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lua_help_coc.txt
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lua_help_coc.txt
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global
function alife()
function app_ready()
function bind_to_dik(enum EGameActions, number)
function bit_and(number, number)
function bit_not(number)
function bit_or(number, number)
function bit_xor(number, number)
function buy_condition(ini_file*, string)
function buy_condition(number, number)
function cast_planner(action_base*)
function command_line()
function create_ini_file(string)
function create_ini_file(string, string)
function device()
function dik_to_bind(number)
function editor()
function ef_storage()
function error_log(string)
function FitInRect(CUIWindow*, const Frect&, number, number)
function flush()
function game_graph()
function game_ini()
function get_console()
function get_hud()
function GetARGB(number, number, number, number)
function GetCursorPosition()
function GetFontDI()
function GetFontGraffiti19Russian()
function GetFontGraffiti22Russian()
function GetFontGraffiti32Russian()
function GetFontGraffiti50Russian()
function GetFontLetterica16Russian()
function GetFontLetterica18Russian()
function GetFontLetterica25()
function GetFontMedium()
function GetFontSmall()
function getFS()
function is_enough_address_space_available()
function IsDynamicMusic()
function IsGameTypeSingle()
function IsImportantSave()
function key_state(number)
function log(string)
function prefetch(string)
function print_stack()
function reload_system_ini()
function render_get_dx_level()
function script_server_object_version()
function sell_condition(ini_file*, string)
function sell_condition(number, number)
function SetCursorPosition(vector2&)
function show_condition(ini_file*, string)
function system_ini()
function time_global_async()
function user_name()
function valid_saved_game(string)
function verify_if_thread_is_running()
namespace actor_stats
function add_points(string, string, number, number)
function add_points_str(string, string, string)
function get_points(string)
namespace ActorMenu
function get_actor_menu()
function get_maingame()
function get_menu_mode()
function get_pda_menu()
namespace game
function active_tutorial_name()
function get_game_time()
function has_active_tutorial()
function log_stack_trace(string)
function reload_language()
function start_tutorial(string)
function stop_tutorial()
function time()
function translate_string(string)
namespace level
function add_call(const function<boolean>&, const function<void>&)
function add_call(object, const function<boolean>&, const function<void>&)
function add_call(object, string, string)
function add_cam_effector(string, number, boolean, string)
function add_cam_effector2(string, number, boolean, string, number)
function add_complex_effector(string, number)
function add_dialog_to_render(CUIDialogWnd*)
function add_pp_effector(string, number, boolean)
function change_game_time(number, number, number)
function check_object(game_object*)
function client_spawn_manager()
function debug_actor()
function debug_object(string)
function disable_input()
function enable_input()
function environment()
function game_id()
function get_active_cam()
function get_bounding_volume()
function get_game_difficulty()
function get_snd_volume()
function get_start_time()
function get_target_dist()
function get_target_element()
function get_target_obj()
function get_time_days()
function get_time_factor()
function get_time_hours()
function get_time_minutes()
function get_view_entity()
function get_weather()
function get_wfx_time()
function hide_indicators()
function hide_indicators_safe()
function high_cover_in_direction(number, const vector&)
function hold_action(enum EGameActions)
function is_wfx_playing()
function iterate_sounds(string, number, function<void>)
function iterate_sounds(string, number, object, function<void>)
function low_cover_in_direction(number, const vector&)
function map_add_object_spot(number, string, string)
function map_add_object_spot_ser(number, string, string)
function map_change_spot_hint(number, string, string)
function map_has_object_spot(number, string)
function map_manager()
function map_remove_object_spot(number, string)
function name()
function object_by_id(number)
function patrol_path_exists(string)
function physics_world()
function prefetch_sound(string)
function present()
function press_action(enum EGameActions)
function rain_factor()
function ray_pick(const vector&, const vector&, number, enum collide::rq_target, rq_result&, game_object*)
function release_action(enum EGameActions)
function remove_call(const function<boolean>&, const function<void>&)
function remove_call(object, const function<boolean>&, const function<void>&)
function remove_call(object, string, string)
function remove_calls_for_object(object)
function remove_cam_effector(number)
function remove_complex_effector(number)
function remove_dialog_to_render(CUIDialogWnd*)
function remove_pp_effector(number)
function send(net_packet&, boolean, boolean, boolean, boolean)
function set_active_cam(number)
function set_game_difficulty(enum ESingleGameDifficulty)
function set_pp_effector_factor(number, number)
function set_pp_effector_factor(number, number, number)
function set_snd_volume(number)
function set_time_factor(number)
function set_view_entity(game_object*)
function set_weather(string, boolean)
function set_weather_fx(string)
function show_indicators()
function show_weapon(boolean)
function spawn_item(string, vector, number, number, boolean)
function spawn_phantom(const vector&)
function start_weather_fx_from_time(string, number)
function stop_weather_fx()
function u_event_gen(net_packet&, number, number)
function u_event_send(net_packet&)
function valid_vertex(number)
function vertex_id(vector)
function vertex_in_direction(number, vector, number)
function vertex_position(number)
namespace main_menu
function get_main_menu()
namespace relation_registry
function change_community_goodwill(string, number, number)
function community_goodwill(string, number)
function community_relation(string, string)
function get_general_goodwill_between(number, number)
function set_community_goodwill(string, number, number)
function set_community_relation(string, string, number)
class account_manager
function create_profile(string, string, string, string, account_operation_cb)
function delete_profile(account_operation_cb)
function get_account_profiles(string, string, account_profiles_cb)
function get_found_profiles() const
function get_suggested_unicks() const
function get_verify_error_descr() const
function is_email_searching_active() const
function is_get_account_profiles_active() const
function search_for_email(string, found_email_cb)
function stop_fetching_account_profiles()
function stop_searching_email()
function stop_suggest_unique_nicks()
function suggest_unique_nicks(string, suggest_nicks_cb)
function verify_email(string)
function verify_password(string)
function verify_unique_nick(string)
class account_operation_cb
account_operation_cb()
account_operation_cb(object, function<void>)
function bind(object, function<void>)
function clear()
class account_profiles_cb
account_profiles_cb()
account_profiles_cb(object, function<void>)
function bind(object, function<void>)
function clear()
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 action_base
action_base()
action_base(game_object*)
action_base(game_object*, string)
property object
property storage
function add_effect(const world_property&)
function add_precondition(const world_property&)
function execute()
function finalize()
function initialize()
function remove_effect(const number&)
function remove_precondition(const number&)
function set_weight(const number&)
function setup(game_object*, property_storage*)
function show(string)
class action_planner
action_planner()
property object
property storage
function action(const number&)
function actual(const action_planner*)
function add_action(const number&, action_base*)
function add_evaluator(const number&, property_evaluator*)
function clear()
function current_action()
function current_action_id() const
function evaluator(const number&)
function initialized() const
function remove_action(const number&)
function remove_evaluator(const number&)
function set_goal_world_state(action_planner*, world_state*)
function setup(game_object*)
function show(string)
function update()
class alife_simulator
function actor(const alife_simulator*)
function add_in_restriction(alife_simulator*, cse_alife_monster_abstract*, number)
function add_out_restriction(alife_simulator*, cse_alife_monster_abstract*, number)
function clone_weapon(alife_simulator*, cse_abstract*, string, const vector&, number, number, number, boolean)
function create(alife_simulator*, number)
function create(alife_simulator*, string, const vector&, number, number)
function create(alife_simulator*, string, const vector&, number, number, number)
function create(alife_simulator*, string, const vector&, number, number, number, boolean)
function create_ammo(alife_simulator*, string, const vector&, number, number, number, number)
function disable_info(const alife_simulator*, const number&, string)
function dont_has_info(const alife_simulator*, const number&, string)
function get_children(const alife_simulator*, cse_abstract*)
function give_info(const alife_simulator*, const number&, string)
function has_info(const alife_simulator*, const number&, string)
function iterate_info(const alife_simulator*, const number&, const function<boolean>&)
function kill_entity(alife_simulator*, cse_alife_monster_abstract*)
function kill_entity(alife_simulator*, cse_alife_monster_abstract*, const number&)
function kill_entity(cse_alife_monster_abstract*, const number&, cse_alife_schedulable*)
function level_id(alife_simulator*)
function level_name(const alife_simulator*, number)
function object(const alife_simulator*, number)
function object(const alife_simulator*, number, boolean)
function objects(const alife_simulator*)
function register(alife_simulator*, cse_abstract*)
function release(alife_simulator*, cse_abstract*)
function release(alife_simulator*, cse_abstract*, boolean)
function remove_all_restrictions(number, const enum RestrictionSpace::ERestrictorTypes&)
function remove_in_restriction(alife_simulator*, cse_alife_monster_abstract*, number)
function remove_out_restriction(alife_simulator*, cse_alife_monster_abstract*, number)
function set_interactive(number, boolean)
function set_objects_per_update(alife_simulator*, number)
function set_process_time(number)
function set_switch_distance(number)
function set_switch_offline(number, boolean)
function set_switch_online(number, boolean)
function spawn_id(alife_simulator*, number)
function story_object(const alife_simulator*, number)
function switch_distance() const
function teleport_object(number, number, number, const vector&)
function valid_object_id(const alife_simulator*, number)
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(enum MonsterSpace::EMentalState)
anim(string)
anim(enum MonsterSpace::EScriptMonsterAnimAction, number)
anim(string, boolean)
function anim(string)
function completed()
function type(enum MonsterSpace::EMentalState)
class award_data
property m_count
property m_last_reward_date
class award_pair_t
property first
property second
class best_scores_pair_t
property first
property second
class CActor (CGameObject)
CActor()
property CurrentHeight
property m_fClimbFactor
property m_fCrouchFactor
property m_fJumpSpeed
property m_fRun_StrafeFactor
property m_fRunBackFactor
property m_fRunFactor
property m_fSprintFactor
property m_fWalk_StrafeFactor
property m_fWalkAccel
property m_fWalkBackFactor
function _construct()
function attach_Vehicle(holder*)
function CameraHeight()
function CanRun()
function CanSprint()
function conditions() const
function detach_Vehicle()
function get_additional_weight() const
function get_state() const
function get_state_wishful() const
function GetDefaultActionForObject()
function getEnabled() const
function GetFireDispersion() const
function GetNightVisionStatus()
function GetProtection_ArtefactsOnBelt(enum ALife::EHitType)
function getVisible() const
function GetWeaponAccuracy() const
function is_jump()
function IsZoomAimingMode() const
function MaxCarryWeight() const
function MaxWalkWeight() const
function MoveActor(vector, vector)
function net_Export(net_packet&)
function net_Import(net_packet&)
function net_Spawn(cse_abstract*)
function ObjectWeLookingAt()
function RepackAmmo()
function set_state(number)
function set_state_wishful(number)
function SetNightVisionAllowed(boolean)
function use(CGameObject*)
function use_HolderEx(holder*, boolean)
function Visual() const
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<boolean>&)
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()
class CAdvancedDetector (CGameObject)
CAdvancedDetector()
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
class CAI_Bloodsucker (CGameObject)
CAI_Bloodsucker()
function _construct()
function force_visibility_state(number)
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
class CAI_Boar (CGameObject)
CAI_Boar()
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
class CAI_Dog (CGameObject)
CAI_Dog()
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
class CAI_Flesh (CGameObject)
CAI_Flesh()
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
class CAI_PseudoDog (CGameObject)
CAI_PseudoDog()
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
class CAI_Stalker (CGameObject)
CAI_Stalker()
function _construct()
function conditions() const
function getEnabled() const
function getVisible() const
function GetWeaponAccuracy() const
function inside_anomaly()
function net_Export(net_packet&)
function net_Import(net_packet&)
function net_Spawn(cse_abstract*)
function use(CGameObject*)
function Visual() const
class CAI_Trader (CGameObject)
CAI_Trader()
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
class CALifeHumanBrain (CALifeMonsterBrain)
function can_choose_alife_tasks(boolean)
function movement(const CALifeMonsterBrain*)
function update()
class CALifeMonsterBrain
function can_choose_alife_tasks(boolean)
function movement(const CALifeMonsterBrain*)
function update()
class CALifeMonsterDetailPathManager
function actual() const
function completed() const
function failed() const
function speed() const
function speed(const number&)
function target(const CALifeSmartTerrainTask*)
function target(const number&)
function target(const number&, const number&, const vector&)
class CALifeMonsterMovementManager
function actual() const
function completed() const
function detail(const CALifeMonsterMovementManager*)
function path_type() const
function path_type(const enum MovementManager::EPathType&)
function patrol(const CALifeMonsterMovementManager*)
class CALifeMonsterPatrolPathManager
function actual() const
function completed() const
function path(string)
function route_type() const
function route_type(const enum PatrolPathManager::EPatrolRouteType&)
function start_type() const
function start_type(const enum PatrolPathManager::EPatrolStartType&)
function start_vertex_index(const number&)
function target_game_vertex_id() const
function target_level_vertex_id() const
function target_position(CALifeMonsterPatrolPathManager*)
function use_randomness() const
function use_randomness(const boolean&)
class CALifeSmartTerrainTask
CALifeSmartTerrainTask(string)
CALifeSmartTerrainTask(number, number)
CALifeSmartTerrainTask(string, number)
function game_vertex_id() const
function level_vertex_id() const
function position() const
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_before_death = 48
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 hud_animation_end = 36
const inventory_info = 11
const inventory_pda = 10
const item_to_belt = 40
const item_to_ruck = 42
const item_to_slot = 41
const key_hold = 39
const key_press = 37
const key_release = 38
const level_border_enter = 7
const level_border_exit = 6
const map_location_added = 14
const on_attach_vehicle = 49
const on_detach_vehicle = 50
const on_item_drop = 29
const on_item_take = 28
const on_use_vehicle = 51
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_fired = 46
const weapon_jammed = 45
const weapon_magazine_empty = 47
const weapon_no_ammo = 35
const weapon_zoom_in = 43
const weapon_zoom_out = 44
const zone_enter = 4
const zone_exit = 5
class CAmebaZone (CGameObject)
CAmebaZone()
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
class CAntirad (CGameObject)
CAntirad()
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
class CArtefact (CGameObject)
CArtefact()
property m_bCanSpawnZone
property m_fBleedingRestoreSpeed
property m_fHealthRestoreSpeed
property m_fPowerRestoreSpeed
property m_fRadiationRestoreSpeed
property m_fSatietyRestoreSpeed
function _construct()
function ActivateArtefact()
function AdditionalInventoryWeight() const
function CanBeActivated()
function FollowByPath(string, number, vector)
function GetAfRank() const
function getEnabled() const
function getVisible() const
function net_Export(net_packet&)
function net_Import(net_packet&)
function net_Spawn(cse_abstract*)
function SwitchVisibility(boolean)
function use(CGameObject*)
function Visual() const
class CBastArtefact (CArtefact)
CBastArtefact()
property m_bCanSpawnZone
property m_fBleedingRestoreSpeed
property m_fHealthRestoreSpeed
property m_fPowerRestoreSpeed
property m_fRadiationRestoreSpeed
property m_fSatietyRestoreSpeed
function _construct()
function ActivateArtefact()
function AdditionalInventoryWeight() const
function CanBeActivated()
function FollowByPath(string, number, vector)
function GetAfRank() const
function getEnabled() const
function getVisible() const
function net_Export(net_packet&)
function net_Import(net_packet&)
function net_Spawn(cse_abstract*)
function SwitchVisibility(boolean)
function use(CGameObject*)
function Visual() const
class CBlackDrops (CArtefact)
CBlackDrops()
property m_bCanSpawnZone
property m_fBleedingRestoreSpeed
property m_fHealthRestoreSpeed
property m_fPowerRestoreSpeed
property m_fRadiationRestoreSpeed
property m_fSatietyRestoreSpeed
function _construct()
function ActivateArtefact()
function AdditionalInventoryWeight() const
function CanBeActivated()
function FollowByPath(string, number, vector)
function GetAfRank() const
function getEnabled() const
function getVisible() const
function net_Export(net_packet&)
function net_Import(net_packet&)
function net_Spawn(cse_abstract*)
function SwitchVisibility(boolean)
function use(CGameObject*)
function Visual() const
class CBlackGraviArtefact (CArtefact)
CBlackGraviArtefact()
property m_bCanSpawnZone
property m_fBleedingRestoreSpeed
property m_fHealthRestoreSpeed
property m_fPowerRestoreSpeed
property m_fRadiationRestoreSpeed
property m_fSatietyRestoreSpeed
function _construct()
function ActivateArtefact()
function AdditionalInventoryWeight() const
function CanBeActivated()
function FollowByPath(string, number, vector)
function GetAfRank() const
function getEnabled() const
function getVisible() const
function net_Export(net_packet&)
function net_Import(net_packet&)
function net_Spawn(cse_abstract*)
function SwitchVisibility(boolean)
function use(CGameObject*)
function Visual() const
class CBlend
class CBottleItem (CGameObject)
CBottleItem()
function _construct()
function BreakToPieces()
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
class CBurer (CGameObject)
CBurer()
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
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 Action(number, number)
function CanHit()
function CarExplode()
function ChangefFuel(number)
function ChangefHealth(number)
function CurrentVel()
function engaged()
function ExplodeTime()
function FireDirDiff()
function getEnabled() const
function GetfFuel()
function GetfFuelConsumption()
function GetfFuelTank()
function GetfHealth() const
function GetRPM()
function getVisible() const
function HandBreak()
function HasWeapon()
function IsActiveEngine()
function IsObjectVisible(game_object*)
function net_Export(net_packet&)
function net_Import(net_packet&)
function net_Spawn(cse_abstract*)
function PlayDamageParticles()
function ReleaseHandBreak()
function SetEnterLocked(boolean)
function SetExitLocked(boolean)
function SetExplodeTime(number)
function SetfFuel(number)
function SetfFuelConsumption(number)
function SetfFuelTank(number)
function SetfHealth(number)
function SetParam(number, vector)
function SetRPM(number)
function StartEngine()
function StopDamageParticles()
function StopEngine()
function use(CGameObject*)
function Visual() const
class CCartridge
const cfCanBeUnlimited = 4
const cfExplosive = 8
const cfMagneticBeam = 16
const cfRicochet = 2
const cfTracer = 1
CCartridge()
property bullet_material_idx
property m_4to1_tracer
property m_flags
property m_LocalAmmoType
property param_s
function GetInventoryName()
function Weight() const
class CCat (CGameObject)
CCat()
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
class CChimera (CGameObject)
CChimera()
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
class CConsole
function execute(string)
function execute_deferred(CConsole*, string)
function execute_script(string)
function get_bool(CConsole*, string)
function get_float(CConsole*, string)
function get_integer(CConsole*, string)
function get_string(string) const
function get_token(string) const
function hide()
function show()
class CController (CGameObject)
CController()
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
class CCustomOutfit (CGameObject)
CCustomOutfit()
property bIsHelmetAvaliable
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_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
class CCustomZone (CGameObject)
CCustomZone()
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
class CDestroyablePhysicsObject (CGameObject)
CDestroyablePhysicsObject()
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
class CDialogHolder
CDialogHolder()