xray16 1.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (58) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +57 -0
  3. package/package.json +38 -0
  4. package/plugins/built_at_info.ts +18 -0
  5. package/plugins/from_cast_utils.ts +34 -0
  6. package/plugins/global_declarations_transform.ts +24 -0
  7. package/plugins/inject_filename.ts +22 -0
  8. package/plugins/strip_lua_logger.ts +73 -0
  9. package/plugins/transform_luabind_class/plugin.ts +51 -0
  10. package/plugins/transform_luabind_class/transformation/class_declaration.ts +226 -0
  11. package/plugins/transform_luabind_class/transformation/constants.ts +4 -0
  12. package/plugins/transform_luabind_class/transformation/decorators.ts +16 -0
  13. package/plugins/transform_luabind_class/transformation/errors.ts +31 -0
  14. package/plugins/transform_luabind_class/transformation/index.ts +5 -0
  15. package/plugins/transform_luabind_class/transformation/members/accessors.ts +48 -0
  16. package/plugins/transform_luabind_class/transformation/members/constructor.ts +107 -0
  17. package/plugins/transform_luabind_class/transformation/members/fields.ts +53 -0
  18. package/plugins/transform_luabind_class/transformation/members/method.ts +70 -0
  19. package/plugins/transform_luabind_class/transformation/new.ts +14 -0
  20. package/plugins/transform_luabind_class/transformation/setup.ts +128 -0
  21. package/plugins/transform_luabind_class/transformation/super.ts +92 -0
  22. package/plugins/transform_luabind_class/transformation/utils.ts +90 -0
  23. package/plugins/utils/diagnostics.ts +24 -0
  24. package/src/index.d.ts +63 -0
  25. package/src/xr_constant.d.ts +976 -0
  26. package/src/xr_core.d.ts +347 -0
  27. package/src/xr_global.d.ts +613 -0
  28. package/src/xr_lib/xr_fs.d.ts +333 -0
  29. package/src/xr_lib/xr_math.d.ts +165 -0
  30. package/src/xr_lib/xr_utils.d.ts +407 -0
  31. package/src/xr_luabind.d.ts +34 -0
  32. package/src/xr_map/xr_map.d.ts +42 -0
  33. package/src/xr_object/xr_action.d.ts +482 -0
  34. package/src/xr_object/xr_alife.d.ts +206 -0
  35. package/src/xr_object/xr_anomaly.d.ts +50 -0
  36. package/src/xr_object/xr_artefact.d.ts +98 -0
  37. package/src/xr_object/xr_client_object.d.ts +1255 -0
  38. package/src/xr_object/xr_creature.d.ts +157 -0
  39. package/src/xr_object/xr_dialog.d.ts +34 -0
  40. package/src/xr_object/xr_item.d.ts +239 -0
  41. package/src/xr_object/xr_level.d.ts +166 -0
  42. package/src/xr_object/xr_physic.d.ts +119 -0
  43. package/src/xr_object/xr_quest.d.ts +47 -0
  44. package/src/xr_object/xr_server_object.d.ts +686 -0
  45. package/src/xr_online/xr_multiplayer.d.ts +299 -0
  46. package/src/xr_sound/xr_sound.d.ts +153 -0
  47. package/src/xr_type/xr_enums.d.ts +17 -0
  48. package/src/xr_type/xr_type.d.ts +70 -0
  49. package/src/xr_ui/README.md +277 -0
  50. package/src/xr_ui/demo/CServerList.png +0 -0
  51. package/src/xr_ui/demo/CUI3tButton.png +0 -0
  52. package/src/xr_ui/demo/CUICheckButton.png +0 -0
  53. package/src/xr_ui/demo/CUIComboBox.png +0 -0
  54. package/src/xr_ui/demo/CUICustomEdit.png +0 -0
  55. package/src/xr_ui/demo/CUIStatic.png +0 -0
  56. package/src/xr_ui/demo/CUITrackBar.png +0 -0
  57. package/src/xr_ui/xr_ui_core.d.ts +185 -0
  58. package/src/xr_ui/xr_ui_interface.d.ts +666 -0
@@ -0,0 +1,157 @@
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+ declare module "xray16" {
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+ /**
3
+ * @source C++ class CActor : CGameObject
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+ * @customConstructor CActor
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+ * @group xr_creature
6
+ */
7
+ export class CActor extends CGameObject {}
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+
9
+ /**
10
+ * @source C++ class CCustomMonster : CGameObject
11
+ * @customConstructor CCustomMonster
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+ * @group xr_creature
13
+ */
14
+ export class CCustomMonster extends CGameObject {}
15
+
16
+ /**
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+ * @source C++ class CInventoryOwner : CGameObject
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+ * @customConstructor CInventoryOwner
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+ * @group xr_creature
20
+ */
21
+ export class CInventoryOwner extends CGameObject {}
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+
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+ /**
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+ * @source C++ class CInventoryItem : CGameObject
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+ * @customConstructor CInventoryItem
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+ * @group xr_creature
27
+ */
28
+ export class CInventoryItem extends CGameObject {}
29
+
30
+ /**
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+ * @source C++ class CZombie : CGameObject
32
+ * @customConstructor CZombie
33
+ * @group xr_creature
34
+ */
35
+ export class CZombie extends CGameObject {}
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+
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+ /**
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+ * @source C++ class CController : CGameObject
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+ * @customConstructor CController
40
+ * @group xr_creature
41
+ */
42
+ export class CController extends CGameObject {}
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+
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+ /**
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+ * @source C++ class CTushkano : CGameObject
46
+ * @customConstructor CTushkano
47
+ * @group xr_creature
48
+ */
49
+ export class CTushkano extends CGameObject {}
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+
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+ /**
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+ * @source C++ class CBurer : CGameObject
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+ * @customConstructor CBurer
54
+ * @group xr_creature
55
+ */
56
+ export class CBurer extends CGameObject {}
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+
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+ /**
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+ * @source C++ class CCat : CGameObject
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+ * @customConstructor CCat
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+ * @group xr_creature
62
+ */
63
+ export class CCat extends CGameObject {}
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+
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+ /**
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+ * @source C++ class CChimera : CGameObject
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+ * @customConstructor CChimera
68
+ * @group xr_creature
69
+ */
70
+ export class CChimera extends CGameObject {}
71
+
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+ /**
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+ * @source C++ class CPoltergeist : CGameObject
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+ * @customConstructor CPoltergeist
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+ * @group xr_creature
76
+ */
77
+ export class CPoltergeist extends CGameObject {}
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+
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+ /**
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+ * @source C++ class CPseudoGigant : CGameObject
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+ * @customConstructor CPseudoGigant
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+ * @group xr_creature
83
+ */
84
+ export class CPseudoGigant extends CGameObject {}
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+
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+ /**
87
+ * @source C++ class CPsyDog : CGameObject
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+ * @customConstructor CPsyDog
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+ * @group xr_creature
90
+ */
91
+ export class CPsyDog extends CGameObject {}
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+
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+ /**
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+ * @source C++ class CPsyDogPhantom : CGameObject
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+ * @customConstructor CPsyDogPhantom
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+ * @group xr_creature
97
+ */
98
+ export class CPsyDogPhantom extends CGameObject {}
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+
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+ /**
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+ * @source C++ class CAI_Bloodsucker : CGameObject
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+ * @customConstructor CAI_Bloodsucker
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+ * @group xr_creature
104
+ */
105
+ export class CAI_Bloodsucker extends CGameObject {
106
+ public force_visibility_state(value: i32): void;
107
+ }
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+
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+ /**
110
+ * @source C++ class CAI_Boar : CGameObject
111
+ * @customConstructor CAI_Boar
112
+ * @group xr_creature
113
+ */
114
+ export class CAI_Boar extends CGameObject {}
115
+
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+ /**
117
+ * @source C++ class CAI_Dog : CGameObject
118
+ * @customConstructor CAI_Dog
119
+ * @group xr_creature
120
+ */
121
+ export class CAI_Dog extends CGameObject {}
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+
123
+ /**
124
+ * @source C++ class CAI_Flesh : CGameObject
125
+ * @customConstructor CAI_Flesh
126
+ * @group xr_creature
127
+ */
128
+ export class CAI_Flesh extends CGameObject {}
129
+
130
+ /**
131
+ * @source C++ class CAI_PseudoDog : CGameObject
132
+ * @customConstructor CAI_PseudoDog
133
+ * @group xr_creature
134
+ */
135
+ export class CAI_PseudoDog extends CGameObject {}
136
+
137
+ /**
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+ * @source C++ class CAI_Stalker : CGameObject
139
+ * @customConstructor CAI_Stalker
140
+ * @group xr_creature
141
+ */
142
+ export class CAI_Stalker extends CGameObject {}
143
+
144
+ /**
145
+ * @source C++ class CAI_Trader : CGameObject
146
+ * @customConstructor CAI_Trader
147
+ * @group xr_creature
148
+ */
149
+ export class CAI_Trader extends CGameObject {}
150
+
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+ /**
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+ * @source C++ class CSnork : CGameObject
153
+ * @customConstructor CSnork
154
+ * @group xr_creature
155
+ */
156
+ export class CSnork extends CGameObject {}
157
+ }
@@ -0,0 +1,34 @@
1
+ declare module "xray16" {
2
+ /**
3
+ * @source C++ class CPhraseScript
4
+ * @customConstructor CPhraseScript
5
+ * @group xr_dialog
6
+ */
7
+ export class CPhraseScript {
8
+ public AddAction(value: string): void;
9
+ public AddDisableInfo(value: string): void;
10
+ public AddDontHasInfo(value: string): void;
11
+ public AddGiveInfo(value: string): void;
12
+ public AddHasInfo(value: string): void;
13
+ public AddPrecondition(value: string): void;
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+ public SetScriptText(value: string): void;
15
+ }
16
+
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+ /**
18
+ * @source C++ class CPhrase
19
+ * @customConstructor CPhrase
20
+ * @group xr_dialog
21
+ */
22
+ export class CPhrase {
23
+ public GetPhraseScript(): CPhraseScript;
24
+ }
25
+
26
+ /**
27
+ * @source C++ class CPhraseDialog
28
+ * @customConstructor CPhraseDialog
29
+ * @group xr_dialog
30
+ */
31
+ export class CPhraseDialog {
32
+ public AddPhrase(text: string, phrase_id: string, prev_phrase_id: string, goodwill_level: number): CPhrase;
33
+ }
34
+ }
@@ -0,0 +1,239 @@
1
+ declare module "xray16" {
2
+ /**
3
+ * @source C++ class CAntirad : CGameObject
4
+ * @customConstructor CAntirad
5
+ * @group xr_item
6
+ */
7
+ export class CAntirad extends CGameObject {}
8
+
9
+ /**
10
+ * @source C++ class CStalkerOutfit : CGameObject
11
+ * @customConstructor CStalkerOutfit
12
+ * @group xr_item
13
+ */
14
+ export class CStalkerOutfit extends CGameObject {}
15
+
16
+ /**
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+ * @source C++ class CInventoryBox : CGameObject
18
+ * @customConstructor CInventoryBox
19
+ * @group xr_item
20
+ */
21
+ export class CInventoryBox extends CGameObject {}
22
+
23
+ /**
24
+ * @source C++ class CBottleItem : CGameObject
25
+ * @customConstructor CBottleItem
26
+ * @group xr_item
27
+ */
28
+ export class CBottleItem extends CGameObject {}
29
+
30
+ /**
31
+ * @source C++ class CFoodItem : CGameObject
32
+ * @customConstructor CFoodItem
33
+ * @group xr_item
34
+ */
35
+ export class CFoodItem extends CGameObject {}
36
+
37
+ /**
38
+ * @source C++ class CMedkit : CGameObject
39
+ * @customConstructor CMedkit
40
+ * @group xr_item
41
+ */
42
+ export class CMedkit extends CGameObject {}
43
+
44
+ /**
45
+ * @source C++ class CExplosiveItem : CGameObject
46
+ * @customConstructor CExplosiveItem
47
+ * @group xr_item
48
+ */
49
+ export class CExplosiveItem extends CGameObject {}
50
+
51
+ /**
52
+ * @source C++ class CWeaponAK74 : CGameObject
53
+ * @customConstructor CWeaponAK74
54
+ * @group xr_item
55
+ */
56
+ export class CCWeaponAK74 extends CGameObject {}
57
+
58
+ /**
59
+ * @source C++ class CGrenadeLauncher : CGameObject
60
+ * @customConstructor CGrenadeLauncher
61
+ * @group xr_item
62
+ */
63
+ export class CGrenadeLauncher extends CGameObject {}
64
+
65
+ /**
66
+ * @source C++ class CWeaponAmmo : CGameObject
67
+ * @customConstructor CWeaponAmmo
68
+ * @group xr_item
69
+ */
70
+ export class CWeaponAmmo extends CGameObject {}
71
+
72
+ /**
73
+ * @source C++ class CWeaponAutomaticShotgun : CGameObject
74
+ * @customConstructor CWeaponAutomaticShotgun
75
+ * @group xr_item
76
+ */
77
+ export class CWeaponAutomaticShotgun extends CGameObject {}
78
+
79
+ /**
80
+ * @source C++ class CWeaponBM16 : CGameObject
81
+ * @customConstructor CWeaponBM16
82
+ * @group xr_item
83
+ */
84
+ export class CWeaponBM16 extends CGameObject {}
85
+
86
+ /**
87
+ * @source C++ class CWeaponBinoculars : CGameObject
88
+ * @customConstructor CWeaponBinoculars
89
+ * @group xr_item
90
+ */
91
+ export class CWeaponBinoculars extends CGameObject {}
92
+
93
+ /**
94
+ * @source C++ class CWeaponFN2000 : CGameObject
95
+ * @customConstructor CWeaponFN2000
96
+ * @group xr_item
97
+ */
98
+ export class CWeaponFN2000 extends CGameObject {}
99
+
100
+ /**
101
+ * @source C++ class CWeaponFORT : CGameObject
102
+ * @customConstructor CWeaponFORT
103
+ * @group xr_item
104
+ */
105
+ export class CWeaponFORT extends CGameObject {}
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+
107
+ /**
108
+ * @source C++ class CWeaponGroza : CGameObject
109
+ * @customConstructor CWeaponGroza
110
+ * @group xr_item
111
+ */
112
+ export class CWeaponGroza extends CGameObject {}
113
+
114
+ /**
115
+ * @source C++ class CWeaponHPSA : CGameObject
116
+ * @customConstructor CWeaponHPSA
117
+ * @group xr_item
118
+ */
119
+ export class CWeaponHPSA extends CGameObject {}
120
+
121
+ /**
122
+ * @source C++ class CWeaponKnife : CGameObject
123
+ * @customConstructor CWeaponKnife
124
+ * @group xr_item
125
+ */
126
+ export class CWeaponKnife extends CGameObject {}
127
+
128
+ /**
129
+ * @source C++ class CWeaponLR300 : CGameObject
130
+ * @customConstructor CWeaponLR300
131
+ * @group xr_item
132
+ */
133
+ export class CWeaponLR300 extends CGameObject {}
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+
135
+ /**
136
+ * @source C++ class CWeaponPM : CGameObject
137
+ * @customConstructor CWeaponPM
138
+ * @group xr_item
139
+ */
140
+ export class CWeaponPM extends CGameObject {}
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+
142
+ /**
143
+ * @source C++ class CWeaponRG6 : CGameObject
144
+ * @customConstructor CWeaponRG6
145
+ * @group xr_item
146
+ */
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+ export class CWeaponRG6 extends CGameObject {}
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+
149
+ /**
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+ * @source C++ class CWeaponRPG7 : CGameObject
151
+ * @customConstructor CWeaponRPG7
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+ * @group xr_item
153
+ */
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+ export class CWeaponRPG7 extends CGameObject {}
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+
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+ /**
157
+ * @source C++ class CWeaponSVD : CGameObject
158
+ * @customConstructor CWeaponSVD
159
+ * @group xr_item
160
+ */
161
+ export class CWeaponSVD extends CGameObject {}
162
+
163
+ /**
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+ * @source C++ class CWeaponSVU : CGameObject
165
+ * @customConstructor CWeaponSVU
166
+ * @group xr_item
167
+ */
168
+ export class CWeaponSVU extends CGameObject {}
169
+
170
+ /**
171
+ * @source C++ class CWeaponShotgun : CGameObject
172
+ * @customConstructor CWeaponShotgun
173
+ * @group xr_item
174
+ */
175
+ export class CWeaponShotgun extends CGameObject {}
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+
177
+ /**
178
+ * @source C++ class CWeaponUSP45 : CGameObject
179
+ * @customConstructor CWeaponUSP45
180
+ * @group xr_item
181
+ */
182
+ export class CWeaponUSP45 extends CGameObject {}
183
+
184
+ /**
185
+ * @source C++ class CWeaponVal : CGameObject
186
+ * @customConstructor CWeaponVal
187
+ * @group xr_item
188
+ */
189
+ export class CWeaponVal extends CGameObject {}
190
+
191
+ /**
192
+ * @source C++ class CWeaponVintorez : CGameObject
193
+ * @customConstructor CWeaponVintorez
194
+ * @group xr_item
195
+ */
196
+ export class CWeaponVintorez extends CGameObject {}
197
+
198
+ /**
199
+ * @source C++ class CWeaponWalther : CGameObject
200
+ * @customConstructor CWeaponWalther
201
+ * @group xr_item
202
+ */
203
+ export class CWeaponWalther extends CGameObject {}
204
+
205
+ /**
206
+ * @source C++ class CSilencer : CGameObject
207
+ * @customConstructor CSilencer
208
+ * @group xr_item
209
+ */
210
+ export class CSilencer extends CGameObject {}
211
+
212
+ /**
213
+ * @source C++ class CScope : CGameObject
214
+ * @customConstructor CScope
215
+ * @group xr_item
216
+ */
217
+ export class CScope extends CGameObject {}
218
+
219
+ /**
220
+ * @source C++ class CRGD5 : CGameObject
221
+ * @customConstructor CRGD5
222
+ * @group xr_item
223
+ */
224
+ export class CRGD5 extends CGameObject {}
225
+
226
+ /**
227
+ * @source C++ class CF1 : CGameObject
228
+ * @customConstructor CF1
229
+ * @group xr_item
230
+ */
231
+ export class CF1 extends CGameObject {}
232
+
233
+ /**
234
+ * @source C++ class CPda : CGameObject
235
+ * @customConstructor CPda
236
+ * @group xr_item
237
+ */
238
+ export class CPda extends CGameObject {}
239
+ }
@@ -0,0 +1,166 @@
1
+ declare module "xray16" {
2
+ /**
3
+ * @source C++ class CZoneCampfire : CGameObject
4
+ * @customConstructor CZoneCampfire
5
+ * @group xr_level
6
+ */
7
+ export class CZoneCampfire extends CGameObject {
8
+ public constructor();
9
+
10
+ public is_on(): boolean;
11
+ public turn_on(): void;
12
+ public turn_off(): void;
13
+ }
14
+
15
+ /**
16
+ * @source C++ class CPhysicObject : CGameObject
17
+ * @customConstructor CPhysicObject
18
+ * @group xr_level
19
+ */
20
+ export class CPhysicObject extends CGameObject {
21
+ public set_door_ignore_dynamics(): void;
22
+ public play_bones_sound(): void;
23
+ public run_anim_back(): void;
24
+ public unset_door_ignore_dynamics(): void;
25
+ public run_anim_forward(): void;
26
+ public stop_anim(): boolean;
27
+ public anim_time_get(): f32;
28
+ public anim_time_set(value: f32): void;
29
+ public stop_bones_sound(): void;
30
+ }
31
+
32
+ /**
33
+ * @source C++ class hanging_lamp : CGameObject
34
+ * @customConstructor hanging_lamp
35
+ * @group xr_level
36
+ */
37
+ export class hanging_lamp extends CGameObject {
38
+ public constructor();
39
+
40
+ public turn_on(): void;
41
+ public turn_off(): void;
42
+ }
43
+
44
+ /**
45
+ * @source C++ class CCar : CGameObject, holder
46
+ * @customConstructor CCar
47
+ * @group xr_level
48
+ */
49
+ export class CCar extends CGameObject implements holder {
50
+ public static eWpnActivate: 3;
51
+ public static eWpnAutoFire: 5;
52
+ public static eWpnDesiredDir: 1;
53
+ public static eWpnDesiredPos: 2;
54
+ public static eWpnFire: 4;
55
+ public static eWpnToDefaultDir: 6;
56
+
57
+ public constructor();
58
+
59
+ public CanHit(): boolean;
60
+ public CarExplode(): void;
61
+ public ChangefFuel(fule: f32): void;
62
+ public ChangefHealth(value: f32): void;
63
+ public CurrentVel(): vector;
64
+ public ExplodeTime(): u32;
65
+ public FireDirDiff(): f32;
66
+ public GetfFuel(): f32;
67
+ public GetfFuelConsumption(): f32;
68
+ public GetfFuelTank(): f32;
69
+ public GetfHealth(): f32;
70
+ public HasWeapon(): boolean;
71
+ public IsActiveEngine(): boolean;
72
+ public IsObjectVisible(game_object: game_object): boolean;
73
+ public PlayDamageParticles(): void;
74
+ public SetExplodeTime(time: u32): void;
75
+ public SetfFuel(fuel: f32): void;
76
+ public SetfFuelConsumption(consumption: f32): void;
77
+ public SetfFuelTank(fuel: f32): void;
78
+ public SetfHealth(health: f32): void;
79
+ public StartEngine(): void;
80
+ public StopDamageParticles(): void;
81
+ public StopEngine(): void;
82
+
83
+ public engaged(): boolean;
84
+ public Action(value1: u16, value2: u32): void;
85
+ public SetParam(value: i32, vector: vector): void;
86
+ public SetParam(value: TXR_CCar_weapon_param, vector: vector): void;
87
+ }
88
+
89
+ /**
90
+ * @group xr_level
91
+ */
92
+ export type TXR_CCar_weapon_param = EnumeratedStaticsValues<typeof CCar>;
93
+
94
+ /**
95
+ * @source C++ class CHelicopter : CGameObject
96
+ * @customConstructor CHelicopter
97
+ * @group xr_level
98
+ */
99
+ export class CHelicopter extends CGameObject {
100
+ public static readonly eAlive: 0;
101
+ public static readonly eBodyByPath: 0;
102
+ public static readonly eBodyToPoint: 1;
103
+ public static readonly eDead: 1;
104
+ public static readonly eEnemyEntity: 2;
105
+ public static readonly eEnemyNone: 0;
106
+ public static readonly eEnemyPoint: 1;
107
+ public static readonly eMovLanding: 4;
108
+ public static readonly eMovNone: 0;
109
+ public static readonly eMovPatrolPath: 2;
110
+ public static readonly eMovRoundPath: 3;
111
+ public static readonly eMovTakeOff: 5;
112
+ public static readonly eMovToPoint: 1;
113
+
114
+ public readonly m_exploded: boolean;
115
+ public readonly m_light_started: boolean;
116
+ public readonly m_flame_started: boolean;
117
+ public readonly m_dead: boolean;
118
+ public m_max_mgun_dist: f32;
119
+ public m_max_rocket_dist: f32;
120
+ public m_min_mgun_dist: f32;
121
+ public m_min_rocket_dist: f32;
122
+ public m_syncronize_rocket: boolean;
123
+ public m_time_between_rocket_attack: u32;
124
+ public m_use_mgun_on_attack: boolean;
125
+ public m_use_rocket_on_attack: boolean;
126
+
127
+ public constructor();
128
+
129
+ public isVisible(game_object: game_object): boolean;
130
+ public GetSafeAltitude(): f32;
131
+ public GetRealAltitude(): f32;
132
+ public GetCurrVelocity(): f32;
133
+ public GetSpeedInDestPoint(value: f32): f32;
134
+ public GetOnPointRangeDist(): f32;
135
+ public GetMaxVelocity(): f32;
136
+ public GetfHealth(): f32;
137
+ public GetMovementState(): i32; /* enum ? */
138
+ public GetBodyState(): i32; /* enum ? */
139
+ public GetCurrVelocityVec(): vector;
140
+ public GetState(): i32;
141
+ public GetDistanceToDestPosition(): f32;
142
+ public GetHuntState(): i32; /* enum ? */
143
+ public SetSpeedInDestPoint(value: f32): unknown;
144
+ public SetLinearAcc(value1: f32, value2: f32): void;
145
+ public SetfHealth(health: f32): f32;
146
+ public SetMaxVelocity(value: f32): void;
147
+ public SetEnemy(game_object: game_object | null): void;
148
+ public SetEnemy(vector: vector): void;
149
+ public SetFireTrailLength(value: f32): void;
150
+ public SetBarrelDirTolerance(value: f32): void;
151
+ public SetDestPosition(vector: vector): void;
152
+ public SetOnPointRangeDist(value: f32): void;
153
+
154
+ public LookAtPoint(vector: vector, value: boolean): void;
155
+ public GoPatrolByPatrolPath(value1: string, value2: i32): void;
156
+ public Explode(): void;
157
+ public TurnLighting(value: boolean): void;
158
+ public UseFireTrail(): boolean;
159
+ public UseFireTrail(value: boolean): void;
160
+ public GoPatrolByRoundPath(vector: vector, value1: f32, value2: boolean): void;
161
+ public Die(): void;
162
+ public StartFlame(): void;
163
+ public TurnEngineSound(enabled: boolean): void;
164
+ public ClearEnemy(): void;
165
+ }
166
+ }
@@ -0,0 +1,119 @@
1
+ declare module "xray16" {
2
+ /**
3
+ * @source C++ class physics_element
4
+ * @customConstructor physics_element
5
+ * @group xr_physic
6
+ */
7
+ export class physics_element {
8
+ public apply_force(a: f32, b: f32, c: f32): void;
9
+ public fix(): void;
10
+ public get_angular_vel(vector: vector): void;
11
+ public get_density(): f32;
12
+ public get_linear_vel(vector: vector): void;
13
+ public get_mass(): f32;
14
+ public get_volume(): f32;
15
+ public global_transform(): matrix;
16
+ public is_breakable(): boolean;
17
+ public is_fixed(): boolean;
18
+ public release_fixed(): void;
19
+ }
20
+
21
+ /**
22
+ * @source C++ class particles_object
23
+ * @customConstructor particles_object
24
+ * @group xr_physic
25
+ */
26
+ export class particles_object {
27
+ public constructor(value: string);
28
+
29
+ public pause_path(value: boolean): void;
30
+ public play_at_pos(vector: vector): void;
31
+ public move_to(vector1: vector, vector2: vector): void;
32
+ public looped(): boolean;
33
+ public load_path(path: string): void;
34
+ public start_path(value: boolean): void;
35
+ public stop(): void;
36
+ public stop_path(): void;
37
+ public stop_deffered(): void;
38
+ public play(): void;
39
+ public playing(): boolean;
40
+ public last_position(): vector;
41
+ public set_direction(direction: vector): void;
42
+ public set_orientation(a: f32, b: f32, c: f32): void;
43
+ public stop_deferred(): void;
44
+ }
45
+
46
+ /**
47
+ * @source C++ class physics_joint
48
+ * @customConstructor physics_joint
49
+ * @group xr_physic
50
+ */
51
+ export class physics_joint {
52
+ public get_anchor(vector: vector): void;
53
+ public get_axes_number(): u16;
54
+ public get_axis_angle(value: i32): f32;
55
+ public get_axis_dir(value: i32, vector: vector): void;
56
+ public get_bone_id(): u16;
57
+ public get_first_element(): physics_element;
58
+ public get_limits(value1: f32, value2: f32, value3: i32): LuaMultiReturn<[number, number]>;
59
+ public get_max_force_and_velocity(value1: f32, value2: f32, value3: i32): void;
60
+ public get_stcond_element(): physics_element;
61
+ public is_breakable(): boolean;
62
+
63
+ public set_anchor_global(value1: f32, value2: f32, value3: f32): void;
64
+ public set_anchor_vs_first_element(value1: f32, value2: f32, value3: f32): void;
65
+ public set_anchor_vs_second_element(value1: f32, value2: f32, value3: f32): void;
66
+ public set_axis_dir_global(value1: f32, value2: f32, value3: f32, value4: i32): void;
67
+ public set_axis_dir_vs_first_element(value1: f32, value2: f32, value3: f32, value4: i32): void;
68
+ public set_axis_dir_vs_second_element(value1: f32, value2: f32, value3: f32, value4: f32): void;
69
+ public set_axis_spring_dumping_factors(value1: f32, value2: f32, value3: i32): void;
70
+ public set_joint_spring_dumping_factors(value1: f32, value2: f32): void;
71
+ public set_limits(value1: f32, value2: f32, value3: i32): void;
72
+ public set_max_force_and_velocity(value1: f32, value2: f32, value3: i32): void;
73
+ }
74
+
75
+ /**
76
+ * @source C++ class physics_shell
77
+ * @customConstructor physics_shell
78
+ * @group xr_physic
79
+ */
80
+ export class physics_shell {
81
+ private constructor();
82
+
83
+ public apply_force(a: f32, b: f32, c: f32): void;
84
+ public block_breaking(): void;
85
+ public get_angular_vel(vector: vector): void;
86
+ public get_element_by_bone_id(id: u16): physics_element;
87
+ public get_element_by_bone_name(bone_name: string): physics_element;
88
+ public get_element_by_order(order: u16): physics_element;
89
+ public get_elements_number(): u16;
90
+ public get_joint_by_bone_id(id: u16): physics_joint;
91
+ public get_joint_by_bone_name(name: string): physics_joint;
92
+ public get_joint_by_order(order: u16): physics_joint;
93
+ public get_joints_number(): u16;
94
+ public get_linear_vel(vector: vector): void;
95
+ public is_breakable(): boolean;
96
+ public is_breaking_blocked(): boolean;
97
+ public unblock_breaking(): void;
98
+ }
99
+
100
+ /**
101
+ * @source C++ class physics_world
102
+ * @customConstructor physics_world
103
+ * @group xr_physic
104
+ */
105
+ export class physics_world {
106
+ public set_gravity(value: f32): void;
107
+ public gravity(): f32;
108
+ public add_call(/* class CPHCondition*, class CPHAction */): void;
109
+ }
110
+
111
+ /**
112
+ * @source C++ class IKinematicsAnimated
113
+ * @customConstructor IKinematicsAnimated
114
+ * @group xr_physic
115
+ */
116
+ export class IKinematicsAnimated {
117
+ public PlayCycle(value: string): void;
118
+ }
119
+ }