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; -- custom keybinds const kCUSTOM1 = 67; const kCUSTOM2 = 68; const kCUSTOM3 = 69; const kCUSTOM4 = 70; const kCUSTOM5 = 71; const kCUSTOM6 = 72; const kCUSTOM7 = 73; const kCUSTOM8 = 74; const kCUSTOM9 = 75; const kCUSTOM10 = 76; const kCUSTOM11 = 77; const kCUSTOM12 = 78; const kCUSTOM13 = 79; const kCUSTOM14 = 80; const kCUSTOM15 = 81; const kCAM_AUTOAIM = 82; }; 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 equ_helmet_s = 70; const flesh = 24; const flesh_group = 25; const flesh_s = 117; const fracture = 26; const fracture_s = 119; 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); --Alundaio: START function teleport_object(number,number,number,vector&); -- (id,game_vertex_id,level_vertex_id,position) --Alundaio: END }; 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 get_actor_power_boost_time(); 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 CUIActorMenu : CUIDialogWnd { CUIActorMenu (); function GetPartner(CUIActorMenu*); function SetPartner(CUIActorMenu*, game_object*); function SetActor(CUIActorMenu*, game_object*); function GetMenuMode(); function SetMenuMode(enum EMenuMode); }; 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 GetTextOf(number); function SetAutoDelete(boolean); function SetListLength(number); function CurrentID(); function GetTextOf(number); function AttachChild(CUIWindow*); function Enable(boolean); function SetWndPos(vector2); function SetCurrentOptValue(); 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 CWeapon : CGameObject { CWeapon(); function IsGrenadeLauncherAttached() const }; 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(); --Alundaio: START function reload_system_ini(); -- Reloads system_ini. Can be done in-game --Alundaio: END 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(); --Alundaio: START function get_target_obj(); --returns target game_object at cursor function get_target_dist(); -- returns distance of target at cursor function get_target_element(); -- return number (bone id) function send(net_packet&,boolean bReliable = 0, boolean bSequential = 1, boolean bHighPriority = 0, boolean bSendImmediately = 0); -- update level packet --Alundaio: END }; 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