { get; set; } | |
unsigned short smart_terrain_id(cse_alife_monster_abstract*); | |
unsigned short id { get; set; } | |
rotation* o_torso(cse_alife_creature_abstract*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
bool keep_saved_data_anyway(cse_alife_monster_rat const&); | |
unsigned short script_version { get; set; } | |
void travel_speed(cse_alife_monster_abstract*,custom [float]); | |
void use_ai_locations(cse_alife_object&,bool); | |
bool alive(cse_alife_creature_abstract const&); | |
vector& position { get; set; } | |
void move_offline(cse_alife_object&,bool); | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned char g_team(cse_alife_monster_rat&); | |
bool can_switch_online(cse_alife_monster_rat const&); | |
char const* section_name(cse_abstract const*); | |
vector& angle { get; set; } | |
void smart_terrain_task_deactivate(cse_alife_monster_abstract*); | |
void on_spawn(cse_alife_monster_rat&); | |
CALifeMonsterBrain* brain(cse_alife_monster_abstract*); | |
bool has_detector(cse_alife_monster_abstract&); | |
ini_file* spawn_ini(cse_abstract*); | |
void kill(cse_alife_monster_abstract&); | |
void clear_smart_terrain(cse_alife_monster_abstract*); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_monster_rat&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned int m_level_vertex_id { get; set; } | |
char const* name(cse_abstract const*); | |
unsigned char team { get; set; } | |
} | |
[cpp] | |
class CAI_Stalker : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class physics_world | |
{ | |
void set_gravity(physics_world&,custom [float]); | |
void add_call(physics_world&,custom [class CPHCondition]*,custom [class CPHAction]*); | |
custom [float] gravity(physics_world&); | |
} | |
[cpp] | |
class CTushkano : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class cse_alife_item : , cse_alife_dynamic_object_visualcse_alife_inventory_item | |
{ | |
void on_unregister(cse_alife_item&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
bool can_switch_offline(cse_alife_item const&); | |
void switch_online(cse_alife_item&); | |
cse_abstract* init(cse_alife_item&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item&); | |
void STATE_Read(cse_alife_item&,net_packet&,unsigned short); | |
void on_register(cse_alife_item&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_item const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_item const&); | |
vector& angle { get; set; } | |
char const* section_name(cse_abstract const*); | |
unsigned short m_game_vertex_id { get; set; } | |
void on_spawn(cse_alife_item&); | |
void STATE_Write(cse_alife_item&,net_packet&); | |
bool can_save(cse_alife_item const&); | |
bool used_ai_locations(cse_alife_item const&); | |
bool bfUseful(cse_alife_item&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_alife_item const&); | |
char const* name(cse_abstract const*); | |
void __init(luabind::argument const&,char const*); | |
} | |
[cpp] | |
class CUI3tButton : CUIButton | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
CUILines* TextControl(CUIStatic&); | |
void InitTexture(CUIStatic&,char const*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
custom [float] GetHeight(CUIWindow const&); | |
void Enable(CUIWindow&,bool); | |
bool IsEnabled(CUIWindow&); | |
void SetWndSize(CUIWindow&,vector2); | |
void SetPPMode(CUIWindow&); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetTextureRect(CUIStatic&,Frect*); | |
void SetStretchTexture(CUIStatic&,bool); | |
Frect const* GetTextureRect(CUIStatic&); | |
} | |
[cpp] | |
class cse_alife_item_weapon : cse_alife_item | |
{ | |
void on_unregister(cse_alife_item_weapon&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_item_weapon const&); | |
void switch_online(cse_alife_item_weapon&); | |
cse_abstract* init(cse_alife_item_weapon&); | |
bool interactive(cse_alife_item_weapon const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item_weapon&); | |
void STATE_Read(cse_alife_item_weapon&,net_packet&,unsigned short); | |
void on_register(cse_alife_item_weapon&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
void clone_addons(cse_alife_item_weapon&,cse_alife_item_weapon*); | |
bool keep_saved_data_anyway(cse_alife_item_weapon const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_item_weapon const&); | |
vector& angle { get; set; } | |
void on_spawn(cse_alife_item_weapon&); | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_alife_item_weapon&,net_packet&); | |
bool used_ai_locations(cse_alife_item_weapon const&); | |
bool can_save(cse_alife_item_weapon const&); | |
bool bfUseful(cse_alife_item_weapon&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item_weapon&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned int m_level_vertex_id { get; set; } | |
char const* name(cse_abstract const*); | |
ini_file* spawn_ini(cse_abstract*); | |
} | |
[cpp] | |
class cse_alife_item_weapon_magazined_w_gl : cse_alife_item_weapon_magazined | |
{ | |
void on_unregister(cse_alife_item_weapon_magazined_w_gl&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_item_weapon_magazined_w_gl const&); | |
void switch_online(cse_alife_item_weapon_magazined_w_gl&); | |
cse_abstract* init(cse_alife_item_weapon_magazined_w_gl&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item_weapon_magazined_w_gl&); | |
void STATE_Read(cse_alife_item_weapon_magazined_w_gl&,net_packet&,unsigned short); | |
void on_register(cse_alife_item_weapon_magazined_w_gl&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
void clone_addons(cse_alife_item_weapon&,cse_alife_item_weapon*); | |
bool keep_saved_data_anyway(cse_alife_item_weapon_magazined_w_gl const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_item_weapon_magazined_w_gl const&); | |
vector& angle { get; set; } | |
void on_spawn(cse_alife_item_weapon_magazined_w_gl&); | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_alife_item_weapon_magazined_w_gl&,net_packet&); | |
bool used_ai_locations(cse_alife_item_weapon_magazined_w_gl const&); | |
bool can_save(cse_alife_item_weapon_magazined_w_gl const&); | |
bool bfUseful(cse_alife_item_weapon_magazined_w_gl&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item_weapon_magazined_w_gl&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_alife_item_weapon_magazined_w_gl const&); | |
char const* name(cse_abstract const*); | |
char const* section_name(cse_abstract const*); | |
} | |
[cpp] | |
class DLL_Pure | |
{ | |
DLL_Pure* _construct(DLL_Pure&); | |
void __init(luabind::argument const&); | |
} | |
[cpp] | |
class CRustyHairArtefact : CArtefact | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
unsigned char GetAfRank(CArtefact const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
IRender_Visual* Visual(CGameObject const&); | |
void FollowByPath(CArtefact&,char const*,int,vector); | |
void SwitchVisibility(CArtefact&,bool); | |
DLL_Pure* _construct(CGameObject&); | |
int getEnabled(CGameObject const&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class cpure_server_object : ipure_server_object | |
{ | |
} | |
[cpp] | |
class CGrenadeLauncher : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class cse_alife_item_grenade : cse_alife_item | |
{ | |
void on_unregister(cse_alife_item_grenade&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_item_grenade const&); | |
void switch_online(cse_alife_item_grenade&); | |
cse_abstract* init(cse_alife_item_grenade&); | |
bool interactive(cse_alife_item_grenade const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item_grenade&); | |
void STATE_Read(cse_alife_item_grenade&,net_packet&,unsigned short); | |
void on_register(cse_alife_item_grenade&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_item_grenade const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_item_grenade const&); | |
vector& angle { get; set; } | |
void on_spawn(cse_alife_item_grenade&); | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_alife_item_grenade&,net_packet&); | |
bool can_save(cse_alife_item_grenade const&); | |
bool used_ai_locations(cse_alife_item_grenade const&); | |
bool bfUseful(cse_alife_item_grenade&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item_grenade&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned int m_level_vertex_id { get; set; } | |
char const* name(cse_abstract const*); | |
ini_file* spawn_ini(cse_abstract*); | |
} | |
[cpp] | |
class GAME_TYPE | |
{ | |
const GAME_UNKNOWN = -1; | |
const eGameIDArtefactHunt = 8; | |
const eGameIDCaptureTheArtefact = 16; | |
const eGameIDDeathmatch = 2; | |
const eGameIDTeamDeathmatch = 4; | |
} | |
[cpp] | |
class cse_alife_item_document : cse_alife_item | |
{ | |
void on_unregister(cse_alife_item_document&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_item_document const&); | |
void switch_online(cse_alife_item_document&); | |
cse_abstract* init(cse_alife_item_document&); | |
bool interactive(cse_alife_item_document const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item_document&); | |
void STATE_Read(cse_alife_item_document&,net_packet&,unsigned short); | |
void on_register(cse_alife_item_document&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_item_document const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_item_document const&); | |
vector& angle { get; set; } | |
void on_spawn(cse_alife_item_document&); | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_alife_item_document&,net_packet&); | |
bool can_save(cse_alife_item_document const&); | |
bool used_ai_locations(cse_alife_item_document const&); | |
bool bfUseful(cse_alife_item_document&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item_document&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned int m_level_vertex_id { get; set; } | |
char const* name(cse_abstract const*); | |
ini_file* spawn_ini(cse_abstract*); | |
} | |
[cpp] | |
class cse_alife_item_pda : cse_alife_item | |
{ | |
void on_unregister(cse_alife_item_pda&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_item_pda const&); | |
void switch_online(cse_alife_item_pda&); | |
cse_abstract* init(cse_alife_item_pda&); | |
bool interactive(cse_alife_item_pda const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item_pda&); | |
void STATE_Read(cse_alife_item_pda&,net_packet&,unsigned short); | |
void on_register(cse_alife_item_pda&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_item_pda const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_item_pda const&); | |
vector& angle { get; set; } | |
void on_spawn(cse_alife_item_pda&); | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_alife_item_pda&,net_packet&); | |
bool can_save(cse_alife_item_pda const&); | |
bool used_ai_locations(cse_alife_item_pda const&); | |
bool bfUseful(cse_alife_item_pda&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item_pda&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned int m_level_vertex_id { get; set; } | |
char const* name(cse_abstract const*); | |
ini_file* spawn_ini(cse_abstract*); | |
} | |
[cpp] | |
class action_planner | |
{ | |
property_evaluator& evaluator(action_planner&,unsigned int const&); | |
void setup(action_planner&,game_object*); | |
bool initialized(action_planner const&); | |
property_storage& storage { get; set; } | |
action_base& action(action_planner&,unsigned int const&); | |
void update(action_planner&); | |
void set_goal_world_state(action_planner*,world_state*); | |
game_object* object { get; set; } | |
bool actual(action_planner const*); | |
action_base& current_action(action_planner&); | |
unsigned int current_action_id(action_planner const&); | |
void show(action_planner&,char const*); | |
void clear(action_planner&); | |
void __init(luabind::argument const&); | |
void add_action(action_planner&,unsigned int const&,action_base*); | |
void remove_evaluator(action_planner&,unsigned int const&); | |
void add_evaluator(action_planner&,unsigned int const&,property_evaluator*); | |
void remove_action(action_planner&,unsigned int const&); | |
} | |
[cpp] | |
class cse_alife_item_artefact : cse_alife_item | |
{ | |
void on_unregister(cse_alife_item_artefact&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_item_artefact const&); | |
void switch_online(cse_alife_item_artefact&); | |
cse_abstract* init(cse_alife_item_artefact&); | |
bool interactive(cse_alife_item_artefact const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item_artefact&); | |
void STATE_Read(cse_alife_item_artefact&,net_packet&,unsigned short); | |
void on_register(cse_alife_item_artefact&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_item_artefact const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_item_artefact const&); | |
vector& angle { get; set; } | |
void on_spawn(cse_alife_item_artefact&); | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_alife_item_artefact&,net_packet&); | |
bool can_save(cse_alife_item_artefact const&); | |
bool used_ai_locations(cse_alife_item_artefact const&); | |
bool bfUseful(cse_alife_item_artefact&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item_artefact&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned int m_level_vertex_id { get; set; } | |
char const* name(cse_abstract const*); | |
ini_file* spawn_ini(cse_abstract*); | |
} | |
[cpp] | |
class cse_alife_item_detector : cse_alife_item | |
{ | |
void on_unregister(cse_alife_item_detector&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_item_detector const&); | |
void switch_online(cse_alife_item_detector&); | |
cse_abstract* init(cse_alife_item_detector&); | |
bool interactive(cse_alife_item_detector const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item_detector&); | |
void STATE_Read(cse_alife_item_detector&,net_packet&,unsigned short); | |
void on_register(cse_alife_item_detector&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_item_detector const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_item_detector const&); | |
vector& angle { get; set; } | |
void on_spawn(cse_alife_item_detector&); | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_alife_item_detector&,net_packet&); | |
bool can_save(cse_alife_item_detector const&); | |
bool used_ai_locations(cse_alife_item_detector const&); | |
bool bfUseful(cse_alife_item_detector&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item_detector&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned int m_level_vertex_id { get; set; } | |
char const* name(cse_abstract const*); | |
ini_file* spawn_ini(cse_abstract*); | |
} | |
[cpp] | |
class CTorch : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CWeaponRPG7 : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class token | |
{ | |
int id { get; set; } | |
char const* name { get; set; } | |
void __init(luabind::argument const&); | |
} | |
[cpp] | |
class token_list | |
{ | |
void remove(token_list&,char const*); | |
int id(token_list&,char const*); | |
char const* name(token_list&,int); | |
void add(token_list&,char const*,int); | |
void clear(token_list&); | |
void __init(luabind::argument const&); | |
} | |
[cpp] | |
class rtoken_list | |
{ | |
void remove(rtoken_list&,unsigned int); | |
char const* get(rtoken_list&,unsigned int); | |
unsigned int count(rtoken_list&); | |
void add(rtoken_list&,char const*); | |
void clear(rtoken_list&); | |
void __init(luabind::argument const&); | |
} | |
[cpp] | |
class memory_object | |
{ | |
unsigned int level_time { get; set; } | |
unsigned int last_level_time { get; set; } | |
} | |
[cpp] | |
class net_packet | |
{ | |
void r_float_q16(net_packet&,custom [float]&,custom [float],custom [float]); | |
void w_dir(net_packet&,vector const&); | |
void w_float(net_packet&,custom [float]); | |
void w_sdir(net_packet&,vector const&); | |
custom [unsigned __int64] r_u64(net_packet&); | |
short r_s16(net_packet&); | |
void r_float_q8(net_packet&,custom [float]&,custom [float],custom [float]); | |
unsigned int r_u32(net_packet&); | |
void w_u64(net_packet&,custom [unsigned __int64]); | |
unsigned short r_u16(net_packet&); | |
custom [float] r_float(net_packet&); | |
void w_float_q8(net_packet&,custom [float],custom [float],custom [float]); | |
void w_angle16(net_packet&,custom [float]); | |
void w_vec3(net_packet&,vector const&); | |
void w_chunk_open8(net_packet&,unsigned int&); | |
bool r_eof(net_packet*); | |
void r_matrix(net_packet&,matrix&); | |
void w_matrix(net_packet&,matrix&); | |
void w_float_q16(net_packet&,custom [float],custom [float],custom [float]); | |
void w_angle8(net_packet&,custom [float]); | |
void w_u16(net_packet&,unsigned short); | |
void w_chunk_close16(net_packet&,unsigned int); | |
void r_seek(net_packet&,unsigned int); | |
void r_vec3(net_packet&,vector&); | |
void r_advance(net_packet&,unsigned int); | |
char const* r_stringZ(net_packet*); | |
void w_s64(net_packet&,custom [__int64]); | |
unsigned char r_u8(net_packet&); | |
void r_sdir(net_packet&,vector&); | |
void r_dir(net_packet&,vector&); | |
void r_angle8(net_packet&,custom [float]&); | |
void r_angle16(net_packet&,custom [float]&); | |
unsigned int r_begin(net_packet&,unsigned short&); | |
void w_chunk_close8(net_packet&,unsigned int); | |
bool r_bool(net_packet*); | |
custom [__int64] r_s64(net_packet&); | |
custom [signed char] r_s8(net_packet&); | |
unsigned int r_tell(net_packet&); | |
void w_bool(net_packet*,bool); | |
void w_chunk_open16(net_packet&,unsigned int&); | |
void w_u8(net_packet&,unsigned char); | |
unsigned int w_tell(net_packet&); | |
int r_s32(net_packet&); | |
void w_s32(net_packet&,int); | |
void w_begin(net_packet&,unsigned short); | |
void __init(luabind::argument const&); | |
void w_s16(net_packet&,short); | |
ClientID r_clientID(net_packet*); | |
void w_stringZ(net_packet&,char const*); | |
unsigned int r_elapsed(net_packet&); | |
void w_clientID(net_packet&,ClientID&); | |
void w_u32(net_packet&,unsigned int); | |
} | |
[cpp] | |
class ini_file | |
{ | |
int r_clsid(ini_file&,char const*,char const*); | |
custom [float] r_float(ini_file&,char const*,char const*); | |
vector r_vector(ini_file&,char const*,char const*); | |
int r_token(ini_file&,char const*,char const*,token_list const&); | |
char const* r_string_wq(ini_file&,char const*,char const*); | |
void __init(luabind::argument const&,char const*); | |
bool r_line(ini_file*,char const*,int,string_class&,string_class&); | |
int r_s32(ini_file&,char const*,char const*); | |
bool section_exist(ini_file&,char const*); | |
char const* r_string(ini_file&,char const*,char const*); | |
unsigned int r_u32(ini_file&,char const*,char const*); | |
bool line_exist(ini_file&,char const*,char const*); | |
bool r_bool(ini_file&,char const*,char const*); | |
unsigned int line_count(ini_file&,char const*); | |
} | |
[cpp] | |
class sound_object | |
{ | |
const looped = 1; | |
const s2d = 2; | |
const s3d = 0; | |
void stop(sound_object&); | |
custom [float] const frequency { get; set; } | |
void attach_tail(sound_object&,char const*); | |
custom [float] const max_distance { get; set; } | |
unsigned int length(sound_object&); | |
void stop_deffered(sound_object&); | |
void set_position(sound_object&,vector const&); | |
custom [float] const min_distance { get; set; } | |
bool playing(sound_object const&); | |
void play_no_feedback(sound_object&,game_object*,unsigned int,custom [float],vector,custom [float]); | |
void play_at_pos(sound_object&,game_object*,vector const&,custom [float],int); | |
vector get_position(sound_object const&); | |
void play(sound_object&,game_object*,custom [float],int); | |
void __init(luabind::argument const&,char const*,custom [enum ESoundTypes]); | |
custom [float] const volume { get; set; } | |
} | |
[cpp] | |
class Frect | |
{ | |
custom [float] x2 { get; set; } | |
custom [float] x1 { get; set; } | |
vector2& rb { get; set; } | |
Frect& set(Frect&,custom [float],custom [float],custom [float],custom [float]); | |
custom [float] y2 { get; set; } | |
custom [float] y1 { get; set; } | |
vector2& lt { get; set; } | |
void __init(luabind::argument const&); | |
} | |
[cpp] | |
class Fbox | |
{ | |
vector& max { get; set; } | |
vector& min { get; set; } | |
void __init(luabind::argument const&); | |
} | |
[cpp] | |
class CMedkit : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class vector2 | |
{ | |
custom [float] y { get; set; } | |
custom [float] x { get; set; } | |
vector2& set(vector2&,vector2 const&); | |
void __init(luabind::argument const&); | |
} | |
[cpp] | |
class cse_alife_object : cse_abstract | |
{ | |
unsigned short id { get; set; } | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
void can_switch_offline(cse_alife_object&,bool); | |
char const* section_name(cse_abstract const*); | |
void STATE_Write(cse_alife_object&,net_packet&); | |
int clsid(cse_abstract const&); | |
bool used_ai_locations(cse_alife_object const&); | |
cse_abstract* init(cse_alife_object&); | |
ini_file* spawn_ini(cse_abstract*); | |
unsigned int m_level_vertex_id { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
vector& angle { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
unsigned short script_version { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
bool interactive(cse_alife_object const&); | |
void STATE_Read(cse_alife_object&,net_packet&,unsigned short); | |
void can_switch_online(cse_alife_object&,bool); | |
unsigned short parent_id { get; set; } | |
bool can_save(cse_alife_object const&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
void move_offline(cse_alife_object&,bool); | |
char const* name(cse_abstract const*); | |
unsigned short m_game_vertex_id { get; set; } | |
} | |
[cpp] | |
class CWeaponSVD : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class flags32 | |
{ | |
flags32& and(flags32&,flags32 const&,unsigned int); | |
flags32& or(flags32&,flags32 const&,unsigned int); | |
bool is_any(flags32*,unsigned int); | |
bool is(flags32*,unsigned int); | |
void __init(luabind::argument const&); | |
bool test(flags32*,unsigned int); | |
bool equal(flags32*,flags32 const&,unsigned int); | |
flags32& set(flags32*,unsigned int,bool); | |
flags32& invert(flags32&,unsigned int); | |
flags32& assign(flags32&,unsigned int); | |
flags32& zero(flags32&); | |
flags32& one(flags32&); | |
unsigned int get(flags32 const&); | |
} | |
[cpp] | |
class CRadioactiveZone : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class noise | |
{ | |
custom [float] fps { get; set; } | |
noise& set(noise&,custom [float],custom [float],custom [float]); | |
custom [float] grain { get; set; } | |
custom [float] intensity { get; set; } | |
void __init(luabind::argument const&,custom [float],custom [float],custom [float]); | |
} | |
[cpp] | |
class flags16 | |
{ | |
flags16& and(flags16&,flags16 const&,unsigned short); | |
flags16& or(flags16&,flags16 const&,unsigned short); | |
bool is_any(flags16*,unsigned short); | |
bool is(flags16*,unsigned short); | |
void __init(luabind::argument const&); | |
bool test(flags16*,unsigned short); | |
bool equal(flags16*,flags16 const&,unsigned short); | |
flags16& set(flags16*,unsigned short,bool); | |
flags16& invert(flags16&,unsigned short); | |
flags16& assign(flags16&,unsigned short); | |
flags16& zero(flags16&); | |
void one(flags16*); | |
unsigned short get(flags16 const&); | |
} | |
[cpp] | |
class CSightParams | |
{ | |
const eSightTypeAnimationDirection = 11; | |
const eSightTypeCover = 5; | |
const eSightTypeCoverLookOver = 8; | |
const eSightTypeCurrentDirection = 0; | |
const eSightTypeDirection = 2; | |
const eSightTypeDummy = -1; | |
const eSightTypeFireObject = 9; | |
const eSightTypeFirePosition = 10; | |
const eSightTypeLookOver = 7; | |
const eSightTypeObject = 4; | |
const eSightTypePathDirection = 1; | |
const eSightTypePosition = 3; | |
const eSightTypeSearch = 6; | |
custom [enum SightManager::ESightType] m_sight_type { get; set; } | |
vector& m_vector { get; set; } | |
game_object* m_object { get; set; } | |
void __init(luabind::argument const&); | |
} | |
[cpp] | |
class CCar : , CGameObjectholder | |
{ | |
const eWpnActivate = 3; | |
const eWpnAutoFire = 5; | |
const eWpnDesiredDir = 1; | |
const eWpnDesiredPos = 2; | |
const eWpnFire = 4; | |
const eWpnToDefaultDir = 6; | |
int net_Spawn(CGameObject&,cse_abstract*); | |
vector CurrentVel(CCar&); | |
unsigned int ExplodeTime(CCar&); | |
void __init(luabind::argument const&); | |
custom [float] GetfHealth(CCar const&); | |
void Action(CCar&,unsigned short,unsigned int); | |
void net_Import(CGameObject&,net_packet&); | |
void SetParam(CCar&,int,vector); | |
void SetExplodeTime(CCar&,unsigned int); | |
bool HasWeapon(CCar&); | |
void CarExplode(CCar&); | |
bool use(CGameObject&,CGameObject*); | |
int getVisible(CGameObject const&); | |
IRender_Visual* Visual(CGameObject const&); | |
bool IsObjectVisible(CCar&,game_object*); | |
bool CanHit(CCar&); | |
int getEnabled(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
DLL_Pure* _construct(CGameObject&); | |
custom [float] SetfHealth(CCar&,custom [float]); | |
bool engaged(holder&); | |
custom [float] FireDirDiff(CCar&); | |
} | |
[cpp] | |
class flags8 | |
{ | |
flags8& and(flags8&,flags8 const&,unsigned char); | |
flags8& or(flags8&,flags8 const&,unsigned char); | |
bool is_any(flags8*,unsigned char); | |
bool is(flags8*,unsigned char); | |
void __init(luabind::argument const&); | |
bool test(flags8*,unsigned char); | |
bool equal(flags8*,flags8 const&,unsigned char); | |
flags8& set(flags8*,unsigned char,bool); | |
flags8& invert(flags8&,unsigned char); | |
flags8& assign(flags8&,unsigned char); | |
flags8& zero(flags8&); | |
void one(flags8*); | |
unsigned char get(flags8 const&); | |
} | |
[cpp] | |
class IKinematicsAnimated | |
{ | |
void PlayCycle(IKinematicsAnimated*,char const*); | |
} | |
[cpp] | |
class cse_alife_trader_abstract | |
{ | |
int reputation(cse_alife_trader_abstract&); | |
int rank(cse_alife_trader_abstract&); | |
char const* community(cse_alife_trader_abstract const&); | |
char const* profile_name(cse_alife_trader_abstract*); | |
} | |
[cpp] | |
class CMercuryBall : CArtefact | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
unsigned char GetAfRank(CArtefact const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
IRender_Visual* Visual(CGameObject const&); | |
void FollowByPath(CArtefact&,char const*,int,vector); | |
void SwitchVisibility(CArtefact&,bool); | |
DLL_Pure* _construct(CGameObject&); | |
int getEnabled(CGameObject const&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class FS | |
{ | |
const FSType_Any = 3; | |
const FSType_External = 2; | |
const FSType_Virtual = 1; | |
const FS_ClampExt = 4; | |
const FS_ListFiles = 1; | |
const FS_ListFolders = 2; | |
const FS_RootOnly = 8; | |
const FS_sort_by_modif_down = 5; | |
const FS_sort_by_modif_up = 4; | |
const FS_sort_by_name_down = 1; | |
const FS_sort_by_name_up = 0; | |
const FS_sort_by_size_down = 3; | |
const FS_sort_by_size_up = 2; | |
void r_close(FS&,reader*&); | |
void w_close(FS&,custom [class IWriter]*&); | |
void file_rename(FS&,char const*,char const*,bool); | |
int file_length(FS&,char const*); | |
FS_file_list_ex file_list_open_ex(FS*,char const*,unsigned int,char const*); | |
char const* update_path(FS*,char const*,char const*); | |
void dir_delete(FS*,char const*,char const*,int); | |
char const* get_file_age_str(FS*,char const*); | |
void file_copy(FS&,char const*,char const*); | |
reader* r_open(FS&,char const*); | |
custom [class FS_Path]* append_path(FS&,char const*,char const*,char const*,int); | |
void file_delete(FS&,char const*); | |
custom [class IWriter]* w_open(FS&,char const*); | |
bool path_exist(FS&,char const*); | |
FS_file_list file_list_open(FS*,char const*,char const*,unsigned int); | |
unsigned int get_file_age(FS&,char const*); | |
custom [class FS_Path]* get_path(FS&,char const*); | |
FileStatus exist(FS&,char const*,char const*,custom [enum FSType]); | |
} | |
[cpp] | |
class CEliteDetector : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CInventoryBox : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class cse_alife_dynamic_object : cse_alife_object | |
{ | |
void on_unregister(cse_alife_dynamic_object&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_dynamic_object const&); | |
void switch_online(cse_alife_dynamic_object&); | |
cse_abstract* init(cse_alife_dynamic_object&); | |
bool interactive(cse_alife_dynamic_object const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_dynamic_object&); | |
void STATE_Read(cse_alife_dynamic_object&,net_packet&,unsigned short); | |
void on_register(cse_alife_dynamic_object&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_dynamic_object const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_dynamic_object const&); | |
vector& angle { get; set; } | |
void on_spawn(cse_alife_dynamic_object&); | |
unsigned short m_game_vertex_id { get; set; } | |
unsigned int m_level_vertex_id { get; set; } | |
bool can_save(cse_alife_dynamic_object const&); | |
bool used_ai_locations(cse_alife_dynamic_object const&); | |
void STATE_Write(cse_alife_dynamic_object&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_dynamic_object&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
ini_file* spawn_ini(cse_abstract*); | |
char const* name(cse_abstract const*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
} | |
[cpp] | |
class CScientificDetector : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CALifeMonsterDetailPathManager | |
{ | |
void target(CALifeMonsterDetailPathManager&,CALifeSmartTerrainTask const*); | |
bool completed(CALifeMonsterDetailPathManager const&); | |
bool actual(CALifeMonsterDetailPathManager const&); | |
bool failed(CALifeMonsterDetailPathManager const&); | |
custom [float] const& speed(CALifeMonsterDetailPathManager const&); | |
} | |
[cpp] | |
class CAdvancedDetector : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CWeaponAmmo : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CUIMapInfo : CUIWindow | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void Init(CUIMapInfo&,vector2,vector2); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
bool IsEnabled(CUIWindow&); | |
void InitMap(CUIMapInfo&,char const*,char const*); | |
void Enable(CUIWindow&,bool); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetWndSize(CUIWindow&,vector2); | |
void SetPPMode(CUIWindow&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class cse_ph_skeleton | |
{ | |
} | |
[cpp] | |
class CGameFont | |
{ | |
const alCenter = 2; | |
const alLeft = 0; | |
const alRight = 1; | |
} | |
[cpp] | |
class CUISpinText : CUICustomSpin | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* GetText(CUICustomSpin&); | |
void SetWindowName(CUIWindow&,char const*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
bool IsEnabled(CUIWindow&); | |
void Enable(CUIWindow&,bool); | |
char const* WindowName(CUIWindow&); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetWndSize(CUIWindow&,vector2); | |
void SetPPMode(CUIWindow&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class game_object | |
{ | |
const action_type_count = 6; | |
const alifeMovementTypeMask = 0; | |
const alifeMovementTypeRandom = 1; | |
const animation = 2; | |
const dialog_pda_msg = 0; | |
const dummy = -1; | |
const enemy = 2; | |
const friend = 0; | |
const game_path = 0; | |
const info_pda_msg = 1; | |
const level_path = 1; | |
const movement = 0; | |
const neutral = 1; | |
const no_path = 3; | |
const no_pda_msg = 2; | |
const object = 5; | |
const particle = 4; | |
const patrol_path = 2; | |
const relation_attack = 1; | |
const relation_fight_help_human = 2; | |
const relation_fight_help_monster = 4; | |
const relation_kill = 0; | |
const sound = 3; | |
const watch = 1; | |
void set_queue_size(game_object&,unsigned int); | |
void enable_attachable_item(game_object&,bool); | |
bool can_script_capture(game_object const&); | |
game_object* parent(game_object const&); | |
char const* who_hit_name(game_object&); | |
game_object* item_in_slot(game_object const&,unsigned int); | |
void change_character_reputation(game_object&,int); | |
custom [float] apply_loophole_direction_distance(game_object const&); | |
bool night_vision_enabled(game_object const&); | |
void set_invisible(game_object&,bool); | |
custom [float] visibility_threshold(game_object const&); | |
void enable_torch(game_object&,bool); | |
vector bone_position(game_object const&,char const*); | |
int community_goodwill(game_object&,char const*); | |
bool deadbody_closed_status(game_object&); | |
int goodwill(game_object&,game_object*); | |
void set_trader_head_anim(game_object&,char const*); | |
char const* aim_bone_id(game_object const&); | |
void set_callback(game_object&,callback); | |
danger_object const* best_danger(game_object&); | |
void transfer_money(game_object&,int,game_object*); | |
void set_enemy_callback(game_object&,function<bool> const&,luabind::object const&); | |
int weapon_scope_status(game_object&); | |
void give_task(game_object&,CGameTask*,unsigned int,bool,unsigned int); | |
char const* out_restrictions(game_object&); | |
custom [float] range(game_object const&); | |
void run_talk_dialog(game_object&,game_object*,bool); | |
void remove_home(game_object&); | |
bool in_current_loophole_fov(game_object const&,vector); | |
void set_smart_cover_target_default(game_object&,bool); | |
void deadbody_can_take(game_object&,bool); | |
bool is_inv_upgrade_enabled(game_object&); | |
void set_relation(game_object&,custom [enum ALife::ERelationType],game_object*); | |
char const* name(game_object const&); | |
char const* get_dest_smart_cover_name(game_object&); | |
holder* get_current_holder(game_object&); | |
game_object* best_item(game_object&); | |
char const* character_community(game_object&); | |
void set_patrol_path(game_object&,char const*,custom [enum PatrolPathManager::EPatrolStartType],custom [enum PatrolPathManager::EPatrolRouteType],bool); | |
void set_fov(game_object&,custom [float]); | |
custom [enum MonsterSpace::EBodyState] target_body_state(game_object const&); | |
void set_capture_anim(game_object&,game_object*,char const*,vector const&,custom [float]); | |
void remove_restrictions(game_object&,char const*,char const*); | |
void hit(game_object&,hit*); | |
unsigned int aim_time(game_object&,game_object*); | |
void actor_look_at_point(game_object&,vector); | |
cover_point const* safe_cover(game_object&,vector const&,custom [float],custom [float]); | |
void skip_transfer_enemy(game_object&,bool); | |
custom [enum MonsterSpace::EMentalState] target_mental_state(game_object const&); | |
int squad(game_object const&); | |
void mark_item_dropped(game_object&,game_object*); | |
void set_dest_loophole(game_object&); | |
custom [enum DetailPathManager::EDetailPathType] detail_path_type(game_object const&); | |
void set_visual_memory_enabled(game_object&,bool); | |
custom [enum MonsterSpace::EMovementType] movement_type(game_object const&); | |
object_binder* binded_object(game_object&); | |
void can_throw_grenades(game_object&,bool); | |
bool inside(game_object const&,vector const&); | |
custom [float] satiety { get; set; } | |
void remove_all_restrictions(game_object&); | |
void buy_condition(game_object&,custom [float],custom [float]); | |
char const* patrol(game_object&); | |
custom [float] bleeding { get; set; } | |
void switch_to_trade(game_object&); | |
void set_sight(game_object&,game_object*,bool,bool,bool); | |
unsigned int memory_time(game_object&,game_object const&); | |
void give_talk_message(game_object&,char const*,char const*,char const*); | |
char const* base_out_restrictions(game_object&); | |
bool see(game_object&,char const*); | |
void set_condition(game_object&,custom [float]); | |
void enable_trade(game_object&); | |
void lock_door_for_npc(game_object&); | |
void force_set_goodwill(game_object&,int,game_object*); | |
void set_sound_mask(game_object&,unsigned int); | |
void enable_inv_upgrade(game_object&); | |
void set_movement_selection_type(game_object&,custom [enum ESelectionType]); | |
int active_sound_count(game_object&,bool); | |
custom [float] psy_health { get; set; } | |
custom [float] idle_max_time(game_object const&); | |
custom [class xr_vector<struct MemorySpace::CNotYetVisibleObject,class xalloc<struct MemorySpace::CNotYetVisibleObject> >] const& not_yet_visible_objects(game_object const&); | |
custom [enum MonsterSpace::EBodyState] body_state(game_object const&); | |
game_object* get_corpse(game_object const&); | |
void disable_show_hide_sounds(game_object&,bool); | |
unsigned int get_current_point_index(game_object&); | |
void set_body_state(game_object&,custom [enum MonsterSpace::EBodyState]); | |
void set_character_community(game_object&,char const*,int,int); | |
void set_smart_cover_target_selector(game_object&); | |
void external_sound_stop(game_object&); | |
void set_actor_position(game_object&,vector); | |
bool in_smart_cover(game_object const&); | |
ini_file* spawn_ini(game_object const&); | |
void external_sound_start(game_object&,char const*); | |
void use_smart_covers_only(game_object&,bool); | |
void kill(game_object&,game_object*); | |
bool has_info(game_object&,char const*); | |
void reset_action_queue(game_object&); | |
physics_shell* get_physics_shell(game_object const&); | |
custom [float] health { get; set; } | |
bool give_info_portion(game_object&,char const*); | |
void unregister_in_combat(game_object&); | |
void remove_sound(game_object&,unsigned int); | |
game_object* active_detector(game_object const&); | |
custom [float] get_current_outfit_protection(game_object&,int); | |
bool accessible(game_object&,unsigned int); | |
unsigned int cost(game_object const&); | |
void info_add(game_object&,char const*); | |
void script(game_object&,bool,char const*); | |
void restore_max_ignore_monster_distance(game_object&); | |
void set_movement_type(game_object&,custom [enum MonsterSpace::EMovementType]); | |
char const* base_in_restrictions(game_object&); | |
unsigned int active_slot(game_object&); | |
void give_talk_message2(game_object&,char const*,char const*,char const*,char const*); | |
void set_start_point(game_object&,int); | |
unsigned int add_combat_sound(game_object&,char const*,unsigned int,custom [enum ESoundTypes],unsigned int,unsigned int,unsigned int,char const*); | |
void set_anomaly_power(game_object&,custom [float]); | |
custom [enum ALife::ERelationType] relation(game_object&,game_object*); | |
bool is_level_changer_enabled(game_object&); | |
unsigned int get_ammo_total(game_object const&); | |
custom [class xr_vector<struct MemorySpace::CHitObject,class xalloc<struct MemorySpace::CHitObject> >] const& memory_hit_objects(game_object const&); | |
bool in_current_loophole_range(game_object const&,vector); | |
void attachable_item_load_attach(game_object&,char const*); | |
bool take_items_enabled(game_object const&); | |
vector direction(game_object const&); | |
void restore_sound_threshold(game_object&); | |
void explode(game_object&,unsigned int); | |
bool in_loophole_fov(game_object const&,char const*,char const*,vector); | |
custom [float] mass(game_object const&); | |
void stop_particles(game_object&,char const*,char const*); | |
void start_particles(game_object&,char const*,char const*); | |
bool is_weapon_going_to_be_strapped(game_object const&,game_object const*); | |
bool sniper_update_rate(game_object const&); | |
void enable_level_changer(game_object&,bool); | |
bool sniper_fire_mode(game_object const&); | |
void set_level_changer_invitation(game_object&,char const*); | |
void buy_item_condition_factor(game_object&,custom [float]); | |
vector get_movement_speed(game_object const&); | |
CPhysicObject* get_physics_object(game_object&); | |
void set_ammo_elapsed(game_object&,int); | |
void debug_planner(game_object&,action_planner const*); | |
CArtefact* get_artefact(game_object&); | |
CZoneCampfire* get_campfire(game_object&); | |
unsigned int object_count(game_object const&); | |
void unregister_door_for_npc(game_object&); | |
void set_const_force(game_object&,vector const&,custom [float],unsigned int); | |
bool disable_hit_marks(game_object const&); | |
CSightParams sight_params(game_object&); | |
void unload_magazine(game_object&); | |
void disable_trade(game_object&); | |
void play_sound(game_object&,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int); | |
void can_select_weapon(game_object&,bool); | |
void poltergeist_set_actor_ignore(game_object&,bool); | |
void deadbody_closed(game_object&,bool); | |
int clsid(game_object const&); | |
void iterate_inventory_box(game_object&,function<void>,luabind::object); | |
void stop_talk(game_object&); | |
void iterate_inventory(game_object&,function<void>,luabind::object); | |
void wounded(game_object&,bool); | |
int get_visibility_state(game_object&); | |
unsigned int location_on_path(game_object&,custom [float],vector*); | |
bool fake_death_fall_down(game_object&); | |
custom [enum ETaskState] get_task_state(game_object&,char const*); | |
void buy_supplies(game_object&,ini_file*,char const*); | |
void sell_condition(game_object&,custom [float],custom [float]); | |
void show_condition(game_object&,ini_file*,char const*); | |
void set_path_type(game_object&,custom [enum MovementManager::EPathType]); | |
void command(game_object&,entity_action const*,bool); | |
void make_object_visible_somewhen(game_object&,game_object*); | |
void disable_inv_upgrade(game_object&); | |
bool dont_has_info(game_object&,char const*); | |
bool inv_box_can_take_status(game_object&); | |
bool inv_box_can_take(game_object&,bool); | |
bool inv_box_closed_status(game_object&); | |
game_object* object(game_object&,int); | |
custom [float] fov(game_object const&); | |
vector memory_position(game_object&,game_object const&); | |
bool inv_box_closed(game_object&,bool,char const*); | |
void set_smart_cover_target_fire(game_object&); | |
bool movement_enabled(game_object&); | |
game_object* active_item(game_object&); | |
void info_clear(game_object&); | |
bool is_inv_box_empty(game_object&); | |
void set_fastcall(game_object&,function<bool> const&,luabind::object const&); | |
bool in_loophole_range(game_object const&,char const*,char const*,vector); | |
unsigned int level_vertex_id(game_object const&); | |
unsigned int vertex_in_direction(game_object const&,unsigned int,vector,custom [float]); | |
void set_nonscript_usable(game_object&,bool); | |
void set_tip_text_default(game_object&); | |
void set_vis_state(game_object&,custom [float]); | |
void set_tip_text(game_object&,char const*); | |
holder* get_holder_class(game_object&); | |
custom [float] ignore_monster_threshold(game_object const&); | |
bool movement_target_reached(game_object&); | |
void sound_prefix(game_object&,char const*); | |
hanging_lamp* get_hanging_lamp(game_object&); | |
bool weapon_strapped(game_object const&); | |
custom [class xr_vector<struct MemorySpace::CVisibleObject,class xalloc<struct MemorySpace::CVisibleObject> >] const& memory_visible_objects(game_object const&); | |
bool burer_get_force_gravi_attack(game_object&); | |
custom [float] lookout_max_time(game_object const&); | |
CCar* get_car(game_object&); | |
void patrol_path_make_inactual(game_object&); | |
custom [float] get_anomaly_power(game_object&); | |
void unlock_door_for_npc(game_object&); | |
char const* get_script_name(game_object const&); | |
unsigned int get_ammo_in_magazine(game_object&); | |
void allow_break_talk_dialog(game_object&,bool); | |
void enable_anomaly(game_object&); | |
game_object* get_enemy(game_object const&); | |
void set_actor_relation_flags(game_object&,flags32); | |
int animation_count(game_object const&); | |
custom [float] power { get; set; } | |
custom [float] morale { get; set; } | |
int character_reputation(game_object&); | |
void fake_death_stand_up(game_object&); | |
void restore_default_start_dialog(game_object&); | |
char const* character_icon(game_object&); | |
void set_dest_level_vertex_id(game_object&,unsigned int); | |
void set_smart_cover_target_idle(game_object&); | |
void register_door_for_npc(game_object&); | |
char const* get_visual_name(game_object const&); | |
char const* profile_name(game_object&); | |
void set_sympathy(game_object&,custom [float]); | |
unsigned int accessible_nearest(game_object&,vector const&,vector&); | |
bool disable_info_portion(game_object&,char const*); | |
unsigned int add_sound(game_object&,char const*,unsigned int,custom [enum ESoundTypes],unsigned int,unsigned int,unsigned int,char const*); | |
game_object* best_enemy(game_object&); | |
void set_enemy(game_object&,game_object*); | |
void enable_night_vision(game_object&,bool); | |
MonsterHitInfo get_monster_hit_info(game_object&); | |
custom [float] max_health(game_object const&); | |
void set_trader_sound(game_object&,char const*,char const*); | |
void set_community_goodwill(game_object&,char const*,int); | |
void play_cycle(game_object&,char const*,bool); | |
bool is_door_locked_for_npc(game_object const&); | |
int general_goodwill(game_object&,game_object*); | |
void change_goodwill(game_object&,int,game_object*); | |
void set_goodwill(game_object&,int,game_object*); | |
int character_rank(game_object&); | |
void get_start_dialog(game_object&); | |
void invulnerable(game_object&,bool); | |
void set_start_dialog(game_object&,char const*); | |
void allow_sprint(game_object&,bool); | |
int weapon_silencer_status(game_object&); | |
void set_dest_game_vertex_id(game_object&,unsigned short); | |
int weapon_grenadelauncher_status(game_object&); | |
bool weapon_is_silencer(game_object&); | |
custom [float] idle_min_time(game_object const&); | |
bool weapon_is_scope(game_object&); | |
void set_default_panic_threshold(game_object&); | |
void set_smart_cover_target(game_object&); | |
void disable_talk(game_object&); | |
void restore_weapon(game_object&); | |
void hide_weapon(game_object&); | |
void disable_anomaly(game_object&); | |
bool marked_dropped(game_object&,game_object*); | |
void switch_to_upgrade(game_object&); | |
bool path_completed(game_object const&); | |
unsigned int money(game_object&); | |
void bind_object(game_object&,object_binder*); | |
void inventory_for_each(game_object&,function<void> const&); | |
void clear_animations(game_object&); | |
void add_restrictions(game_object&,char const*,char const*); | |
int animation_slot(game_object const&); | |
custom [enum MovementManager::EPathType] path_type(game_object const&); | |
void drop_item_and_teleport(game_object&,game_object*,vector); | |
bool vision_enabled(game_object const&); | |
entity_action* action(game_object const&); | |
void set_task_state(game_object&,custom [enum ETaskState],char const*); | |
void drop_item(game_object&,game_object*); | |
void change_team(game_object&,unsigned char,unsigned char,unsigned char); | |
unsigned int death_time(game_object const&); | |
void set_item(game_object&,custom [enum MonsterSpace::EObjectAction],game_object*,unsigned int,unsigned int); | |
bool is_talk_enabled(game_object&); | |
void enable_talk(game_object&); | |
custom [enum MonsterSpace::EMovementType] target_movement_type(game_object const&); | |
void set_patrol_extrapolate_callback(game_object&,function<bool> const&,luabind::object const&); | |
bool is_talking(game_object&); | |
CGameTask* get_task(game_object&,char const*,bool); | |
void switch_to_talk(game_object&); | |
void set_active_task(game_object&,CGameTask*); | |
vector head_orientation(game_object const&); | |
void set_previous_point(game_object&,int); | |
unsigned short get_bone_id(game_object const&,char const*); | |
void set_desired_direction(game_object&,vector const*); | |
void jump(game_object&,vector const&,custom [float]); | |
bool torch_enabled(game_object const&); | |
flags32 get_actor_relation_flags(game_object const&); | |
void set_sound_threshold(game_object&,custom [float]); | |
bool weapon_is_grenadelauncher(game_object&); | |
CHelicopter* get_helicopter(game_object&); | |
char const* get_smart_cover_description(game_object const&); | |
unsigned int story_id(game_object const&); | |
void set_character_rank(game_object&,int); | |
void set_trader_global_anim(game_object&,char const*); | |
void transfer_item(game_object&,game_object*,game_object*); | |
vector center(game_object&); | |
char const* in_restrictions(game_object&); | |
int group(game_object const&); | |
void clear_override_animation(game_object&); | |
void set_npc_position(game_object&,vector); | |
bool deadbody_can_take_status(game_object&); | |
void eat(game_object&,game_object*); | |
void activate_slot(game_object&,unsigned int); | |
entity_action const* action_by_index(game_object&,unsigned int); | |
void register_in_combat(game_object&); | |
unsigned int game_vertex_id(game_object const&); | |
void set_visual_name(game_object&,char const*); | |
unsigned int action_count(game_object const&); | |
custom [float] radiation { get; set; } | |
void force_visibility_state(game_object&,int); | |
void release_stand_sleep_animation(game_object&); | |
bool active_zone_contact(game_object&,unsigned short); | |
bool is_door_blocked_by_npc(game_object const&); | |
void restore_ignore_monster_threshold(game_object&); | |
void on_door_is_closed(game_object&); | |
void burer_set_force_gravi_attack(game_object&,bool); | |
bool is_there_items_to_pickup(game_object const&); | |
void set_manual_invisibility(game_object&,bool); | |
unsigned short id(game_object const&); | |
bool is_active_task(game_object&,CGameTask*); | |
void enable_vision(game_object&,bool); | |
action_planner* motivation_action_manager(game_object*); | |
void set_override_animation(game_object&,char const*); | |
custom [float] accuracy(game_object const&); | |
void add_animation(game_object&,char const*,bool,vector,vector,bool); | |
bool critically_wounded(game_object&); | |
SoundInfo get_sound_info(game_object&); | |
bool alive(game_object const&); | |
int team(game_object const&); | |
char const* who_hit_section_name(game_object&); | |
void set_collision_off(game_object&,bool); | |
void berserk(game_object&); | |
bool is_trade_enabled(game_object&); | |
bool suitable_smart_cover(game_object&,game_object*); | |
void set_alien_control(game_object&,bool); | |
vector position(game_object const&); | |
bool weapon_unstrapped(game_object const&); | |
bool death_sound_enabled(game_object const&); | |
void set_custom_panic_threshold(game_object&,custom [float]); | |
void make_item_active(game_object&,game_object*); | |
custom [enum MonsterSpace::EMentalState] mental_state(game_object const&); | |
void inactualize_patrol_path(game_object&); | |
char const* sound_voice_prefix(game_object const&); | |
char const* section(game_object const&); | |
bool attachable_item_enabled(game_object const&); | |
bool is_body_turning(game_object const&); | |
cover_point const* find_best_cover(game_object&,vector); | |
void force_stand_sleep_animation(game_object&,unsigned int); | |
bool poltergeist_get_actor_ignore(game_object&); | |
bool get_script(game_object const&); | |
void set_desired_position(game_object&,vector const*); | |
bool special_danger_move(game_object&); | |
void set_actor_direction(game_object&,custom [float]); | |
custom [float] max_ignore_monster_distance(game_object const&); | |
void set_range(game_object&,custom [float]); | |
void enable_memory_object(game_object&,game_object*,bool); | |
void extrapolate_length(game_object&,custom [float]); | |
custom [class xr_vector<struct MemorySpace::CSoundObject,class xalloc<struct MemorySpace::CSoundObject> >] const& memory_sound_objects(game_object const&); | |
custom [float] condition(game_object const&); | |
void set_mental_state(game_object&,custom [enum MonsterSpace::EMentalState]); | |
void set_dest_smart_cover(game_object&); | |
void give_game_news(game_object&,char const*,char const*,char const*,int,int,int); | |
custom [float] lookout_min_time(game_object const&); | |
void set_smart_cover_target_lookout(game_object&); | |
int get_enemy_strength(game_object const&); | |
void set_detail_path_type(game_object&,custom [enum DetailPathManager::EDetailPathType]); | |
void set_smart_cover_target_fire_no_lookout(game_object&); | |
void on_door_is_open(game_object&); | |
void give_money(game_object&,int); | |
custom [float] sympathy(game_object&); | |
void set_home(game_object&,unsigned int,custom [float],custom [float],bool,custom [float]); | |
game_object* get_current_outfit(game_object const&); | |
cover_point const* get_dest_smart_cover(game_object&); | |
char const* character_name(game_object&); | |
int rank(game_object&); | |
void set_force_anti_aim(game_object&,bool); | |
game_object* best_weapon(game_object&); | |
cover_point const* best_cover(game_object&,vector const&,vector const&,custom [float],custom [float],custom [float]); | |
void group_throw_time_interval(game_object&,unsigned int); | |
bool get_force_anti_aim(game_object&); | |
vector get_current_direction(game_object&); | |
} | |
[cpp] | |
class phaction_constforce | |
{ | |
void __init(luabind::argument const&,custom [class CPhysicsShell]*,vector const&); | |
} | |
[cpp] | |
class cse_alife_item_helmet : cse_alife_item | |
{ | |
void on_unregister(cse_alife_item_helmet&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_item_helmet const&); | |
void switch_online(cse_alife_item_helmet&); | |
cse_abstract* init(cse_alife_item_helmet&); | |
bool interactive(cse_alife_item_helmet const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item_helmet&); | |
void STATE_Read(cse_alife_item_helmet&,net_packet&,unsigned short); | |
void on_register(cse_alife_item_helmet&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_item_helmet const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_item_helmet const&); | |
vector& angle { get; set; } | |
void on_spawn(cse_alife_item_helmet&); | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_alife_item_helmet&,net_packet&); | |
bool can_save(cse_alife_item_helmet const&); | |
bool used_ai_locations(cse_alife_item_helmet const&); | |
bool bfUseful(cse_alife_item_helmet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item_helmet&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned int m_level_vertex_id { get; set; } | |
char const* name(cse_abstract const*); | |
ini_file* spawn_ini(cse_abstract*); | |
} | |
[cpp] | |
class FS_file_list | |
{ | |
void Free(FS_file_list&); | |
unsigned int Size(FS_file_list&); | |
char const* GetAt(FS_file_list&,unsigned int); | |
} | |
[cpp] | |
class cse_alife_human_abstract : , cse_alife_trader_abstractcse_alife_monster_abstract | |
{ | |
void on_unregister(cse_alife_human_abstract&); | |
void STATE_Read(cse_alife_human_abstract&,net_packet&,unsigned short); | |
custom [float] health(cse_alife_creature_abstract const&); | |
int rank(cse_alife_human_abstract&); | |
void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_human_abstract const&); | |
void on_register(cse_alife_human_abstract&); | |
void switch_online(cse_alife_human_abstract&); | |
unsigned char team { get; set; } | |
void on_before_register(cse_alife_human_abstract&); | |
cse_abstract* init(cse_alife_human_abstract&); | |
void update(cse_alife_human_abstract&); | |
unsigned int m_level_vertex_id { get; set; } | |
bool interactive(cse_alife_human_abstract const&); | |
void STATE_Write(cse_alife_human_abstract&,net_packet&); | |
unsigned short group_id { get; set; } | |
unsigned int m_story_id { get; set; } | |
bool used_ai_locations(cse_alife_human_abstract const&); | |
void switch_offline(cse_alife_human_abstract&); | |
void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short); | |
void on_death(cse_alife_human_abstract&,cse_abstract*); | |
unsigned char group { get; set; } | |
void set_rank(cse_alife_human_abstract&,int); | |
void smart_terrain_task_activate(cse_alife_monster_abstract*); | |
ini_file* spawn_ini(cse_abstract*); | |
int clsid(cse_abstract const&); | |
unsigned char g_squad(cse_alife_human_abstract&); | |
unsigned char squad { get; set; } | |
unsigned short m_smart_terrain_id { get; set; } | |
vector& position { get; set; } | |
rotation* o_torso(cse_alife_creature_abstract*); | |
unsigned short smart_terrain_id(cse_alife_monster_abstract*); | |
unsigned short id { get; set; } | |
int reputation(cse_alife_trader_abstract&); | |
void move_offline(cse_alife_object&,bool); | |
bool keep_saved_data_anyway(cse_alife_human_abstract const&); | |
unsigned short script_version { get; set; } | |
void travel_speed(cse_alife_monster_abstract*,custom [float]); | |
char const* section_name(cse_abstract const*); | |
bool alive(cse_alife_creature_abstract const&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned char g_team(cse_alife_human_abstract&); | |
bool can_switch_online(cse_alife_human_abstract const&); | |
unsigned short m_game_vertex_id { get; set; } | |
vector& angle { get; set; } | |
void smart_terrain_task_deactivate(cse_alife_monster_abstract*); | |
void on_spawn(cse_alife_human_abstract&); | |
CALifeHumanBrain* brain(cse_alife_human_abstract*); | |
bool has_detector(cse_alife_monster_abstract&); | |
char const* community(cse_alife_trader_abstract const&); | |
void kill(cse_alife_monster_abstract&); | |
void clear_smart_terrain(cse_alife_monster_abstract*); | |
unsigned short parent_id { get; set; } | |
bool can_save(cse_alife_human_abstract const&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned char g_group(cse_alife_human_abstract&); | |
char const* name(cse_abstract const*); | |
char const* profile_name(cse_alife_trader_abstract*); | |
} | |
[cpp] | |
class physics_joint | |
{ | |
void set_axis_dir_vs_second_element(physics_joint&,custom [float],custom [float],custom [float],int); | |
void get_limits(physics_joint&,custom [float]&,custom [float]&,int); | |
custom [float] get_axis_angle(physics_joint&,int); | |
void set_anchor_vs_second_element(physics_joint&,custom [float],custom [float],custom [float]); | |
void set_max_force_and_velocity(physics_joint&,custom [float],custom [float],int); | |
bool is_breakable(physics_joint&); | |
void set_joint_spring_dumping_factors(physics_joint&,custom [float],custom [float]); | |
void get_anchor(physics_joint&,vector&); | |
physics_element* get_first_element(physics_joint&); | |
void set_axis_dir_vs_first_element(physics_joint&,custom [float],custom [float],custom [float],int); | |
void set_limits(physics_joint&,custom [float],custom [float],int); | |
void get_axis_dir(physics_joint&,int,vector&); | |
void set_anchor_vs_first_element(physics_joint&,custom [float],custom [float],custom [float]); | |
unsigned short get_axes_number(physics_joint&); | |
void set_axis_spring_dumping_factors(physics_joint&,custom [float],custom [float],int); | |
physics_element* get_stcond_element(physics_joint&); | |
void get_max_force_and_velocity(physics_joint&,custom [float]&,custom [float]&,int); | |
unsigned short get_bone_id(physics_joint&); | |
void set_axis_dir_global(physics_joint&,custom [float],custom [float],custom [float],int); | |
void set_anchor_global(physics_joint&,custom [float],custom [float],custom [float]); | |
} | |
[cpp] | |
class color_animator | |
{ | |
unsigned int length(color_animator&); | |
void load(color_animator&,char const*); | |
fcolor calculate(color_animator&,custom [float]); | |
void __init(luabind::argument const&,char const*); | |
} | |
[cpp] | |
class CUIMapList : CUIWindow | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void StartDedicatedServer(CUIMapList&); | |
void SetMapInfo(CUIMapList&,CUIMapInfo*); | |
void SetModeSelector(CUIMapList&,CUIWindow*); | |
void Enable(CUIWindow&,bool); | |
void SetWndSize(CUIWindow&,vector2); | |
char const* GetCommandLine(CUIMapList&,char const*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void SetPPMode(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void SetAutoDelete(CUIWindow&,bool); | |
void ClearList(CUIMapList&); | |
void LoadMapList(CUIMapList&); | |
bool IsEmpty(CUIMapList&); | |
void SetWeatherSelector(CUIMapList&,CUIComboBox*); | |
bool IsAutoDelete(CUIWindow&); | |
void SetServerParams(CUIMapList&,char const*); | |
void SetWndPos(CUIWindow&,vector2); | |
void ResetPPMode(CUIWindow&); | |
void OnModeChange(CUIMapList&); | |
bool IsEnabled(CUIWindow&); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SaveMapList(CUIMapList&); | |
void SetWndRect(CUIWindow&,Frect); | |
custom [enum EGameIDs] GetCurGameType(CUIMapList&); | |
void SetMapPic(CUIMapList&,CUIStatic*); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class CWeaponSVU : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class entity_memory_object : memory_object | |
{ | |
game_object* object(entity_memory_object const&); | |
custom [struct MemorySpace::CObjectParams<class CEntityAlive>]& self_info { get; set; } | |
unsigned int level_time { get; set; } | |
unsigned int last_level_time { get; set; } | |
custom [struct MemorySpace::CObjectParams<class CEntityAlive>]& object_info { get; set; } | |
} | |
[cpp] | |
class CElectricBall : CArtefact | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
unsigned char GetAfRank(CArtefact const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
IRender_Visual* Visual(CGameObject const&); | |
void FollowByPath(CArtefact&,char const*,int,vector); | |
void SwitchVisibility(CArtefact&,bool); | |
DLL_Pure* _construct(CGameObject&); | |
int getEnabled(CGameObject const&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class ClientID | |
{ | |
void __eq(lua_State*,ClientID&,ClientID); | |
void set(ClientID&,unsigned int); | |
void __init(luabind::argument const&); | |
unsigned int value(ClientID const&); | |
} | |
[cpp] | |
class cef_storage | |
{ | |
custom [float] evaluate(cef_storage*,char const*,cse_alife_object*,cse_alife_object*,cse_alife_object*,cse_alife_object*); | |
} | |
[cpp] | |
class duality | |
{ | |
duality& set(duality&,custom [float],custom [float]); | |
custom [float] v { get; set; } | |
custom [float] h { get; set; } | |
void __init(luabind::argument const&,custom [float],custom [float]); | |
} | |
[cpp] | |
class cse_alife_dynamic_object_visual : , cse_alife_dynamic_objectcse_visual | |
{ | |
void on_unregister(cse_alife_dynamic_object_visual&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_dynamic_object_visual const&); | |
void switch_online(cse_alife_dynamic_object_visual&); | |
cse_abstract* init(cse_alife_dynamic_object_visual&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_dynamic_object_visual&); | |
void STATE_Read(cse_alife_dynamic_object_visual&,net_packet&,unsigned short); | |
void on_register(cse_alife_dynamic_object_visual&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_dynamic_object_visual const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_dynamic_object_visual const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void on_spawn(cse_alife_dynamic_object_visual&); | |
bool can_save(cse_alife_dynamic_object_visual const&); | |
bool used_ai_locations(cse_alife_dynamic_object_visual const&); | |
void STATE_Write(cse_alife_dynamic_object_visual&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_dynamic_object_visual&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_alife_dynamic_object_visual const&); | |
char const* name(cse_abstract const*); | |
char const* section_name(cse_abstract const*); | |
} | |
[cpp] | |
class hit_memory_object : entity_memory_object | |
{ | |
custom [float] amount { get; set; } | |
custom [struct MemorySpace::CObjectParams<class CEntityAlive>]& self_info { get; set; } | |
unsigned int level_time { get; set; } | |
unsigned int last_level_time { get; set; } | |
vector& direction { get; set; } | |
unsigned short bone_index { get; set; } | |
custom [struct MemorySpace::CObjectParams<class CEntityAlive>]& object_info { get; set; } | |
game_object* object(entity_memory_object const&); | |
} | |
[cpp] | |
class CGalantineArtefact : CArtefact | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
unsigned char GetAfRank(CArtefact const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
IRender_Visual* Visual(CGameObject const&); | |
void FollowByPath(CArtefact&,char const*,int,vector); | |
void SwitchVisibility(CArtefact&,bool); | |
DLL_Pure* _construct(CGameObject&); | |
int getEnabled(CGameObject const&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CUIGameCustom | |
{ | |
void enable_fake_indicators(CUIGameCustom&,bool); | |
void hide_messages(CUIGameCustom&); | |
void RemoveCustomStatic(CUIGameCustom&,char const*); | |
void HidePdaMenu(CUIGameCustom&); | |
void AddDialogToRender(CUIGameCustom&,CUIWindow*); | |
void HideActorMenu(CUIGameCustom&); | |
void update_fake_indicators(CUIGameCustom&,unsigned char,custom [float]); | |
void RemoveDialogToRender(CUIGameCustom&,CUIWindow*); | |
void show_messages(CUIGameCustom&); | |
StaticDrawableWrapper* AddCustomStatic(CUIGameCustom&,char const*,bool); | |
StaticDrawableWrapper* GetCustomStatic(CUIGameCustom&,char const*); | |
} | |
[cpp] | |
class GameGraph__LEVEL_MAP__value_type | |
{ | |
custom [class GameGraph::SLevel]& level { get; set; } | |
unsigned char id { get; set; } | |
} | |
[cpp] | |
class demo_player_info | |
{ | |
short const get_frags(demo_player_info const&); | |
unsigned short const get_artefacts(demo_player_info const&); | |
unsigned char const get_rank(demo_player_info const&); | |
short const get_deaths(demo_player_info const&); | |
unsigned char const get_team(demo_player_info const&); | |
char const* get_name(demo_player_info const&); | |
short const get_spots(demo_player_info const&); | |
} | |
[cpp] | |
class cse_alife_smart_zone : , cse_alife_space_restrictorcse_alife_schedulable | |
{ | |
void on_unregister(cse_alife_smart_zone&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_smart_zone const&); | |
void switch_online(cse_alife_smart_zone&); | |
cse_abstract* init(cse_alife_smart_zone&); | |
void update(cse_alife_smart_zone&); | |
bool interactive(cse_alife_smart_zone const&); | |
custom [float] suitable(cse_alife_smart_zone const&,cse_alife_monster_abstract*); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_smart_zone&); | |
custom [float] detect_probability(cse_alife_smart_zone&); | |
void STATE_Read(cse_alife_smart_zone&,net_packet&,unsigned short); | |
void on_register(cse_alife_smart_zone&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_smart_zone const&); | |
unsigned short script_version { get; set; } | |
char const* section_name(cse_abstract const*); | |
void unregister_npc(cse_alife_smart_zone&,cse_alife_monster_abstract*); | |
bool enabled(cse_alife_smart_zone const&,cse_alife_monster_abstract*); | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_smart_zone const&); | |
void STATE_Write(cse_alife_smart_zone&,net_packet&); | |
vector& angle { get; set; } | |
void smart_touch(cse_alife_smart_zone&,cse_alife_monster_abstract*); | |
void on_spawn(cse_alife_smart_zone&); | |
bool used_ai_locations(cse_alife_smart_zone const&); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
CALifeSmartTerrainTask* task(cse_alife_smart_zone&,cse_alife_monster_abstract*); | |
unsigned short m_game_vertex_id { get; set; } | |
bool can_save(cse_alife_smart_zone const&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_smart_zone&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
void register_npc(cse_alife_smart_zone&,cse_alife_monster_abstract*); | |
char const* name(cse_abstract const*); | |
unsigned int m_level_vertex_id { get; set; } | |
} | |
[cpp] | |
class planner_action : , action_planneraction_base | |
{ | |
unsigned short weight(planner_action const&,world_state const&,world_state const&); | |
void set_weight(action_base&,unsigned short const&); | |
property_evaluator& evaluator(action_planner&,unsigned int const&); | |
void initialize(planner_action&); | |
void setup(planner_action&,game_object*,property_storage*); | |
bool initialized(action_planner const&); | |
property_storage& storage { get; set; } | |
void remove_precondition(action_base&,unsigned int const&); | |
action_base& action(action_planner&,unsigned int const&); | |
void update(action_planner&); | |
void set_goal_world_state(action_planner*,world_state*); | |
void show(planner_action&,char const*); | |
void execute(planner_action&); | |
void finalize(planner_action&); | |
void add_precondition(action_base&,world_property const&); | |
void remove_action(action_planner&,unsigned int const&); | |
bool actual(action_planner const*); | |
action_base& current_action(action_planner&); | |
unsigned int current_action_id(action_planner const&); | |
void remove_effect(action_base&,unsigned int const&); | |
void add_effect(action_base&,world_property const&); | |
void add_evaluator(action_planner&,unsigned int const&,property_evaluator*); | |
void remove_evaluator(action_planner&,unsigned int const&); | |
void add_action(action_planner&,unsigned int const&,action_base*); | |
void __init(luabind::argument const&,game_object*,char const*); | |
void clear(action_planner&); | |
game_object* object { get; set; } | |
} | |
[cpp] | |
class CALifeHumanBrain : CALifeMonsterBrain | |
{ | |
CALifeMonsterMovementManager* movement(CALifeMonsterBrain const*); | |
void update(CALifeMonsterBrain&); | |
void can_choose_alife_tasks(CALifeMonsterBrain&,bool); | |
} | |
[cpp] | |
class CBlend | |
{ | |
} | |
[cpp] | |
class found_email_cb | |
{ | |
void bind(found_email_cb&,luabind::object,function<void>); | |
void clear(found_email_cb&); | |
void __init(luabind::argument const&,luabind::object,function<void>); | |
} | |
[cpp] | |
class COptionsManager | |
{ | |
void SaveValues(COptionsManager&,char const*); | |
bool NeedSystemRestart(COptionsManager&); | |
void __init(luabind::argument const&); | |
void SendMessage2Group(COptionsManager&,char const*,char const*); | |
void UndoGroup(COptionsManager&,char const*); | |
bool NeedVidRestart(COptionsManager&); | |
void OptionsPostAccept(COptionsManager&); | |
void SetCurrentValues(COptionsManager&,char const*); | |
void SaveBackupValues(COptionsManager&,char const*); | |
} | |
[cpp] | |
class CBlackGraviArtefact : CArtefact | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
unsigned char GetAfRank(CArtefact const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
IRender_Visual* Visual(CGameObject const&); | |
void FollowByPath(CArtefact&,char const*,int,vector); | |
void SwitchVisibility(CArtefact&,bool); | |
DLL_Pure* _construct(CGameObject&); | |
int getEnabled(CGameObject const&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class SoundInfo | |
{ | |
int danger { get; set; } | |
vector& position { get; set; } | |
custom [float] power { get; set; } | |
int time { get; set; } | |
game_object* who { get; set; } | |
} | |
[cpp] | |
class CUIButton : CUIStatic | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
CUILines* TextControl(CUIStatic&); | |
void InitTexture(CUIStatic&,char const*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
Frect const* GetTextureRect(CUIStatic&); | |
void SetStretchTexture(CUIStatic&,bool); | |
bool IsEnabled(CUIWindow&); | |
void SetTextureRect(CUIStatic&,Frect*); | |
void SetPPMode(CUIWindow&); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetWndSize(CUIWindow&,vector2); | |
void Enable(CUIWindow&,bool); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class cse_alife_schedulable : ipure_schedulable_object | |
{ | |
} | |
[cpp] | |
class CUISleepStatic : CUIStatic | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
CUILines* TextControl(CUIStatic&); | |
void InitTexture(CUIStatic&,char const*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
Frect const* GetTextureRect(CUIStatic&); | |
void SetStretchTexture(CUIStatic&,bool); | |
bool IsEnabled(CUIWindow&); | |
void SetTextureRect(CUIStatic&,Frect*); | |
void SetPPMode(CUIWindow&); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetWndSize(CUIWindow&,vector2); | |
void Enable(CUIWindow&,bool); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class CMosquitoBald : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class particle | |
{ | |
void set_velocity(particle&,vector const&); | |
void set_angles(particle&,vector const&); | |
bool completed(particle&); | |
void __init(luabind::argument const&,char const*,particle_params const&,bool); | |
void set_bone(particle&,char const*); | |
void set_particle(particle&,char const*,bool); | |
void set_position(particle&,vector const&); | |
} | |
[cpp] | |
class ui_events | |
{ | |
const BUTTON_CLICKED = 17; | |
const BUTTON_DOWN = 18; | |
const CHECK_BUTTON_RESET = 21; | |
const CHECK_BUTTON_SET = 20; | |
const EDIT_TEXT_COMMIT = 71; | |
const LIST_ITEM_CLICKED = 35; | |
const LIST_ITEM_SELECT = 36; | |
const MAIN_MENU_RELOADED = 76; | |
const MESSAGE_BOX_CANCEL_CLICKED = 44; | |
const MESSAGE_BOX_COPY_CLICKED = 45; | |
const MESSAGE_BOX_NO_CLICKED = 43; | |
const MESSAGE_BOX_OK_CLICKED = 39; | |
const MESSAGE_BOX_QUIT_GAME_CLICKED = 42; | |
const MESSAGE_BOX_QUIT_WIN_CLICKED = 41; | |
const MESSAGE_BOX_YES_CLICKED = 40; | |
const PROPERTY_CLICKED = 38; | |
const RADIOBUTTON_SET = 22; | |
const SCROLLBAR_HSCROLL = 32; | |
const SCROLLBAR_VSCROLL = 31; | |
const SCROLLBOX_MOVE = 30; | |
const TAB_CHANGED = 19; | |
const WINDOW_KEYBOARD_CAPTURE_LOST = 14; | |
const WINDOW_KEY_PRESSED = 10; | |
const WINDOW_KEY_RELEASED = 11; | |
const WINDOW_LBUTTON_DB_CLICK = 9; | |
const WINDOW_LBUTTON_DOWN = 0; | |
const WINDOW_LBUTTON_UP = 3; | |
const WINDOW_MOUSE_MOVE = 6; | |
const WINDOW_RBUTTON_DOWN = 1; | |
const WINDOW_RBUTTON_UP = 4; | |
} | |
[cpp] | |
class CUILines | |
{ | |
void SetElipsis(CUILines&,bool); | |
void SetTextST(CUILines&,char const*); | |
void SetFont(CUILines&,CGameFont*); | |
void SetText(CUILines&,char const*); | |
char const* GetText(CUILines&); | |
void SetTextColor(CUILines&,unsigned int); | |
} | |
[cpp] | |
class alife_simulator | |
{ | |
void remove_out_restriction(alife_simulator*,cse_alife_monster_abstract*,unsigned short); | |
cse_abstract* create_ammo(alife_simulator*,char const*,vector const&,unsigned int,unsigned short,unsigned short,int); | |
cse_alife_creature_actor* actor(alife_simulator const*); | |
void switch_distance(alife_simulator&,custom [float]); | |
unsigned int level_id(alife_simulator*); | |
bool dont_has_info(alife_simulator const*,unsigned short const&,char const*); | |
cse_alife_dynamic_object* object(alife_simulator const*,unsigned short,bool); | |
void set_switch_online(alife_simulator&,unsigned short,bool); | |
char const* level_name(alife_simulator const*,int); | |
void add_in_restriction(alife_simulator*,cse_alife_monster_abstract*,unsigned short); | |
void set_interactive(alife_simulator&,unsigned short,bool); | |
void set_switch_offline(alife_simulator&,unsigned short,bool); | |
void remove_all_restrictions(alife_simulator&,unsigned short,custom [enum RestrictionSpace::ERestrictorTypes] const&); | |
void kill_entity(alife_simulator*,cse_alife_monster_abstract*); | |
bool has_info(alife_simulator const*,unsigned short const&,char const*); | |
unsigned short spawn_id(alife_simulator*,unsigned int); | |
bool valid_object_id(alife_simulator const*,unsigned short); | |
void add_out_restriction(alife_simulator*,cse_alife_monster_abstract*,unsigned short); | |
void remove_in_restriction(alife_simulator*,cse_alife_monster_abstract*,unsigned short); | |
void release(alife_simulator*,cse_abstract*,bool); | |
cse_alife_dynamic_object* story_object(alife_simulator const*,unsigned int); | |
cse_abstract* create(alife_simulator*,char const*,vector const&,unsigned int,unsigned short); | |
} | |
[cpp] | |
class profile | |
{ | |
char const* unique_nick(profile const&); | |
bool const online(profile const&); | |
} | |
[cpp] | |
class cse_alife_object_physic : , cse_alife_dynamic_object_visualcse_ph_skeleton | |
{ | |
void on_unregister(cse_alife_object_physic&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
bool can_switch_offline(cse_alife_object_physic const&); | |
void switch_online(cse_alife_object_physic&); | |
cse_abstract* init(cse_alife_object_physic&); | |
void set_yaw(cse_alife_object_physic*,custom [float]); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_object_physic&); | |
void STATE_Read(cse_alife_object_physic&,net_packet&,unsigned short); | |
void on_register(cse_alife_object_physic&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_object_physic const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_object_physic const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
char const* section_name(cse_abstract const*); | |
void on_spawn(cse_alife_object_physic&); | |
void STATE_Write(cse_alife_object_physic&,net_packet&); | |
bool can_save(cse_alife_object_physic const&); | |
bool used_ai_locations(cse_alife_object_physic const&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_object_physic&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_alife_object_physic const&); | |
char const* name(cse_abstract const*); | |
void __init(luabind::argument const&,char const*); | |
} | |
[cpp] | |
class hanging_lamp : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void turn_on(hanging_lamp&); | |
void turn_off(hanging_lamp&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CStalkerOutfit : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class FileStatus | |
{ | |
bool Exists { get; set; } | |
bool External { get; set; } | |
} | |
[cpp] | |
class cse_alife_psydog_phantom : cse_alife_monster_base | |
{ | |
void on_unregister(cse_alife_psydog_phantom&); | |
custom [float] health(cse_alife_creature_abstract const&); | |
int rank(cse_alife_monster_abstract&); | |
void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_psydog_phantom const&); | |
void switch_online(cse_alife_psydog_phantom&); | |
unsigned char group { get; set; } | |
void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short); | |
void update(cse_alife_psydog_phantom&); | |
bool interactive(cse_alife_psydog_phantom const&); | |
unsigned char team { get; set; } | |
unsigned short group_id { get; set; } | |
unsigned int m_story_id { get; set; } | |
cse_abstract* init(cse_alife_psydog_phantom&); | |
void switch_offline(cse_alife_psydog_phantom&); | |
unsigned int m_level_vertex_id { get; set; } | |
void smart_terrain_task_activate(cse_alife_monster_abstract*); | |
void STATE_Read(cse_alife_psydog_phantom&,net_packet&,unsigned short); | |
void on_register(cse_alife_psydog_phantom&); | |
unsigned char g_group(cse_alife_psydog_phantom&); | |
void on_before_register(cse_alife_psydog_phantom&); | |
int clsid(cse_abstract const&); | |
unsigned char g_squad(cse_alife_psydog_phantom&); | |
unsigned char squad { get; set; } | |
unsigned short m_smart_terrain_id { get; set; } | |
void STATE_Write(cse_alife_psydog_phantom&,net_packet&); | |
unsigned short m_game_vertex_id { get; set; } | |
unsigned short smart_terrain_id(cse_alife_monster_abstract*); | |
unsigned short id { get; set; } | |
rotation* o_torso(cse_alife_creature_abstract*); | |
ini_file* spawn_ini(cse_abstract*); | |
bool keep_saved_data_anyway(cse_alife_psydog_phantom const&); | |
unsigned short script_version { get; set; } | |
void travel_speed(cse_alife_monster_abstract*,custom [float]); | |
void use_ai_locations(cse_alife_object&,bool); | |
bool alive(cse_alife_creature_abstract const&); | |
vector& position { get; set; } | |
void move_offline(cse_alife_object&,bool); | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned char g_team(cse_alife_psydog_phantom&); | |
bool can_switch_online(cse_alife_psydog_phantom const&); | |
char const* section_name(cse_abstract const*); | |
vector& angle { get; set; } | |
void smart_terrain_task_deactivate(cse_alife_monster_abstract*); | |
void on_spawn(cse_alife_psydog_phantom&); | |
CALifeMonsterBrain* brain(cse_alife_monster_abstract*); | |
bool has_detector(cse_alife_monster_abstract&); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void kill(cse_alife_monster_abstract&); | |
void clear_smart_terrain(cse_alife_monster_abstract*); | |
unsigned short parent_id { get; set; } | |
bool can_save(cse_alife_psydog_phantom const&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
void on_death(cse_alife_psydog_phantom&,cse_abstract*); | |
char const* name(cse_abstract const*); | |
bool used_ai_locations(cse_alife_psydog_phantom const&); | |
} | |
[cpp] | |
class CZombie : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CUITabControl : CUIWindow | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void RemoveAll(CUITabControl&); | |
void Enable(CUIWindow&,bool); | |
void SetWndSize(CUIWindow&,vector2); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
bool AddItem(CUITabControl&,char const*,char const*,vector2,vector2); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetPPMode(CUIWindow&); | |
void SetActiveTab(CUITabControl&,char const*); | |
bool IsEnabled(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
CUITabButton* GetButtonById(CUITabControl&,char const*); | |
char const* GetActiveId(CUITabControl&); | |
unsigned int const GetTabsCount(CUITabControl const&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class CWeaponGroza : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class move | |
{ | |
const back = 4; | |
const criteria = 2; | |
const crouch = 0; | |
const curve = 0; | |
const curve_criteria = 2; | |
const default = 0; | |
const dodge = 1; | |
const down = 64; | |
const drag = 3; | |
const force = 1; | |
const fwd = 2; | |
const handbrake = 128; | |
const jump = 4; | |
const left = 8; | |
const line = 0; | |
const none = 1; | |
const off = 512; | |
const on = 256; | |
const right = 16; | |
const run = 1; | |
const run_fwd = 2; | |
const run_with_leader = 7; | |
const stand = 2; | |
const standing = 1; | |
const steal = 5; | |
const up = 32; | |
const walk = 0; | |
const walk_bkwd = 1; | |
const walk_fwd = 0; | |
const walk_with_leader = 6; | |
void input(move&,custom [enum CScriptMovementAction::EInputKeys]); | |
void position(move&,vector const&); | |
void patrol(move&,custom [class CPatrolPath] const*,custom [class shared_str]); | |
void __init(luabind::argument const&,custom [enum MonsterSpace::EScriptMonsterMoveAction],game_object*,custom [float],custom [enum MonsterSpace::EScriptMonsterSpeedParam]); | |
void move(move&,custom [enum MonsterSpace::EMovementType]); | |
bool completed(move&); | |
void body(move&,custom [enum MonsterSpace::EBodyState]); | |
void object(move&,game_object*); | |
void path(move&,custom [enum DetailPathManager::EDetailPathType]); | |
} | |
[cpp] | |
class cse_alife_group_abstract | |
{ | |
} | |
[cpp] | |
class profile_timer | |
{ | |
void stop(profile_timer&); | |
void __tostring(lua_State*,profile_timer&); | |
void __init(luabind::argument const&,profile_timer&); | |
void __add(lua_State*,profile_timer const&,profile_timer); | |
custom [float] time(profile_timer const&); | |
void start(profile_timer&); | |
void __lt(lua_State*,profile_timer const&,profile_timer); | |
} | |
[cpp] | |
class CSpaceRestrictor : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class anim | |
{ | |
const attack = 7; | |
const capture_prepare = 1; | |
const danger = 0; | |
const eat = 4; | |
const free = 1; | |
const lie_idle = 3; | |
const look_around = 8; | |
const panic = 2; | |
const rest = 6; | |
const sit_idle = 2; | |
const sleep = 5; | |
const stand_idle = 0; | |
const turn = 9; | |
void type(anim&,custom [enum MonsterSpace::EMentalState]); | |
bool completed(anim&); | |
void anim(anim&,char const*); | |
void __init(luabind::argument const&,custom [enum MonsterSpace::EScriptMonsterAnimAction],int); | |
} | |
[cpp] | |
class reader | |
{ | |
void r_vec3(reader*,vector*); | |
custom [float] r_float_q16(reader&,custom [float],custom [float]); | |
void r_advance(reader&,int); | |
void r_sdir(reader&,vector&); | |
void r_seek(reader&,int); | |
short r_s16(reader&); | |
custom [float] r_angle8(reader&); | |
custom [float] r_float_q8(reader&,custom [float],custom [float]); | |
unsigned int r_u32(reader&); | |
bool r_bool(reader*); | |
custom [float] r_angle16(reader&); | |
int r_tell(reader const&); | |
bool r_eof(reader*); | |
custom [unsigned __int64] r_u64(reader&); | |
int r_s32(reader&); | |
void r_dir(reader&,vector&); | |
custom [__int64] r_s64(reader&); | |
custom [float] r_float(reader&); | |
unsigned short r_u16(reader&); | |
unsigned char r_u8(reader&); | |
int r_elapsed(reader const&); | |
custom [signed char] r_s8(reader&); | |
char const* r_stringZ(reader*); | |
} | |
[cpp] | |
class login_manager | |
{ | |
void logout(login_manager&); | |
void stop_login(login_manager&); | |
void forgot_password(login_manager&,char const*); | |
void login(login_manager&,char const*,char const*,char const*,login_operation_cb); | |
void save_nick_to_registry(login_manager&,char const*); | |
char const* get_email_from_registry(login_manager&); | |
void save_email_to_registry(login_manager&,char const*); | |
void save_remember_me_to_registry(login_manager&,bool); | |
bool get_remember_me_from_registry(login_manager&); | |
void save_password_to_registry(login_manager&,char const*); | |
char const* get_nick_from_registry(login_manager&); | |
char const* get_password_from_registry(login_manager&); | |
void login_offline(login_manager&,char const*,login_operation_cb); | |
profile const* get_current_profile(login_manager const&); | |
void stop_setting_unique_nick(login_manager&); | |
void set_unique_nick(login_manager&,char const*,login_operation_cb); | |
} | |
[cpp] | |
class login_operation_cb | |
{ | |
void bind(login_operation_cb&,luabind::object,function<void>); | |
void clear(login_operation_cb&); | |
void __init(luabind::argument const&,luabind::object,function<void>); | |
} | |
[cpp] | |
class CThornArtefact : CArtefact | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
unsigned char GetAfRank(CArtefact const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
IRender_Visual* Visual(CGameObject const&); | |
void FollowByPath(CArtefact&,char const*,int,vector); | |
void SwitchVisibility(CArtefact&,bool); | |
DLL_Pure* _construct(CGameObject&); | |
int getEnabled(CGameObject const&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CPhraseScript | |
{ | |
void AddAction(CPhraseScript&,char const*); | |
void AddGiveInfo(CPhraseScript&,char const*); | |
void AddDontHasInfo(CPhraseScript&,char const*); | |
void SetScriptText(CPhraseScript&,char const*); | |
void AddDisableInfo(CPhraseScript&,char const*); | |
void AddPrecondition(CPhraseScript&,char const*); | |
void AddHasInfo(CPhraseScript&,char const*); | |
} | |
[cpp] | |
class CBurer : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CAntirad : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CFoodItem : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CWeaponHPSA : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class phcondition_callonstep | |
{ | |
void set_global_time_ms(phcondition_callonstep&,unsigned int); | |
void set_time_interval_ms(phcondition_callonstep&,unsigned int); | |
void set_step(phcondition_callonstep&,custom [unsigned __int64]); | |
void set_global_time_s(phcondition_callonstep&,custom [float]); | |
void set_time_interval_s(phcondition_callonstep&,custom [float]); | |
void set_steps_interval(phcondition_callonstep&,custom [unsigned __int64]); | |
void __init(luabind::argument const&); | |
} | |
[cpp] | |
class CZudaArtefact : CArtefact | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
unsigned char GetAfRank(CArtefact const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
IRender_Visual* Visual(CGameObject const&); | |
void FollowByPath(CArtefact&,char const*,int,vector); | |
void SwitchVisibility(CArtefact&,bool); | |
DLL_Pure* _construct(CGameObject&); | |
int getEnabled(CGameObject const&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class key_bindings | |
{ | |
const kACCEL = 6; | |
const kBACK = 9; | |
const kBUY = 48; | |
const kCAM_1 = 14; | |
const kCAM_2 = 15; | |
const kCAM_3 = 16; | |
const kCAM_ZOOM_IN = 17; | |
const kCAM_ZOOM_OUT = 18; | |
const kCHAT = 42; | |
const kCONSOLE = 46; | |
const kCROUCH = 5; | |
const kDOWN = 3; | |
const kDROP = 39; | |
const kFWD = 8; | |
const kINVENTORY = 47; | |
const kJUMP = 4; | |
const kLEFT = 0; | |
const kL_LOOKOUT = 12; | |
const kL_STRAFE = 10; | |
const kNIGHT_VISION = 20; | |
const kQUIT = 45; | |
const kRIGHT = 1; | |
const kR_LOOKOUT = 13; | |
const kR_STRAFE = 11; | |
const kSCORES = 41; | |
const kSCREENSHOT = 44; | |
const kSKIN = 49; | |
const kTEAM = 50; | |
const kTORCH = 19; | |
const kUP = 2; | |
const kUSE = 40; | |
const kWPN_1 = 22; | |
const kWPN_2 = 23; | |
const kWPN_3 = 24; | |
const kWPN_4 = 25; | |
const kWPN_5 = 26; | |
const kWPN_6 = 27; | |
const kWPN_FIRE = 30; | |
const kWPN_FUNC = 35; | |
const kWPN_NEXT = 29; | |
const kWPN_RELOAD = 34; | |
const kWPN_ZOOM = 31; | |
} | |
[cpp] | |
class CUICustomSpin : CUIWindow | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* GetText(CUICustomSpin&); | |
void SetWindowName(CUIWindow&,char const*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
void SetPPMode(CUIWindow&); | |
bool IsEnabled(CUIWindow&); | |
void Enable(CUIWindow&,bool); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetWndSize(CUIWindow&,vector2); | |
char const* WindowName(CUIWindow&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class cse_alife_creature_phantom : cse_alife_creature_abstract | |
{ | |
void on_unregister(cse_alife_creature_phantom&); | |
custom [float] health(cse_alife_creature_abstract const&); | |
void use_ai_locations(cse_alife_object&,bool); | |
unsigned char g_group(cse_alife_creature_phantom&); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_creature_phantom const&); | |
void switch_online(cse_alife_creature_phantom&); | |
unsigned char team { get; set; } | |
bool used_ai_locations(cse_alife_creature_phantom const&); | |
bool interactive(cse_alife_creature_phantom const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_creature_phantom&); | |
void on_death(cse_alife_creature_phantom&,cse_abstract*); | |
bool alive(cse_alife_creature_abstract const&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned char squad { get; set; } | |
unsigned short id { get; set; } | |
rotation* o_torso(cse_alife_creature_abstract*); | |
bool keep_saved_data_anyway(cse_alife_creature_phantom const&); | |
unsigned short script_version { get; set; } | |
unsigned int m_level_vertex_id { get; set; } | |
void STATE_Read(cse_alife_creature_phantom&,net_packet&,unsigned short); | |
unsigned char group { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned char g_team(cse_alife_creature_phantom&); | |
bool can_switch_online(cse_alife_creature_phantom const&); | |
unsigned char g_squad(cse_alife_creature_phantom&); | |
vector& angle { get; set; } | |
void STATE_Write(cse_alife_creature_phantom&,net_packet&); | |
void on_spawn(cse_alife_creature_phantom&); | |
bool can_save(cse_alife_creature_phantom const&); | |
ini_file* spawn_ini(cse_abstract*); | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_creature_phantom&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
void on_register(cse_alife_creature_phantom&); | |
char const* name(cse_abstract const*); | |
cse_abstract* init(cse_alife_creature_phantom&); | |
} | |
[cpp] | |
class particle_params | |
{ | |
void __init(luabind::argument const&,vector const&,vector const&,vector const&); | |
} | |
[cpp] | |
class physics_element | |
{ | |
custom [float] get_mass(physics_element&); | |
void release_fixed(physics_element&); | |
void get_linear_vel(physics_element const&,vector&); | |
matrix global_transform(physics_element*); | |
bool is_fixed(physics_element&); | |
bool is_breakable(physics_element&); | |
void apply_force(physics_element&,custom [float],custom [float],custom [float]); | |
void get_angular_vel(physics_element const&,vector&); | |
void fix(physics_element&); | |
custom [float] get_density(physics_element&); | |
custom [float] get_volume(physics_element&); | |
} | |
[cpp] | |
class cse_alife_level_changer : cse_alife_space_restrictor | |
{ | |
void on_unregister(cse_alife_level_changer&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_level_changer const&); | |
void switch_online(cse_alife_level_changer&); | |
cse_abstract* init(cse_alife_level_changer&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_level_changer&); | |
void STATE_Read(cse_alife_level_changer&,net_packet&,unsigned short); | |
void on_register(cse_alife_level_changer&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_level_changer const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_level_changer const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
char const* section_name(cse_abstract const*); | |
void on_spawn(cse_alife_level_changer&); | |
bool can_save(cse_alife_level_changer const&); | |
bool used_ai_locations(cse_alife_level_changer const&); | |
void STATE_Write(cse_alife_level_changer&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_level_changer&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_alife_level_changer const&); | |
char const* name(cse_abstract const*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
} | |
[cpp] | |
class account_manager | |
{ | |
void stop_searching_email(account_manager&); | |
custom [class xr_vector<char const *,class xalloc<char const *> >] const& get_suggested_unicks(account_manager const&); | |
void delete_profile(account_manager&,account_operation_cb); | |
void create_profile(account_manager&,char const*,char const*,char const*,char const*,account_operation_cb); | |
bool is_get_account_profiles_active(account_manager const&); | |
void suggest_unique_nicks(account_manager&,char const*,suggest_nicks_cb); | |
bool verify_email(account_manager&,char const*); | |
bool verify_password(account_manager&,char const*); | |
void stop_suggest_unique_nicks(account_manager&); | |
bool is_email_searching_active(account_manager const&); | |
void stop_fetching_account_profiles(account_manager&); | |
void get_account_profiles(account_manager&,char const*,char const*,account_profiles_cb); | |
char const* get_verify_error_descr(account_manager const&); | |
bool verify_unique_nick(account_manager&,char const*); | |
custom [class xr_vector<char const *,class xalloc<char const *> >] const& get_found_profiles(account_manager const&); | |
void search_for_email(account_manager&,char const*,found_email_cb); | |
} | |
[cpp] | |
class CHelmet : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CALifeMonsterPatrolPathManager | |
{ | |
bool actual(CALifeMonsterPatrolPathManager const&); | |
unsigned short const& target_game_vertex_id(CALifeMonsterPatrolPathManager const&); | |
vector target_position(CALifeMonsterPatrolPathManager*); | |
void path(CALifeMonsterPatrolPathManager&,char const*); | |
unsigned int const& target_level_vertex_id(CALifeMonsterPatrolPathManager const&); | |
bool use_randomness(CALifeMonsterPatrolPathManager const&); | |
void start_vertex_index(CALifeMonsterPatrolPathManager&,unsigned int const&); | |
bool completed(CALifeMonsterPatrolPathManager const&); | |
custom [enum PatrolPathManager::EPatrolStartType] const& start_type(CALifeMonsterPatrolPathManager const&); | |
custom [enum PatrolPathManager::EPatrolRouteType] const& route_type(CALifeMonsterPatrolPathManager const&); | |
} | |
[cpp] | |
class account_profiles_cb | |
{ | |
void bind(account_profiles_cb&,luabind::object,function<void>); | |
void clear(account_profiles_cb&); | |
void __init(luabind::argument const&,luabind::object,function<void>); | |
} | |
[cpp] | |
class cse_alife_item_bolt : cse_alife_item | |
{ | |
void on_unregister(cse_alife_item_bolt&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_item_bolt const&); | |
void switch_online(cse_alife_item_bolt&); | |
cse_abstract* init(cse_alife_item_bolt&); | |
bool interactive(cse_alife_item_bolt const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item_bolt&); | |
void STATE_Read(cse_alife_item_bolt&,net_packet&,unsigned short); | |
void on_register(cse_alife_item_bolt&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_item_bolt const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_item_bolt const&); | |
vector& angle { get; set; } | |
void on_spawn(cse_alife_item_bolt&); | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void STATE_Write(cse_alife_item_bolt&,net_packet&); | |
bool can_save(cse_alife_item_bolt const&); | |
bool used_ai_locations(cse_alife_item_bolt const&); | |
bool bfUseful(cse_alife_item_bolt&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item_bolt&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
unsigned int m_level_vertex_id { get; set; } | |
char const* name(cse_abstract const*); | |
ini_file* spawn_ini(cse_abstract*); | |
} | |
[cpp] | |
class particles_object | |
{ | |
void stop(particles_object&); | |
bool looped(particles_object const&); | |
void move_to(particles_object&,vector const&,vector const&); | |
void __init(luabind::argument const&,char const*); | |
void play_at_pos(particles_object&,vector const&); | |
void pause_path(particles_object&,bool); | |
void stop_path(particles_object&); | |
void start_path(particles_object&,bool); | |
bool playing(particles_object const&); | |
void play(particles_object&); | |
void load_path(particles_object&,char const*); | |
void stop_deffered(particles_object&); | |
} | |
[cpp] | |
class CWeaponVintorez : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CArtefact : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
unsigned char GetAfRank(CArtefact const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getVisible(CGameObject const&); | |
void FollowByPath(CArtefact&,char const*,int,vector); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
DLL_Pure* _construct(CGameObject&); | |
int getEnabled(CGameObject const&); | |
void SwitchVisibility(CArtefact&,bool); | |
IRender_Visual* Visual(CGameObject const&); | |
} | |
[cpp] | |
class CAI_Dog : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CDestroyablePhysicsObject : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class effector | |
{ | |
bool process(effector&,effector_params*); | |
void finish(effector*); | |
void start(effector*); | |
void __init(luabind::argument const&,int,custom [float]); | |
} | |
[cpp] | |
class CServerList : CUIWindow | |
{ | |
const ece_unique_nick_expired = 2; | |
const ece_unique_nick_not_registred = 1; | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void ShowServerInfo(CServerList&); | |
void ConnectToSelected(CServerList&); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void RefreshQuick(CServerList&); | |
void SetWindowName(CUIWindow&,char const*); | |
void Enable(CUIWindow&,bool); | |
void SetWndSize(CUIWindow&,vector2); | |
bool IsAutoDelete(CUIWindow&); | |
void SetConnectionErrCb(CServerList&,connect_error_cb); | |
void SetSortFunc(CServerList&,char const*,bool); | |
void SetFilters(CServerList&,SServerFilters&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
void RefreshList(CServerList&,bool); | |
void NetRadioChanged(CServerList&,bool); | |
void SetPlayerName(CServerList&,char const*); | |
void SetPPMode(CUIWindow&); | |
bool IsEnabled(CUIWindow&); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetAutoDelete(CUIWindow&,bool); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class CWeaponFN2000 : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class phcondition_expireonstep : phcondition_callonstep | |
{ | |
void set_global_time_ms(phcondition_callonstep&,unsigned int); | |
void set_time_interval_ms(phcondition_callonstep&,unsigned int); | |
void set_step(phcondition_callonstep&,custom [unsigned __int64]); | |
void set_global_time_s(phcondition_callonstep&,custom [float]); | |
void set_time_interval_s(phcondition_callonstep&,custom [float]); | |
void set_steps_interval(phcondition_callonstep&,custom [unsigned __int64]); | |
void __init(luabind::argument const&); | |
} | |
[cpp] | |
class MonsterSpace | |
{ | |
const head_anim_angry = 1; | |
const head_anim_glad = 2; | |
const head_anim_kind = 3; | |
const head_anim_normal = 0; | |
const sound_script = 128; | |
} | |
[cpp] | |
class cse_alife_monster_abstract : , cse_alife_creature_abstractcse_alife_schedulable | |
{ | |
void on_unregister(cse_alife_monster_abstract&); | |
custom [float] health(cse_alife_creature_abstract const&); | |
int rank(cse_alife_monster_abstract&); | |
void current_level_travel_speed(cse_alife_monster_abstract*,custom [float]); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_monster_abstract const&); | |
void switch_online(cse_alife_monster_abstract&); | |
unsigned char team { get; set; } | |
cse_abstract* init(cse_alife_monster_abstract&); | |
void update(cse_alife_monster_abstract&); | |
bool interactive(cse_alife_monster_abstract const&); | |
unsigned int m_level_vertex_id { get; set; } | |
unsigned short group_id { get; set; } | |
unsigned int m_story_id { get; set; } | |
void on_death(cse_alife_monster_abstract&,cse_abstract*); | |
void switch_offline(cse_alife_monster_abstract&); | |
unsigned char group { get; set; } | |
void smart_terrain_task_activate(cse_alife_monster_abstract*); | |
void on_before_register(cse_alife_monster_abstract&); | |
void on_register(cse_alife_monster_abstract&); | |
void STATE_Write(cse_alife_monster_abstract&,net_packet&); | |
bool used_ai_locations(cse_alife_monster_abstract const&); | |
int clsid(cse_abstract const&); | |
unsigned char g_squad(cse_alife_monster_abstract&); | |
unsigned char squad { get; set; } | |
unsigned short m_smart_terrain_id { get; set; } | |
ini_file* spawn_ini(cse_abstract*); | |
unsigned short m_game_vertex_id { get; set; } | |
unsigned short smart_terrain_id(cse_alife_monster_abstract*); | |
unsigned short id { get; set; } | |
rotation* o_torso(cse_alife_creature_abstract*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
bool keep_saved_data_anyway(cse_alife_monster_abstract const&); | |
unsigned short script_version { get; set; } | |
void travel_speed(cse_alife_monster_abstract*,custom [float]); | |
void use_ai_locations(cse_alife_object&,bool); | |
bool alive(cse_alife_creature_abstract const&); | |
char const* section_name(cse_abstract const*); | |
void move_offline(cse_alife_object&,bool); | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
unsigned char g_team(cse_alife_monster_abstract&); | |
bool can_switch_online(cse_alife_monster_abstract const&); | |
vector& position { get; set; } | |
vector& angle { get; set; } | |
void smart_terrain_task_deactivate(cse_alife_monster_abstract*); | |
void on_spawn(cse_alife_monster_abstract&); | |
CALifeMonsterBrain* brain(cse_alife_monster_abstract*); | |
bool has_detector(cse_alife_monster_abstract&); | |
void force_set_goodwill(cse_alife_monster_abstract*,int,unsigned short); | |
void kill(cse_alife_monster_abstract&); | |
void clear_smart_terrain(cse_alife_monster_abstract*); | |
unsigned short parent_id { get; set; } | |
bool can_save(cse_alife_monster_abstract const&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
void STATE_Read(cse_alife_monster_abstract&,net_packet&,unsigned short); | |
char const* name(cse_abstract const*); | |
unsigned char g_group(cse_alife_monster_abstract&); | |
} | |
[cpp] | |
class CMincer : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CScope : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CUIMessageBoxEx : CUIDialogWnd | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
CDialogHolder* GetHolder(CUIDialogWnd&); | |
char const* GetPassword(CUIMessageBoxEx&); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
void ShowDialog(CUIDialogWnd&,bool); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
void SetText(CUIMessageBoxEx&,char const*); | |
void SetWindowName(CUIWindow&,char const*); | |
char const* GetHost(CUIMessageBoxEx&); | |
char const* WindowName(CUIWindow&); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
bool IsShown(CUIWindow&); | |
void SetPPMode(CUIWindow&); | |
bool IsEnabled(CUIWindow&); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetWndSize(CUIWindow&,vector2); | |
void InitMessageBox(CUIMessageBoxEx&,char const*); | |
void Enable(CUIWindow&,bool); | |
void HideDialog(CUIDialogWnd&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class cse_alife_inventory_item | |
{ | |
} | |
[cpp] | |
class CBlackDrops : CArtefact | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
unsigned char GetAfRank(CArtefact const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
IRender_Visual* Visual(CGameObject const&); | |
void FollowByPath(CArtefact&,char const*,int,vector); | |
void SwitchVisibility(CArtefact&,bool); | |
DLL_Pure* _construct(CGameObject&); | |
int getEnabled(CGameObject const&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class cse_alife_mounted_weapon : cse_alife_dynamic_object_visual | |
{ | |
void on_unregister(cse_alife_mounted_weapon&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_mounted_weapon const&); | |
void switch_online(cse_alife_mounted_weapon&); | |
cse_abstract* init(cse_alife_mounted_weapon&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_mounted_weapon&); | |
void STATE_Read(cse_alife_mounted_weapon&,net_packet&,unsigned short); | |
void on_register(cse_alife_mounted_weapon&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_mounted_weapon const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_mounted_weapon const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
char const* section_name(cse_abstract const*); | |
void on_spawn(cse_alife_mounted_weapon&); | |
bool can_save(cse_alife_mounted_weapon const&); | |
bool used_ai_locations(cse_alife_mounted_weapon const&); | |
void STATE_Write(cse_alife_mounted_weapon&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_mounted_weapon&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_alife_mounted_weapon const&); | |
char const* name(cse_abstract const*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
} | |
[cpp] | |
class cse_alife_car : , cse_alife_dynamic_object_visualcse_ph_skeleton | |
{ | |
void on_unregister(cse_alife_car&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_car const&); | |
void switch_online(cse_alife_car&); | |
cse_abstract* init(cse_alife_car&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_car&); | |
void STATE_Read(cse_alife_car&,net_packet&,unsigned short); | |
void on_register(cse_alife_car&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_car const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_car const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
char const* section_name(cse_abstract const*); | |
void on_spawn(cse_alife_car&); | |
bool can_save(cse_alife_car const&); | |
bool used_ai_locations(cse_alife_car const&); | |
void STATE_Write(cse_alife_car&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_car&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_alife_car const&); | |
char const* name(cse_abstract const*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
} | |
[cpp] | |
class CAI_Crow : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class cse_alife_space_restrictor : , cse_alife_dynamic_objectcse_shape | |
{ | |
void on_unregister(cse_alife_space_restrictor&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_space_restrictor const&); | |
void switch_online(cse_alife_space_restrictor&); | |
cse_abstract* init(cse_alife_space_restrictor&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_space_restrictor&); | |
void STATE_Read(cse_alife_space_restrictor&,net_packet&,unsigned short); | |
void on_register(cse_alife_space_restrictor&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_space_restrictor const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_space_restrictor const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void on_spawn(cse_alife_space_restrictor&); | |
bool can_save(cse_alife_space_restrictor const&); | |
bool used_ai_locations(cse_alife_space_restrictor const&); | |
void STATE_Write(cse_alife_space_restrictor&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_space_restrictor&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_alife_space_restrictor const&); | |
char const* name(cse_abstract const*); | |
char const* section_name(cse_abstract const*); | |
} | |
[cpp] | |
class CGameGraph | |
{ | |
custom [class AssociativeVector<unsigned char,class GameGraph::SLevel,struct std::less<unsigned char> >] const& levels(CGameGraph const*); | |
void accessible(CGameGraph const*,unsigned int const&,bool); | |
GameGraph__CVertex const* vertex(CGameGraph const&,unsigned int); | |
bool valid_vertex_id(CGameGraph const&,unsigned int); | |
unsigned short vertex_id(CGameGraph const&,GameGraph__CVertex const*); | |
} | |
[cpp] | |
class client_spawn_manager | |
{ | |
void remove(client_spawn_manager&,unsigned short,unsigned short); | |
void add(client_spawn_manager&,unsigned short,unsigned short,function<void> const&); | |
} | |
[cpp] | |
class hit | |
{ | |
const burn = 0; | |
const chemical_burn = 2; | |
const dummy = 11; | |
const explosion = 8; | |
const fire_wound = 6; | |
const light_burn = 10; | |
const radiation = 3; | |
const shock = 1; | |
const strike = 7; | |
const telepatic = 4; | |
const wound = 5; | |
game_object* draftsman { get; set; } | |
void bone(hit&,char const*); | |
custom [float] power { get; set; } | |
int type { get; set; } | |
vector& direction { get; set; } | |
custom [float] impulse { get; set; } | |
void __init(luabind::argument const&,hit const*); | |
} | |
[cpp] | |
class cover_point | |
{ | |
bool is_smart_cover(cover_point const*); | |
vector const& position(cover_point const&); | |
unsigned int level_vertex_id(cover_point const&); | |
} | |
[cpp] | |
class CUIScrollView : CUIWindow | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void ScrollToEnd(CUIScrollView&); | |
custom [float] GetHeight(CUIWindow const&); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void ScrollToBegin(CUIScrollView&); | |
void SetWindowName(CUIWindow&,char const*); | |
void Enable(CUIWindow&,bool); | |
int GetCurrentScrollPos(CUIScrollView&); | |
void SetWndSize(CUIWindow&,vector2); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void RemoveWindow(CUIScrollView&,CUIWindow*); | |
bool IsAutoDelete(CUIWindow&); | |
int GetMinScrollPos(CUIScrollView&); | |
void SetWndPos(CUIWindow&,vector2); | |
void ResetPPMode(CUIWindow&); | |
void SetPPMode(CUIWindow&); | |
void SetScrollPos(CUIScrollView&,int); | |
bool IsEnabled(CUIWindow&); | |
int GetMaxScrollPos(CUIScrollView&); | |
void SetWndRect(CUIWindow&,Frect); | |
void AddWindow(CUIScrollView&,CUIWindow*,bool); | |
void SetAutoDelete(CUIWindow&,bool); | |
void Clear(CUIScrollView&); | |
} | |
[cpp] | |
class cse_smart_cover : cse_alife_dynamic_object | |
{ | |
void on_unregister(cse_smart_cover&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_smart_cover const&); | |
void switch_online(cse_smart_cover&); | |
cse_abstract* init(cse_smart_cover&); | |
char const* description(cse_smart_cover const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_smart_cover&); | |
void STATE_Read(cse_smart_cover&,net_packet&,unsigned short); | |
void on_register(cse_smart_cover&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_smart_cover const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_smart_cover const&); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
vector& angle { get; set; } | |
void on_spawn(cse_smart_cover&); | |
unsigned short m_game_vertex_id { get; set; } | |
ini_file* spawn_ini(cse_abstract*); | |
void set_available_loopholes(cse_smart_cover&,luabind::object); | |
bool can_save(cse_smart_cover const&); | |
bool used_ai_locations(cse_smart_cover const&); | |
void STATE_Write(cse_smart_cover&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_smart_cover&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_smart_cover const&); | |
char const* name(cse_abstract const*); | |
unsigned int m_level_vertex_id { get; set; } | |
} | |
[cpp] | |
class CGraviArtefact : CArtefact | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
unsigned char GetAfRank(CArtefact const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
IRender_Visual* Visual(CGameObject const&); | |
void FollowByPath(CArtefact&,char const*,int,vector); | |
void SwitchVisibility(CArtefact&,bool); | |
DLL_Pure* _construct(CGameObject&); | |
int getEnabled(CGameObject const&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class fcolor | |
{ | |
custom [float] b { get; set; } | |
fcolor& set(fcolor&,unsigned int); | |
custom [float] r { get; set; } | |
void __init(luabind::argument const&); | |
custom [float] a { get; set; } | |
custom [float] g { get; set; } | |
} | |
[cpp] | |
class iserializable | |
{ | |
} | |
[cpp] | |
class matrix | |
{ | |
vector& i { get; set; } | |
vector& c { get; set; } | |
void __init(luabind::argument const&); | |
vector& k { get; set; } | |
custom [float] _44_ { get; set; } | |
vector& j { get; set; } | |
custom [float] _24_ { get; set; } | |
matrix& setXYZ(matrix&,custom [float],custom [float],custom [float]); | |
matrix& identity(matrix&); | |
custom [float] _34_ { get; set; } | |
matrix& set(matrix&,vector const&,vector const&,vector const&,vector const&); | |
matrix& setXYZi(matrix&,custom [float],custom [float],custom [float]); | |
matrix& mk_xform(matrix&,custom [struct _quaternion<float>] const&,vector const&); | |
matrix& mul(matrix&,custom [float]); | |
custom [float] _14_ { get; set; } | |
matrix& div(matrix&,custom [float]); | |
void getHPB(matrix*,custom [float]*,custom [float]*,custom [float]*); | |
matrix& setHPB(matrix&,custom [float],custom [float],custom [float]); | |
} | |
[cpp] | |
class cse_alife_object_hanging_lamp : , cse_alife_dynamic_object_visualcse_ph_skeleton | |
{ | |
void on_unregister(cse_alife_object_hanging_lamp&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_alife_object_hanging_lamp const&); | |
void switch_online(cse_alife_object_hanging_lamp&); | |
cse_abstract* init(cse_alife_object_hanging_lamp&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_object_hanging_lamp&); | |
void STATE_Read(cse_alife_object_hanging_lamp&,net_packet&,unsigned short); | |
void on_register(cse_alife_object_hanging_lamp&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_alife_object_hanging_lamp const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
ini_file* spawn_ini(cse_abstract*); | |
bool can_switch_online(cse_alife_object_hanging_lamp const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
char const* section_name(cse_abstract const*); | |
void on_spawn(cse_alife_object_hanging_lamp&); | |
bool can_save(cse_alife_object_hanging_lamp const&); | |
bool used_ai_locations(cse_alife_object_hanging_lamp const&); | |
void STATE_Write(cse_alife_object_hanging_lamp&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_object_hanging_lamp&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_alife_object_hanging_lamp const&); | |
char const* name(cse_abstract const*); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
} | |
[cpp] | |
class CPseudoGigant : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class property_storage | |
{ | |
void set_property(property_storage&,unsigned int const&,bool const&); | |
bool const& property(property_storage const&,unsigned int const&); | |
void __init(luabind::argument const&); | |
} | |
[cpp] | |
class cse_motion | |
{ | |
} | |
[cpp] | |
class CDummyArtefact : CArtefact | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
unsigned char GetAfRank(CArtefact const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
IRender_Visual* Visual(CGameObject const&); | |
void FollowByPath(CArtefact&,char const*,int,vector); | |
void SwitchVisibility(CArtefact&,bool); | |
DLL_Pure* _construct(CGameObject&); | |
int getEnabled(CGameObject const&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class connect_error_cb | |
{ | |
void bind(connect_error_cb&,luabind::object,function<void>); | |
void clear(connect_error_cb&); | |
void __init(luabind::argument const&,luabind::object,function<void>); | |
} | |
[cpp] | |
class CSilencer : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class spawn_story_ids | |
{ | |
const INVALID_SPAWN_STORY_ID = -1; | |
} | |
[cpp] | |
class IRenderable | |
{ | |
} | |
[cpp] | |
class cse_alife_item_weapon_shotgun : cse_alife_item_weapon | |
{ | |
void on_unregister(cse_alife_item_weapon_shotgun&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
bool can_switch_offline(cse_alife_item_weapon_shotgun const&); | |
void switch_online(cse_alife_item_weapon_shotgun&); | |
cse_abstract* init(cse_alife_item_weapon_shotgun&); | |
bool interactive(cse_alife_item_weapon_shotgun const&); | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_alife_item_weapon_shotgun&); | |
void STATE_Read(cse_alife_item_weapon_shotgun&,net_packet&,unsigned short); | |
void on_register(cse_alife_item_weapon_shotgun&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
void clone_addons(cse_alife_item_weapon&,cse_alife_item_weapon*); | |
bool keep_saved_data_anyway(cse_alife_item_weapon_shotgun const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_alife_item_weapon_shotgun const&); | |
vector& angle { get; set; } | |
ini_file* spawn_ini(cse_abstract*); | |
unsigned short m_game_vertex_id { get; set; } | |
void on_spawn(cse_alife_item_weapon_shotgun&); | |
unsigned int m_level_vertex_id { get; set; } | |
bool used_ai_locations(cse_alife_item_weapon_shotgun const&); | |
bool can_save(cse_alife_item_weapon_shotgun const&); | |
bool bfUseful(cse_alife_item_weapon_shotgun&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_alife_item_weapon_shotgun&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
void STATE_Write(cse_alife_item_weapon_shotgun&,net_packet&); | |
char const* name(cse_abstract const*); | |
void __init(luabind::argument const&,char const*); | |
} | |
[cpp] | |
class CUIFrameLineWnd : CUIWindow | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void SetWidth(CUIFrameLineWnd&,custom [float]); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
void SetHeight(CUIFrameLineWnd&,custom [float]); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void SetColor(CUIFrameLineWnd&,unsigned int); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
bool IsEnabled(CUIWindow&); | |
void Enable(CUIWindow&,bool); | |
void SetWndSize(CUIWindow&,vector2); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetPPMode(CUIWindow&); | |
custom [float] GetWidth(CUIWindow const&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class physics_shell | |
{ | |
physics_joint* get_joint_by_bone_name(physics_shell&,char const*); | |
physics_element* get_element_by_bone_id(physics_shell&,unsigned short); | |
physics_joint* get_joint_by_bone_id(physics_shell&,unsigned short); | |
physics_element* get_element_by_bone_name(physics_shell&,char const*); | |
physics_joint* get_joint_by_order(physics_shell&,unsigned short); | |
void block_breaking(physics_shell&); | |
void get_linear_vel(physics_shell const&,vector&); | |
bool is_breakable(physics_shell&); | |
bool is_breaking_blocked(physics_shell&); | |
void apply_force(physics_shell&,custom [float],custom [float],custom [float]); | |
void unblock_breaking(physics_shell&); | |
void get_angular_vel(physics_shell const&,vector&); | |
unsigned short get_joints_number(physics_shell&); | |
unsigned short get_elements_number(physics_shell&); | |
physics_element* get_element_by_order(physics_shell&,unsigned short); | |
} | |
[cpp] | |
class snd_type | |
{ | |
const ambient = 128; | |
const anomaly = 268435456; | |
const anomaly_idle = 268437504; | |
const attack = 8192; | |
const bullet_hit = 524288; | |
const die = 131072; | |
const drop = 33554432; | |
const eat = 4096; | |
const empty = 1048576; | |
const hide = 16777216; | |
const idle = 2048; | |
const injure = 65536; | |
const item = 1073741824; | |
const item_drop = 1107296256; | |
const item_hide = 1090519040; | |
const item_pick_up = 1140850688; | |
const item_take = 1082130432; | |
const item_use = 1077936128; | |
const monster = 536870912; | |
const monster_attack = 536879104; | |
const monster_die = 537001984; | |
const monster_eat = 536875008; | |
const monster_injure = 536936448; | |
const monster_step = 536903680; | |
const monster_talk = 536887296; | |
const no_sound = 0; | |
const object_break = 1024; | |
const object_collide = 512; | |
const object_explode = 256; | |
const pick_up = 67108864; | |
const reload = 262144; | |
const shoot = 2097152; | |
const step = 32768; | |
const take = 8388608; | |
const talk = 16384; | |
const use = 4194304; | |
const weapon = -2147483648; | |
const weapon_bullet_hit = -2146959360; | |
const weapon_empty = -2146435072; | |
const weapon_reload = -2147221504; | |
const weapon_shoot = -2145386496; | |
const world = 134217728; | |
const world_ambient = 134217856; | |
const world_object_break = 134218752; | |
const world_object_collide = 134218240; | |
const world_object_explode = 134217984; | |
} | |
[cpp] | |
class CExplosiveItem : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class object_binder | |
{ | |
game_object* object { get; set; } | |
void net_destroy(object_binder&); | |
void reinit(object_binder&); | |
bool net_save_relevant(object_binder&); | |
void net_export(object_binder&,net_packet*); | |
void __init(luabind::argument const&,game_object*); | |
void net_Relcase(object_binder&,game_object*); | |
void load(object_binder&,reader*); | |
void reload(object_binder&,char const*); | |
void save(object_binder&,net_packet*); | |
bool net_spawn(object_binder&,cse_alife_object*); | |
void update(object_binder&,unsigned int); | |
void net_import(object_binder&,net_packet*); | |
} | |
[cpp] | |
class CWeaponLR300 : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class memory_info : visible_memory_object | |
{ | |
game_object* object(game_memory_object const&); | |
custom [struct MemorySpace::CObjectParams<class CGameObject>]& self_info { get; set; } | |
bool hit_info { get; set; } | |
bool visual_info { get; set; } | |
unsigned int last_level_time { get; set; } | |
bool sound_info { get; set; } | |
custom [struct MemorySpace::CObjectParams<class CGameObject>]& object_info { get; set; } | |
unsigned int level_time { get; set; } | |
} | |
[cpp] | |
class CHairsZone : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CUIDialogWnd : CUIWindow | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
CDialogHolder* GetHolder(CUIDialogWnd&); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
void ShowDialog(CUIDialogWnd&,bool); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
bool IsShown(CUIWindow&); | |
bool IsEnabled(CUIWindow&); | |
void Enable(CUIWindow&,bool); | |
void SetWndSize(CUIWindow&,vector2); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetPPMode(CUIWindow&); | |
void HideDialog(CUIDialogWnd&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class object_params | |
{ | |
unsigned int level_vertex { get; set; } | |
vector& position { get; set; } | |
} | |
[cpp] | |
class effector_params | |
{ | |
noise& noise { get; set; } | |
custom [float] gray { get; set; } | |
color& color_gray { get; set; } | |
void __init(luabind::argument const&); | |
color& color_add { get; set; } | |
custom [float] blur { get; set; } | |
duality& dual { get; set; } | |
color& color_base { get; set; } | |
void assign(effector_params*,effector_params*); | |
} | |
[cpp] | |
class CUIMessageBox : CUIStatic | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
CUILines* TextControl(CUIStatic&); | |
char const* GetPassword(CUIMessageBox&); | |
void InitTexture(CUIStatic&,char const*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
void SetText(CUIMessageBox&,char const*); | |
void SetWindowName(CUIWindow&,char const*); | |
char const* GetHost(CUIMessageBox&); | |
Frect const* GetTextureRect(CUIStatic&); | |
void SetStretchTexture(CUIStatic&,bool); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
void SetTextureRect(CUIStatic&,Frect*); | |
void SetWndRect(CUIWindow&,Frect); | |
bool IsEnabled(CUIWindow&); | |
void SetPPMode(CUIWindow&); | |
void SetWndSize(CUIWindow&,vector2); | |
void InitMessageBox(CUIMessageBox&,char const*); | |
void Enable(CUIWindow&,bool); | |
char const* WindowName(CUIWindow&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class CWeaponAutomaticShotgun : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class CUISpinFlt : CUICustomSpin | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* GetText(CUICustomSpin&); | |
void SetWindowName(CUIWindow&,char const*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
bool IsEnabled(CUIWindow&); | |
void Enable(CUIWindow&,bool); | |
char const* WindowName(CUIWindow&); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetWndSize(CUIWindow&,vector2); | |
void SetPPMode(CUIWindow&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class demo_info | |
{ | |
demo_player_info const* get_player(demo_info const&,unsigned int); | |
char const* get_game_type(demo_info const&); | |
unsigned int const get_players_count(demo_info const&); | |
char const* get_map_version(demo_info const&); | |
char const* get_map_name(demo_info const&); | |
char const* get_author_name(demo_info const&); | |
char const* get_game_score(demo_info const&); | |
} | |
[cpp] | |
class CUIListBoxItemMsgChain : CUIListBoxItem | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void SetWidth(CUIFrameLineWnd&,custom [float]); | |
void __init(luabind::argument const&,custom [float]); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
void SetHeight(CUIFrameLineWnd&,custom [float]); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
custom [float] GetWidth(CUIWindow const&); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
bool IsEnabled(CUIWindow&); | |
void SetColor(CUIFrameLineWnd&,unsigned int); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
void SetTextColor(CUIListBoxItem&,unsigned int); | |
CUITextWnd* AddTextField(CUIListBoxItem&,char const*,custom [float]); | |
void SetPPMode(CUIWindow&); | |
void Enable(CUIWindow&,bool); | |
void SetWndSize(CUIWindow&,vector2); | |
void SetWndRect(CUIWindow&,Frect); | |
CUITextWnd* GetTextItem(CUIListBoxItem&); | |
CUIStatic* AddIconField(CUIListBoxItem&,custom [float]); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class sound_memory_object : game_memory_object | |
{ | |
game_object* object(game_memory_object const&); | |
custom [struct MemorySpace::CObjectParams<class CGameObject>]& self_info { get; set; } | |
unsigned int level_time { get; set; } | |
custom [float] power { get; set; } | |
int type(sound_memory_object const&); | |
custom [struct MemorySpace::CObjectParams<class CGameObject>]& object_info { get; set; } | |
unsigned int last_level_time { get; set; } | |
} | |
[cpp] | |
class CWeaponKnife : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
[cpp] | |
class cse_zone_visual : , cse_anomalous_zonecse_visual | |
{ | |
void on_unregister(cse_zone_visual&); | |
void use_ai_locations(cse_alife_object&,bool); | |
void __init(luabind::argument const&,char const*); | |
bool can_switch_offline(cse_zone_visual const&); | |
void switch_online(cse_zone_visual&); | |
cse_abstract* init(cse_zone_visual&); | |
unsigned int m_level_vertex_id { get; set; } | |
vector& position { get; set; } | |
unsigned int m_story_id { get; set; } | |
void switch_offline(cse_zone_visual&); | |
void STATE_Read(cse_zone_visual&,net_packet&,unsigned short); | |
void on_register(cse_zone_visual&); | |
int clsid(cse_abstract const&); | |
void move_offline(cse_alife_object&,bool); | |
unsigned short id { get; set; } | |
bool keep_saved_data_anyway(cse_zone_visual const&); | |
unsigned short script_version { get; set; } | |
void UPDATE_Read(cse_abstract&,net_packet&); | |
char const* section_name(cse_abstract const*); | |
bool can_switch_online(cse_zone_visual const&); | |
vector& angle { get; set; } | |
unsigned short m_game_vertex_id { get; set; } | |
void UPDATE_Write(cse_abstract&,net_packet&); | |
void on_spawn(cse_zone_visual&); | |
bool can_save(cse_zone_visual const&); | |
bool used_ai_locations(cse_zone_visual const&); | |
void STATE_Write(cse_zone_visual&,net_packet&); | |
unsigned short parent_id { get; set; } | |
void on_before_register(cse_zone_visual&); | |
bool online { get; set; } | |
void visible_for_map(cse_alife_object&,bool); | |
bool interactive(cse_zone_visual const&); | |
char const* name(cse_abstract const*); | |
ini_file* spawn_ini(cse_abstract*); | |
} | |
[cpp] | |
class store_operation_cb | |
{ | |
void bind(store_operation_cb&,luabind::object,function<void>); | |
void clear(store_operation_cb&); | |
void __init(luabind::argument const&,luabind::object,function<void>); | |
} | |
[cpp] | |
class IRender_Visual | |
{ | |
IKinematicsAnimated* dcast_PKinematicsAnimated(IRender_Visual&); | |
} | |
[cpp] | |
class world_state | |
{ | |
bool includes(world_state const&,world_state const&); | |
void __lt(lua_State*,world_state const&,world_state); | |
world_property const* property(world_state const&,unsigned int const&); | |
void __eq(lua_State*,world_state const&,world_state); | |
void remove_property(world_state&,unsigned int const&); | |
void add_property(world_state&,world_property const&); | |
void clear(world_state&); | |
void __init(luabind::argument const&,world_state); | |
} | |
[cpp] | |
class CUIComboBox : CUIWindow | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
void enable_id(CUIComboBox&,int); | |
int CurrentID(CUIComboBox&); | |
void Enable(CUIWindow&,bool); | |
void SetWndSize(CUIWindow&,vector2); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
void SetText(CUIComboBox&,char const*); | |
char const* GetTextOf(CUIComboBox&,int); | |
void SetWindowName(CUIWindow&,char const*); | |
void disable_id(CUIComboBox&,int); | |
void ClearList(CUIComboBox&); | |
void SetPPMode(CUIWindow&); | |
void SetVertScroll(CUIComboBox&,bool); | |
void SetAutoDelete(CUIWindow&,bool); | |
void SetListLength(CUIComboBox&,int); | |
void ResetPPMode(CUIWindow&); | |
CUIListBoxItem* AddItem(CUIComboBox&,char const*,int); | |
bool IsAutoDelete(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
bool IsEnabled(CUIWindow&); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
char const* WindowName(CUIWindow&); | |
void SetWndRect(CUIWindow&,Frect); | |
char const* GetText(CUIComboBox&); | |
void SetCurrentOptValue(CUIComboBox&); | |
custom [float] GetHeight(CUIWindow const&); | |
} | |
[cpp] | |
class award_data | |
{ | |
unsigned short m_count { get; set; } | |
unsigned int m_last_reward_date { get; set; } | |
} | |
[cpp] | |
class CUITabButton : CUIButton | |
{ | |
void AttachChild(CUIWindow&,CUIWindow*); | |
CUILines* TextControl(CUIStatic&); | |
void InitTexture(CUIStatic&,char const*); | |
void __init(luabind::argument const&); | |
void Show(CUIWindow&,bool); | |
bool IsShown(CUIWindow&); | |
vector2 const* GetWndPos(CUIWindow*); | |
custom [float] GetWidth(CUIWindow const&); | |
char const* WindowName(CUIWindow&); | |
void SetWindowName(CUIWindow&,char const*); | |
void DetachChild(CUIWindow&,CUIWindow*); | |
void SetAutoDelete(CUIWindow&,bool); | |
bool IsAutoDelete(CUIWindow&); | |
void ResetPPMode(CUIWindow&); | |
void SetWndPos(CUIWindow&,vector2); | |
custom [float] GetHeight(CUIWindow const&); | |
void Enable(CUIWindow&,bool); | |
bool IsEnabled(CUIWindow&); | |
void SetWndSize(CUIWindow&,vector2); | |
void SetPPMode(CUIWindow&); | |
void SetWndRect(CUIWindow&,Frect); | |
void SetTextureRect(CUIStatic&,Frect*); | |
void SetStretchTexture(CUIStatic&,bool); | |
Frect const* GetTextureRect(CUIStatic&); | |
} | |
[cpp] | |
class CWeaponVal : CGameObject | |
{ | |
void net_Import(CGameObject&,net_packet&); | |
bool use(CGameObject&,CGameObject*); | |
IRender_Visual* Visual(CGameObject const&); | |
void net_Export(CGameObject&,net_packet&); | |
void __init(luabind::argument const&); | |
int getEnabled(CGameObject const&); | |
DLL_Pure* _construct(CGameObject&); | |
int getVisible(CGameObject const&); | |
int net_Spawn(CGameObject&,cse_abstract*); | |
} | |
namespace main_menu | |
{ | |
CMainMenu* get_main_menu(); | |
} | |
namespace level | |
{ | |
custom [enum ESingleGameDifficulty] get_game_difficulty(); | |
char const* name(); | |
unsigned int vertex_in_direction(unsigned int,vector,custom [float]); | |
vector vertex_position(unsigned int); | |
custom [float] get_time_factor(); | |
void spawn_phantom(vector const&); | |
void stop_weather_fx(); | |
void change_game_time(unsigned int,unsigned int,unsigned int); | |
bool start_weather_fx_from_time(char const*,custom [float]); | |
void set_time_factor(custom [float]); | |
unsigned int get_time_minutes(); | |
void set_weather(char const*,bool); | |
unsigned int get_time_hours(); | |
void map_change_spot_hint(unsigned short,char const*,char const*); | |
game_object* debug_object(char const*); | |
void map_add_object_spot_ser(unsigned short,char const*,char const*); | |
void hide_indicators(); | |
bool set_weather_fx(char const*); | |
void iterate_sounds(char const*,unsigned int,luabind::object,function<void>); | |
void add_call(luabind::object const&,char const*,char const*); | |
custom [float] rain_factor(); | |
void add_dialog_to_render(CUIDialogWnd*); | |
void prefetch_sound(char const*); | |
void remove_call(luabind::object const&,char const*,char const*); | |
void show_weapon(bool); | |
bool is_wfx_playing(); | |
void remove_calls_for_object(luabind::object const&); | |
unsigned int get_time_days(); | |
void set_game_difficulty(custom [enum ESingleGameDifficulty]); | |
bool present(); | |
void map_add_object_spot(unsigned short,char const*,char const*); | |
void add_pp_effector(char const*,int,bool); | |
char const* get_weather(); | |
unsigned short map_has_object_spot(unsigned short,char const*); | |
void enable_input(); | |
custom [float] add_cam_effector(char const*,int,bool,char const*); | |
physics_world* physics_world(); | |
bool patrol_path_exists(char const*); | |
void map_remove_object_spot(unsigned short,char const*); | |
void remove_dialog_to_render(CUIDialogWnd*); | |
custom [float] low_cover_in_direction(unsigned int,vector const&); | |
custom [float] high_cover_in_direction(unsigned int,vector const&); | |
void show_indicators(); | |
Fbox get_bounding_volume(); | |
unsigned int game_id(); | |
void hide_indicators_safe(); | |
client_spawn_manager& client_spawn_manager(); | |
custom [float] get_wfx_time(); | |
custom [float] add_cam_effector2(char const*,int,bool,char const*,custom [float]); | |
custom [class CEnvironment]* environment(); | |
void disable_input(); | |
custom [float] get_snd_volume(); | |
void remove_complex_effector(int); | |
void add_complex_effector(char const*,int); | |
game_object* object_by_id(unsigned short); | |
void remove_cam_effector(int); | |
void set_pp_effector_factor(int,custom [float]); | |
void remove_pp_effector(int); | |
unsigned int vertex_id(vector); | |
void set_snd_volume(custom [float]); | |
void check_object(game_object*); | |
game_object* debug_actor(); | |
} | |
namespace relation_registry | |
{ | |
void set_community_relation(char const*,char const*,int); | |
int get_general_goodwill_between(unsigned short,unsigned short); | |
void change_community_goodwill(char const*,int,int); | |
int community_goodwill(char const*,int); | |
int community_relation(char const*,char const*); | |
void set_community_goodwill(char const*,int,int); | |
} | |
namespace actor_stats | |
{ | |
void add_points_str(char const*,char const*,char const*); | |
void add_points(char const*,char const*,int,int); | |
int get_points(char const*); | |
} | |
namespace game | |
{ | |
char const* translate_string(char const*); | |
bool has_active_tutorial(); | |
unsigned int time(); | |
void stop_tutorial(); | |
CTime get_game_time(); | |
void start_tutorial(char const*); | |
[cpp] | |
class CTime | |
{ | |
const DateToDay = 0; | |
const DateToMonth = 1; | |
const DateToYear = 2; | |
const TimeToHours = 0; | |
const TimeToMilisecs = 3; | |
const TimeToMinutes = 1; | |
const TimeToSeconds = 2; | |
void __le(lua_State*,CTime const&,CTime); | |
custom [float] diffSec(CTime&,CTime*); | |
void __lt(lua_State*,CTime const&,CTime); | |
void __ge(lua_State*,CTime const&,CTime); | |
void __sub(lua_State*,CTime&,CTime); | |
void add(CTime&,CTime*); | |
void __gt(lua_State*,CTime const&,CTime); | |
void set(CTime&,int,int,int,int,int,int,int); | |
void setHMS(CTime&,int,int,int); | |
char const* timeToString(CTime&,int); | |
void setHMSms(CTime&,int,int,int,int); | |
void __add(lua_State*,CTime&,CTime); | |
void __eq(lua_State*,CTime const&,CTime); | |
void __init(luabind::argument const&,CTime const&); | |
char const* dateToString(CTime&,int); | |
void sub(CTime&,CTime*); | |
void get(CTime&,unsigned int&,unsigned int&,unsigned int&,unsigned int&,unsigned int&,unsigned int&,unsigned int&); | |
} | |
} |
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