-- All exported classes from engine global { function game_ini() function bit_and(number, number) function device() function cast_planner(action_base*) function IsGameTypeSingle() function game_graph() function dik_to_bind(number) function render_get_dx_level() 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 error_log(string) function command_line() function getFS() function valid_saved_game(string) function get_console() function app_ready() function IsDynamicMusic() function log(string) function show_condition(ini_file*, string) function IsImportantSave() function system_ini() function reload_system_ini() -- Alundaio: Reloads system_ini. Can be done in-game function alife() function flush() function editor() function bit_or(number, number) function prefetch(string) function time_global() function time_continual() -- like time_global but not stopped when the game is paused (used for some UI screens) function verify_if_thread_is_running() function script_server_object_version() function bit_not(number) function ef_storage() function user_name() function bit_xor(number, number) function GetARGB(number, number, number, number) function GetFontSmall() function GetFontMedium() function GetFontDI() function GetFontLetterica16Russian() function GetFontLetterica18Russian() function GetFontLetterica25() function GetFontGraffiti19Russian() function GetFontGraffiti22Russian() function GetFontGraffiti32Russian() function GetFontGraffiti50Russian() } 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 get_rain_volume() -- Searge 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, number, boolean, number) 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 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() function get_target_obj() -- Alundaio: returns target game_object at cursor function get_target_dist() -- Alundaio: returns distance of target at cursor function get_target_element() -- Alundaio: return number (bone id) function send(net_packet&,boolean bReliable = 0, boolean bSequential = 1, boolean bHighPriority = 0, boolean bSendImmediately = 0) -- Alundaio: update level packet function actor_moving_state() -- REZY: returns movement state of actor function press_action(cmd) -- REZY: init a key press event function release_action(cmd) -- REZY: init a key press event function hold_action(cmd) -- REZY: init a key press event function get_env_rads() -- returns a float, HUD sensor value function iterate_nearest(const vector&, number, function) --(pos, radius, functor) -- functor passes game objects, returning true breaks the functor } 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() function reload_ui_xml() -- REZY: clear all xml cache in engine function set_nv_lumfactor(number) -- REZY: for NV effect, booster for r2_sun_lumscale_amb function set_actor_allow_ladder(boolean) -- REZY: to block actor ladder interaction (for item use animations or grenade quickthrow) function prefetch_texture(string) -- with extention function prefetch_model(string) -- without extention function actor_lower_weapon function actor_weapon_lowered function world2ui function get_resolutions() -- return a string includes all possible resolutions function play_hud_motion(number, string, string, boolean, number) -- (hand, item name, animation name, ?, speed) function stop_hud_motion() function get_motion_length(string, string, number) -- (section, name, speed) -- returns float function hud_motion_allowed() -- returns boolean function play_hud_anm(string, number, number, number, boolean, boolean) -- (name, u8 part, float speed, float power, bool bLooped, bool no_restart) function stop_hud_anm(string, boolean) -- (LPCSTR name, bool bForce) function stop_all_hud_anms(boolean) -- (bool bForce) function set_hud_anm_time(string, number) -- (LPCSTR name, float time) -- returns float function only_allow_movekeys(boolean) --(bool b) function only_movekeys_allowed() -- returns boolean } namespace actor_stats { function add_points_str(string, string, string) function get_points(string) function add_points(string, string, number, number) } --// Rezy namespace weather { function pause(boolean) function is_paused() function set_value_string(string, string) function get_value_string(string) function set_value_numric(string, number) function get_value_numric(string) function set_value_vector(string, number, number, number, number) function get_value_vector(string) function boost_value(string, number) function boost_reset() function reload() } namespace hud_adjust { function enabled(boolean) function set_value(string, number) function set_vector(number, number, number, number, number) function remove_hud_model(string) } namespace debug { function traceback(string, number) function getinfo(number, string) } 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&) } 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&) } class fcolor { property a property b property g property r fcolor () function set(number, number, number, number) function set(const fcolor&) function set(number) } 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 } 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 } 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) } class Frect { property lt property rb property x1 property x2 property y1 property y2 Frect () function set(number, number, number, number) } class vector2 { property x property y vector2 () function set(number, number) function set(const vector2&) } 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) } class spawn_story_ids { const INVALID_SPAWN_STORY_ID = -1 } 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 } 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 } 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 const kWPN_FIREMODE_PREV = 36 const kWPN_FIREMODE_NEXT = 37 -- 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 kCUSTOM16 = 82 const kCUSTOM17 = 83 const kCUSTOM18 = 84 const kCUSTOM19 = 85 const kCUSTOM20 = 86 const kCUSTOM21 = 87 const kCUSTOM22 = 88 const kCUSTOM23 = 89 const kCUSTOM24 = 90 const kCUSTOM25 = 91 const kCAM_AUTOAIM = 82 } class GAME_TYPE { const GAME_UNKNOWN = -1 const eGameIDArtefactHunt = 8 const eGameIDCaptureTheArtefact = 16 const eGameIDDeathmatch = 2 const eGameIDTeamDeathmatch = 4 } class game_difficulty { const master = 3 const novice = 0 const stalker = 1 const veteran = 2 } 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 } class task { const additional = 1 const completed = 2 const fail = 0 const in_progress = 1 const storyline = 0 const task_dummy = 65535 } 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 } class GameGraph__LEVEL_MAP__value_type { property id property level } class MEMBERS__value_type { property id property object } class award_pair_t { property first property second } class best_scores_pair_t { property first property second } 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&) } class clsid { const art_bast_artefact = 0 const art_black_drops = 1 const art_gravi_black = 2 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_mercury_ball = 9 const art_needles = 10 const art_rusty_hair = 11 const art_thorn = 12 const art_zuda = 13 const bloodsucker = 14 const boar = 15 const burer = 16 const cat = 17 const controller = 18 const crow = 19 const dog_black = 20 const psy_dog_phantom = 21 const psy_dog = 22 const dog_red = 23 const flesh = 24 const flesh_group = 25 const fracture = 26 const pseudo_gigant = 27 const graph_point = 28 const chimera = 29 const phantom = 30 const poltergeist = 31 const rat = 32 const snork = 33 const stalker = 34 const script_stalker = 35 const trader = 36 const script_trader = 37 const tushkano = 38 const zombie = 39 const wpn_ammo = 40 const wpn_ammo_s = 41 const artefact = 42 const wpn_ammo_m209 = 43 const wpn_ammo_og7b = 44 const wpn_ammo_vog25 = 45 const game_cl_artefact_hunt = 46 const game_cl_capture_the_artefact = 47 const game_cl_deathmatch = 48 const game_cl_single = 49 const game_cl_team_deathmatch = 50 const helicopter = 51 const script_heli = 52 const car = 53 const detector_advanced_s = 54 const detector_elite_s = 55 const detector_scientific_s = 56 const detector_simple_s = 57 const device_detector_advanced = 58 const device_custom = 59 const device_dosimeter = 60 const device_detector_elite = 61 const device_flashlight = 62 const device_flare = 63 const device_pda = 64 const device_detector_scientific = 65 const device_detector_simple = 66 const device_torch = 67 const equ_exo = 68 const equ_military = 69 const equ_scientific = 70 const equ_stalker = 71 const equ_backpack = 72 const helmet = 73 const equ_helmet_s = 74 const equ_stalker_s = 75 const wpn_grenade_f1 = 76 const wpn_grenade_f1_s = 77 const wpn_grenade_fake = 78 const level = 79 const game = 80 const wpn_grenade_rgd5 = 81 const wpn_grenade_rgd5_s = 82 const wpn_grenade_rpg7 = 83 const hud_manager = 84 const obj_antirad = 85 const obj_attachable = 86 const obj_bandage = 87 const obj_bolt = 88 const obj_bottle = 89 const obj_document = 90 const obj_explosive = 91 const obj_food = 92 const obj_medkit = 93 const level_changer = 94 const level_changer_s = 95 const main_menu = 96 const mp_players_bag = 97 const online_offline_group = 98 const online_offline_group_s = 99 const actor = 100 const obj_breakable = 101 const obj_climable = 102 const destrphys_s = 103 const hanging_lamp = 104 const obj_holder_ent = 105 const inventory_box = 106 const obj_physic = 107 const script_phys = 108 const projector = 109 const obj_phys_destroyable = 110 const obj_phskeleton = 111 const script_zone = 112 const artefact_s = 113 const car_s = 114 const script_object = 115 const smart_cover = 116 const smart_terrain = 117 const smart_zone = 118 const smartcover_s = 119 const bloodsucker_s = 120 const boar_s = 121 const burer_s = 122 const cat_s = 123 const chimera_s = 124 const controller_s = 125 const psy_dog_phantom_s = 126 const psy_dog_s = 127 const dog_s = 128 const flesh_s = 129 const gigant_s = 130 const fracture_s = 131 const poltergeist_s = 132 const pseudodog_s = 133 const rat_s = 134 const snork_s = 135 const tushkano_s = 136 const zombie_s = 137 const hlamp_s = 138 const space_restrictor = 139 const script_restr = 140 const spectator = 141 const game_sv_artefact_hunt = 142 const game_sv_capture_the_artefact = 143 const game_sv_deathmatch = 144 const game_sv_single = 145 const game_sv_team_deathmatch = 146 const script_actor = 147 const obj_explosive_s = 148 const obj_food_s = 149 const inventory_box_s = 150 const wpn_ammo_m209_s = 151 const wpn_ammo_og7b_s = 152 const obj_pda_s = 153 const wpn_ammo_vog25_s = 154 const device_torch_s = 155 const game_ui_artefact_hunt = 156 const game_ui_capture_the_artefact = 157 const game_ui_deathmatch = 158 const game_ui_single = 159 const game_ui_team_deathmatch = 160 const wpn_ak74_s = 161 const wpn_auto_shotgun_s = 162 const wpn_binocular_s = 163 const wpn_bm16_s = 164 const wpn_grenade_launcher_s = 165 const wpn_groza_s = 166 const wpn_hpsa_s = 167 const wpn_knife_s = 168 const wpn_lr300_s = 169 const wpn_pm_s = 170 const wpn_rg6_s = 171 const wpn_rpg7_s = 172 const wpn_scope_s = 173 const wpn_shotgun_s = 174 const wpn_silencer_s = 175 const wpn_svd_s = 176 const wpn_svu_s = 177 const wpn_usp45_s = 178 const wpn_val_s = 179 const wpn_vintorez_s = 180 const wpn_walther_s = 181 const wpn_ak74 = 182 const wpn_binocular = 183 const wpn_bm16 = 184 const wpn_fn2000 = 185 const wpn_fort = 186 const wpn_grenade_launcher = 187 const wpn_groza = 188 const wpn_hpsa = 189 const wpn_knife = 190 const wpn_lr300 = 191 const wpn_pm = 192 const wpn_rg6 = 193 const wpn_rpg7 = 194 const wpn_scope = 195 const wpn_shotgun = 196 const wpn_silencer = 197 const wpn_stat_mgun = 198 const wpn_svd = 199 const wpn_svu = 200 const wpn_usp45 = 201 const wpn_val = 202 const wpn_vintorez = 203 const wpn_walther = 204 const wpn_wmagaz = 205 const wpn_wmaggl = 206 const zone_ameba_s = 207 const zone_bfuzz_s = 208 const zone_galant_s = 209 const zone_mbald_s = 210 const zone_mincer_s = 211 const zone_nograv_s = 212 const zone_radio_s = 213 const zone_torrid_s = 214 const zone_acid_fog = 215 const ameba_zone = 216 const zone_bfuzz = 217 const zone_campfire = 218 const zone_dead = 219 const zone_galantine = 220 const zone_mosquito_bald = 221 const zone_mincer = 222 const nogravity_zone = 223 const zone_radioactive = 224 const zone_rusty_hair = 225 const team_base_zone = 226 const torrid_zone = 227 const zone = 228 } 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&) } 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 } class not_yet_visible_object { property value function object(const not_yet_visible_object&) } 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 () } 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 } 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&) } class FS_item { function Modif() function NameFull() function NameShort() function ModifDigitOnly() function Size() } class Patch_Dawnload_Progress { function GetProgress() function GetInProgress() function GetStatus() function GetFlieName() } class color { property b property g property r color () color (number, number, number) function set(number, number, number) } class SDrawStaticStruct { property m_endTime function wnd() } class duality { property h property v duality () duality (number, number) function set(number, number) } class memory_object { property last_level_time property level_time } class noise { property fps property grain property intensity noise () noise (number, number, number) function set(number, number, number) } class object_params { property level_vertex property position } 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*) } class rotation { property pitch property yaw } class award_data { property m_count property m_last_reward_date } class fs_file { property modif property name property ptr property size_compressed property size_real property vfs } 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 } class color_animator { color_animator (string) function calculate(number) function load(string) function length() } class profile { function unique_nick() const function online() const } class profile_timer { profile_timer () profile_timer (profile_timer&) operator +(const profile_timer&, profile_timer) operator <(const profile_timer&, profile_timer) function stop() function start() function time() const function __tostring(profile_timer&) } class token { property id property name token () } 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&) } 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*) } 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*) } class world_state { world_state () world_state (world_state) operator <(const world_state&, world_state) operator ==(const world_state&, world_state) function clear() function includes(const world_state&) const function remove_property(const number&) function add_property(const world_property&) function property(const number&) const } class world_property { world_property (number, boolean) operator <(const world_property&, world_property) operator ==(const world_property&, world_property) function value() const function condition() const } 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*) } class property_evaluator_const : property_evaluator { property object property storage property_evaluator_const (boolean) function evaluate() function setup(game_object*, property_storage*) } class ipure_alife_load_object { } class ipure_alife_save_object { } class ipure_alife_load_save_object : ipure_alife_load_object,ipure_alife_save_object { } class Fbox { property max property min Fbox () } class suggest_nicks_cb { suggest_nicks_cb () suggest_nicks_cb (object, function) function bind(object, function) function clear() } class account_profiles_cb { account_profiles_cb () account_profiles_cb (object, function) function bind(object, function) function clear() } class login_operation_cb { login_operation_cb () login_operation_cb (object, function) function bind(object, function) function clear() } class account_operation_cb { account_operation_cb () account_operation_cb (object, function) function bind(object, function) function clear() } class found_email_cb { found_email_cb () found_email_cb (object, function) function bind(object, function) function clear() } class store_operation_cb { store_operation_cb () store_operation_cb (object, function) function bind(object, function) function clear() } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } class CALifeHumanBrain : CALifeMonsterBrain { function can_choose_alife_tasks(boolean) function update() function movement(const CALifeMonsterBrain*) } class CALifeMonsterBrain { function can_choose_alife_tasks(boolean) function update() function movement(const CALifeMonsterBrain*) } 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 } 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*) } 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 } class alife_simulator { function level_name(const alife_simulator*, number) 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 dont_has_info(const alife_simulator*, const number&, string) function disable_info(const alife_simulator*, const number&, string) function give_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) function teleport_object(number,number,number,vector&) -- Alundaio: (id,game_vertex_id,level_vertex_id,position) function get_children(const alife_simulator*, cse_abstract*) } class CALifeSmartTerrainTask { CALifeSmartTerrainTask (string) CALifeSmartTerrainTask (string, number) CALifeSmartTerrainTask (number, number) function level_vertex_id() const function position() const function game_vertex_id() const } 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*) function conditions() function inventory_disabled() function set_inventory_disabled(boolean) } class CActorCondition : CEntityCondition { const eBoostBleedingRestore = 3 const eBoostBurnImmunity = 8 const eBoostChemicalBurnImmunity = 12 const eBoostChemicalBurnProtection = 7 const eBoostExplImmunity = 13 const eBoostFireWoundImmunity = 15 const eBoostHpRestore = 0 const eBoostMaxWeight = 4 const eBoostPowerRestore = 1 const eBoostRadiationImmunity = 10 const eBoostRadiationProtection = 5 const eBoostRadiationRestore = 2 const eBoostShockImmunity = 9 const eBoostStrikeImmunity = 14 const eBoostTelepaticImmunity = 11 const eBoostTelepaticProtection = 6 const eBoostWoundImmunity = 16 const eCantWalkWeight = 128 const eCantWalkWeightReached = 256 const eCriticalBleedingSpeed = 4 const eCriticalPowerReached = 1 const eCriticalRadiationReached = 16 const eCriticalSatietyReached = 8 const ePhyHealthMinReached = 64 const eWeaponJammedReached = 32 property m_condition_flags property m_fAccelK property m_fJumpPower property m_fJumpWeightPower property m_fOverweightJumpK property m_fOverweightWalkK property m_fSprintK property m_fStandPower property m_fWalkWeightPower property m_MaxWalkWeight function ApplyBooster(CActorCondition*, const SBooster&, string) function BleedingSpeed() function BoostBleedingRestore(number) function BoostBurnImmunity(number) function BoostChemicalBurnImmunity(number) function BoostChemicalBurnProtection(number) function BoosterForEach(CActorCondition*, const function&) function BoostExplImmunity(number) function BoostFireWoundImmunity(number) function BoostHpRestore(number) function BoostMaxWeight(number) function BoostPowerRestore(number) function BoostRadiationImmunity(number) function BoostRadiationProtection(number) function BoostRadiationRestore(number) function BoostShockImmunity(number) function BoostStrikeImmunity(number) function BoostTelepaticImmunity(number) function BoostTelepaticProtection(number) function BoostWoundImmunity(number) function ChangeAlcohol(number) function ChangeBleeding(number) function ChangeEntityMorale(number) function ChangeHealth(number) function ChangePower(number) function ChangePsyHealth(number) function ChangeRadiation(number) function ChangeSatiety(number) function GetEntityMorale() const function GetHealthLost() const function GetMaxPower() const function GetPower() const function GetPsyHealth() const function GetRadiation() const function GetSatiety() const function GetSatiety() function GetWhoHitLastTimeID() function IsCantSprint() const function IsCantWalk() const function IsCantWalkWeight() function IsLimping() const function SatietyCritical() function SetMaxPower(number) function V_Satiety() function V_SatietyHealth() function V_SatietyPower() end 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*) } class CArtefact : CGameObject { property m_bCanSpawnZone property m_fHealthRestoreSpeed property m_fRadiationRestoreSpeed property m_fSatietyRestoreSpeed property m_fPowerRestoreSpeed property m_fBleedingRestoreSpeed 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 ActivateArtefact() function CanBeActivated() function AdditionalInventoryWeight() function use(CGameObject*) } 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*) } 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*) } 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*) } class CBlend { } 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 BreakToPieces() function use(CGameObject*) } 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*) } 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*) function GetfFuel() function SetfFuel(number) function GetfFuelTank() function SetfFuelTank(number) function GetfFuelConsumption() function SetfFuelConsumption(number) function ChangefFuel(number) function ChangefHealth(number) function PlayDamageParticles() function StopDamageParticles() function StartEngine() function StopEngine() function IsActiveEngine() function HandBreak() function ReleaseHandBreak() function GetRPM() function SetRPM(number) } 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*) } 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*) } class client_spawn_manager { function remove(number, number) function add(number, number, const function&, object) function add(number, number, const function&) } 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() } 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*) } class CCustomOutfit : CGameObject { CCustomOutfit() property bIsHelmetAvaliable property bIsBackpackAvaliable property m_additional_weight property m_additional_weight2 property m_fBleedingRestoreSpeed property m_fHealthRestoreSpeed property m_fPowerLoss property m_fPowerRestoreSpeed property m_fRadiationRestoreSpeed property m_fSatietyRestoreSpeed function _construct() function BonePassBullet(number) function get_HitFracActor() function get_artefact_count() const function getEnabled() const function getVisible() const function net_Export(net_packet&) function net_Import(net_packet&) function net_Spawn(cse_abstract*) function use(CGameObject*) function Visual() const function GetDefHitTypeProtection(number) function GetHitTypeProtection(number, string) function GetBoneArmor(number) } class cover_point { function level_vertex_id() const function is_smart_cover(const cover_point*) function position() const } 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 operator ==(const danger_object&, danger_object) function type() const function time() const function position(const danger_object*) function object(const danger_object*) function perceive_type() const function dependent_object(const danger_object*) } 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*) } class CDialogHolder { function RemoveDialogToRender(CUIWindow*) function AddDialogToRender(CUIWindow*) } class CPhraseScript { function SetScriptText(string) function AddHasInfo(string) function AddGiveInfo(string) function AddDisableInfo(string) function AddDontHasInfo(string) function AddAction(string) function AddPrecondition(string) } 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*) } 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*) } class CEatableItem : CInventoryItem { property m_bRemoveAfterUse property m_fWeightEmpty property m_fWeightFull function ActivateItem() function CanDelete() const function CanStack() const function CanTake() const function Cost() const function DeactivateItem() function Empty() const function GetCondition() const function GetDropManual() const function GetIconName() const function GetMaxUses() function GetRemainingUses() const function HandDependence() const function has_any_upgrades() function install_upgrade(string) function IsQuestItem() const function IsUsingCondition() const function ItemDescription() function NameItem() function NameShort() function pre_install_upgrade() function SetCondition(number) function SetDropManual(number) function SetRemainingUses(number) function SetWeight(number) function Useful() const function verify_upgrade(string) function Weight() const } 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*) } class explosive { function explode() } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } class CGameFont { const alCenter = 2 const alLeft = 0 const alRight = 1 } 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 } 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*) } 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() } 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*) } 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*) } 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*) } 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*) } 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*) } class CHelmet : CGameObject { property m_fPowerLoss property m_fHealthRestoreSpeed property m_fRadiationRestoreSpeed property m_fSatietyRestoreSpeed property m_fPowerRestoreSpeed property m_fBleedingRestoreSpeed CHelmet() function _construct() function getEnabled() const function getVisible() const function net_Export(net_packet&) function net_Import(net_packet&) function net_Spawn(cse_abstract*) function use(CGameObject*) function Visual() const function get_HitFracActor() function GetDefHitTypeProtection(number) function GetHitTypeProtection(number, string) function GetBoneArmor(number) } class holder { function engaged() function Action(number, number) function SetParam(number, vector) } class CInventoryBox : CGameObject { CInventoryBox () function _construct() function can_take() const function getEnabled() const function getVisible() const function net_Export(net_packet&) function net_Import(net_packet&) function net_Spawn(cse_abstract*) function set_can_take(boolean) function set_closed(boolean, string) function use(CGameObject*) function Visual() const } class CInventoryItem { } class CInventoryOwner() { function IconName() function get_money() function EnableTalk() function DisableTalk() function IsTalkEnabled() function EnableTrade() function DisableTrade() function IsTradeEnabled() function EnableInvUpgrade() function DisableInvUpgrade() function IsInvUpgradeEnabled() function GetTalkPartner() function OfferTalk(CInventoryOwner*) function StartTalk(CInventoryOwner*, boolean) function StopTalk() function IsTalking() function deadbody_can_take(boolean) function deadbody_can_take_status() function deadbody_closed(boolean) function deadbody_closed_status() } 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*) } 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) function rescan_path(FS*, string) function rescan_pathes(FS*) } class CMainMenu { function GetCDKey() function GetAccountMngr() function GetDemoInfo(string) function GetPatchProgress() function GetProfileStore() function GetGSVer() function CancelDownload() function GetLoginMngr() function ValidateCDKey() function GetPlayerName() } 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*) } 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*) } 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*) } 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*) } class object_factory { function register(string, string, string, string) function register(string, string, string) } class particle_params { particle_params () particle_params (const vector&) particle_params (const vector&, const vector&) particle_params (const vector&, const vector&, const vector&) } 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 } 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*) } class CPhrase { function GetPhraseScript() } class CPhraseDialog { function AddPhrase(string, string, string, number) } 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*) } 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*) } class property_storage { property_storage () function property(const number&) const function set_property(const number&, const boolean&) } 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*) } 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*) } 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*) } class cpure_server_object : ipure_server_object { } 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*) } 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*) } 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) } 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*) } 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&) } 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&) } 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&) } 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() } 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 } 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 } 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 } 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&) } 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 } 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 } class cse_alife_group_abstract { } 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&) } 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() } 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() } 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&) } class cse_alife_inventory_item 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&) } 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) } 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) } 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) } 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) } 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) } 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) } 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) } 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) } 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) } 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) } 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) } 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() } 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() } 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&) } 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() } 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&) } 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() } 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() } 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() } 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() } 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&) } 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*) } 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&) } 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 } 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&) } 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&) } 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&) } 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) } 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&) } 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() } class cse_alife_schedulable : ipure_schedulable_object 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&) } 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 } 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&) } 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&) } 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() } class cse_alife_trader_abstract { function profile_name(cse_alife_trader_abstract*) function reputation() function rank() function community() const } 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() } 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*) } 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 } class cse_motion class cse_ph_skeleton class cse_shape 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 } 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 } 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 } class cse_visual class CSavedGameWrapper { CSavedGameWrapper (string) function level_name() const function level_id() const function game_time(const CSavedGameWrapper*) function actor_health() const } 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*) } 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) } 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) } 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*) } class effector { effector (number, number) function start(effector*) function process(effector_params*) function finish(effector*) } 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 } 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 -- All types function id() const function position() const function level_vertex_id() const function game_vertex_id() const function section() const function name() const function clsid() const function parent() const function has_info(string) function dont_has_info(string) function give_info_portion(string) function disable_info_portion(string) -- Testing function is_entity_alive() function is_inventory_item() function is_inventory_owner() function is_actor() function is_custom_monster() function is_weapon() function is_outfit() function is_scope() function is_silencer() function is_grenade_launcher() function is_weapon_magazined() function is_space_restrictor() function is_stalker() function is_anomaly() function is_monster() function is_trader() function is_hud_item() function is_artefact() function is_ammo() function is_weapon_gl() function is_inventory_box() -- Player function get_actor_max_weight() function set_actor_max_weight(number) function get_actor_max_walk_weight() function set_actor_max_walk_weight(number) function get_actor_jump_speed() function set_actor_jump_speed(number) function get_actor_sprint_koef() function set_actor_sprint_koef(number) function get_actor_run_coef() function set_actor_run_coef(number) function get_actor_runback_coef() function set_actor_runback_coef(number) -- NPCs function rank() function relation(game_object*) function goodwill(game_object*) function sympathy() function set_relation(enum ALife::ERelationType, game_object*) function set_community_goodwill(string, number) function set_sympathy(number) 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 see(const game_object*) function see(string) function max_health() const function alive() const function wounded() const function wounded(boolean) function critically_wounded() function kill(game_object*) function best_danger() function best_enemy() function get_enemy() const function set_enemy(game_object*) function mental_state() const function set_enemy_callback() function set_enemy_callback(const function&) function set_enemy_callback(const function&, object) function can_be_harmed() -- returns bool function set_can_be_harmed(boolean) -- Human objects function character_name() -- some of these can be used for server objects as well function character_icon() function character_rank() function character_reputation() function character_community() function set_character_rank(number) function set_character_community(string, number, number) function set_character_icon(string) function change_character_reputation(number) function set_active_task(CGameTask*) function give_task(CGameTask*, number, boolean, number) function get_task_state(string) function get_task(string, boolean) function change_bleeding(number) function change_health(number) function change_morale(number) function change_power(number) function change_psy_health(number) function change_radiation(number) function get_total_weight() function memory_time(const game_object&) function max_ignore_monster_distance(const number&) function max_ignore_monster_distance() const function money() function give_money(number) function transfer_money(number, game_object*) function enable_talk() function is_talk_enabled() function disable_talk() function switch_to_talk() function stop_talk() function allow_break_talk_dialog(boolean) function is_talking() function can_throw_grenades() const function can_throw_grenades(boolean) -- items function active_slot() function active_item() function active_detector() const function show_detector() function hide_detector() function force_hide_detector() -- useful for item animations and grenade quickthrow function activate_slot(number) function item_in_slot(number) function item_on_belt(number) function is_on_belt(game_object*) function belt_count() const function move_to_ruck(game_object*) function move_to_slot(game_object*, number) function move_to_belt(game_object*) function eat(game_object*) function best_item() function best_weapon() function get_artefact() function drop_item(game_object*) function drop_item_and_teleport(game_object*, vector) function make_item_active(game_object*) -- force to slot. function take_items_enabled(boolean) function take_items_enabled() const function is_there_items_to_pickup() const function mark_item_dropped(game_object*) function get_inv_weight() const function get_inv_max_weight() const function can_select_weapon() const function can_select_weapon(boolean) function weapon_strapped() const function weapon_unstrapped() const function reload_weapon() -- for db.actor only, must comes after unload magazine cause it doesn't work with full mag function hide_weapon() function get_current_outfit() const function get_current_outfit_protection(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 iterate_inventory(function, object) function iterate_ruck(function, object) function iterate_belt(function, object) function inventory_for_each(const function&) function transfer_item(game_object*, game_object*) function is_trade_enabled() function switch_to_trade() function enable_trade() function disable_trade() function buy_condition(number, number) function sell_condition(number, number) function item_allow_trade(game_object*) function item_deny_trade(game_object*) function set_trader_global_anim(string) -- Trade profiles function buy_supplies(ini_file*, string) function buy_item_condition_factor(number) function buy_condition(ini_file*, string) function sell_condition(ini_file*, string) function buy_item_exponent(number) function sell_item_exponent(number) function add_animation(string, boolean, boolean) function add_animation(string, boolean, vector, vector, boolean) function get_script() const function enable_night_vision(boolean) 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 clear_animations() function set_smart_cover_target_default(boolean) function get_physics_object() function idle_max_time(number) function idle_max_time() const function base_out_restrictions() 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 who_hit_section_name() function set_previous_point(number) function set_smart_cover_target_fire() function team() const function get_smart_cover_description() const 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 restore_sound_threshold() function object_count() const 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 set_actor_direction(number) function add_restrictions(string, string) function get_monster_hit_info() function memory_hit_objects() const function bind_object(object_binder*) function get_bone_id(string) const function binded_object() function path_completed() 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 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 animation_count() const function disable_inv_upgrade() function memory_sound_objects() const 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 set_dest_level_vertex_id(number) function deadbody_closed(boolean) function register_door_for_npc() function get_script_name() const function spawn_ini() const 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 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 object_id(number) -- get game object of specified ID that belongs to an owner, return 0 if not found? function fov() const function set_default_panic_threshold() function set_actor_relation_flags(flags32) function lock_door_for_npc() function is_body_turning() const function set_dest_game_vertex_id(number) function marked_dropped(game_object*) function patrol_path_make_inactual() function fake_death_stand_up() 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 set_capture_anim(game_object*, string, const vector&, number) function patrol() function story_id() const function in_restrictions() function unlock_door_for_npc() function visibility_threshold() const function sniper_update_rate(boolean) function sniper_update_rate() 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 set_const_force(const vector&, 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 body_state() const function skip_transfer_enemy(boolean) function idle_min_time(number) function idle_min_time() const function info_add(string) function sight_params() 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 remove_restrictions(string, string) function get_holder_class() function disable_hit_marks(boolean) function disable_hit_marks() const function location_on_path(number, vector*) 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 restore_ignore_monster_threshold() function set_queue_size(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 get_actor_relation_flags() const 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 ignore_monster_threshold(number) function ignore_monster_threshold() const function target_movement_type() const function attachable_item_enabled() const function sniper_fire_mode(boolean) function sniper_fire_mode() const function set_smart_cover_target_fire_no_lookout() function on_door_is_open() 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 set_custom_panic_threshold(number) 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 out_restrictions() function enable_attachable_item(boolean) function disable_show_hide_sounds(boolean) function is_inv_upgrade_enabled() function set_home(string, number, number, boolean, number) function set_home(number, number, number, boolean, number) function poltergeist_get_actor_ignore() function burer_get_force_gravi_attack() function inv_box_closed(boolean, string) 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 get_enemy_strength() const function path_type() const 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 give_game_news(string, string, string, number, number) function give_game_news(string, string, string, number, number, number) 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 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 movement_enabled(boolean) function movement_enabled() function berserk() function accessible_nearest(const vector&, vector&) function set_movement_type(enum MonsterSpace::EMovementType) function group() const function script(boolean, string) function safe_cover(const vector&, number, number) function can_script_capture() const function base_in_restrictions() 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 get_helicopter() function get_sound_info() function find_best_cover(vector) 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 set_manual_invisibility(boolean) function action_by_index(number) -- Anomalies objects function get_anomaly_radius() function set_anomaly_radius(number) function set_anomaly_position(number, number, number) -- x,y,z -- Item objects function condition() const function set_condition(number) function weight() const function set_weight(number) function cost() const -- Weapons/Outfits function install_upgrade(string) function has_upgrade(string) function iterate_installed_upgrades(function) -- function (string, game_object*) - return true to stop iterating -- Outfits function get_additional_max_weight() function set_additional_max_weight(number) function get_additional_max_walk_weight() function set_additional_max_walk_weight(number) -- Weapons function get_main_weapon_type() const function set_main_weapon_type(number) function get_weapon_type() const function set_weapon_type(number) function get_ammo_total() const function get_ammo_in_magazine() const function set_ammo_elapsed(number) function unload_magazine(boolean) -- (true) to retrieve ammo, otherwise ammo vanish function force_unload_magazine(boolean) -- (true) to retrieve ammo, otherwise ammo vanish (also works when weapon is jammed) function get_ammo_type() function set_ammo_type(number) function has_ammo_type(number) function get_state() const function weapon_in_grenade_mode() function get_weapon_substate() const function switch_state(number) function weapon_is_scope() function weapon_scope_status() function weapon_silencer_status() function weapon_grenadelauncher_status() function weapon_is_silencer() function weapon_is_grenadelauncher() function weapon_addon_attach(game_object*) function weapon_addon_detach(string) function set_queue_size(number) -- Ammo function ammo_get_count() const function ammo_set_count(number) function ammo_box_size() const -- Multiuse items function get_max_uses() const function get_remaining_uses() const function set_remaining_uses(number) -- Devices function power_critical() const -- PDA function set_psy_factor(number)-- [0-1] function psy_factor() const -- Torch function enable_torch(boolean) function torch_enabled() const -- Class casting. obj:cast_CustomOutfit() allows you to access CCustomOutfit class methods if the object is an outfit -- All classes and their methods are listed in this file function cast_Actor() function cast_Car() function cast_Heli() function cast_InventoryOwner() function cast_InventoryBox() function cast_CustomZone() function cast_TorridZone() function cast_MosquitoBald() function cast_ZoneCampfire() function cast_InventoryItem() function cast_CustomOutfit() function cast_Helmet() function cast_Artefact() function cast_Ammo() function cast_Weapon() function cast_WeaponMagazined() function cast_WeaponMagazinedWGrenade() function cast_EatableItem() function cast_Medkit() function cast_Antirad() function cast_FoodItem() function cast_BottleItem() } 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) } 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) } 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*) } class MonsterHitInfo { property direction property time property who } 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) } 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) } 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) } 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 } class rtoken_list { rtoken_list () function clear() function remove(number) function count() function get(number) function add(string) } 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, 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 } 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() } class SoundInfo { property danger property position property power property time property who } class token_list { token_list () function clear() function remove(string) function name(number) function id(string) function add(string, number) } 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&) } class ScriptLight { -- Allows you to create a customizable light source script_light () property color -- ARBG property texture property enabled -- bloolean property type -- number property range -- number property shadow property lanim -- string property lanim_brightness -- number property volumetric -- bloolean property volumetric_quality -- number property volumetric_distance -- number property volumetric_intensity -- number property hud_mode function set_position(vector) function set_direction(vector) function update() --[[ Example of use: local light = script_light() light.lanim = "koster_01_electra" light.lanim_brightness = 0.025 light.volumetric = true light.volumetric_quality = 1 light:update() --]] } class ScriptGlow { script_glow () property enabled -- bloolean property texture property range -- number property color -- ARBG property lanim -- string property lanim_brightness -- number function set_position(vector) function set_direction(vector) end 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*) } class ce_script_zone : DLL_Pure { ce_script_zone () function _construct() } 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() } 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*) } class ce_smart_zone : DLL_Pure { ce_smart_zone () function _construct() } 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*) } class sound_params { property frequency property max_distance property min_distance property position property volume } 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*) } 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*) } 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 } 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*) } 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*) } 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*) } 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*) } 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() } 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() } 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() } 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() } 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() } 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() } 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() } 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() } 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() } 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() } 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() } 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() } 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) function UpdateActorMenu function CurrentItemAtCell function update_fake_indicators function enable_fake_indicators } class CUILines { function GetText() function SetTextST(string) function SetTextColor(number) function SetText(string) function SetFont(CGameFont*) function SetElipsis(boolean) } 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 SetSelectedIndex(number) function GetSelectedItem() function SetWndRect(Frect) function SetScrollPos(number) function GetSize() function RemoveAll() function ShowSelectedItem(boolean) function SetWndSize(vector2) function GetItem(number) function IsAutoDelete() } 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) } 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() } 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() } 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() } 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() } 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() } 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() } 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() } 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 ShowBackground(boolean) function SetColor(number) function UseColor(boolean) function SetMinColor(number) function SetMiddleColor(number) function SetMaxColor(number) 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() } 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) } class CUIScrollView : CUIWindow { CUIScrollView () function SetWindowName(string) function GetWndPos(CUIWindow*) function SetScrollPos(number) function RemoveWindow(CUIWindow*) function ScrollToBegin() function SetFixedScrollBar(boolean) 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() } 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() } 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() } 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() } 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() } 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 GetTextureColor() function SetTextureColor(number) function IsEnabled() function ResetPPMode() function Enable(boolean) function IsAutoDelete() -- Tronex: rotation function EnableHeading(boolean) function GetHeading() function SetHeading(number) function GetConstHeading() function SetConstHeading(boolean) } 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() } 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() } 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() } class CUITrackBar : CUIWindow { CUITrackBar () function SetWindowName(string) function GetWndPos(CUIWindow*) function SetAutoDelete(boolean) function SetCheck(boolean) function AttachChild(CUIWindow*) function SetCurrentValue() function SetWndPos(vector2) function GetCheck() function GetFValue() function GetIValue() function SetFValue(number) function SetIValue(number) function SetStep(number) 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() } 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() } class GameGraph__CVertex { function level_vertex_id() const function game_point(const GameGraph__CVertex*) function level_id() const function level_point(const GameGraph__CVertex*) } class CWeapon : CGameObject { CWeapon() const eFire = 0 const eFire2 = 1 const eReload = 2 const eMisfire = 3 const eMagEmpty = 4 const eSwitch = 5 const eSwitchMode = 6 const eSubstateReloadBegin = 0 const eSubstateReloadInProcess = 1 const eSubstateReloadEnd = 2 function _construct() function getEnabled() const function net_Export(net_packet&) function net_Import(net_packet&) function net_Spawn(cse_abstract*) function use(CGameObject*) function can_kill() const function IsGrenadeLauncherAttached() const function GrenadeLauncherAttachable() const function GetGrenadeLauncherName() const function IsScopeAttached() const function ScopeAttachable() const function GetScopeName() const function IsSilencerAttached() const function SilencerAttachable() const function GetSilencerName() const function IsZoomEnabled() const function IsZoomed() const function GetZoomFactor() const function SetZoomFactor(number) function IsSingleHanded() const function GetBaseDispersion(number) function GetFireDispersion() const function GetMisfireStartCondition() const function GetMisfireEndCondition() const function GetAmmoElapsed() const function GetAmmoMagSize() const function GetSuitableAmmoTotal() const function SetAmmoElapsed(number) function SwitchAmmoType(number) function GetMagazineWeight() function GetAmmoCount_forType(string) function set_ef_main_weapon_type(number) function set_ef_weapon_type(number) function SetAmmoType(number) function GetAmmoType() function AmmoTypeForEach(functor) function RPM() const function ModeRPM() const function Get_PDM_Base() const function Get_Silencer_PDM_Base() const function Get_Scope_PDM_Base() const function Get_Launcher_PDM_Base() const function Get_PDM_BuckShot() const function Get_PDM_Vel_F() const function Get_Silencer_PDM_Vel() const function Get_Scope_PDM_Vel() const function Get_Launcher_PDM_Vel() const function Get_PDM_Accel_F() const function Get_Silencer_PDM_Accel() const function Get_Scope_PDM_Accel() const function Get_Launcher_PDM_Accel() const function Get_PDM_Crouch() const function Get_PDM_Crouch_NA() const function GetCrosshairInertion() const function Get_Silencer_CrosshairInertion() const function Get_Scope_CrosshairInertion() const function Get_Launcher_CrosshairInertion() const function GetFirstBulletDisp() const function GetHitPower() function GetHitPowerCritical() function GetHitImpulse() function GetFireDistance() function GetInertionAimFactor() const function Cost() const function Weight() const } 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*) } class CWeaponAmmo : CGameObject { CWeaponAmmo () property m_4to1_tracer property m_boxCurr property m_boxSize property m_tracer function _construct() function Cost() const function Get(CCartridge&) function getEnabled() const function getVisible() const function net_Export(net_packet&) function net_Import(net_packet&) function net_Spawn(cse_abstract*) function use(CGameObject*) function Visual() const function Weight() const } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } 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*) } class ClientID { ClientID () operator ==(ClientID&, ClientID) function value() const function set(number) } class DLL_Pure { DLL_Pure () function _construct() } class FS_file_list { function Free() function GetAt(number) function Size() } class FS_file_list_ex { function Sort(number) function GetAt(number) function Size() } 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 } class ICollidable { ICollidable () } class IKinematicsAnimated { function PlayCycle(IKinematicsAnimated*, string) } class ipure_schedulable_object class ipure_server_object : ipure_alife_load_save_object 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() } class IRender_Visual { function dcast_PKinematicsAnimated() } class IRenderable { } class ISheduled { } 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&) } class SServerFilters { property empty property full property listen_servers property with_pass property without_ff property without_pass SServerFilters () } 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 } 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*) } 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) } 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) } class physics_world { function set_gravity(number) function gravity() function add_call(class CPHCondition*, class CPHAction*) } 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 } 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 } 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() } 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*) } 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) } 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&) operator ==(const CTime&, CTime) operator <(const CTime&, CTime) operator +(CTime&, CTime) operator >=(const CTime&, CTime) operator >(const CTime&, CTime) operator -(CTime&, CTime) operator <=(const CTime&, CTime) function sub(CTime*) function timeToString(number) function dateToString(number) 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*) function setHMS(number, number, number) function add(CTime*) }