From 293a7fac9299c188f1d7d1180fcd0b40030b1a23 Mon Sep 17 00:00:00 2001 From: Igor Novikov Date: Sun, 10 Dec 2017 22:18:06 +0500 Subject: [PATCH] Add original lua_help.script file. --- res/gamedata/scripts/lua_help.script | 12010 +++++++++++++++++++++++++ 1 file changed, 12010 insertions(+) create mode 100644 res/gamedata/scripts/lua_help.script diff --git a/res/gamedata/scripts/lua_help.script b/res/gamedata/scripts/lua_help.script new file mode 100644 index 00000000000..ea60cac6e77 --- /dev/null +++ b/res/gamedata/scripts/lua_help.script @@ -0,0 +1,12010 @@ + +List of the classes exported to LUA + +C++ class entity_memory_object : memory_object { + property last_level_time; + property level_time; + property object_info; + property self_info; + + function object(const entity_memory_object&); + +}; + +C++ class game_memory_object : memory_object { + property last_level_time; + property level_time; + property object_info; + property self_info; + + function object(const game_memory_object&); + +}; + +C++ class fcolor { + property a; + property b; + property g; + property r; + + fcolor (); + + function set(number, number, number, number); + function set(const fcolor&); + function set(number); + +}; + +C++ class flags16 { + flags16 (); + + function zero(); + + function assign(const flags16&); + function assign(number); + + function is(flags16*, number); + + function and(number); + function and(const flags16&, number); + + function equal(flags16*, const flags16&); + function equal(flags16*, const flags16&, number); + + function test(flags16*, number); + + function is_any(flags16*, number); + + function or(number); + function or(const flags16&, number); + + function one(flags16*); + + function set(flags16*, number, boolean); + + function invert(); + function invert(const flags16&); + function invert(number); + + function get() const; + +}; + +C++ class flags32 { + flags32 (); + + function zero(); + + function assign(const flags32&); + function assign(number); + + function is(flags32*, number); + + function and(number); + function and(const flags32&, number); + + function equal(flags32*, const flags32&); + function equal(flags32*, const flags32&, number); + + function test(flags32*, number); + + function is_any(flags32*, number); + + function or(number); + function or(const flags32&, number); + + function one(); + + function set(flags32*, number, boolean); + + function invert(); + function invert(const flags32&); + function invert(number); + + function get() const; + +}; + +C++ class matrix { + property _14_; + property _24_; + property _34_; + property _44_; + property c; + property i; + property j; + property k; + + matrix (); + + function mk_xform(const struct _quaternion&, const vector&); + + function set(const matrix&); + function set(const vector&, const vector&, const vector&, const vector&); + + function div(const matrix&, number); + function div(number); + + function identity(); + + function setHPB(number, number, number); + + function setXYZ(number, number, number); + + function getHPB(matrix*, number*, number*, number*); + + function mul(const matrix&, const matrix&); + function mul(const matrix&, number); + function mul(number); + + function setXYZi(number, number, number); + +}; + +C++ class Frect { + property lt; + property rb; + property x1; + property x2; + property y1; + property y2; + + Frect (); + + function set(number, number, number, number); + +}; + +C++ class vector2 { + property x; + property y; + + vector2 (); + + function set(number, number); + function set(const vector2&); + +}; + +C++ class vector { + property x; + property y; + property z; + + vector (); + + function set_length(number); + + function sub(number); + function sub(const vector&); + function sub(const vector&, const vector&); + function sub(const vector&, number); + + function reflect(const vector&, const vector&); + + function slide(const vector&, const vector&); + + function average(const vector&); + function average(const vector&, const vector&); + + function normalize_safe(); + function normalize_safe(const vector&); + + function normalize(); + function normalize(const vector&); + + function align(); + + function magnitude() const; + + function getP() const; + + function max(const vector&); + function max(const vector&, const vector&); + + function distance_to_xz(const vector&) const; + + function invert(); + function invert(const vector&); + + function mad(const vector&, number); + function mad(const vector&, const vector&, number); + function mad(const vector&, const vector&); + function mad(const vector&, const vector&, const vector&); + + function clamp(const vector&); + function clamp(const vector&, vector); + + function inertion(const vector&, number); + + function crossproduct(const vector&, const vector&); + + function set(number, number, number); + function set(const vector&); + + function abs(const vector&); + + function div(number); + function div(const vector&); + function div(const vector&, const vector&); + function div(const vector&, number); + + function dotproduct(const vector&) const; + + function getH() const; + + function min(const vector&); + function min(const vector&, const vector&); + + function similar(const vector&, number) const; + + function distance_to(const vector&) const; + + function lerp(const vector&, const vector&, number); + + function distance_to_sqr(const vector&) const; + + function mul(number); + function mul(const vector&); + function mul(const vector&, const vector&); + function mul(const vector&, number); + + function setHP(number, number); + + function add(number); + function add(const vector&); + function add(const vector&, const vector&); + function add(const vector&, number); + +}; + +C++ class spawn_story_ids { + const INVALID_SPAWN_STORY_ID = -1; + +}; + +C++ 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; + +}; + +C++ 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; + +}; + +C++ 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; + +}; + +C++ class GAME_TYPE { + const GAME_UNKNOWN = -1; + const eGameIDArtefactHunt = 8; + const eGameIDCaptureTheArtefact = 16; + const eGameIDDeathmatch = 2; + const eGameIDTeamDeathmatch = 4; + +}; + +C++ class game_difficulty { + const master = 3; + const novice = 0; + const stalker = 1; + const veteran = 2; + +}; + +C++ 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; + +}; + +C++ class task { + const additional = 1; + const completed = 2; + const fail = 0; + const in_progress = 1; + const storyline = 0; + const task_dummy = 65535; + +}; + +C++ 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 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_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; + +}; + +C++ class GameGraph__LEVEL_MAP__value_type { + property id; + property level; + +}; + +C++ class MEMBERS__value_type { + property id; + property object; + +}; + +C++ class award_pair_t { + property first; + property second; + +}; + +C++ class best_scores_pair_t { + property first; + property second; + +}; + +C++ class hit_memory_object : entity_memory_object { + property amount; + property bone_index; + property direction; + property last_level_time; + property level_time; + property object_info; + property self_info; + + function object(const entity_memory_object&); + +}; + +C++ class clsid { + const actor = 90; + const art_bast_artefact = 0; + const art_black_drops = 1; + const art_cta = 3; + const art_dummy = 4; + const art_electric_ball = 5; + const art_faded_ball = 6; + const art_galantine = 7; + const art_gravi = 8; + const art_gravi_black = 2; + const art_mercury_ball = 9; + const art_needles = 10; + const art_rusty_hair = 11; + const art_thorn = 12; + const art_zuda = 13; + const artefact = 41; + const artefact_s = 102; + const bloodsucker = 14; + const bloodsucker_s = 108; + const boar = 15; + const boar_s = 109; + const burer = 16; + const burer_s = 110; + const car = 52; + const cat = 17; + const cat_s = 111; + const chimera = 29; + const chimera_s = 112; + const controller = 18; + const controller_s = 113; + const crow = 19; + const destrphys_s = 93; + const device_detector_advanced = 53; + const device_detector_elite = 54; + const device_detector_scientific = 57; + const device_detector_simple = 58; + const device_flare = 55; + const device_pda = 56; + const device_torch = 59; + const device_torch_s = 146; + const dog_black = 20; + const dog_red = 23; + const dog_s = 116; + const equ_exo = 60; + const equ_military = 61; + const equ_scientific = 62; + const equ_stalker = 63; + const equ_stalker_s = 65; + const flesh = 24; + const flesh_group = 25; + const flesh_s = 117; + const fracture = 26; + const fracture_s = 119; + const game = 70; + const game_cl_artefact_hunt = 45; + const game_cl_capture_the_artefact = 46; + const game_cl_deathmatch = 47; + const game_cl_single = 48; + const game_cl_team_deathmatch = 49; + const game_sv_artefact_hunt = 129; + const game_sv_capture_the_artefact = 130; + const game_sv_deathmatch = 131; + const game_sv_single = 132; + const game_sv_team_deathmatch = 133; + const game_ui_artefact_hunt = 147; + const game_ui_capture_the_artefact = 148; + const game_ui_deathmatch = 149; + const game_ui_single = 150; + const game_ui_team_deathmatch = 151; + const gigant_s = 118; + const graph_point = 28; + const hanging_lamp = 94; + const helicopter = 50; + const helmet = 64; + const hlamp_s = 125; + const hud_manager = 74; + const inventory_box = 95; + const inventory_box_s = 140; + const level = 69; + const level_changer = 84; + const level_changer_s = 85; + const main_menu = 86; + const mp_players_bag = 87; + const nogravity_zone = 211; + const obj_antirad = 75; + const obj_antirad_s = 135; + const obj_attachable = 76; + const obj_bandage = 77; + const obj_bandage_s = 136; + const obj_bolt = 78; + const obj_bottle = 79; + const obj_bottle_s = 137; + const obj_breakable = 91; + const obj_climable = 92; + const obj_document = 80; + const obj_explosive = 81; + const obj_explosive_s = 138; + const obj_food = 82; + const obj_food_s = 139; + const obj_medkit = 83; + const obj_medkit_s = 142; + const obj_pda_s = 144; + const obj_phskeleton = 100; + const obj_phys_destroyable = 99; + const obj_physic = 96; + const online_offline_group = 88; + const online_offline_group_s = 89; + const phantom = 30; + const poltergeist = 31; + const poltergeist_s = 120; + const projector = 98; + const pseudo_gigant = 27; + const pseudodog_s = 121; + const psy_dog = 22; + const psy_dog_phantom = 21; + const psy_dog_phantom_s = 114; + const psy_dog_s = 115; + const rat = 32; + const script_actor = 134; + const script_heli = 51; + const script_object = 103; + const script_phys = 97; + const script_restr = 127; + const script_stalker = 35; + const script_zone = 101; + const smart_cover = 104; + const smart_terrain = 105; + const smart_zone = 106; + const smartcover_s = 107; + const snork = 33; + const snork_s = 122; + const space_restrictor = 126; + const spectator = 128; + const stalker = 34; + const team_base_zone = 214; + const torrid_zone = 215; + const trader = 36; + const tushkano = 37; + const tushkano_s = 123; + const wpn_ak74 = 173; + const wpn_ak74_s = 152; + const wpn_ammo = 39; + const wpn_ammo_m209 = 42; + const wpn_ammo_m209_s = 141; + const wpn_ammo_og7b = 43; + const wpn_ammo_og7b_s = 143; + const wpn_ammo_s = 40; + const wpn_ammo_vog25 = 44; + const wpn_ammo_vog25_s = 145; + const wpn_auto_shotgun_s = 153; + const wpn_binocular = 174; + const wpn_binocular_s = 154; + const wpn_bm16 = 175; + const wpn_bm16_s = 155; + const wpn_fn2000 = 176; + const wpn_fort = 177; + const wpn_grenade_f1 = 66; + const wpn_grenade_f1_s = 67; + const wpn_grenade_fake = 68; + const wpn_grenade_launcher = 178; + const wpn_grenade_launcher_s = 156; + const wpn_grenade_rgd5 = 71; + const wpn_grenade_rgd5_s = 72; + const wpn_grenade_rpg7 = 73; + const wpn_groza = 179; + const wpn_groza_s = 157; + const wpn_hpsa = 180; + const wpn_hpsa_s = 158; + const wpn_knife = 181; + const wpn_knife_s = 159; + const wpn_lr300 = 182; + const wpn_lr300_s = 160; + const wpn_pm = 183; + const wpn_pm_s = 161; + const wpn_rg6 = 184; + const wpn_rg6_s = 162; + const wpn_rpg7 = 185; + const wpn_rpg7_s = 163; + const wpn_scope = 186; + const wpn_scope_s = 164; + const wpn_shotgun = 187; + const wpn_shotgun_s = 165; + const wpn_silencer = 188; + const wpn_silencer_s = 166; + const wpn_stat_mgun = 189; + const wpn_svd = 190; + const wpn_svd_s = 167; + const wpn_svu = 191; + const wpn_svu_s = 168; + const wpn_usp45 = 192; + const wpn_usp45_s = 169; + const wpn_val = 193; + const wpn_val_s = 170; + const wpn_vintorez = 194; + const wpn_vintorez_s = 171; + const wpn_walther = 195; + const wpn_walther_s = 172; + const wpn_wmagaz = 196; + const wpn_wmaggl = 197; + const zombie = 38; + const zombie_s = 124; + const zone = 216; + const zone_acid_fog = 204; + const zone_bfuzz = 205; + const zone_bfuzz_s = 198; + const zone_campfire = 206; + const zone_dead = 207; + const zone_galant_s = 199; + const zone_galantine = 208; + const zone_mbald_s = 200; + const zone_mincer = 210; + const zone_mincer_s = 201; + const zone_mosquito_bald = 209; + const zone_radio_s = 202; + const zone_radioactive = 212; + const zone_rusty_hair = 213; + const zone_torrid_s = 203; + +}; + +C++ class memory_info : visible_memory_object { + property hit_info; + property last_level_time; + property level_time; + property object_info; + property self_info; + property sound_info; + property visual_info; + + function object(const game_memory_object&); + +}; + +C++ 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; + +}; + +C++ class not_yet_visible_object { + property value; + + function object(const not_yet_visible_object&); + +}; + +C++ 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; + + property m_object; + property m_sight_type; + property m_vector; + + CSightParams (); + +}; + +C++ class sound_memory_object : game_memory_object { + property last_level_time; + property level_time; + property object_info; + property power; + property self_info; + + function object(const game_memory_object&); + + function type() const; + +}; + +C++ class visible_memory_object : game_memory_object { + property last_level_time; + property level_time; + property object_info; + property self_info; + + function object(const game_memory_object&); + +}; + +C++ class FS_item { + function Modif(); + + function NameFull(); + + function NameShort(); + + function ModifDigitOnly(); + + function Size(); + +}; + +C++ class Patch_Dawnload_Progress { + function GetProgress(); + + function GetInProgress(); + + function GetStatus(); + + function GetFlieName(); + +}; + +C++ class color { + property b; + property g; + property r; + + color (); + color (number, number, number); + + function set(number, number, number); + +}; + +C++ class SDrawStaticStruct { + property m_endTime; + + function wnd(); + +}; + +C++ class duality { + property h; + property v; + + duality (); + duality (number, number); + + function set(number, number); + +}; + +C++ class memory_object { + property last_level_time; + property level_time; + +}; + +C++ class noise { + property fps; + property grain; + property intensity; + + noise (); + noise (number, number, number); + + function set(number, number, number); + +}; + +C++ class object_params { + property level_vertex; + property position; + +}; + +C++ class effector_params { + property blur; + property color_add; + property color_base; + property color_gray; + property dual; + property gray; + property noise; + + effector_params (); + + function assign(effector_params*, effector_params*); + +}; + +C++ class rotation { + property pitch; + property yaw; + +}; + +C++ class award_data { + property m_count; + property m_last_reward_date; + +}; + +C++ class fs_file { + property modif; + property name; + property ptr; + property size_compressed; + property size_real; + property vfs; + +}; + +C++ 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; + +}; + +C++ class color_animator { + color_animator (string); + + function calculate(number); + + function load(string); + + function length(); + +}; + +C++ class profile { + function unique_nick() const; + + function online() const; + +}; + +C++ class profile_timer { + profile_timer (); + profile_timer (profile_timer&); + + operator +(const profile_timer&, profile_timer); + + function stop(); + + function start(); + + function time() const; + + function __tostring(profile_timer&); + + operator <(const profile_timer&, profile_timer); + +}; + +C++ class token { + property id; + property name; + + token (); + +}; + +C++ class action_base { + property object; + property storage; + + action_base (); + action_base (game_object*); + action_base (game_object*, string); + + function finalize(); + + function add_precondition(const world_property&); + + function execute(); + + function remove_precondition(const number&); + + function setup(game_object*, property_storage*); + + function set_weight(const number&); + + function add_effect(const world_property&); + + function show(string); + + function initialize(); + + function remove_effect(const number&); + +}; + +C++ class action_planner { + property object; + property storage; + + action_planner (); + + function initialized() const; + + function remove_action(const number&); + + function action(const number&); + + function add_action(const number&, action_base*); + + function show(string); + + function update(); + + function clear(); + + function evaluator(const number&); + + function setup(game_object*); + + function set_goal_world_state(action_planner*, world_state*); + + function current_action(); + + function add_evaluator(const number&, property_evaluator*); + + function remove_evaluator(const number&); + + function current_action_id() const; + + function actual(const action_planner*); + +}; + +C++ class planner_action : action_planner,action_base { + property object; + property storage; + + planner_action (); + planner_action (game_object*); + planner_action (game_object*, string); + + function finalize(); + + function action(const number&); + + function add_precondition(const world_property&); + + function add_action(const number&, action_base*); + + function update(); + + function remove_effect(const number&); + + function current_action(); + + function current_action_id() const; + + function initialized() const; + + function weight(const world_state&, const world_state&) const; + + function initialize(); + + function actual(const action_planner*); + + function remove_action(const number&); + + function remove_precondition(const number&); + + function execute(); + + function clear(); + + function evaluator(const number&); + + function set_goal_world_state(action_planner*, world_state*); + + function set_weight(const number&); + + function add_effect(const world_property&); + + function show(string); + + function setup(game_object*); + function setup(game_object*, property_storage*); + + function remove_evaluator(const number&); + + function add_evaluator(const number&, property_evaluator*); + +}; + +C++ class world_state { + world_state (); + world_state (world_state); + + function clear(); + + function includes(const world_state&) const; + + operator ==(const world_state&, world_state); + + function remove_property(const number&); + + function add_property(const world_property&); + + operator <(const world_state&, world_state); + + function property(const number&) const; + +}; + +C++ class world_property { + world_property (number, boolean); + + function value() const; + + operator <(const world_property&, world_property); + + function condition() const; + + operator ==(const world_property&, world_property); + +}; + +C++ class property_evaluator { + property object; + property storage; + + property_evaluator (); + property_evaluator (game_object*); + property_evaluator (game_object*, string); + + function evaluate(); + + function setup(game_object*, property_storage*); + +}; + +C++ class property_evaluator_const : property_evaluator { + property object; + property storage; + + property_evaluator_const (boolean); + + function evaluate(); + + function setup(game_object*, property_storage*); + +}; + +C++ class ipure_alife_load_object { +}; + +C++ class ipure_alife_save_object { +}; + +C++ class ipure_alife_load_save_object : ipure_alife_load_object,ipure_alife_save_object { +}; + +C++ class Fbox { + property max; + property min; + + Fbox (); + +}; + +C++ class suggest_nicks_cb { + suggest_nicks_cb (); + suggest_nicks_cb (object, function); + + function bind(object, function); + + function clear(); + +}; + +C++ class account_profiles_cb { + account_profiles_cb (); + account_profiles_cb (object, function); + + function bind(object, function); + + function clear(); + +}; + +C++ class login_operation_cb { + login_operation_cb (); + login_operation_cb (object, function); + + function bind(object, function); + + function clear(); + +}; + +C++ class account_operation_cb { + account_operation_cb (); + account_operation_cb (object, function); + + function bind(object, function); + + function clear(); + +}; + +C++ class found_email_cb { + found_email_cb (); + found_email_cb (object, function); + + function bind(object, function); + + function clear(); + +}; + +C++ class store_operation_cb { + store_operation_cb (); + store_operation_cb (object, function); + + function bind(object, function); + + function clear(); + +}; + +C++ class CAI_Bloodsucker : CGameObject { + CAI_Bloodsucker (); + + function Visual() const; + + function getEnabled() const; + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function force_visibility_state(number); + + function net_Export(net_packet&); + + function _construct(); + + function use(CGameObject*); + +}; + +C++ class CAI_Boar : CGameObject { + CAI_Boar (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CAI_Dog : CGameObject { + CAI_Dog (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CAI_Flesh : CGameObject { + CAI_Flesh (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CAI_PseudoDog : CGameObject { + CAI_PseudoDog (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CAI_Stalker : CGameObject { + CAI_Stalker (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CAI_Trader : CGameObject { + CAI_Trader (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CALifeHumanBrain : CALifeMonsterBrain { + function can_choose_alife_tasks(boolean); + + function update(); + + function movement(const CALifeMonsterBrain*); + +}; + +C++ class CALifeMonsterBrain { + function can_choose_alife_tasks(boolean); + + function update(); + + function movement(const CALifeMonsterBrain*); + +}; + +C++ class CALifeMonsterDetailPathManager { + function completed() const; + + function target(const number&, const number&, const vector&); + function target(const number&); + function target(const CALifeSmartTerrainTask*); + + function failed() const; + + function speed (const number&); + function speed () const; + + function actual() const; + +}; + +C++ class CALifeMonsterMovementManager { + function completed() const; + + function patrol(const CALifeMonsterMovementManager*); + + function actual() const; + + function path_type(const enum MovementManager::EPathType&); + function path_type() const; + + function detail(const CALifeMonsterMovementManager*); + +}; + +C++ class CALifeMonsterPatrolPathManager { + function path(string); + + function target_game_vertex_id() const; + + function target_position(CALifeMonsterPatrolPathManager*); + + function target_level_vertex_id() const; + + function completed() const; + + function route_type(const enum PatrolPathManager::EPatrolRouteType&); + function route_type() const; + + function use_randomness(const boolean&); + function use_randomness() const; + + function start_type(const enum PatrolPathManager::EPatrolStartType&); + function start_type() const; + + function start_vertex_index(const number&); + + function actual() const; + +}; + +C++ class alife_simulator { + function level_name(const alife_simulator*, number); + + function dont_has_info(const alife_simulator*, const number&, string); + + function create_ammo(alife_simulator*, string, const vector&, number, number, number, number); + + function add_out_restriction(alife_simulator*, cse_alife_monster_abstract*, number); + + function set_interactive(number, boolean); + + function add_in_restriction(alife_simulator*, cse_alife_monster_abstract*, number); + + function remove_in_restriction(alife_simulator*, cse_alife_monster_abstract*, number); + + function level_id(alife_simulator*); + + function valid_object_id(const alife_simulator*, number); + + function remove_out_restriction(alife_simulator*, cse_alife_monster_abstract*, number); + + function switch_distance() const; + function switch_distance(number); + + function kill_entity(cse_alife_monster_abstract*, const number&, cse_alife_schedulable*); + function kill_entity(alife_simulator*, cse_alife_monster_abstract*, const number&); + function kill_entity(alife_simulator*, cse_alife_monster_abstract*); + + function set_switch_online(number, boolean); + + function set_switch_offline(number, boolean); + + function has_info(const alife_simulator*, const number&, string); + + function remove_all_restrictions(number, const enum RestrictionSpace::ERestrictorTypes&); + + function object(const alife_simulator*, number); + function object(const alife_simulator*, number, boolean); + + function actor(const alife_simulator*); + + function story_object(const alife_simulator*, number); + + function spawn_id(alife_simulator*, number); + + function release(alife_simulator*, cse_abstract*, boolean); + + function create(alife_simulator*, number); + function create(alife_simulator*, string, const vector&, number, number, number); + function create(alife_simulator*, string, const vector&, number, number); + +}; + +C++ class CALifeSmartTerrainTask { + CALifeSmartTerrainTask (string); + CALifeSmartTerrainTask (string, number); + CALifeSmartTerrainTask (number, number); + + function level_vertex_id() const; + + function position() const; + + function game_vertex_id() const; + +}; + +C++ class CActor : CGameObject { + CActor (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CAntirad : CGameObject { + CAntirad (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CArtefact : CGameObject { + CArtefact (); + + function Visual() const; + + function getEnabled() const; + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function SwitchVisibility(boolean); + + function FollowByPath(string, number, vector); + + function _construct(); + + function net_Export(net_packet&); + + function GetAfRank() const; + + function use(CGameObject*); + +}; + +C++ class CBastArtefact : CArtefact { + CBastArtefact (); + + function Visual() const; + + function _construct(); + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function SwitchVisibility(boolean); + + function FollowByPath(string, number, vector); + + function getEnabled() const; + + function net_Export(net_packet&); + + function GetAfRank() const; + + function use(CGameObject*); + +}; + +C++ class CBlackDrops : CArtefact { + CBlackDrops (); + + function Visual() const; + + function _construct(); + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function SwitchVisibility(boolean); + + function FollowByPath(string, number, vector); + + function getEnabled() const; + + function net_Export(net_packet&); + + function GetAfRank() const; + + function use(CGameObject*); + +}; + +C++ class CBlackGraviArtefact : CArtefact { + CBlackGraviArtefact (); + + function Visual() const; + + function _construct(); + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function SwitchVisibility(boolean); + + function FollowByPath(string, number, vector); + + function getEnabled() const; + + function net_Export(net_packet&); + + function GetAfRank() const; + + function use(CGameObject*); + +}; + +C++ class CBlend { +}; + +C++ class CBottleItem : CGameObject { + CBottleItem (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CBurer : CGameObject { + CBurer (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CCar : CGameObject,holder { + const eWpnActivate = 3; + const eWpnAutoFire = 5; + const eWpnDesiredDir = 1; + const eWpnDesiredPos = 2; + const eWpnFire = 4; + const eWpnToDefaultDir = 6; + + CCar (); + + function _construct(); + + function GetfHealth() const; + + function CurrentVel(); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function SetParam(number, vector); + + function net_Export(net_packet&); + + function Visual() const; + + function IsObjectVisible(game_object*); + + function SetExplodeTime(number); + + function net_Import(net_packet&); + + function HasWeapon(); + + function SetfHealth(number); + + function engaged(); + + function ExplodeTime(); + + function FireDirDiff(); + + function CarExplode(); + + function CanHit(); + + function getEnabled() const; + + function Action(number, number); + + function use(CGameObject*); + +}; + +C++ class CCat : CGameObject { + CCat (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CChimera : CGameObject { + CChimera (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class client_spawn_manager { + function remove(number, number); + + function add(number, number, const function&, object); + function add(number, number, const function&); + +}; + +C++ class CConsole { + function execute_script(string); + + function get_string(string); + + function execute(string); + + function get_bool(CConsole*, string); + + function get_float(CConsole*, string); + + function get_integer(CConsole*, string); + + function execute_deferred(CConsole*, string); + + function get_token(string); + + function show(); + + function hide(); + +}; + +C++ class CController : CGameObject { + CController (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class cover_point { + function level_vertex_id() const; + + function is_smart_cover(const cover_point*); + + function position() const; + +}; + +C++ 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; + + function type() const; + + function time() const; + + operator ==(const danger_object&, danger_object); + + function position(const danger_object*); + + function object(const danger_object*); + + function perceive_type() const; + + function dependent_object(const danger_object*); + +}; + +C++ class CDestroyablePhysicsObject : CGameObject { + CDestroyablePhysicsObject (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CDialogHolder { + function RemoveDialogToRender(CUIWindow*); + + function AddDialogToRender(CUIWindow*); + +}; + +C++ class CPhraseScript { + function SetScriptText(string); + + function AddHasInfo(string); + + function AddGiveInfo(string); + + function AddDisableInfo(string); + + function AddDontHasInfo(string); + + function AddAction(string); + + function AddPrecondition(string); + +}; + +C++ class CDummyArtefact : CArtefact { + CDummyArtefact (); + + function Visual() const; + + function _construct(); + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function SwitchVisibility(boolean); + + function FollowByPath(string, number, vector); + + function getEnabled() const; + + function net_Export(net_packet&); + + function GetAfRank() const; + + function use(CGameObject*); + +}; + +C++ class cef_storage { + function evaluate(cef_storage*, string, game_object*); + function evaluate(cef_storage*, string, game_object*, game_object*); + function evaluate(cef_storage*, string, game_object*, game_object*, game_object*); + function evaluate(cef_storage*, string, game_object*, game_object*, game_object*, game_object*); + function evaluate(cef_storage*, string, cse_alife_object*); + function evaluate(cef_storage*, string, cse_alife_object*, cse_alife_object*); + function evaluate(cef_storage*, string, cse_alife_object*, cse_alife_object*, cse_alife_object*); + function evaluate(cef_storage*, string, cse_alife_object*, cse_alife_object*, cse_alife_object*, cse_alife_object*); + +}; + +C++ class CElectricBall : CArtefact { + CElectricBall (); + + function Visual() const; + + function _construct(); + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function SwitchVisibility(boolean); + + function FollowByPath(string, number, vector); + + function getEnabled() const; + + function net_Export(net_packet&); + + function GetAfRank() const; + + function use(CGameObject*); + +}; + +C++ class explosive { + function explode(); + +}; + +C++ class CExplosiveItem : CGameObject { + CExplosiveItem (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CF1 : CGameObject { + CF1 (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CFadedBall : CArtefact { + CFadedBall (); + + function Visual() const; + + function _construct(); + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function SwitchVisibility(boolean); + + function FollowByPath(string, number, vector); + + function getEnabled() const; + + function net_Export(net_packet&); + + function GetAfRank() const; + + function use(CGameObject*); + +}; + +C++ class CFoodItem : CGameObject { + CFoodItem (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CFracture : CGameObject { + CFracture (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CGalantineArtefact : CArtefact { + CGalantineArtefact (); + + function Visual() const; + + function _construct(); + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function SwitchVisibility(boolean); + + function FollowByPath(string, number, vector); + + function getEnabled() const; + + function net_Export(net_packet&); + + function GetAfRank() const; + + function use(CGameObject*); + +}; + +C++ class CGameFont { + const alCenter = 2; + const alLeft = 0; + const alRight = 1; + +}; + +C++ class CGameGraph { + function valid_vertex_id(number) const; + + function vertex(number) const; + + function accessible(const CGameGraph*, const number&); + function accessible(const CGameGraph*, const number&, boolean); + + function levels(const CGameGraph*); + + function vertex_id(const GameGraph__CVertex*) const; + +}; + +C++ class CGameObject : DLL_Pure,ISheduled,ICollidable,IRenderable { + CGameObject (); + + function Visual() const; + + function getEnabled() const; + + function _construct(); + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Export(net_packet&); + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CGameTask { + CGameTask (); + + function get_id(); + + function set_priority(number); + + function set_title(string); + + function set_map_hint(string); + + function get_title(); + + function add_on_fail_info(string); + + function add_complete_func(string); + + function add_fail_func(string); + + function remove_map_locations(boolean); + + function add_fail_info(string); + + function add_complete_info(string); + + function set_type(number); + + function set_map_object_id(number); + + function set_description(string); + + function set_id(string); + + function add_on_fail_func(string); + + function add_on_complete_func(string); + + function set_icon_name(string); + + function set_map_location(string); + + function change_map_location(string, number); + + function add_on_complete_info(string); + + function get_priority(); + +}; + +C++ class CGraviArtefact : CArtefact { + CGraviArtefact (); + + function Visual() const; + + function _construct(); + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function SwitchVisibility(boolean); + + function FollowByPath(string, number, vector); + + function getEnabled() const; + + function net_Export(net_packet&); + + function GetAfRank() const; + + function use(CGameObject*); + +}; + +C++ class CGrenadeLauncher : CGameObject { + CGrenadeLauncher (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CHairsZone : CGameObject { + CHairsZone (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class hanging_lamp : CGameObject { + hanging_lamp (); + + function Visual() const; + + function getEnabled() const; + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function turn_on(); + + function turn_off(); + + function net_Export(net_packet&); + + function _construct(); + + function use(CGameObject*); + +}; + +C++ 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; + + property m_dead; + property m_exploded; + property m_flame_started; + property m_light_started; + property m_max_mgun_dist; + property m_max_rocket_dist; + property m_min_mgun_dist; + property m_min_rocket_dist; + property m_syncronize_rocket; + property m_time_between_rocket_attack; + property m_use_mgun_on_attack; + property m_use_rocket_on_attack; + + CHelicopter (); + + function _construct(); + + function SetSpeedInDestPoint(number); + + function getVisible() const; + + function LookAtPoint(vector, boolean); + + function GetRealAltitude(); + + function GetCurrVelocity(); + + function SetLinearAcc(number, number); + + function GoPatrolByPatrolPath(string, number); + + function GetSpeedInDestPoint(number); + + function isVisible(game_object*); + + function net_Import(net_packet&); + + function SetMaxVelocity(number); + + function SetfHealth(number); + + function GetMovementState(); + + function SetEnemy(game_object*); + function SetEnemy(vector*); + + function getEnabled() const; + + function GetfHealth() const; + + function Explode(); + + function SetOnPointRangeDist(number); + + function SetFireTrailLength(number); + + function GetOnPointRangeDist(); + + function GetMaxVelocity(); + + function TurnLighting(boolean); + + function SetBarrelDirTolerance(number); + + function GetBodyState(); + + function GetCurrVelocityVec(); + + function net_Export(net_packet&); + + function SetDestPosition(vector*); + + function UseFireTrail(); + function UseFireTrail(boolean); + + function GoPatrolByRoundPath(vector, number, boolean); + + function net_Spawn(cse_abstract*); + + function GetState(); + + function Die(); + + function StartFlame(); + + function Visual() const; + + function GetDistanceToDestPosition(); + + function GetHuntState(); + + function TurnEngineSound(boolean); + + function GetSafeAltitude(); + + function ClearEnemy(); + + function use(CGameObject*); + +}; + +C++ class holder { + function engaged(); + + function Action(number, number); + + function SetParam(number, vector); + +}; + +C++ class CInventoryBox : CGameObject { + CInventoryBox (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CLevelChanger : CGameObject { + CLevelChanger (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class FS { + 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; + + function get_file_age(string); + + function file_length(string); + + function file_rename(string, string, boolean); + + function r_open(string, string); + function r_open(string); + + function append_path(string, string, string, number); + + function file_copy(string, string); + + function get_file_age_str(FS*, string); + + function dir_delete(FS*, string, number); + function dir_delete(FS*, string, string, number); + + function update_path(FS*, string, string); + + function r_close(reader*&); + + function exist(string); + function exist(string, string); + + function w_close(class IWriter*&); + + function file_list_open(FS*, string, number); + function file_list_open(FS*, string, string, number); + + function path_exist(string); + + function file_list_open_ex(FS*, string, number, string); + + function get_path(string); + + function file_delete(string, string); + function file_delete(string); + + function w_open(string, string); + function w_open(string); + +}; + +C++ class CMainMenu { + function GetCDKey(); + + function GetAccountMngr(); + + function GetDemoInfo(string); + + function GetPatchProgress(); + + function GetProfileStore(); + + function GetGSVer(); + + function CancelDownload(); + + function GetLoginMngr(); + + function ValidateCDKey(); + + function GetPlayerName(); + +}; + +C++ class CMedkit : CGameObject { + CMedkit (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CMercuryBall : CArtefact { + CMercuryBall (); + + function Visual() const; + + function _construct(); + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function SwitchVisibility(boolean); + + function FollowByPath(string, number, vector); + + function getEnabled() const; + + function net_Export(net_packet&); + + function GetAfRank() const; + + function use(CGameObject*); + +}; + +C++ class CMincer : CGameObject { + CMincer (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CMosquitoBald : CGameObject { + CMosquitoBald (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class object_factory { + function register(string, string, string, string); + function register(string, string, string); + +}; + +C++ class particle_params { + particle_params (); + particle_params (const vector&); + particle_params (const vector&, const vector&); + particle_params (const vector&, const vector&, const vector&); + +}; + +C++ class patrol { + const continue = 1; + const custom = 3; + const dummy = -1; + const nearest = 2; + const next = 4; + const start = 0; + const stop = 0; + + patrol (string); + patrol (string, enum PatrolPathManager::EPatrolStartType); + patrol (string, enum PatrolPathManager::EPatrolStartType, enum PatrolPathManager::EPatrolRouteType); + patrol (string, enum PatrolPathManager::EPatrolStartType, enum PatrolPathManager::EPatrolRouteType, boolean); + patrol (string, enum PatrolPathManager::EPatrolStartType, enum PatrolPathManager::EPatrolRouteType, boolean, number); + + function level_vertex_id(number) const; + + function point(const patrol*, number); + + function flag(number, number) const; + + function game_vertex_id(number) const; + + function flags(number) const; + + function name(number) const; + + function index(string) const; + + function terminal(number) const; + + function count() const; + + function get_nearest(const vector&) const; + +}; + +C++ class CPda : CGameObject { + CPda (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CPhrase { + function GetPhraseScript(); + +}; + +C++ class CPhraseDialog { + function AddPhrase(string, string, string, number); + +}; + +C++ class CPhysicObject : CGameObject { + CPhysicObject (); + + function set_door_ignore_dynamics(); + + function _construct(); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function play_bones_sound(); + + function run_anim_back(); + + function net_Export(net_packet&); + + function Visual() const; + + function unset_door_ignore_dynamics(); + + function net_Import(net_packet&); + + function run_anim_forward(); + + function stop_anim(); + + function anim_time_get(); + + function getEnabled() const; + + function anim_time_set(number); + + function stop_bones_sound(); + + function use(CGameObject*); + +}; + +C++ class CPoltergeist : CGameObject { + CPoltergeist (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class property_storage { + property_storage (); + + function property(const number&) const; + + function set_property(const number&, const boolean&); + +}; + +C++ class CPseudoGigant : CGameObject { + CPseudoGigant (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CPsyDog : CGameObject { + CPsyDog (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CPsyDogPhantom : CGameObject { + CPsyDogPhantom (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class cpure_server_object : ipure_server_object { +}; + +C++ class CRGD5 : CGameObject { + CRGD5 (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CRadioactiveZone : CGameObject { + CRadioactiveZone (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class render_device { + property aspect_ratio; + property cam_dir; + property cam_pos; + property cam_right; + property cam_top; + property f_time_delta; + property fov; + property frame; + property height; + property precache_frame; + property time_delta; + property width; + + function time_global(const render_device*); + + function is_paused(render_device*); + + function pause(render_device*, boolean); + +}; + +C++ class CRustyHairArtefact : CArtefact { + CRustyHairArtefact (); + + function Visual() const; + + function _construct(); + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function SwitchVisibility(boolean); + + function FollowByPath(string, number, vector); + + function getEnabled() const; + + function net_Export(net_packet&); + + function GetAfRank() const; + + function use(CGameObject*); + +}; + +C++ class cse_anomalous_zone : cse_custom_zone { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_anomalous_zone (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function on_register(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function can_save() const; + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function keep_saved_data_anyway() const; + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function interactive() const; + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_car : cse_alife_dynamic_object_visual,cse_ph_skeleton { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_car (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function on_register(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function can_save() const; + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function keep_saved_data_anyway() const; + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function interactive() const; + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_creature_abstract : cse_alife_dynamic_object_visual { + property angle; + property group; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + property squad; + property team; + + cse_alife_creature_abstract (string); + + function on_death(cse_abstract*); + + function on_before_register(); + + function use_ai_locations(boolean); + + function interactive() const; + + function on_register(); + + function alive() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function g_team(); + + function switch_offline(); + + function health() const; + + function g_group(); + + function clsid() const; + + function g_squad(); + + function can_save() const; + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function keep_saved_data_anyway() const; + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function o_torso(cse_alife_creature_abstract*); + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_creature_actor : cse_alife_creature_abstract,cse_alife_trader_abstract,cse_ph_skeleton { + property angle; + property group; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + property squad; + property team; + + cse_alife_creature_actor (string); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function UPDATE_Read(net_packet&); + + function g_squad(); + + function switch_offline(); + + function clsid() const; + + function STATE_Write(net_packet&); + + function init(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function profile_name(cse_alife_trader_abstract*); + + function name(const cse_abstract*); + + function keep_saved_data_anyway() const; + + function on_death(cse_abstract*); + + function used_ai_locations() const; + + function use_ai_locations(boolean); + + function switch_online(); + + function visible_for_map() const; + function visible_for_map(boolean); + + function alive() const; + + function community() const; + + function interactive() const; + + function on_register(); + + function on_before_register(); + + function reputation(); + + function on_unregister(); + + function g_team(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function o_torso(cse_alife_creature_abstract*); + + function STATE_Read(net_packet&, number); + + function health() const; + + function move_offline() const; + function move_offline(boolean); + + function on_spawn(); + + function UPDATE_Write(net_packet&); + + function g_group(); + + function rank(); + +}; + +C++ class cse_alife_creature_crow : cse_alife_creature_abstract { + property angle; + property group; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + property squad; + property team; + + cse_alife_creature_crow (string); + + function on_death(cse_abstract*); + + function on_before_register(); + + function use_ai_locations(boolean); + + function UPDATE_Read(net_packet&); + + function on_register(); + + function on_unregister(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function g_team(); + + function switch_offline(); + + function alive() const; + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function clsid() const; + + function on_spawn(); + + function name(const cse_abstract*); + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function g_squad(); + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function o_torso(cse_alife_creature_abstract*); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function can_save() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function g_group(); + + function health() const; + +}; + +C++ class cse_alife_creature_phantom : cse_alife_creature_abstract { + property angle; + property group; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + property squad; + property team; + + cse_alife_creature_phantom (string); + + function on_death(cse_abstract*); + + function on_before_register(); + + function use_ai_locations(boolean); + + function UPDATE_Read(net_packet&); + + function on_register(); + + function on_unregister(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function g_team(); + + function switch_offline(); + + function alive() const; + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function clsid() const; + + function on_spawn(); + + function name(const cse_abstract*); + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function g_squad(); + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function o_torso(cse_alife_creature_abstract*); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function can_save() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function g_group(); + + function health() const; + +}; + +C++ class cse_custom_zone : cse_alife_dynamic_object,cse_shape { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_custom_zone (string); + + function move_offline() const; + function move_offline(boolean); + + function use_ai_locations(boolean); + + function switch_online(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function UPDATE_Read(net_packet&); + + function on_before_register(); + + function STATE_Write(net_packet&); + + function on_register(); + + function init(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function name(const cse_abstract*); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function on_spawn(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function used_ai_locations() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function can_save() const; + +}; + +C++ class cse_alife_dynamic_object : cse_alife_object { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_dynamic_object (string); + + function used_ai_locations() const; + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function switch_online(); + + function keep_saved_data_anyway() const; + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function on_register(); + + function on_before_register(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function on_spawn(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function name(const cse_abstract*); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_dynamic_object_visual : cse_alife_dynamic_object,cse_visual { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_dynamic_object_visual (string); + + function move_offline() const; + function move_offline(boolean); + + function use_ai_locations(boolean); + + function switch_online(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function UPDATE_Read(net_packet&); + + function on_before_register(); + + function STATE_Write(net_packet&); + + function on_register(); + + function init(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function name(const cse_abstract*); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function on_spawn(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function used_ai_locations() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function can_save() const; + +}; + +C++ class cse_alife_graph_point : cse_abstract { + property angle; + property id; + property parent_id; + property position; + property script_version; + + cse_alife_graph_point (string); + + function STATE_Write(net_packet&); + + function init(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function UPDATE_Read(net_packet&); + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function UPDATE_Write(net_packet&); + + function clsid() const; + +}; + +C++ class cse_alife_group_abstract { +}; + +C++ class cse_alife_helicopter : cse_alife_dynamic_object_visual,cse_motion,cse_ph_skeleton { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_helicopter (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function on_register(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function can_save() const; + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function keep_saved_data_anyway() const; + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function interactive() const; + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_human_abstract : cse_alife_trader_abstract,cse_alife_monster_abstract { + property angle; + property group; + property group_id; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_smart_terrain_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + property squad; + property team; + + cse_alife_human_abstract (string); + + function kill(); + + function can_save() const; + + function update(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function UPDATE_Read(net_packet&); + + function g_squad(); + + function switch_offline(); + + function clsid() const; + + function STATE_Write(net_packet&); + + function init(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function profile_name(cse_alife_trader_abstract*); + + function name(const cse_abstract*); + + function keep_saved_data_anyway() const; + + function on_death(cse_abstract*); + + function clear_smart_terrain(cse_alife_monster_abstract*); + + function set_rank(number); + + function use_ai_locations(boolean); + + function g_group(); + + function switch_online(); + + function brain(cse_alife_monster_abstract*); + function brain(cse_alife_human_abstract*); + + function on_spawn(); + + function visible_for_map() const; + function visible_for_map(boolean); + + function move_offline() const; + function move_offline(boolean); + + function alive() const; + + function health() const; + + function STATE_Read(net_packet&, number); + + function smart_terrain_task_deactivate(cse_alife_monster_abstract*); + + function used_ai_locations() const; + + function current_level_travel_speed(cse_alife_monster_abstract*); + function current_level_travel_speed(cse_alife_monster_abstract*, number); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function has_detector(); + + function g_team(); + + function on_register(); + + function reputation(); + + function force_set_goodwill(cse_alife_monster_abstract*, number, number); + + function on_before_register(); + + function smart_terrain_id(cse_alife_monster_abstract*); + + function o_torso(cse_alife_creature_abstract*); + + function travel_speed(cse_alife_monster_abstract*); + function travel_speed(cse_alife_monster_abstract*, number); + + function interactive() const; + + function community() const; + + function smart_terrain_task_activate(cse_alife_monster_abstract*); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function rank(); + +}; + +C++ class cse_alife_human_stalker : cse_alife_human_abstract,cse_ph_skeleton { + property angle; + property group; + property group_id; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_smart_terrain_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + property squad; + property team; + + cse_alife_human_stalker (string); + + function kill(); + + function can_save() const; + + function brain(cse_alife_monster_abstract*); + function brain(cse_alife_human_abstract*); + + function can_switch_online() const; + function can_switch_online(boolean); + + function UPDATE_Read(net_packet&); + + function g_squad(); + + function switch_offline(); + + function clsid() const; + + function STATE_Write(net_packet&); + + function init(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function profile_name(cse_alife_trader_abstract*); + + function name(const cse_abstract*); + + function keep_saved_data_anyway() const; + + function on_death(cse_abstract*); + + function move_offline() const; + function move_offline(boolean); + + function switch_online(); + + function use_ai_locations(boolean); + + function on_unregister(); + + function set_rank(number); + + function used_ai_locations() const; + + function smart_terrain_task_activate(cse_alife_monster_abstract*); + + function visible_for_map() const; + function visible_for_map(boolean); + + function community() const; + + function alive() const; + + function interactive() const; + + function travel_speed(cse_alife_monster_abstract*); + function travel_speed(cse_alife_monster_abstract*, number); + + function smart_terrain_task_deactivate(cse_alife_monster_abstract*); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function current_level_travel_speed(cse_alife_monster_abstract*); + function current_level_travel_speed(cse_alife_monster_abstract*, number); + + function smart_terrain_id(cse_alife_monster_abstract*); + + function has_detector(); + + function on_before_register(); + + function force_set_goodwill(cse_alife_monster_abstract*, number, number); + + function reputation(); + + function on_register(); + + function g_team(); + + function clear_smart_terrain(cse_alife_monster_abstract*); + + function o_torso(cse_alife_creature_abstract*); + + function STATE_Read(net_packet&, number); + + function health() const; + + function update(); + + function on_spawn(); + + function UPDATE_Write(net_packet&); + + function g_group(); + + function rank(); + +}; + +C++ class cse_alife_inventory_box : cse_alife_dynamic_object_visual { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_inventory_box (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function on_register(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function can_save() const; + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function keep_saved_data_anyway() const; + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function interactive() const; + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_inventory_item { +}; + +C++ class cse_alife_item : cse_alife_dynamic_object_visual,cse_alife_inventory_item { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_item (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function on_register(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function bfUseful(); + + function can_save() const; + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function keep_saved_data_anyway() const; + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function interactive() const; + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_item_ammo : cse_alife_item { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_item_ammo (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function UPDATE_Read(net_packet&); + + function on_register(); + + function switch_online(); + + function STATE_Write(net_packet&); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function init(); + + function on_spawn(); + + function name(const cse_abstract*); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function bfUseful(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function used_ai_locations() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function move_offline() const; + function move_offline(boolean); + +}; + +C++ class cse_alife_item_artefact : cse_alife_item { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_item_artefact (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function UPDATE_Read(net_packet&); + + function on_register(); + + function switch_online(); + + function STATE_Write(net_packet&); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function init(); + + function on_spawn(); + + function name(const cse_abstract*); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function bfUseful(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function used_ai_locations() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function move_offline() const; + function move_offline(boolean); + +}; + +C++ class cse_alife_item_bolt : cse_alife_item { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_item_bolt (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function UPDATE_Read(net_packet&); + + function on_register(); + + function switch_online(); + + function STATE_Write(net_packet&); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function init(); + + function on_spawn(); + + function name(const cse_abstract*); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function bfUseful(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function used_ai_locations() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function move_offline() const; + function move_offline(boolean); + +}; + +C++ class cse_alife_item_custom_outfit : cse_alife_item { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_item_custom_outfit (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function UPDATE_Read(net_packet&); + + function on_register(); + + function switch_online(); + + function STATE_Write(net_packet&); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function init(); + + function on_spawn(); + + function name(const cse_abstract*); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function bfUseful(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function used_ai_locations() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function move_offline() const; + function move_offline(boolean); + +}; + +C++ class cse_alife_item_detector : cse_alife_item { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_item_detector (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function UPDATE_Read(net_packet&); + + function on_register(); + + function switch_online(); + + function STATE_Write(net_packet&); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function init(); + + function on_spawn(); + + function name(const cse_abstract*); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function bfUseful(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function used_ai_locations() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function move_offline() const; + function move_offline(boolean); + +}; + +C++ class cse_alife_item_document : cse_alife_item { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_item_document (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function UPDATE_Read(net_packet&); + + function on_register(); + + function switch_online(); + + function STATE_Write(net_packet&); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function init(); + + function on_spawn(); + + function name(const cse_abstract*); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function bfUseful(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function used_ai_locations() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function move_offline() const; + function move_offline(boolean); + +}; + +C++ class cse_alife_item_explosive : cse_alife_item { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_item_explosive (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function UPDATE_Read(net_packet&); + + function on_register(); + + function switch_online(); + + function STATE_Write(net_packet&); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function init(); + + function on_spawn(); + + function name(const cse_abstract*); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function bfUseful(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function used_ai_locations() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function move_offline() const; + function move_offline(boolean); + +}; + +C++ class cse_alife_item_grenade : cse_alife_item { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_item_grenade (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function UPDATE_Read(net_packet&); + + function on_register(); + + function switch_online(); + + function STATE_Write(net_packet&); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function init(); + + function on_spawn(); + + function name(const cse_abstract*); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function bfUseful(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function used_ai_locations() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function move_offline() const; + function move_offline(boolean); + +}; + +C++ class cse_alife_item_pda : cse_alife_item { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_item_pda (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function UPDATE_Read(net_packet&); + + function on_register(); + + function switch_online(); + + function STATE_Write(net_packet&); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function init(); + + function on_spawn(); + + function name(const cse_abstract*); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function bfUseful(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function used_ai_locations() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function move_offline() const; + function move_offline(boolean); + +}; + +C++ class cse_alife_item_torch : cse_alife_item { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_item_torch (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function UPDATE_Read(net_packet&); + + function on_register(); + + function switch_online(); + + function STATE_Write(net_packet&); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function init(); + + function on_spawn(); + + function name(const cse_abstract*); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function bfUseful(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function used_ai_locations() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function move_offline() const; + function move_offline(boolean); + +}; + +C++ class cse_alife_item_weapon : cse_alife_item { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_item_weapon (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function switch_online(); + + function clsid() const; + + function UPDATE_Read(net_packet&); + + function on_register(); + + function clone_addons(cse_alife_item_weapon*); + + function STATE_Write(net_packet&); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function init(); + + function on_spawn(); + + function name(const cse_abstract*); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function bfUseful(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function used_ai_locations() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function move_offline() const; + function move_offline(boolean); + +}; + +C++ class cse_alife_item_weapon_auto_shotgun : cse_alife_item_weapon { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_item_weapon_auto_shotgun (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function UPDATE_Read(net_packet&); + + function switch_offline(); + + function move_offline() const; + function move_offline(boolean); + + function clsid() const; + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_online(); + + function clone_addons(cse_alife_item_weapon*); + + function STATE_Write(net_packet&); + + function keep_saved_data_anyway() const; + + function init(); + + function used_ai_locations() const; + + function interactive() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function bfUseful(); + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function on_register(); + +}; + +C++ class cse_alife_item_weapon_magazined : cse_alife_item_weapon { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_item_weapon_magazined (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function UPDATE_Read(net_packet&); + + function switch_offline(); + + function move_offline() const; + function move_offline(boolean); + + function clsid() const; + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_online(); + + function clone_addons(cse_alife_item_weapon*); + + function STATE_Write(net_packet&); + + function keep_saved_data_anyway() const; + + function init(); + + function used_ai_locations() const; + + function interactive() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function bfUseful(); + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function on_register(); + +}; + +C++ class cse_alife_item_weapon_magazined_w_gl : cse_alife_item_weapon_magazined { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_item_weapon_magazined_w_gl (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function switch_online(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function on_register(); + + function clsid() const; + + function can_save() const; + + function used_ai_locations() const; + + function clone_addons(cse_alife_item_weapon*); + + function STATE_Write(net_packet&); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function init(); + + function on_spawn(); + + function name(const cse_abstract*); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function bfUseful(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function move_offline() const; + function move_offline(boolean); + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_item_weapon_shotgun : cse_alife_item_weapon { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_item_weapon_shotgun (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function UPDATE_Read(net_packet&); + + function switch_offline(); + + function move_offline() const; + function move_offline(boolean); + + function clsid() const; + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_online(); + + function clone_addons(cse_alife_item_weapon*); + + function STATE_Write(net_packet&); + + function keep_saved_data_anyway() const; + + function init(); + + function used_ai_locations() const; + + function interactive() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function bfUseful(); + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function on_register(); + +}; + +C++ class cse_alife_level_changer : cse_alife_space_restrictor { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_level_changer (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function on_register(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function can_save() const; + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function keep_saved_data_anyway() const; + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function interactive() const; + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_monster_abstract : cse_alife_creature_abstract,cse_alife_schedulable { + property angle; + property group; + property group_id; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_smart_terrain_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + property squad; + property team; + + cse_alife_monster_abstract (string); + + function kill(); + + function can_save() const; + + function update(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function UPDATE_Read(net_packet&); + + function g_squad(); + + function switch_offline(); + + function clsid() const; + + function STATE_Write(net_packet&); + + function init(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function name(const cse_abstract*); + + function keep_saved_data_anyway() const; + + function on_death(cse_abstract*); + + function used_ai_locations() const; + + function use_ai_locations(boolean); + + function switch_online(); + + function force_set_goodwill(cse_alife_monster_abstract*, number, number); + + function visible_for_map() const; + function visible_for_map(boolean); + + function clear_smart_terrain(cse_alife_monster_abstract*); + + function alive() const; + + function interactive() const; + + function travel_speed(cse_alife_monster_abstract*); + function travel_speed(cse_alife_monster_abstract*, number); + + function smart_terrain_task_deactivate(cse_alife_monster_abstract*); + + function smart_terrain_task_activate(cse_alife_monster_abstract*); + + function current_level_travel_speed(cse_alife_monster_abstract*); + function current_level_travel_speed(cse_alife_monster_abstract*, number); + + function brain(cse_alife_monster_abstract*); + + function has_detector(); + + function smart_terrain_id(cse_alife_monster_abstract*); + + function on_before_register(); + + function on_unregister(); + + function on_register(); + + function g_team(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function o_torso(cse_alife_creature_abstract*); + + function STATE_Read(net_packet&, number); + + function health() const; + + function move_offline() const; + function move_offline(boolean); + + function on_spawn(); + + function UPDATE_Write(net_packet&); + + function g_group(); + + function rank(); + +}; + +C++ class cse_alife_monster_base : cse_alife_monster_abstract,cse_ph_skeleton { + property angle; + property group; + property group_id; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_smart_terrain_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + property squad; + property team; + + cse_alife_monster_base (string); + + function kill(); + + function can_save() const; + + function brain(cse_alife_monster_abstract*); + + function can_switch_online() const; + function can_switch_online(boolean); + + function UPDATE_Read(net_packet&); + + function smart_terrain_id(cse_alife_monster_abstract*); + + function switch_offline(); + + function clsid() const; + + function STATE_Write(net_packet&); + + function init(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function name(const cse_abstract*); + + function keep_saved_data_anyway() const; + + function on_death(cse_abstract*); + + function clear_smart_terrain(cse_alife_monster_abstract*); + + function use_ai_locations(boolean); + + function switch_online(); + + function on_before_register(); + + function visible_for_map() const; + function visible_for_map(boolean); + + function g_group(); + + function alive() const; + + function g_squad(); + + function on_spawn(); + + function smart_terrain_task_deactivate(cse_alife_monster_abstract*); + + function move_offline() const; + function move_offline(boolean); + + function current_level_travel_speed(cse_alife_monster_abstract*); + function current_level_travel_speed(cse_alife_monster_abstract*, number); + + function health() const; + + function has_detector(); + + function STATE_Read(net_packet&, number); + + function force_set_goodwill(cse_alife_monster_abstract*, number, number); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function g_team(); + + function on_register(); + + function used_ai_locations() const; + + function o_torso(cse_alife_creature_abstract*); + + function travel_speed(cse_alife_monster_abstract*); + function travel_speed(cse_alife_monster_abstract*, number); + + function interactive() const; + + function update(); + + function smart_terrain_task_activate(cse_alife_monster_abstract*); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function rank(); + +}; + +C++ class cse_alife_monster_rat : cse_alife_monster_abstract,cse_alife_inventory_item { + property angle; + property group; + property group_id; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_smart_terrain_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + property squad; + property team; + + cse_alife_monster_rat (string); + + function kill(); + + function can_save() const; + + function brain(cse_alife_monster_abstract*); + + function can_switch_online() const; + function can_switch_online(boolean); + + function UPDATE_Read(net_packet&); + + function smart_terrain_id(cse_alife_monster_abstract*); + + function switch_offline(); + + function clsid() const; + + function STATE_Write(net_packet&); + + function init(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function name(const cse_abstract*); + + function keep_saved_data_anyway() const; + + function on_death(cse_abstract*); + + function clear_smart_terrain(cse_alife_monster_abstract*); + + function use_ai_locations(boolean); + + function switch_online(); + + function on_before_register(); + + function visible_for_map() const; + function visible_for_map(boolean); + + function g_group(); + + function alive() const; + + function g_squad(); + + function on_spawn(); + + function smart_terrain_task_deactivate(cse_alife_monster_abstract*); + + function move_offline() const; + function move_offline(boolean); + + function current_level_travel_speed(cse_alife_monster_abstract*); + function current_level_travel_speed(cse_alife_monster_abstract*, number); + + function health() const; + + function has_detector(); + + function STATE_Read(net_packet&, number); + + function force_set_goodwill(cse_alife_monster_abstract*, number, number); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function g_team(); + + function on_register(); + + function used_ai_locations() const; + + function o_torso(cse_alife_creature_abstract*); + + function travel_speed(cse_alife_monster_abstract*); + function travel_speed(cse_alife_monster_abstract*, number); + + function interactive() const; + + function update(); + + function smart_terrain_task_activate(cse_alife_monster_abstract*); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function rank(); + +}; + +C++ class cse_alife_monster_zombie : cse_alife_monster_abstract { + property angle; + property group; + property group_id; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_smart_terrain_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + property squad; + property team; + + cse_alife_monster_zombie (string); + + function kill(); + + function can_save() const; + + function brain(cse_alife_monster_abstract*); + + function can_switch_online() const; + function can_switch_online(boolean); + + function UPDATE_Read(net_packet&); + + function smart_terrain_id(cse_alife_monster_abstract*); + + function switch_offline(); + + function clsid() const; + + function STATE_Write(net_packet&); + + function init(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function name(const cse_abstract*); + + function keep_saved_data_anyway() const; + + function on_death(cse_abstract*); + + function clear_smart_terrain(cse_alife_monster_abstract*); + + function use_ai_locations(boolean); + + function switch_online(); + + function on_before_register(); + + function visible_for_map() const; + function visible_for_map(boolean); + + function g_group(); + + function alive() const; + + function g_squad(); + + function on_spawn(); + + function smart_terrain_task_deactivate(cse_alife_monster_abstract*); + + function move_offline() const; + function move_offline(boolean); + + function current_level_travel_speed(cse_alife_monster_abstract*); + function current_level_travel_speed(cse_alife_monster_abstract*, number); + + function health() const; + + function has_detector(); + + function STATE_Read(net_packet&, number); + + function force_set_goodwill(cse_alife_monster_abstract*, number, number); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function g_team(); + + function on_register(); + + function used_ai_locations() const; + + function o_torso(cse_alife_creature_abstract*); + + function travel_speed(cse_alife_monster_abstract*); + function travel_speed(cse_alife_monster_abstract*, number); + + function interactive() const; + + function update(); + + function smart_terrain_task_activate(cse_alife_monster_abstract*); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function rank(); + +}; + +C++ class cse_alife_mounted_weapon : cse_alife_dynamic_object_visual { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_mounted_weapon (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function on_register(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function can_save() const; + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function keep_saved_data_anyway() const; + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function interactive() const; + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_object : cse_abstract { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_object (string); + + function used_ai_locations() const; + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function UPDATE_Read(net_packet&); + + function clsid() const; + + function STATE_Write(net_packet&); + + function init(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function visible_for_map() const; + function visible_for_map(boolean); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function name(const cse_abstract*); + +}; + +C++ class cse_alife_object_breakable : cse_alife_dynamic_object_visual { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_object_breakable (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function on_register(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function can_save() const; + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function keep_saved_data_anyway() const; + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function interactive() const; + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_object_climable : cse_shape,cse_abstract { + property angle; + property id; + property parent_id; + property position; + property script_version; + + cse_alife_object_climable (string); + + function STATE_Write(net_packet&); + + function init(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function UPDATE_Read(net_packet&); + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function UPDATE_Write(net_packet&); + + function clsid() const; + +}; + +C++ class cse_alife_object_hanging_lamp : cse_alife_dynamic_object_visual,cse_ph_skeleton { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_object_hanging_lamp (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function on_register(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function can_save() const; + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function keep_saved_data_anyway() const; + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function interactive() const; + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_object_physic : cse_alife_dynamic_object_visual,cse_ph_skeleton { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_object_physic (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function on_register(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function can_save() const; + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function keep_saved_data_anyway() const; + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function interactive() const; + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_object_projector : cse_alife_dynamic_object_visual { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_object_projector (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function on_register(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function can_save() const; + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function keep_saved_data_anyway() const; + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function interactive() const; + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_online_offline_group : cse_alife_dynamic_object,cse_alife_schedulable { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_online_offline_group (string); + + function can_save() const; + + function update(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function UPDATE_Read(net_packet&); + + function switch_offline(); + + function clsid() const; + + function register_member(number); + + function STATE_Write(net_packet&); + + function init(); + + function clear_location_types(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function name(const cse_abstract*); + + function keep_saved_data_anyway() const; + + function get_current_task(); + + function commander_id(); + + function used_ai_locations() const; + + function use_ai_locations(boolean); + + function switch_online(); + + function visible_for_map() const; + function visible_for_map(boolean); + + function unregister_member(number); + + function squad_members() const; + + function force_change_position(vector); + + function move_offline() const; + function move_offline(boolean); + + function add_location_type(string); + + function npc_count() const; + + function on_before_register(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function on_register(); + + function on_spawn(); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + +}; + +C++ class cse_alife_ph_skeleton_object : cse_alife_dynamic_object_visual,cse_ph_skeleton { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_ph_skeleton_object (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function on_register(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function can_save() const; + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function keep_saved_data_anyway() const; + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function interactive() const; + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_psydog_phantom : cse_alife_monster_base { + property angle; + property group; + property group_id; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_smart_terrain_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + property squad; + property team; + + cse_alife_psydog_phantom (string); + + function kill(); + + function can_save() const; + + function brain(cse_alife_monster_abstract*); + + function can_switch_online() const; + function can_switch_online(boolean); + + function UPDATE_Read(net_packet&); + + function g_squad(); + + function switch_offline(); + + function clsid() const; + + function STATE_Write(net_packet&); + + function init(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function name(const cse_abstract*); + + function keep_saved_data_anyway() const; + + function on_death(cse_abstract*); + + function on_before_register(); + + function use_ai_locations(boolean); + + function switch_online(); + + function move_offline() const; + function move_offline(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function on_unregister(); + + function alive() const; + + function force_set_goodwill(cse_alife_monster_abstract*, number, number); + + function smart_terrain_task_activate(cse_alife_monster_abstract*); + + function smart_terrain_task_deactivate(cse_alife_monster_abstract*); + + function update(); + + function current_level_travel_speed(cse_alife_monster_abstract*); + function current_level_travel_speed(cse_alife_monster_abstract*, number); + + function interactive() const; + + function has_detector(); + + function travel_speed(cse_alife_monster_abstract*); + function travel_speed(cse_alife_monster_abstract*, number); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function used_ai_locations() const; + + function on_register(); + + function g_team(); + + function clear_smart_terrain(cse_alife_monster_abstract*); + + function o_torso(cse_alife_creature_abstract*); + + function STATE_Read(net_packet&, number); + + function health() const; + + function smart_terrain_id(cse_alife_monster_abstract*); + + function on_spawn(); + + function UPDATE_Write(net_packet&); + + function g_group(); + + function rank(); + +}; + +C++ class cse_alife_schedulable : ipure_schedulable_object { +}; + +C++ class cse_alife_smart_zone : cse_alife_space_restrictor,cse_alife_schedulable { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_smart_zone (string); + + function detect_probability(); + + function on_before_register(); + + function smart_touch(cse_alife_monster_abstract*); + + function use_ai_locations(boolean); + + function unregister_npc(cse_alife_monster_abstract*); + + function on_register(); + + function update(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function register_npc(cse_alife_monster_abstract*); + + function switch_offline(); + + function suitable(cse_alife_monster_abstract*) const; + + function switch_online(); + + function clsid() const; + + function task(cse_alife_monster_abstract*); + + function can_save() const; + + function enabled(cse_alife_monster_abstract*) const; + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function keep_saved_data_anyway() const; + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function interactive() const; + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_space_restrictor : cse_alife_dynamic_object,cse_shape { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_space_restrictor (string); + + function move_offline() const; + function move_offline(boolean); + + function use_ai_locations(boolean); + + function switch_online(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function UPDATE_Read(net_packet&); + + function on_before_register(); + + function STATE_Write(net_packet&); + + function on_register(); + + function init(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function name(const cse_abstract*); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function on_spawn(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function used_ai_locations() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function can_save() const; + +}; + +C++ class cse_alife_team_base_zone : cse_alife_space_restrictor { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_team_base_zone (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function on_register(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function can_save() const; + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function keep_saved_data_anyway() const; + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function interactive() const; + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_torrid_zone : cse_custom_zone,cse_motion { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_torrid_zone (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function on_register(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function can_save() const; + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function keep_saved_data_anyway() const; + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function interactive() const; + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function UPDATE_Read(net_packet&); + +}; + +C++ class cse_alife_trader : cse_alife_dynamic_object_visual,cse_alife_trader_abstract { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_alife_trader (string); + + function on_before_register(); + + function use_ai_locations(boolean); + + function on_register(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function community() const; + + function switch_offline(); + + function UPDATE_Read(net_packet&); + + function keep_saved_data_anyway() const; + + function clsid() const; + + function interactive() const; + + function can_save() const; + + function switch_online(); + + function STATE_Write(net_packet&); + + function move_offline() const; + function move_offline(boolean); + + function init(); + + function reputation(); + + function used_ai_locations() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function profile_name(cse_alife_trader_abstract*); + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function on_spawn(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function rank(); + +}; + +C++ class cse_alife_trader_abstract { + function profile_name(cse_alife_trader_abstract*); + + function reputation(); + + function rank(); + + function community() const; + +}; + +C++ class cse_zone_visual : cse_anomalous_zone,cse_visual { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_zone_visual (string); + + function move_offline() const; + function move_offline(boolean); + + function use_ai_locations(boolean); + + function can_save() const; + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function UPDATE_Read(net_packet&); + + function on_register(); + + function STATE_Write(net_packet&); + + function used_ai_locations() const; + + function init(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function on_spawn(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function name(const cse_abstract*); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function on_before_register(); + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function switch_online(); + +}; + +C++ class cse_abstract : cpure_server_object { + property angle; + property id; + property parent_id; + property position; + property script_version; + + function UPDATE_Read(net_packet&); + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function UPDATE_Write(net_packet&); + + function STATE_Write(net_packet&); + + function clsid() const; + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + +}; + +C++ class CSE_AbstractVisual : cse_visual,cse_abstract { + property angle; + property id; + property parent_id; + property position; + property script_version; + + CSE_AbstractVisual (string); + + function STATE_Write(net_packet&); + + function init(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function UPDATE_Read(net_packet&); + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function UPDATE_Write(net_packet&); + + function getStartupAnimation(); + + function clsid() const; + +}; + +C++ class cse_motion { +}; + +C++ class cse_ph_skeleton { +}; + +C++ class cse_shape { +}; + +C++ class cse_smart_cover : cse_alife_dynamic_object { + property angle; + property id; + property m_game_vertex_id; + property m_level_vertex_id; + property m_story_id; + property online; + property parent_id; + property position; + property script_version; + + cse_smart_cover (string); + + function move_offline() const; + function move_offline(boolean); + + function description() const; + + function use_ai_locations(boolean); + + function switch_online(); + + function can_switch_online() const; + function can_switch_online(boolean); + + function visible_for_map() const; + function visible_for_map(boolean); + + function switch_offline(); + + function clsid() const; + + function set_available_loopholes(object); + + function UPDATE_Read(net_packet&); + + function on_before_register(); + + function STATE_Write(net_packet&); + + function on_register(); + + function init(); + + function can_switch_offline() const; + function can_switch_offline(boolean); + + function name(const cse_abstract*); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function on_spawn(); + + function STATE_Read(net_packet&, number); + + function interactive() const; + + function used_ai_locations() const; + + function keep_saved_data_anyway() const; + + function UPDATE_Write(net_packet&); + + function on_unregister(); + + function can_save() const; + +}; + +C++ class cse_spectator : cse_abstract { + property angle; + property id; + property parent_id; + property position; + property script_version; + + cse_spectator (string); + + function STATE_Write(net_packet&); + + function init(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function UPDATE_Read(net_packet&); + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function UPDATE_Write(net_packet&); + + function clsid() const; + +}; + +C++ class cse_temporary : cse_abstract { + property angle; + property id; + property parent_id; + property position; + property script_version; + + cse_temporary (string); + + function STATE_Write(net_packet&); + + function init(); + + function spawn_ini(cse_abstract*); + + function section_name(const cse_abstract*); + + function UPDATE_Read(net_packet&); + + function STATE_Read(net_packet&, number); + + function name(const cse_abstract*); + + function UPDATE_Write(net_packet&); + + function clsid() const; + +}; + +C++ class cse_visual { +}; + +C++ class CSavedGameWrapper { + CSavedGameWrapper (string); + + function level_name() const; + + function level_id() const; + + function game_time(const CSavedGameWrapper*); + + function actor_health() const; + +}; + +C++ class CScope : CGameObject { + CScope (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ 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; + + cond (); + cond (number); + cond (number, double); + +}; + +C++ 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; + + anim (); + anim (string); + anim (string, boolean); + anim (enum MonsterSpace::EMentalState); + anim (enum MonsterSpace::EScriptMonsterAnimAction, number); + + function completed(); + + function type(enum MonsterSpace::EMentalState); + + function anim(string); + +}; + +C++ class object_binder { + property object; + + object_binder (game_object*); + + function save(net_packet*); + + function update(number); + + function reload(string); + + function net_export(net_packet*); + + function net_save_relevant(); + + function load(reader*); + + function net_destroy(); + + function reinit(); + + function net_Relcase(game_object*); + + function net_spawn(cse_alife_object*); + + function net_import(net_packet*); + +}; + +C++ class effector { + effector (number, number); + + function start(effector*); + + function process(effector_params*); + + function finish(effector*); + +}; + +C++ class entity_action { + entity_action (); + entity_action (const entity_action*); + + function set_action(move&); + function set_action(look&); + function set_action(anim&); + function set_action(sound&); + function set_action(particle&); + function set_action(object&); + function set_action(cond&); + function set_action(act&); + + function move() const; + + function particle() const; + + function completed(); + + function object() const; + + function all(); + + function time(); + + function look() const; + + function sound() const; + + function anim() const; + +}; + +C++ 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; + + property bleeding; + property health; + property morale; + property power; + property psy_health; + property radiation; + + function memory_time(const game_object&); + + function dont_has_info(string); + + function max_ignore_monster_distance(const number&); + function max_ignore_monster_distance() const; + + function best_item(); + + function disable_info_portion(string); + + function add_animation(string, boolean, boolean); + function add_animation(string, boolean, vector, vector, boolean); + + function get_script() const; + + function enable_night_vision(boolean); + + function buy_supplies(ini_file*, string); + + function sound_voice_prefix() const; + + function use_smart_covers_only() const; + function use_smart_covers_only(boolean); + + function external_sound_start(string); + + function get_dest_smart_cover_name(); + + function memory_visible_objects() const; + + function who_hit_name(); + + function lookout_max_time(number); + function lookout_max_time() const; + + function in_current_loophole_fov(vector) const; + + function disable_trade(); + + function active_item(); + + function mental_state() const; + + function clear_animations(); + + function can_throw_grenades() const; + function can_throw_grenades(boolean); + + function set_enemy(game_object*); + + function set_smart_cover_target_default(boolean); + + function get_physics_object(); + + function switch_to_talk(); + + function idle_max_time(number); + function idle_max_time() const; + + function base_out_restrictions(); + + function weapon_is_scope(); + + function iterate_inventory_box(function, object); + + function set_smart_cover_target_selector(function); + function set_smart_cover_target_selector(function, object); + function set_smart_cover_target_selector(); + + function debug_planner(const action_planner*); + + function best_weapon(); + + function active_slot(); + + function who_hit_section_name(); + + function inventory_for_each(const function&); + + function disable_talk(); + + function relation(game_object*); + + function set_previous_point(number); + + function set_item(enum MonsterSpace::EObjectAction); + function set_item(enum MonsterSpace::EObjectAction, game_object*); + function set_item(enum MonsterSpace::EObjectAction, game_object*, number); + function set_item(enum MonsterSpace::EObjectAction, game_object*, number, number); + + function set_smart_cover_target_fire(); + + function set_community_goodwill(string, number); + + function team() const; + + function get_smart_cover_description() const; + + function set_ammo_elapsed(number); + + function active_zone_contact(number); + + function set_smart_cover_target_lookout(); + + function action_count() const; + + function set_dest_smart_cover(string); + function set_dest_smart_cover(); + + function get_dest_smart_cover(); + + function get_current_outfit_protection(number); + + function restore_sound_threshold(); + + function object_count() const; + + function is_talk_enabled(); + + function animation_slot() const; + + function get_current_direction(); + + function action() const; + + function give_talk_message(string, string, string); + + function not_yet_visible_objects() const; + + function set_mental_state(enum MonsterSpace::EMentalState); + + function squad() const; + + function reset_action_queue(); + + function burer_set_force_gravi_attack(boolean); + + function can_select_weapon() const; + function can_select_weapon(boolean); + + function set_actor_direction(number); + + function drop_item(game_object*); + + function add_restrictions(string, string); + + function get_monster_hit_info(); + + function memory_hit_objects() const; + + function bind_object(object_binder*); + + function weapon_silencer_status(); + + function get_bone_id(string) const; + + function binded_object(); + + function path_completed() const; + + function active_detector() const; + + function release_stand_sleep_animation(); + + function set_fastcall(const function&, object); + + function set_smart_cover_target(vector); + function set_smart_cover_target(game_object*); + function set_smart_cover_target(); + + function set_start_point(number); + + function set_fov(number); + + function set_path_type(enum MovementManager::EPathType); + + function weapon_strapped() const; + + function get_ammo_total() const; + + function best_danger(); + + function restore_max_ignore_monster_distance(); + + function set_collision_off(boolean); + + function enable_memory_object(game_object*, boolean); + + function lookout_min_time(number); + function lookout_min_time() const; + + function get_current_outfit() const; + + function animation_count() const; + + function disable_inv_upgrade(); + + function memory_sound_objects() const; + + function activate_slot(number); + + function get_hanging_lamp(); + + function get_force_anti_aim(); + + function enable_inv_upgrade(); + + function set_smart_cover_target_idle(); + + function invulnerable() const; + function invulnerable(boolean); + + function movement_type() const; + + function explode(number); + + function remove_home(); + + function condition() const; + + function switch_to_trade(); + + function set_dest_level_vertex_id(number); + + function deadbody_closed(boolean); + + function eat(game_object*); + + function clsid() const; + + function register_door_for_npc(); + + function get_script_name() const; + + function set_sympathy(number); + + function torch_enabled() const; + + function sympathy(); + + function spawn_ini() const; + + function drop_item_and_teleport(game_object*, vector); + + function get_campfire(); + + function get_movement_speed() const; + + function set_body_state(enum MonsterSpace::EBodyState); + + function in_loophole_fov(string, string, vector) const; + + function set_invisible(boolean); + + function in_smart_cover() const; + + function has_info(string); + + function set_enemy_callback(); + function set_enemy_callback(const function&); + function set_enemy_callback(const function&, object); + + function play_sound(number); + function play_sound(number, number); + function play_sound(number, number, number); + function play_sound(number, number, number, number); + function play_sound(number, number, number, number, number); + function play_sound(number, number, number, number, number, number); + + function get_visual_name() const; + + function set_movement_selection_type(enum ESelectionType); + + function disable_anomaly(); + + function motivation_action_manager(game_object*); + + function bone_position(string) const; + + function object(string); + function object(number); + + function fov() const; + + function set_default_panic_threshold(); + + function set_actor_relation_flags(flags32); + + function character_name(); + + function lock_door_for_npc(); + + function hide_weapon(); + + function is_body_turning() const; + + function set_dest_game_vertex_id(number); + + function marked_dropped(game_object*); + + function set_character_rank(number); + + function patrol_path_make_inactual(); + + function fake_death_stand_up(); + + function character_rank(); + + function remove_sound(number); + + function set_detail_path_type(enum DetailPathManager::EDetailPathType); + + function extrapolate_length() const; + function extrapolate_length(number); + + function death_sound_enabled(boolean); + function death_sound_enabled() const; + + function play_cycle(string); + function play_cycle(string, boolean); + + function weapon_is_grenadelauncher(); + + function set_capture_anim(game_object*, string, const vector&, number); + + function character_icon(); + + function patrol(); + + function story_id() const; + + function in_restrictions(); + + function unlock_door_for_npc(); + + function buy_item_condition_factor(number); + + function visibility_threshold() const; + + function sniper_update_rate(boolean); + function sniper_update_rate() const; + + function section() const; + + function get_current_point_index(); + + function stop_particles(string, string); + + function set_alien_control(boolean); + + function inv_box_can_take(boolean); + + function set_patrol_path(string, enum PatrolPathManager::EPatrolStartType, enum PatrolPathManager::EPatrolRouteType, boolean); + + function allow_sprint(boolean); + + function special_danger_move(boolean); + function special_danger_move(); + + function is_level_changer_enabled(); + + function enable_level_changer(boolean); + + function actor_look_at_point(vector); + + function make_item_active(game_object*); + + function set_const_force(const vector&, number, number); + + function sell_condition(ini_file*, string); + function sell_condition(number, number); + + function aim_bone_id(string); + function aim_bone_id() const; + + function restore_default_start_dialog(); + + function change_team(number, number, number); + + function set_trader_sound(string, string); + + function aim_time(game_object*, number); + function aim_time(game_object*); + + function direction() const; + + function kill(game_object*); + + function cost() const; + + function get_artefact(); + + function body_state() const; + + function skip_transfer_enemy(boolean); + + function see(const game_object*); + function see(string); + + function critically_wounded(); + + function idle_min_time(number); + function idle_min_time() const; + + function info_add(string); + + function sight_params(); + + function unload_magazine(); + + function set_character_community(string, number, number); + + function take_items_enabled(boolean); + function take_items_enabled() const; + + function set_sight(enum SightManager::ESightType, vector*, number); + function set_sight(enum SightManager::ESightType, boolean, boolean); + function set_sight(enum SightManager::ESightType, vector&, boolean); + function set_sight(enum SightManager::ESightType, vector*); + function set_sight(game_object*); + function set_sight(game_object*, boolean); + function set_sight(game_object*, boolean, boolean); + function set_sight(game_object*, boolean, boolean, boolean); + + function set_visual_memory_enabled(boolean); + + function wounded() const; + function wounded(boolean); + + function remove_restrictions(string, string); + + function get_holder_class(); + + function money(); + + function disable_hit_marks(boolean); + function disable_hit_marks() const; + + function is_there_items_to_pickup() const; + + function location_on_path(number, vector*); + + function weapon_unstrapped() const; + + function sound_prefix() const; + function sound_prefix(string); + + function set_task_state(enum ETaskState, string); + + function show_condition(ini_file*, string); + + function add_sound(string, number, enum ESoundTypes, number, number, number); + function add_sound(string, number, enum ESoundTypes, number, number, number, string); + + function max_health() const; + + function restore_ignore_monster_threshold(); + + function set_queue_size(number); + + function buy_condition(ini_file*, string); + function buy_condition(number, number); + + function make_object_visible_somewhen(game_object*); + + function jump(const vector&, number); + + function restore_weapon(); + + function inv_box_can_take_status(); + + function force_visibility_state(number); + + function night_vision_enabled() const; + + function start_particles(string, string); + + function enable_vision(boolean); + + function vertex_in_direction(number, vector, number) const; + + function set_dest_loophole(string); + function set_dest_loophole(); + + function detail_path_type() const; + + function group_throw_time_interval() const; + function group_throw_time_interval(number); + + function is_inv_box_empty(); + + function target_body_state() const; + + function info_clear(); + + function head_orientation() const; + + function inside(const vector&, number) const; + function inside(const vector&) const; + + function set_nonscript_usable(boolean); + + function set_tip_text_default(); + + function set_tip_text(string); + + function get_current_holder(); + + function get_physics_shell() const; + + function set_actor_position(vector); + + function unregister_in_combat(); + + function remove_all_restrictions(); + + function get_car(); + + function in_current_loophole_range(vector) const; + + function mass() const; + + function active_sound_count(); + function active_sound_count(boolean); + + function get_anomaly_power(); + + function enable_anomaly(); + + function item_in_slot(number) const; + + function get_actor_relation_flags() const; + + function is_trade_enabled(); + + function set_sound_mask(number); + + function community_goodwill(string); + + function vision_enabled() const; + + function is_door_locked_for_npc() const; + + function fake_death_fall_down(); + + function mark_item_dropped(game_object*); + + function ignore_monster_threshold(number); + function ignore_monster_threshold() const; + + function target_movement_type() const; + + function attachable_item_enabled() const; + + function change_character_reputation(number); + + function character_reputation(); + + function sniper_fire_mode(boolean); + function sniper_fire_mode() const; + + function set_smart_cover_target_fire_no_lookout(); + + function transfer_money(number, game_object*); + + function on_door_is_open(); + + function general_goodwill(game_object*); + + function change_goodwill(number, game_object*); + + function force_set_goodwill(number, game_object*); + + function set_goodwill(number, game_object*); + + function goodwill(game_object*); + + function stop_talk(); + + function profile_name(); + + function get_start_dialog(); + + function set_start_dialog(string); + + function set_level_changer_invitation(string); + + function run_talk_dialog(game_object*, boolean); + + function weapon_scope_status(); + + function set_custom_panic_threshold(number); + + function weapon_grenadelauncher_status(); + + function weapon_is_silencer(); + + function allow_break_talk_dialog(boolean); + + function is_talking(); + + function deadbody_can_take_status(); + + function switch_to_upgrade(); + + function on_door_is_closed(); + + function apply_loophole_direction_distance(number); + function apply_loophole_direction_distance() const; + + function give_money(number); + + function set_relation(enum ALife::ERelationType, game_object*); + + function out_restrictions(); + + function transfer_item(game_object*, game_object*); + + function enable_attachable_item(boolean); + + function disable_show_hide_sounds(boolean); + + function is_inv_upgrade_enabled(); + + function enable_trade(); + + function set_trader_global_anim(string); + + function enable_talk(); + + function set_home(string, number, number, boolean, number); + function set_home(number, number, number, boolean, number); + + function poltergeist_get_actor_ignore(); + + function give_info_portion(string); + + function burer_get_force_gravi_attack(); + + function inv_box_closed(boolean, string); + + function get_task(string, boolean); + + function set_active_task(CGameTask*); + + function get_enemy() const; + + function set_callback(enum GameObject::ECallbackType, const function&); + function set_callback(enum GameObject::ECallbackType, const function&, object); + function set_callback(enum GameObject::ECallbackType); + + function get_corpse() const; + + function give_task(CGameTask*, number, boolean, number); + + function get_task_state(string); + + function get_enemy_strength() const; + + function path_type() const; + + function rank(); + + function range() const; + + function set_anomaly_power(number); + + function deadbody_can_take(boolean); + + function give_talk_message2(string, string, string, string); + + function set_vis_state(number); + + function get_ammo_in_magazine(); + + function give_game_news(string, string, string, number, number); + function give_game_news(string, string, string, number, number, number); + + function best_enemy(); + + function death_time() const; + + function get_visibility_state(); + + function center(); + + function best_cover(const vector&, const vector&, number, number, number); + + function accuracy() const; + + function set_desired_position(); + function set_desired_position(const vector*); + + function poltergeist_set_actor_ignore(boolean); + + function accessible(const vector&); + function accessible(number); + + function suitable_smart_cover(game_object*); + + function deadbody_closed_status(); + + function set_patrol_extrapolate_callback(); + function set_patrol_extrapolate_callback(const function&); + function set_patrol_extrapolate_callback(const function&, object); + + function set_range(number); + + function attachable_item_load_attach(string); + + function in_loophole_range(string, string, vector) const; + + function enable_torch(boolean); + + function set_force_anti_aim(boolean); + + function force_stand_sleep_animation(number); + + function add_combat_sound(string, number, enum ESoundTypes, number, number, number, string); + + function command(const entity_action*, boolean); + + function hit(hit*); + + function iterate_inventory(function, object); + + function set_condition(number); + + function movement_enabled(boolean); + function movement_enabled(); + + function berserk(); + + function accessible_nearest(const vector&, vector&); + + function name() const; + + function set_movement_type(enum MonsterSpace::EMovementType); + + function character_community(); + + function group() const; + + function alive() const; + + function script(boolean, string); + + function safe_cover(const vector&, number, number); + + function can_script_capture() const; + + function base_in_restrictions(); + + function level_vertex_id() const; + + function set_trader_head_anim(string); + + function unregister_door_for_npc(); + + function set_npc_position(vector); + + function movement_target_reached(); + + function set_desired_direction(); + function set_desired_direction(const vector*); + + function position() const; + + function get_helicopter(); + + function get_sound_info(); + + function find_best_cover(vector); + + function id() const; + + function register_in_combat(); + + function set_sound_threshold(number); + + function memory_position(const game_object&); + + function set_visual_name(string); + + function external_sound_stop(); + + function inv_box_closed_status(); + + function target_mental_state() const; + + function parent() const; + + function set_manual_invisibility(boolean); + + function game_vertex_id() const; + + function action_by_index(number); + +}; + +C++ class hit { + const burn = 0; + const chemical_burn = 2; + const dummy = 12; + const explosion = 7; + const fire_wound = 8; + const light_burn = 11; + const radiation = 3; + const shock = 1; + const strike = 5; + const telepatic = 4; + const wound = 6; + + property direction; + property draftsman; + property impulse; + property power; + property type; + + hit (); + hit (const hit*); + + function bone(string); + +}; + +C++ class ini_file { + ini_file (string); + + function line_count(string); + + function r_bool(string, string); + + function section_exist(string); + + function r_float(string, string); + + function r_clsid(string, string); + + function r_s32(string, string); + + function r_line(ini_file*, string, number, string&, string&); + + function r_token(string, string, const token_list&); + + function r_vector(string, string); + + function r_u32(string, string); + + function r_string_wq(string, string); + + function r_string(string, string); + + function line_exist(string, string); + +}; + +C++ class act { + const attack = 2; + const eat = 1; + const panic = 3; + const rest = 0; + + act (); + act (enum MonsterSpace::EScriptMonsterGlobalAction); + act (enum MonsterSpace::EScriptMonsterGlobalAction, game_object*); + +}; + +C++ class MonsterHitInfo { + property direction; + property time; + property who; + +}; + +C++ 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; + + move (); + move (enum CScriptMovementAction::EInputKeys); + move (enum CScriptMovementAction::EInputKeys, number); + move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, game_object*); + move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, game_object*, number); + move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, patrol*); + move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, patrol*, number); + move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, vector*); + move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, vector*, number); + move (vector*, number); + move (enum MonsterSpace::EScriptMonsterMoveAction, vector*); + move (enum MonsterSpace::EScriptMonsterMoveAction, patrol*); + move (enum MonsterSpace::EScriptMonsterMoveAction, game_object*); + move (enum MonsterSpace::EScriptMonsterMoveAction, vector*, number); + move (enum MonsterSpace::EScriptMonsterMoveAction, number, vector*); + move (enum MonsterSpace::EScriptMonsterMoveAction, number, vector*, number); + move (enum MonsterSpace::EScriptMonsterMoveAction, patrol*, number); + move (enum MonsterSpace::EScriptMonsterMoveAction, game_object*, number); + move (enum MonsterSpace::EScriptMonsterMoveAction, vector*, number, enum MonsterSpace::EScriptMonsterSpeedParam); + move (enum MonsterSpace::EScriptMonsterMoveAction, patrol*, number, enum MonsterSpace::EScriptMonsterSpeedParam); + move (enum MonsterSpace::EScriptMonsterMoveAction, game_object*, number, enum MonsterSpace::EScriptMonsterSpeedParam); + + function completed(); + + function path(enum DetailPathManager::EDetailPathType); + + function move(enum MonsterSpace::EMovementType); + + function position(const vector&); + + function input(enum CScriptMovementAction::EInputKeys); + + function patrol(const class CPatrolPath*, class shared_str); + + function object(game_object*); + + function body(enum MonsterSpace::EBodyState); + +}; + +C++ 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; + + object (); + object (game_object*, enum MonsterSpace::EObjectAction); + object (game_object*, enum MonsterSpace::EObjectAction, number); + object (enum MonsterSpace::EObjectAction); + object (string, enum MonsterSpace::EObjectAction); + + function completed(); + + function object(string); + function object(game_object*); + + function action(enum MonsterSpace::EObjectAction); + +}; + +C++ class particle { + particle (); + particle (string, string); + particle (string, string, const particle_params&); + particle (string, string, const particle_params&, boolean); + particle (string, const particle_params&); + particle (string, const particle_params&, boolean); + + function set_velocity(const vector&); + + function set_position(const vector&); + + function set_bone(string); + + function set_angles(const vector&); + + function completed(); + + function set_particle(string, boolean); + +}; + +C++ class particles_object { + particles_object (string); + + function pause_path(boolean); + + function play_at_pos(const vector&); + + function move_to(const vector&, const vector&); + + function looped() const; + + function load_path(string); + + function start_path(boolean); + + function stop(); + + function stop_path(); + + function stop_deffered(); + + function play(); + + function playing() const; + +}; + +C++ class rtoken_list { + rtoken_list (); + + function clear(); + + function remove(number); + + function count(); + + function get(number); + + function add(string); + +}; + +C++ class sound_object { + const looped = 1; + const s2d = 2; + const s3d = 0; + + property frequency; + property max_distance; + property min_distance; + property volume; + + sound_object (string); + sound_object (string, enum ESoundTypes); + + function set_position(const vector&); + + function stop_deffered(); + + function get_position() const; + + function stop(); + + function play_no_feedback(game_object*, number, number, vector, number); + + function play_at_pos(game_object*, const vector&); + function play_at_pos(game_object*, const vector&, number); + function play_at_pos(game_object*, const vector&, number, number); + + function attach_tail(string); + + function length(); + + function play(game_object*); + function play(game_object*, number); + function play(game_object*, number, number); + + function playing() const; + +}; + +C++ 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; + + sound (); + sound (string, string); + sound (string, string, const vector&); + sound (string, string, const vector&, const vector&); + sound (string, string, const vector&, const vector&, boolean); + sound (string, vector*); + sound (string, vector*, const vector&); + sound (string, vector*, const vector&, boolean); + sound (sound_object*, string, const vector&); + sound (sound_object*, string, const vector&, const vector&); + sound (sound_object*, string, const vector&, const vector&, boolean); + sound (sound_object*, vector*); + sound (sound_object*, vector*, const vector&); + sound (sound_object*, vector*, const vector&, boolean); + sound (enum MonsterSound::EType); + sound (enum MonsterSound::EType, number); + sound (string, string, enum MonsterSpace::EMonsterHeadAnimType); + + function set_sound(string); + function set_sound(const sound_object&); + + function set_position(const vector&); + + function set_bone(string); + + function set_angles(const vector&); + + function set_sound_type(enum ESoundTypes); + + function completed(); + +}; + +C++ class SoundInfo { + property danger; + property position; + property power; + property time; + property who; + +}; + +C++ class token_list { + token_list (); + + function clear(); + + function remove(string); + + function name(number); + + function id(string); + + function add(string, number); + +}; + +C++ 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; + + look (); + look (enum SightManager::ESightType); + look (enum SightManager::ESightType, vector&); + look (enum SightManager::ESightType, game_object*); + look (enum SightManager::ESightType, game_object*, string); + look (const vector&, number, number); + look (game_object*, number, number); + + function completed(); + + function type(enum SightManager::ESightType); + + function object(game_object*); + + function bone(string); + + function direct(const vector&); + +}; + +C++ class CScriptXmlInit { + CScriptXmlInit (); + + function InitSpinText(string, CUIWindow*); + + function InitTab(string, CUIWindow*); + + function InitStatic(string, CUIWindow*); + + function InitSleepStatic(string, CUIWindow*); + + function InitTextWnd(string, CUIWindow*); + + function InitSpinFlt(string, CUIWindow*); + + function InitProgressBar(string, CUIWindow*); + + function InitSpinNum(string, CUIWindow*); + + function InitMapList(string, CUIWindow*); + + function ParseFile(string); + + function InitCDkey(string, CUIWindow*); + + function InitListBox(string, CUIWindow*); + + function InitKeyBinding(string, CUIWindow*); + + function InitMMShniaga(string, CUIWindow*); + + function InitWindow(string, number, CUIWindow*); + + function InitEditBox(string, CUIWindow*); + + function InitCheck(string, CUIWindow*); + + function InitScrollView(string, CUIWindow*); + + function InitMPPlayerName(string, CUIWindow*); + + function InitTrackBar(string, CUIWindow*); + + function InitMapInfo(string, CUIWindow*); + + function InitServerList(string, CUIWindow*); + + function InitComboBox(string, CUIWindow*); + + function InitFrameLine(string, CUIWindow*); + + function Init3tButton(string, CUIWindow*); + + function InitAnimStatic(string, CUIWindow*); + + function InitFrame(string, CUIWindow*); + +}; + +C++ class ce_script_zone : DLL_Pure { + ce_script_zone (); + + function _construct(); + +}; + +C++ class CServerList : CUIWindow { + CServerList (); + + function SetPlayerName(string); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetFilters(SServerFilters&); + + function RefreshList(boolean); + + function SetAutoDelete(boolean); + + function SetSortFunc(string, boolean); + + function NetRadioChanged(boolean); + + function AttachChild(CUIWindow*); + + function ShowServerInfo(); + + function SetWndPos(vector2); + + function RefreshQuick(); + + function ConnectToSelected(); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndRect(Frect); + + function Show(boolean); + + function GetHeight() const; + + function GetWidth() const; + + function SetWndSize(vector2); + + function IsEnabled(); + + function ResetPPMode(); + + function Enable(boolean); + + function IsAutoDelete(); + +}; + +C++ class CSilencer : CGameObject { + CSilencer (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class ce_smart_zone : DLL_Pure { + ce_smart_zone (); + + function _construct(); + +}; + +C++ class CSnork : CGameObject { + CSnork (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class sound_params { + property frequency; + property max_distance; + property min_distance; + property position; + property volume; + +}; + +C++ class CSpaceRestrictor : CGameObject { + CSpaceRestrictor (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CStalkerOutfit : CGameObject { + CStalkerOutfit (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ 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; + +}; + +C++ class CThornArtefact : CArtefact { + CThornArtefact (); + + function Visual() const; + + function _construct(); + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function SwitchVisibility(boolean); + + function FollowByPath(string, number, vector); + + function getEnabled() const; + + function net_Export(net_packet&); + + function GetAfRank() const; + + function use(CGameObject*); + +}; + +C++ class CTorch : CGameObject { + CTorch (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CTorridZone : CGameObject { + CTorridZone (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CTushkano : CGameObject { + CTushkano (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CUI3tButton : CUIButton { + CUI3tButton (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function TextControl(); + + function SetAutoDelete(boolean); + + function Enable(boolean); + + function AttachChild(CUIWindow*); + + function GetTextureRect(); + + function SetWndPos(vector2); + + function SetWndSize(vector2); + + function SetWndRect(Frect); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetTextureRect(Frect*); + + function Show(boolean); + + function GetHeight() const; + + function GetWidth() const; + + function InitTexture(string); + + function IsEnabled(); + + function ResetPPMode(); + + function SetStretchTexture(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUIButton : CUIStatic { + CUIButton (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function TextControl(); + + function SetAutoDelete(boolean); + + function SetStretchTexture(boolean); + + function AttachChild(CUIWindow*); + + function Enable(boolean); + + function SetTextureRect(Frect*); + + function ResetPPMode(); + + function Show(boolean); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndPos(vector2); + + function SetWndRect(Frect); + + function GetHeight() const; + + function GetWidth() const; + + function InitTexture(string); + + function IsEnabled(); + + function SetWndSize(vector2); + + function GetTextureRect(); + + function IsAutoDelete(); + +}; + +C++ class CUICheckButton : CUI3tButton { + CUICheckButton (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function TextControl(); + + function Enable(boolean); + + function SetAutoDelete(boolean); + + function GetTextureRect(); + + function ResetPPMode(); + + function SetCheck(boolean); + + function AttachChild(CUIWindow*); + + function SetStretchTexture(boolean); + + function SetTextureRect(Frect*); + + function GetCheck(); + + function Show(boolean); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndPos(vector2); + + function SetWndRect(Frect); + + function GetHeight() const; + + function GetWidth() const; + + function InitTexture(string); + + function IsEnabled(); + + function SetWndSize(vector2); + + function SetDependControl(CUIWindow*); + + function IsAutoDelete(); + +}; + +C++ class CUIComboBox : CUIWindow { + CUIComboBox (); + + function ClearList(); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetText(string); + + function enable_id(number); + + function SetWndSize(vector2); + + function AddItem(string, number); + + function GetText(); + + function SetAutoDelete(boolean); + + function SetListLength(number); + + function CurrentID(); + + function GetTextOf(number); + + function AttachChild(CUIWindow*); + + function Enable(boolean); + + function SetWndPos(vector2); + + function SetCurrentValue(); + + function SetVertScroll(boolean); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndRect(Frect); + + function Show(boolean); + + function GetHeight() const; + + function GetWidth() const; + + function disable_id(number); + + function IsEnabled(); + + function ResetPPMode(); + + function SetCurrentID(number); + + function IsAutoDelete(); + +}; + +C++ class CUICustomEdit : CUIWindow { + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetText(string); + + function SetNextFocusCapturer(CUICustomEdit*); + + function GetText(); + + function SetAutoDelete(boolean); + + function AttachChild(CUIWindow*); + + function SetWndPos(vector2); + + function CaptureFocus(boolean); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndRect(Frect); + + function Show(boolean); + + function GetHeight() const; + + function GetWidth() const; + + function SetWndSize(vector2); + + function IsEnabled(); + + function ResetPPMode(); + + function Enable(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUICustomSpin : CUIWindow { + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function GetText(); + + function SetAutoDelete(boolean); + + function AttachChild(CUIWindow*); + + function SetWndPos(vector2); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndRect(Frect); + + function Show(boolean); + + function GetHeight() const; + + function GetWidth() const; + + function SetWndSize(vector2); + + function IsEnabled(); + + function ResetPPMode(); + + function Enable(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUIDialogWnd : CUIWindow { + function HideDialog(); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetAutoDelete(boolean); + + function AttachChild(CUIWindow*); + + function SetWndPos(vector2); + + function SetWndRect(Frect); + + function ShowDialog(boolean); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function GetHolder(); + + function Show(boolean); + + function GetHeight() const; + + function GetWidth() const; + + function SetWndSize(vector2); + + function IsEnabled(); + + function ResetPPMode(); + + function Enable(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUIScriptWnd : CUIDialogWnd,DLL_Pure { + CUIScriptWnd (); + + function HideDialog(); + + function _construct(); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function OnKeyboard(number, enum EUIMessages); + + function Update(); + + function AddCallback(string, number, const function&, object); + + function SetAutoDelete(boolean); + + function Dispatch(number, number); + + function Show(boolean); + + function AttachChild(CUIWindow*); + + function Register(CUIWindow*, string); + + function SetWndPos(vector2); + + function ShowDialog(boolean); + + function Enable(boolean); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function GetHolder(); + + function SetWndRect(Frect); + + function GetHeight() const; + + function ResetPPMode(); + + function GetWidth() const; + + function IsEnabled(); + + function SetWndSize(vector2); + + function Load(string); + + function IsAutoDelete(); + +}; + +C++ class CUIEditBox : CUICustomEdit { + CUIEditBox (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetText(string); + + function SetNextFocusCapturer(CUICustomEdit*); + + function GetText(); + + function SetAutoDelete(boolean); + + function AttachChild(CUIWindow*); + + function SetWndPos(vector2); + + function GetWidth() const; + + function SetPPMode(); + + function DetachChild(CUIWindow*); + + function CaptureFocus(boolean); + + function WindowName(); + + function IsShown(); + + function Enable(boolean); + + function SetWndRect(Frect); + + function GetHeight() const; + + function ResetPPMode(); + + function InitTexture(string); + + function IsEnabled(); + + function SetWndSize(vector2); + + function Show(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUIEditBoxEx : CUICustomEdit { + CUIEditBoxEx (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetText(string); + + function SetNextFocusCapturer(CUICustomEdit*); + + function GetText(); + + function SetAutoDelete(boolean); + + function AttachChild(CUIWindow*); + + function SetWndPos(vector2); + + function GetWidth() const; + + function SetPPMode(); + + function DetachChild(CUIWindow*); + + function CaptureFocus(boolean); + + function WindowName(); + + function IsShown(); + + function Enable(boolean); + + function SetWndRect(Frect); + + function GetHeight() const; + + function ResetPPMode(); + + function InitTexture(string); + + function IsEnabled(); + + function SetWndSize(vector2); + + function Show(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUIFrameLineWnd : CUIWindow { + CUIFrameLineWnd (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetHeight(number); + + function SetAutoDelete(boolean); + + function AttachChild(CUIWindow*); + + function SetWndPos(vector2); + + function SetColor(number); + + function GetWidth() const; + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndRect(Frect); + + function Show(boolean); + + function GetHeight() const; + + function SetWidth(number); + + function SetWndSize(vector2); + + function IsEnabled(); + + function ResetPPMode(); + + function Enable(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUIFrameWindow : CUIWindow { + CUIFrameWindow (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetHeight(number); + + function SetAutoDelete(boolean); + + function AttachChild(CUIWindow*); + + function SetWndPos(vector2); + + function SetColor(number); + + function GetWidth() const; + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndRect(Frect); + + function Show(boolean); + + function GetHeight() const; + + function SetWidth(number); + + function SetWndSize(vector2); + + function IsEnabled(); + + function ResetPPMode(); + + function Enable(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUIGameCustom { + function HidePdaMenu(); + + function HideActorMenu(); + + function AddDialogToRender(CUIWindow*); + + function RemoveDialogToRender(CUIWindow*); + + function show_messages(); + + function GetCustomStatic(string); + + function AddCustomStatic(string, boolean); + + function hide_messages(); + + function RemoveCustomStatic(string); + +}; + +C++ class CUILines { + function GetText(); + + function SetTextST(string); + + function SetTextColor(number); + + function SetText(string); + + function SetFont(CGameFont*); + + function SetElipsis(boolean); + +}; + +C++ class CUIListBox : CUIScrollView { + CUIListBox (); + + function SetWindowName(string); + + function Enable(boolean); + + function RemoveWindow(CUIWindow*); + + function ScrollToBegin(); + + function GetMinScrollPos(); + + function AddExistingItem(CUIListBoxItem*); + + function AddWindow(CUIWindow*, boolean); + + function GetWidth() const; + + function Clear(); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function IsShown(); + + function Show(boolean); + + function GetHeight() const; + + function IsEnabled(); + + function ResetPPMode(); + + function GetWndPos(CUIWindow*); + + function GetCurrentScrollPos(); + + function SetAutoDelete(boolean); + + function AttachChild(CUIWindow*); + + function AddTextItem(string); + + function SetWndPos(vector2); + + function ScrollToEnd(); + + function RemoveItem(CUIWindow*); + + function GetMaxScrollPos(); + + function GetItemByIndex(number); + + function WindowName(); + + function GetSelectedIndex(); + + function GetSelectedItem(); + + function SetWndRect(Frect); + + function SetScrollPos(number); + + function GetSize(); + + function RemoveAll(); + + function ShowSelectedItem(boolean); + + function SetWndSize(vector2); + + function GetItem(number); + + function IsAutoDelete(); + +}; + +C++ class CUIListBoxItem : CUIFrameLineWnd { + CUIListBoxItem (number); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetHeight(number); + + function AddIconField(number); + + function SetAutoDelete(boolean); + + function SetTextColor(number); + + function AddTextField(string, number); + + function AttachChild(CUIWindow*); + + function GetTextItem(); + + function SetWndPos(vector2); + + function IsAutoDelete(); + + function Enable(boolean); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function ResetPPMode(); + + function SetWndRect(Frect); + + function GetHeight() const; + + function SetWidth(number); + + function Show(boolean); + + function IsEnabled(); + + function SetWndSize(vector2); + + function GetWidth() const; + + function SetColor(number); + +}; + +C++ class CUIListBoxItemMsgChain : CUIListBoxItem { + CUIListBoxItemMsgChain (number); + + function SetWindowName(string); + + function Enable(boolean); + + function SetHeight(number); + + function AddIconField(number); + + function SetAutoDelete(boolean); + + function SetTextColor(number); + + function SetColor(number); + + function AttachChild(CUIWindow*); + + function GetWidth() const; + + function SetWndPos(vector2); + + function SetWndSize(vector2); + + function IsShown(); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function AddTextField(string, number); + + function Show(boolean); + + function SetWndRect(Frect); + + function GetTextItem(); + + function SetWidth(number); + + function GetHeight() const; + + function IsEnabled(); + + function ResetPPMode(); + + function GetWndPos(CUIWindow*); + + function IsAutoDelete(); + +}; + +C++ class CUIMMShniaga : CUIWindow { + const epi_main = 0; + const epi_new_game = 1; + const epi_new_network_game = 2; + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetAutoDelete(boolean); + + function AttachChild(CUIWindow*); + + function ShowPage(enum CUIMMShniaga::enum_page_id); + + function SetWndPos(vector2); + + function SetPage(enum CUIMMShniaga::enum_page_id, string, string); + + function SetVisibleMagnifier(boolean); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndRect(Frect); + + function Show(boolean); + + function GetHeight() const; + + function GetWidth() const; + + function SetWndSize(vector2); + + function IsEnabled(); + + function ResetPPMode(); + + function Enable(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUIMapInfo : CUIWindow { + CUIMapInfo (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function InitMap(string, string); + + function SetAutoDelete(boolean); + + function AttachChild(CUIWindow*); + + function SetWndPos(vector2); + + function Init(vector2, vector2); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndRect(Frect); + + function Show(boolean); + + function GetHeight() const; + + function GetWidth() const; + + function SetWndSize(vector2); + + function IsEnabled(); + + function ResetPPMode(); + + function Enable(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUIMapList : CUIWindow { + CUIMapList (); + + function IsEmpty(); + + function StartDedicatedServer(); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetModeSelector(CUISpinText*); + + function ClearList(); + + function SetMapInfo(CUIMapInfo*); + + function OnModeChange(); + + function LoadMapList(); + + function SetAutoDelete(boolean); + + function GetCommandLine(string); + + function GetCurGameType(); + + function SetWndRect(Frect); + + function AttachChild(CUIWindow*); + + function SaveMapList(); + + function SetWndPos(vector2); + + function SetMapPic(CUIStatic*); + + function SetServerParams(string); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWeatherSelector(CUIComboBox*); + + function Show(boolean); + + function GetHeight() const; + + function GetWidth() const; + + function SetWndSize(vector2); + + function IsEnabled(); + + function ResetPPMode(); + + function Enable(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUIMessageBox : CUIStatic { + CUIMessageBox (); + + function InitMessageBox(string); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetText(string); + + function TextControl(); + + function SetAutoDelete(boolean); + + function GetPassword(); + + function GetHost(); + + function SetStretchTexture(boolean); + + function AttachChild(CUIWindow*); + + function Enable(boolean); + + function SetTextureRect(Frect*); + + function ResetPPMode(); + + function Show(boolean); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndPos(vector2); + + function SetWndRect(Frect); + + function GetHeight() const; + + function GetWidth() const; + + function InitTexture(string); + + function IsEnabled(); + + function SetWndSize(vector2); + + function GetTextureRect(); + + function IsAutoDelete(); + +}; + +C++ class CUIMessageBoxEx : CUIDialogWnd { + CUIMessageBoxEx (); + + function HideDialog(); + + function InitMessageBox(string); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetText(string); + + function SetAutoDelete(boolean); + + function GetPassword(); + + function AttachChild(CUIWindow*); + + function GetHost(); + + function SetWndPos(vector2); + + function ShowDialog(boolean); + + function Enable(boolean); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function GetHolder(); + + function SetWndRect(Frect); + + function GetHeight() const; + + function ResetPPMode(); + + function GetWidth() const; + + function IsEnabled(); + + function SetWndSize(vector2); + + function Show(boolean); + + function IsAutoDelete(); + +}; + +C++ class COptionsManager { + COptionsManager (); + + function SendMessage2Group(string, string); + + function UndoGroup(string); + + function SaveBackupValues(string); + + function IsGroupChanged(string); + + function SaveValues(string); + + function SetCurrentValues(string); + + function NeedSystemRestart(); + + function OptionsPostAccept(); + +}; + +C++ class CUIProgressBar : CUIWindow { + CUIProgressBar (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function GetRange_max(); + + function SetAutoDelete(boolean); + + function GetRange_min(); + + function SetProgressPos(number); + + function AttachChild(CUIWindow*); + + function SetWndPos(vector2); + + function GetProgressPos(); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndRect(Frect); + + function Show(boolean); + + function GetHeight() const; + + function GetWidth() const; + + function SetWndSize(vector2); + + function IsEnabled(); + + function ResetPPMode(); + + function Enable(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUIPropertiesBox : CUIFrameWindow { + CUIPropertiesBox (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetHeight(number); + + function AddItem(string); + + function SetAutoDelete(boolean); + + function AutoUpdateSize(); + + function RemoveItem(number); + + function RemoveAll(); + + function AttachChild(CUIWindow*); + + function Hide(); + + function SetWndPos(vector2); + + function IsAutoDelete(); + + function Enable(boolean); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function ResetPPMode(); + + function SetWndRect(Frect); + + function GetHeight() const; + + function SetWidth(number); + + function Show(boolean); + function Show(number, number); + + function IsEnabled(); + + function SetWndSize(vector2); + + function GetWidth() const; + + function SetColor(number); + +}; + +C++ class CUIScrollView : CUIWindow { + CUIScrollView (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetScrollPos(number); + + function RemoveWindow(CUIWindow*); + + function ScrollToBegin(); + + function SetAutoDelete(boolean); + + function GetCurrentScrollPos(); + + function AddWindow(CUIWindow*, boolean); + + function GetMaxScrollPos(); + + function AttachChild(CUIWindow*); + + function GetMinScrollPos(); + + function SetWndPos(vector2); + + function ScrollToEnd(); + + function Clear(); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndRect(Frect); + + function Show(boolean); + + function GetHeight() const; + + function GetWidth() const; + + function SetWndSize(vector2); + + function IsEnabled(); + + function ResetPPMode(); + + function Enable(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUISleepStatic : CUIStatic { + CUISleepStatic (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function TextControl(); + + function SetAutoDelete(boolean); + + function SetStretchTexture(boolean); + + function AttachChild(CUIWindow*); + + function Enable(boolean); + + function SetTextureRect(Frect*); + + function ResetPPMode(); + + function Show(boolean); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndPos(vector2); + + function SetWndRect(Frect); + + function GetHeight() const; + + function GetWidth() const; + + function InitTexture(string); + + function IsEnabled(); + + function SetWndSize(vector2); + + function GetTextureRect(); + + function IsAutoDelete(); + +}; + +C++ class CUISpinFlt : CUICustomSpin { + CUISpinFlt (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function GetText(); + + function SetAutoDelete(boolean); + + function AttachChild(CUIWindow*); + + function SetWndPos(vector2); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function GetWidth() const; + + function SetWndRect(Frect); + + function GetHeight() const; + + function Enable(boolean); + + function ResetPPMode(); + + function IsEnabled(); + + function SetWndSize(vector2); + + function Show(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUISpinNum : CUICustomSpin { + CUISpinNum (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function GetText(); + + function SetAutoDelete(boolean); + + function AttachChild(CUIWindow*); + + function SetWndPos(vector2); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function GetWidth() const; + + function SetWndRect(Frect); + + function GetHeight() const; + + function Enable(boolean); + + function ResetPPMode(); + + function IsEnabled(); + + function SetWndSize(vector2); + + function Show(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUISpinText : CUICustomSpin { + CUISpinText (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function GetText(); + + function SetAutoDelete(boolean); + + function AttachChild(CUIWindow*); + + function SetWndPos(vector2); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function GetWidth() const; + + function SetWndRect(Frect); + + function GetHeight() const; + + function Enable(boolean); + + function ResetPPMode(); + + function IsEnabled(); + + function SetWndSize(vector2); + + function Show(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUIStatic : CUIWindow { + CUIStatic (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function TextControl(); + + function SetAutoDelete(boolean); + + function GetTextureRect(); + + function AttachChild(CUIWindow*); + + function SetStretchTexture(boolean); + + function SetWndPos(vector2); + + function SetTextureRect(Frect*); + + function SetWndSize(vector2); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndRect(Frect); + + function Show(boolean); + + function GetHeight() const; + + function GetWidth() const; + + function InitTexture(string); + + function IsEnabled(); + + function ResetPPMode(); + + function Enable(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUITabButton : CUIButton { + CUITabButton (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function TextControl(); + + function SetAutoDelete(boolean); + + function Enable(boolean); + + function AttachChild(CUIWindow*); + + function GetTextureRect(); + + function SetWndPos(vector2); + + function SetWndSize(vector2); + + function SetWndRect(Frect); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetTextureRect(Frect*); + + function Show(boolean); + + function GetHeight() const; + + function GetWidth() const; + + function InitTexture(string); + + function IsEnabled(); + + function ResetPPMode(); + + function SetStretchTexture(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUITabControl : CUIWindow { + CUITabControl (); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetAutoDelete(boolean); + + function GetActiveId(); + + function SetActiveTab(string); + + function GetTabsCount() const; + + function AttachChild(CUIWindow*); + + function GetButtonById(string); + + function SetWndPos(vector2); + + function RemoveAll(); + + function AddItem(CUITabButton*); + function AddItem(string, string, vector2, vector2); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndRect(Frect); + + function Show(boolean); + + function GetHeight() const; + + function GetWidth() const; + + function SetWndSize(vector2); + + function IsEnabled(); + + function ResetPPMode(); + + function Enable(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUITextWnd : CUIWindow { + CUITextWnd (); + + function SetWndRect(Frect); + + function GetFont(); + + function SetTextOffset(number, number); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetText(string); + + function SetWndSize(vector2); + + function SetTextAlignment(enum CGameFont::EAligment); + + function SetTextComplexMode(boolean); + + function GetText(); + + function SetAutoDelete(boolean); + + function GetTextColor(); + + function SetTextColor(number); + + function SetFont(CGameFont*); + + function AttachChild(CUIWindow*); + + function SetTextST(string); + + function SetWndPos(vector2); + + function AdjustHeightToText(); + + function AdjustWidthToText(); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetEllipsis(boolean); + + function Show(boolean); + + function GetHeight() const; + + function GetWidth() const; + + function SetVTextAlignment(enum EVTextAlignment); + + function IsEnabled(); + + function ResetPPMode(); + + function Enable(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUITrackBar : CUIWindow { + CUITrackBar (); + + function GetFValue(); + + function SetWindowName(string); + + function GetWndPos(CUIWindow*); + + function SetAutoDelete(boolean); + + function SetCheck(boolean); + + function AttachChild(CUIWindow*); + + function SetCurrentValue(); + + function SetWndPos(vector2); + + function GetCheck(); + + function GetIValue(); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function SetWndRect(Frect); + + function Show(boolean); + + function GetHeight() const; + + function GetWidth() const; + + function SetWndSize(vector2); + + function IsEnabled(); + + function ResetPPMode(); + + function Enable(boolean); + + function IsAutoDelete(); + +}; + +C++ class CUIWindow { + CUIWindow (); + + function SetWindowName(string); + + function Enable(boolean); + + function SetAutoDelete(boolean); + + function AttachChild(CUIWindow*); + + function SetWndPos(vector2); + + function DetachChild(CUIWindow*); + + function SetPPMode(); + + function WindowName(); + + function IsShown(); + + function ResetPPMode(); + + function SetWndRect(Frect); + + function GetHeight() const; + + function Show(boolean); + + function GetWndPos(CUIWindow*); + + function IsEnabled(); + + function SetWndSize(vector2); + + function GetWidth() const; + + function IsAutoDelete(); + +}; + +C++ class GameGraph__CVertex { + function level_vertex_id() const; + + function game_point(const GameGraph__CVertex*); + + function level_id() const; + + function level_point(const GameGraph__CVertex*); + +}; + +C++ class CWeaponAK74 : CGameObject { + CWeaponAK74 (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponAmmo : CGameObject { + CWeaponAmmo (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponAutomaticShotgun : CGameObject { + CWeaponAutomaticShotgun (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponBM16 : CGameObject { + CWeaponBM16 (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponBinoculars : CGameObject { + CWeaponBinoculars (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponFN2000 : CGameObject { + CWeaponFN2000 (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponFORT : CGameObject { + CWeaponFORT (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponGroza : CGameObject { + CWeaponGroza (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponHPSA : CGameObject { + CWeaponHPSA (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponKnife : CGameObject { + CWeaponKnife (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponLR300 : CGameObject { + CWeaponLR300 (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponPM : CGameObject { + CWeaponPM (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponRG6 : CGameObject { + CWeaponRG6 (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponRPG7 : CGameObject { + CWeaponRPG7 (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponSVD : CGameObject { + CWeaponSVD (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponSVU : CGameObject { + CWeaponSVU (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponShotgun : CGameObject { + CWeaponShotgun (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponUSP45 : CGameObject { + CWeaponUSP45 (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponVal : CGameObject { + CWeaponVal (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponVintorez : CGameObject { + CWeaponVintorez (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CWeaponWalther : CGameObject { + CWeaponWalther (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CZombie : CGameObject { + CZombie (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ class CZoneCampfire : CGameObject { + CZoneCampfire (); + + function Visual() const; + + function getEnabled() const; + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function is_on(); + + function turn_on(); + + function turn_off(); + + function net_Export(net_packet&); + + function _construct(); + + function use(CGameObject*); + +}; + +C++ class CZudaArtefact : CArtefact { + CZudaArtefact (); + + function Visual() const; + + function _construct(); + + function net_Import(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function SwitchVisibility(boolean); + + function FollowByPath(string, number, vector); + + function getEnabled() const; + + function net_Export(net_packet&); + + function GetAfRank() const; + + function use(CGameObject*); + +}; + +C++ class ClientID { + ClientID (); + + function value() const; + + operator ==(ClientID&, ClientID); + + function set(number); + +}; + +C++ class DLL_Pure { + DLL_Pure (); + + function _construct(); + +}; + +C++ class FS_file_list { + function Free(); + + function GetAt(number); + + function Size(); + +}; + +C++ class FS_file_list_ex { + function Sort(number); + + function GetAt(number); + + function Size(); + +}; + +C++ class FactionState { + property actor_goodwill; + property bonus; + property faction_id; + property icon; + property icon_big; + property location; + property member_count; + property name; + property power; + property resource; + property target; + property target_desc; + property war_state1; + property war_state2; + property war_state3; + property war_state4; + property war_state5; + property war_state_hint1; + property war_state_hint2; + property war_state_hint3; + property war_state_hint4; + property war_state_hint5; + +}; + +C++ class ICollidable { + ICollidable (); + +}; + +C++ class IKinematicsAnimated { + function PlayCycle(IKinematicsAnimated*, string); + +}; + +C++ class ipure_schedulable_object { +}; + +C++ class ipure_server_object : ipure_alife_load_save_object { +}; + +C++ class reader { + function r_advance(number); + + function r_u64(unsigned __int64&); + function r_u64(); + + function r_bool(reader*); + + function r_dir(vector&); + + function r_u8(number&); + function r_u8(); + + function r_eof(reader*); + + function r_float_q8(number, number); + + function r_vec3(reader*, vector*); + + function r_stringZ(reader*); + + function r_u16(number&); + function r_u16(); + + function r_float_q16(number, number); + + function r_angle16(); + + function r_s64(__int64&); + function r_s64(); + + function r_float(number&); + function r_float(); + + function r_s32(number&); + function r_s32(); + + function r_elapsed() const; + + function r_sdir(vector&); + + function r_tell() const; + + function r_s8(signed char&); + function r_s8(); + + function r_s16(number&); + function r_s16(); + + function r_seek(number); + + function r_u32(number&); + function r_u32(); + + function r_angle8(); + +}; + +C++ class IRender_Visual { + function dcast_PKinematicsAnimated(); + +}; + +C++ class IRenderable { +}; + +C++ class ISheduled { +}; + +C++ class net_packet { + net_packet (); + + function r_advance(number); + + function r_begin(number&); + + function w_chunk_open16(number&); + + function r_u32(number&); + function r_u32(); + + function w_begin(number); + + function w_u32(number); + + function r_u8(number&); + function r_u8(); + + function r_eof(net_packet*); + + function w_chunk_open8(number&); + + function r_vec3(vector&); + + function w_u8(number); + + function r_u16(number&); + function r_u16(); + + function r_float_q16(number&, number, number); + + function r_angle16(number&); + + function r_s64(__int64&); + function r_s64(); + + function w_angle16(number); + + function r_tell(); + + function r_s16(number&); + function r_s16(); + + function w_clientID(ClientID&); + + function r_elapsed(); + + function r_u64(unsigned __int64&); + function r_u64(); + + function w_sdir(const vector&); + + function r_clientID(net_packet*); + + function r_dir(vector&); + + function r_matrix(matrix&); + + function r_stringZ(net_packet*); + + function w_s16(number); + + function r_sdir(vector&); + + function w_matrix(matrix&); + + function w_u16(number); + + function r_float_q8(number&, number, number); + + function w_s64(__int64); + + function r_bool(net_packet*); + + function w_bool(net_packet*, boolean); + + function w_dir(const vector&); + + function w_s32(number); + + function w_stringZ(string); + + function w_float_q16(number, number, number); + + function r_s8(signed char&); + function r_s8(); + + function w_chunk_close8(number); + + function r_float(number&); + function r_float(); + + function w_angle8(number); + + function r_s32(number&); + function r_s32(); + + function w_float(number); + + function w_tell(); + + function r_seek(number); + + function w_float_q8(number, number, number); + + function w_vec3(const vector&); + + function w_chunk_close16(number); + + function w_u64(unsigned __int64); + + function r_angle8(number&); + +}; + +C++ class SServerFilters { + property empty; + property full; + property listen_servers; + property with_pass; + property without_ff; + property without_pass; + + SServerFilters (); + +}; + +C++ class account_manager { + function get_account_profiles(string, string, account_profiles_cb); + + function create_profile(string, string, string, string, account_operation_cb); + + function get_suggested_unicks() const; + + function stop_suggest_unique_nicks(); + + function verify_password(string); + + function verify_unique_nick(string); + + function stop_searching_email(); + + function verify_email(string); + + function search_for_email(string, found_email_cb); + + function suggest_unique_nicks(string, suggest_nicks_cb); + + function get_verify_error_descr() const; + + function delete_profile(account_operation_cb); + + function stop_fetching_account_profiles(); + + function get_found_profiles() const; + +}; + +C++ class physics_element { + function get_density(); + + function get_mass(); + + function is_fixed(); + + function is_breakable(); + + function get_volume(); + + function get_linear_vel(vector&) const; + + function fix(); + + function get_angular_vel(vector&) const; + + function apply_force(number, number, number); + + function release_fixed(); + + function global_transform(physics_element*); + +}; + +C++ class physics_joint { + function set_limits(number, number, number); + + function get_axis_angle(number); + + function get_anchor(vector&); + + function get_axis_dir(number, vector&); + + function get_bone_id(); + + function is_breakable(); + + function set_max_force_and_velocity(number, number, number); + + function set_axis_dir_global(number, number, number, number); + + function get_first_element(); + + function set_axis_dir_vs_second_element(number, number, number, number); + + function get_axes_number(); + + function set_joint_spring_dumping_factors(number, number); + + function set_axis_spring_dumping_factors(number, number, number); + + function set_anchor_vs_first_element(number, number, number); + + function get_stcond_element(); + + function set_anchor_global(number, number, number); + + function get_limits(number&, number&, number); + + function set_anchor_vs_second_element(number, number, number); + + function set_axis_dir_vs_first_element(number, number, number, number); + + function get_max_force_and_velocity(number&, number&, number); + +}; + +C++ class physics_shell { + function get_joints_number(); + + function is_breaking_blocked(); + + function get_element_by_bone_id(number); + + function get_linear_vel(vector&) const; + + function is_breakable(); + + function get_elements_number(); + + function unblock_breaking(); + + function get_joint_by_bone_name(string); + + function get_element_by_order(number); + + function get_element_by_bone_name(string); + + function apply_force(number, number, number); + + function get_angular_vel(vector&) const; + + function block_breaking(); + + function get_joint_by_order(number); + + function get_joint_by_bone_id(number); + +}; + +C++ class physics_world { + function set_gravity(number); + + function gravity(); + + function add_call(class CPHCondition*, class CPHAction*); + +}; + +C++ class demo_info { + function get_map_name() const; + + function get_player(number) const; + + function get_game_type() const; + + function get_players_count() const; + + function get_map_version() const; + + function get_author_name() const; + + function get_game_score() const; + +}; + +C++ class demo_player_info { + function get_spots() const; + + function get_name() const; + + function get_rank() const; + + function get_artefacts() const; + + function get_team() const; + + function get_deaths() const; + + function get_frags() const; + +}; + +C++ class login_manager { + function save_nick_to_registry(string); + + function forgot_password(string); + + function get_nick_from_registry(); + + function get_current_profile() const; + + function get_remember_me_from_registry(); + + function stop_login(); + + function save_password_to_registry(string); + + function login_offline(string, login_operation_cb); + + function save_remember_me_to_registry(boolean); + + function set_unique_nick(string, login_operation_cb); + + function login(string, string, string, login_operation_cb); + + function get_email_from_registry(); + + function logout(); + + function get_password_from_registry(); + + function save_email_to_registry(string); + + function stop_setting_unique_nick(); + +}; + +C++ class smart_cover_object : CGameObject { + smart_cover_object (); + + function Visual() const; + + function _construct(); + + function getEnabled() const; + + function net_Import(net_packet&); + + function net_Export(net_packet&); + + function getVisible() const; + + function net_Spawn(cse_abstract*); + + function use(CGameObject*); + +}; + +C++ 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; + + function get_best_scores(); + + function get_awards(); + + function stop_loading(); + + function load_current_profile(store_operation_cb, store_operation_cb); + +}; + +C++ class CTime { + const DateToDay = 0; + const DateToMonth = 1; + const DateToYear = 2; + const TimeToHours = 0; + const TimeToMilisecs = 3; + const TimeToMinutes = 1; + const TimeToSeconds = 2; + + CTime (); + CTime (const CTime&); + + function sub(CTime*); + + function timeToString(number); + + function dateToString(number); + + operator ==(const CTime&, CTime); + + function get(number&, number&, number&, number&, number&, number&, number&); + + function set(number, number, number, number, number, number, number); + + function setHMSms(number, number, number, number); + + function diffSec(CTime*); + + operator <(const CTime&, CTime); + + operator +(CTime&, CTime); + + operator >=(const CTime&, CTime); + + function setHMS(number, number, number); + + operator >(const CTime&, CTime); + + operator -(CTime&, CTime); + + operator <=(const CTime&, CTime); + + function add(CTime*); + +}; + +End of list of the classes exported to LUA + + +List of the namespaces exported to LUA + + +namespace { + function game_ini(); + function bit_and(number, number); + function GetFontGraffiti32Russian(); + function device(); + function cast_planner(action_base*); + function IsGameTypeSingle(); + function game_graph(); + function dik_to_bind(number); + function render_get_dx_level(); + function GetFontGraffiti19Russian(); + function sell_condition(ini_file*, string); + function sell_condition(number, number); + function buy_condition(ini_file*, string); + function buy_condition(number, number); + function create_ini_file(string); + function get_hud(); + function GetFontSmall(); + function error_log(string); + function GetFontLetterica18Russian(); + function command_line(); + function getFS(); + function valid_saved_game(string); + function get_console(); + function GetFontGraffiti50Russian(); + function app_ready(); + function IsDynamicMusic(); + function GetFontDI(); + function GetFontLetterica16Russian(); + function log(string); + function show_condition(ini_file*, string); + function IsImportantSave(); + function GetFontLetterica25(); + function system_ini(); + function GetFontMedium(); + function alife(); + function flush(); + function editor(); + function bit_or(number, number); + function GetFontGraffiti22Russian(); + function prefetch(string); + function time_global(); + function verify_if_thread_is_running(); + function script_server_object_version(); + function bit_not(number); + function ef_storage(); + function GetARGB(number, number, number, number); + function user_name(); + function bit_xor(number, number); + + namespace level { + function add_complex_effector(string, number); + function enable_input(); + function check_object(game_object*); + function map_change_spot_hint(number, string, string); + function game_id(); + function vertex_id(vector); + function vertex_in_direction(number, vector, number); + function change_game_time(number, number, number); + function remove_complex_effector(number); + function get_time_days(); + function set_pp_effector_factor(number, number, number); + function set_pp_effector_factor(number, number); + function rain_factor(); + function remove_pp_effector(number); + function add_pp_effector(string, number, boolean); + function get_bounding_volume(); + function set_snd_volume(number); + function add_cam_effector(string, number, boolean, string); + function add_call(const function&, const function&); + function add_call(object, const function&, const function&); + function add_call(object, string, string); + function set_weather_fx(string); + function add_cam_effector2(string, number, boolean, string, number); + function get_snd_volume(); + function remove_calls_for_object(object); + function prefetch_sound(string); + function iterate_sounds(string, number, function); + function iterate_sounds(string, number, object, function); + function name(); + function environment(); + function remove_cam_effector(number); + function high_cover_in_direction(number, const vector&); + function spawn_phantom(const vector&); + function object_by_id(number); + function debug_object(string); + function get_weather(); + function present(); + function hide_indicators(); + function physics_world(); + function get_time_hours(); + function remove_call(const function&, const function&); + function remove_call(object, const function&, const function&); + function remove_call(object, string, string); + function set_weather(string, boolean); + function show_indicators(); + function get_game_difficulty(); + function map_remove_object_spot(number, string); + function remove_dialog_to_render(CUIDialogWnd*); + function stop_weather_fx(); + function patrol_path_exists(string); + function vertex_position(number); + function show_weapon(boolean); + function get_wfx_time(); + function disable_input(); + function map_add_object_spot(number, string, string); + function get_time_minutes(); + function get_time_factor(); + function map_add_object_spot_ser(number, string, string); + function set_game_difficulty(enum ESingleGameDifficulty); + function low_cover_in_direction(number, const vector&); + function is_wfx_playing(); + function set_time_factor(number); + function client_spawn_manager(); + function map_has_object_spot(number, string); + function add_dialog_to_render(CUIDialogWnd*); + function start_weather_fx_from_time(string, number); + function hide_indicators_safe(); + function debug_actor(); + }; + + namespace relation_registry { + function change_community_goodwill(string, number, number); + function community_relation(string, string); + function set_community_goodwill(string, number, number); + function community_goodwill(string, number); + function set_community_relation(string, string, number); + }; + + namespace main_menu { + function get_main_menu(); + }; + + namespace game { + function translate_string(string); + function time(); + function get_game_time(); + function start_tutorial(string); + function has_active_tutorial(); + function stop_tutorial(); + }; + + namespace actor_stats { + function add_points_str(string, string, string); + function get_points(string); + function add_points(string, string, number, number); + }; +}; +End of list of the namespaces exported to LUA