xray16 1.3.4 → 1.4.0

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 (84) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +112 -106
  3. package/package.json +45 -42
  4. package/plugins/built_at_info.d.ts +1 -1
  5. package/plugins/from_cast_utils.d.ts +1 -1
  6. package/plugins/global_declarations_transform.d.ts +1 -1
  7. package/plugins/inject_file_meta.d.ts +1 -1
  8. package/plugins/inject_tracy_zones.d.ts +1 -1
  9. package/plugins/inject_tracy_zones.js +2 -2
  10. package/plugins/strip_lua_logger.d.ts +1 -1
  11. package/plugins/strip_lua_logger.js +1 -1
  12. package/plugins/transform_luabind_class/plugin.d.ts +1 -1
  13. package/plugins/transform_luabind_class/transformation/class_declaration.d.ts +3 -3
  14. package/plugins/transform_luabind_class/transformation/decorators.d.ts +5 -2
  15. package/plugins/transform_luabind_class/transformation/decorators.js +3 -0
  16. package/plugins/transform_luabind_class/transformation/members/accessors.d.ts +1 -1
  17. package/plugins/transform_luabind_class/transformation/members/constructor.d.ts +2 -2
  18. package/plugins/transform_luabind_class/transformation/members/constructor.js +2 -2
  19. package/plugins/transform_luabind_class/transformation/members/fields.d.ts +5 -2
  20. package/plugins/transform_luabind_class/transformation/members/fields.js +5 -2
  21. package/plugins/transform_luabind_class/transformation/members/method.d.ts +6 -3
  22. package/plugins/transform_luabind_class/transformation/members/method.js +4 -1
  23. package/plugins/transform_luabind_class/transformation/new.d.ts +7 -3
  24. package/plugins/transform_luabind_class/transformation/new.js +5 -1
  25. package/plugins/transform_luabind_class/transformation/setup.d.ts +9 -3
  26. package/plugins/transform_luabind_class/transformation/setup.js +22 -6
  27. package/plugins/transform_luabind_class/transformation/super.d.ts +19 -3
  28. package/plugins/transform_luabind_class/transformation/super.js +17 -1
  29. package/plugins/transform_luabind_class/transformation/utils.d.ts +27 -4
  30. package/plugins/transform_luabind_class/transformation/utils.js +25 -2
  31. package/plugins/utils/ast.d.ts +1 -1
  32. package/plugins/utils/diagnostics.d.ts +9 -5
  33. package/plugins/utils/diagnostics.js +5 -1
  34. package/plugins/utils/tracy.d.ts +1 -1
  35. package/types/index.d.ts +55 -55
  36. package/types/xr_ai/xr_action.d.ts +510 -510
  37. package/types/xr_ai/xr_alife.d.ts +566 -566
  38. package/types/xr_ai/xr_enemy_evaluation.d.ts +41 -41
  39. package/types/xr_ai/xr_goap.d.ts +669 -668
  40. package/types/xr_ai/xr_graph.d.ts +47 -47
  41. package/types/xr_ai/xr_memory.d.ts +148 -148
  42. package/types/xr_lib/xr_animation.d.ts +81 -81
  43. package/types/xr_lib/xr_bitwise.d.ts +32 -21
  44. package/types/xr_lib/xr_color.d.ts +45 -40
  45. package/types/xr_lib/xr_debug.d.ts +83 -77
  46. package/types/xr_lib/xr_dialog.d.ts +40 -40
  47. package/types/xr_lib/xr_flags.d.ts +529 -148
  48. package/types/xr_lib/xr_fs.d.ts +149 -148
  49. package/types/xr_lib/xr_game.d.ts +261 -158
  50. package/types/xr_lib/xr_hit.d.ts +41 -41
  51. package/types/xr_lib/xr_ini.d.ts +415 -188
  52. package/types/xr_lib/xr_level.d.ts +652 -225
  53. package/types/xr_lib/xr_luabind.d.ts +64 -59
  54. package/types/xr_lib/xr_map.d.ts +61 -61
  55. package/types/xr_lib/xr_math.d.ts +815 -233
  56. package/types/xr_lib/xr_multiplayer.d.ts +351 -351
  57. package/types/xr_lib/xr_profile.d.ts +192 -160
  58. package/types/xr_lib/xr_properties.d.ts +455 -166
  59. package/types/xr_lib/xr_relation.d.ts +84 -84
  60. package/types/xr_lib/xr_render.d.ts +71 -69
  61. package/types/xr_lib/xr_save.d.ts +727 -223
  62. package/types/xr_lib/xr_sound.d.ts +151 -151
  63. package/types/xr_lib/xr_stats.ts +20 -20
  64. package/types/xr_lib/xr_task.d.ts +111 -111
  65. package/types/xr_lib/xr_time.d.ts +166 -61
  66. package/types/xr_lib/xr_type.d.ts +75 -75
  67. package/types/xr_object/client/xr_anomaly.d.ts +50 -50
  68. package/types/xr_object/client/xr_artefact.d.ts +98 -98
  69. package/types/xr_object/client/xr_client_object.d.ts +76 -76
  70. package/types/xr_object/client/xr_creature.d.ts +164 -164
  71. package/types/xr_object/client/xr_item.d.ts +264 -264
  72. package/types/xr_object/client/xr_level.d.ts +285 -285
  73. package/types/xr_object/client/xr_physic.d.ts +214 -214
  74. package/types/xr_object/client/xr_zone.d.ts +47 -47
  75. package/types/xr_object/script/xr_script_interface.d.ts +584 -584
  76. package/types/xr_object/script/xr_script_object.d.ts +2408 -1390
  77. package/types/xr_object/script/xr_script_trade.d.ts +41 -26
  78. package/types/xr_object/server/xr_server_object.d.ts +794 -792
  79. package/types/xr_ui/xr_ui_asset.d.ts +129 -123
  80. package/types/xr_ui/xr_ui_core.d.ts +106 -97
  81. package/types/xr_ui/xr_ui_event.d.ts +383 -381
  82. package/types/xr_ui/xr_ui_interface.d.ts +901 -903
  83. package/types/xr_ui/xr_ui_menu.d.ts +142 -142
  84. package/types/xrf_plugin.d.ts +59 -51
@@ -1,214 +1,214 @@
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
-
10
- public fix(): void;
11
-
12
- public get_angular_vel(vector: vector): void;
13
-
14
- public get_density(): f32;
15
-
16
- public get_linear_vel(vector: vector): void;
17
-
18
- public get_mass(): f32;
19
-
20
- public get_volume(): f32;
21
-
22
- public global_transform(): matrix;
23
-
24
- public is_breakable(): boolean;
25
-
26
- public is_fixed(): boolean;
27
-
28
- public release_fixed(): void;
29
- }
30
-
31
- /**
32
- * @source C++ class particles_object
33
- * @customConstructor particles_object
34
- * @group xr_physic
35
- */
36
- export class particles_object {
37
- public constructor(name: string);
38
-
39
- public pause_path(value: boolean): void;
40
-
41
- public play_at_pos(vector: vector): void;
42
-
43
- public move_to(vector1: vector, vector2: vector): void;
44
-
45
- public looped(): boolean;
46
-
47
- public load_path(path: string): void;
48
-
49
- public start_path(is_looped: boolean): void;
50
-
51
- public stop(): void;
52
-
53
- public stop_path(): void;
54
-
55
- public stop_deffered(): void;
56
-
57
- public play(): void;
58
-
59
- public playing(): boolean;
60
-
61
- public last_position(): vector;
62
-
63
- public set_direction(direction: vector): void;
64
-
65
- public set_orientation(a: f32, b: f32, c: f32): void;
66
-
67
- public stop_deferred(): void;
68
- }
69
-
70
- /**
71
- * @source C++ class physics_joint
72
- * @customConstructor physics_joint
73
- * @group xr_physic
74
- */
75
- export class physics_joint {
76
- public get_anchor(vector: vector): void;
77
-
78
- public get_axes_number(): u16;
79
-
80
- public get_axis_angle(value: i32): f32;
81
-
82
- public get_axis_dir(value: i32, vector: vector): void;
83
-
84
- public get_bone_id(): u16;
85
-
86
- public get_first_element(): physics_element;
87
-
88
- public get_limits(value1: f32, value2: f32, value3: i32): LuaMultiReturn<[number, number]>;
89
-
90
- public get_max_force_and_velocity(value1: f32, value2: f32, value3: i32): void;
91
-
92
- public get_stcond_element(): physics_element;
93
-
94
- public is_breakable(): boolean;
95
-
96
- public set_anchor_global(value1: f32, value2: f32, value3: f32): void;
97
-
98
- public set_anchor_vs_first_element(value1: f32, value2: f32, value3: f32): void;
99
-
100
- public set_anchor_vs_second_element(value1: f32, value2: f32, value3: f32): void;
101
-
102
- public set_axis_dir_global(value1: f32, value2: f32, value3: f32, value4: i32): void;
103
-
104
- public set_axis_dir_vs_first_element(value1: f32, value2: f32, value3: f32, value4: i32): void;
105
-
106
- public set_axis_dir_vs_second_element(value1: f32, value2: f32, value3: f32, value4: f32): void;
107
-
108
- public set_axis_spring_dumping_factors(value1: f32, value2: f32, value3: i32): void;
109
-
110
- public set_joint_spring_dumping_factors(value1: f32, value2: f32): void;
111
-
112
- public set_limits(value1: f32, value2: f32, value3: i32): void;
113
-
114
- public set_max_force_and_velocity(value1: f32, value2: f32, value3: i32): void;
115
- }
116
-
117
- /**
118
- * @source C++ class physics_shell
119
- * @customConstructor physics_shell
120
- * @group xr_physic
121
- */
122
- export class physics_shell {
123
- private constructor();
124
-
125
- public apply_force(a: f32, b: f32, c: f32): void;
126
-
127
- public block_breaking(): void;
128
-
129
- public get_angular_vel(vector: vector): void;
130
-
131
- public get_element_by_bone_id(id: u16): physics_element;
132
-
133
- public get_element_by_bone_name(bone_name: string): physics_element;
134
-
135
- public get_element_by_order(order: u16): physics_element;
136
-
137
- public get_elements_number(): u16;
138
-
139
- public get_joint_by_bone_id(id: u16): physics_joint;
140
-
141
- public get_joint_by_bone_name(name: string): physics_joint;
142
-
143
- public get_joint_by_order(order: u16): physics_joint;
144
-
145
- public get_joints_number(): u16;
146
-
147
- public get_linear_vel(vector: vector): void;
148
-
149
- public is_breakable(): boolean;
150
-
151
- public is_breaking_blocked(): boolean;
152
-
153
- public unblock_breaking(): void;
154
- }
155
-
156
- /**
157
- * @source C++ class physics_world
158
- * @customConstructor physics_world
159
- * @group xr_physic
160
- */
161
- export class physics_world {
162
- public set_gravity(value: f32): void;
163
-
164
- public gravity(): f32;
165
-
166
- public add_call(/* class CPHCondition*, class CPHAction */): void;
167
- }
168
-
169
- /**
170
- * @source C++ class IKinematicsAnimated
171
- * @customConstructor IKinematicsAnimated
172
- * @group xr_physic
173
- */
174
- export class IKinematicsAnimated {
175
- public PlayCycle(value: string): void;
176
- }
177
-
178
- /**
179
- * @source C++ class CPhysicsShellHolder : public CGameObject, CParticlesPlayer,
180
- * IObjectPhysicsCollision, IPhysicsShellHolder
181
- * @customConstructor CPhysicsShellHolder
182
- * @group xr_physic
183
- */
184
- export class CPhysicsShellHolder extends EngineBinding {
185
- protected constructor();
186
- }
187
-
188
- /**
189
- * @source C++ class holder
190
- * @customConstructor holder
191
- * @group xr_physic
192
- */
193
- export class holder {
194
- public engaged(): boolean;
195
-
196
- public Action(id: u16, flags: u32): void;
197
-
198
- public SetParam(id: i32, value: vector): void;
199
-
200
- /**
201
- * Set holder object enter state.
202
- *
203
- * @param is_enabled - whether holder object can be entered
204
- */
205
- public SetEnterLocked(is_enabled: boolean): void;
206
-
207
- /**
208
- * Set holder object exist state.
209
- *
210
- * @param is_enabled - whether holder object can be exited
211
- */
212
- public SetExitLocked(is_enabled: boolean): void;
213
- }
214
- }
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
+
10
+ public fix(): void;
11
+
12
+ public get_angular_vel(vector: vector): void;
13
+
14
+ public get_density(): f32;
15
+
16
+ public get_linear_vel(vector: vector): void;
17
+
18
+ public get_mass(): f32;
19
+
20
+ public get_volume(): f32;
21
+
22
+ public global_transform(): matrix;
23
+
24
+ public is_breakable(): boolean;
25
+
26
+ public is_fixed(): boolean;
27
+
28
+ public release_fixed(): void;
29
+ }
30
+
31
+ /**
32
+ * @source C++ class particles_object
33
+ * @customConstructor particles_object
34
+ * @group xr_physic
35
+ */
36
+ export class particles_object {
37
+ public constructor(name: string);
38
+
39
+ public pause_path(value: boolean): void;
40
+
41
+ public play_at_pos(vector: vector): void;
42
+
43
+ public move_to(vector1: vector, vector2: vector): void;
44
+
45
+ public looped(): boolean;
46
+
47
+ public load_path(path: string): void;
48
+
49
+ public start_path(is_looped: boolean): void;
50
+
51
+ public stop(): void;
52
+
53
+ public stop_path(): void;
54
+
55
+ public stop_deffered(): void;
56
+
57
+ public play(): void;
58
+
59
+ public playing(): boolean;
60
+
61
+ public last_position(): vector;
62
+
63
+ public set_direction(direction: vector): void;
64
+
65
+ public set_orientation(a: f32, b: f32, c: f32): void;
66
+
67
+ public stop_deferred(): void;
68
+ }
69
+
70
+ /**
71
+ * @source C++ class physics_joint
72
+ * @customConstructor physics_joint
73
+ * @group xr_physic
74
+ */
75
+ export class physics_joint {
76
+ public get_anchor(vector: vector): void;
77
+
78
+ public get_axes_number(): u16;
79
+
80
+ public get_axis_angle(value: i32): f32;
81
+
82
+ public get_axis_dir(value: i32, vector: vector): void;
83
+
84
+ public get_bone_id(): u16;
85
+
86
+ public get_first_element(): physics_element;
87
+
88
+ public get_limits(value1: f32, value2: f32, value3: i32): LuaMultiReturn<[number, number]>;
89
+
90
+ public get_max_force_and_velocity(value1: f32, value2: f32, value3: i32): void;
91
+
92
+ public get_stcond_element(): physics_element;
93
+
94
+ public is_breakable(): boolean;
95
+
96
+ public set_anchor_global(value1: f32, value2: f32, value3: f32): void;
97
+
98
+ public set_anchor_vs_first_element(value1: f32, value2: f32, value3: f32): void;
99
+
100
+ public set_anchor_vs_second_element(value1: f32, value2: f32, value3: f32): void;
101
+
102
+ public set_axis_dir_global(value1: f32, value2: f32, value3: f32, value4: i32): void;
103
+
104
+ public set_axis_dir_vs_first_element(value1: f32, value2: f32, value3: f32, value4: i32): void;
105
+
106
+ public set_axis_dir_vs_second_element(value1: f32, value2: f32, value3: f32, value4: f32): void;
107
+
108
+ public set_axis_spring_dumping_factors(value1: f32, value2: f32, value3: i32): void;
109
+
110
+ public set_joint_spring_dumping_factors(value1: f32, value2: f32): void;
111
+
112
+ public set_limits(value1: f32, value2: f32, value3: i32): void;
113
+
114
+ public set_max_force_and_velocity(value1: f32, value2: f32, value3: i32): void;
115
+ }
116
+
117
+ /**
118
+ * @source C++ class physics_shell
119
+ * @customConstructor physics_shell
120
+ * @group xr_physic
121
+ */
122
+ export class physics_shell {
123
+ private constructor();
124
+
125
+ public apply_force(a: f32, b: f32, c: f32): void;
126
+
127
+ public block_breaking(): void;
128
+
129
+ public get_angular_vel(vector: vector): void;
130
+
131
+ public get_element_by_bone_id(id: u16): physics_element;
132
+
133
+ public get_element_by_bone_name(bone_name: string): physics_element;
134
+
135
+ public get_element_by_order(order: u16): physics_element;
136
+
137
+ public get_elements_number(): u16;
138
+
139
+ public get_joint_by_bone_id(id: u16): physics_joint;
140
+
141
+ public get_joint_by_bone_name(name: string): physics_joint;
142
+
143
+ public get_joint_by_order(order: u16): physics_joint;
144
+
145
+ public get_joints_number(): u16;
146
+
147
+ public get_linear_vel(vector: vector): void;
148
+
149
+ public is_breakable(): boolean;
150
+
151
+ public is_breaking_blocked(): boolean;
152
+
153
+ public unblock_breaking(): void;
154
+ }
155
+
156
+ /**
157
+ * @source C++ class physics_world
158
+ * @customConstructor physics_world
159
+ * @group xr_physic
160
+ */
161
+ export class physics_world {
162
+ public set_gravity(value: f32): void;
163
+
164
+ public gravity(): f32;
165
+
166
+ public add_call(/* Class CPHCondition*, class CPHAction */): void;
167
+ }
168
+
169
+ /**
170
+ * @source C++ class IKinematicsAnimated
171
+ * @customConstructor IKinematicsAnimated
172
+ * @group xr_physic
173
+ */
174
+ export class IKinematicsAnimated {
175
+ public PlayCycle(value: string): void;
176
+ }
177
+
178
+ /**
179
+ * @source C++ class CPhysicsShellHolder : public CGameObject, CParticlesPlayer,
180
+ * IObjectPhysicsCollision, IPhysicsShellHolder
181
+ * @customConstructor CPhysicsShellHolder
182
+ * @group xr_physic
183
+ */
184
+ export class CPhysicsShellHolder extends EngineBinding {
185
+ protected constructor();
186
+ }
187
+
188
+ /**
189
+ * @source C++ class holder
190
+ * @customConstructor holder
191
+ * @group xr_physic
192
+ */
193
+ export class holder {
194
+ public engaged(): boolean;
195
+
196
+ public Action(id: u16, flags: u32): void;
197
+
198
+ public SetParam(id: i32, value: vector): void;
199
+
200
+ /**
201
+ * Set holder object enter state.
202
+ *
203
+ * @param is_enabled - Whether holder object can be entered.
204
+ */
205
+ public SetEnterLocked(is_enabled: boolean): void;
206
+
207
+ /**
208
+ * Set holder object exist state.
209
+ *
210
+ * @param is_enabled - Whether holder object can be exited.
211
+ */
212
+ public SetExitLocked(is_enabled: boolean): void;
213
+ }
214
+ }
@@ -1,47 +1,47 @@
1
- declare module "xray16" {
2
- /**
3
- * @source C++ class CSpaceRestrictor : CGameObject
4
- * @customConstructor CSpaceRestrictor
5
- * @group xr_zone
6
- */
7
- export class CSpaceRestrictor extends CGameObject {}
8
-
9
- /**
10
- * @source C++ class CCustomZone : public CSpaceRestrictor, public Feel::Touch
11
- * @customConstructor CCustomZone
12
- * @group xr_zone
13
- */
14
- export class CCustomZone extends CSpaceRestrictor {}
15
-
16
- /**
17
- * @source C++ class CLevelChanger : CGameObject
18
- * @customConstructor CLevelChanger
19
- * @group xr_zone
20
- */
21
- export class CLevelChanger extends CGameObject {}
22
-
23
- /**
24
- * @source C++ class smart_cover_object : CGameObject
25
- * @customConstructor smart_cover_object
26
- * @group xr_zone
27
- */
28
- export class smart_cover_object extends CGameObject {}
29
-
30
- /**
31
- * @source C++ class ce_script_zone : DLL_Pure
32
- * @customConstructor ce_script_zone
33
- * @group xr_zone
34
- */
35
- export class ce_script_zone extends DLL_Pure {
36
- protected constructor();
37
- }
38
-
39
- /**
40
- * @source C++ class ce_smart_zone : DLL_Pure
41
- * @customConstructor ce_smart_zone
42
- * @group xr_zone
43
- */
44
- export class ce_smart_zone extends DLL_Pure {
45
- protected constructor();
46
- }
47
- }
1
+ declare module "xray16" {
2
+ /**
3
+ * @source C++ class CSpaceRestrictor : CGameObject
4
+ * @customConstructor CSpaceRestrictor
5
+ * @group xr_zone
6
+ */
7
+ export class CSpaceRestrictor extends CGameObject {}
8
+
9
+ /**
10
+ * @source C++ class CCustomZone : public CSpaceRestrictor, public Feel::Touch
11
+ * @customConstructor CCustomZone
12
+ * @group xr_zone
13
+ */
14
+ export class CCustomZone extends CSpaceRestrictor {}
15
+
16
+ /**
17
+ * @source C++ class CLevelChanger : CGameObject
18
+ * @customConstructor CLevelChanger
19
+ * @group xr_zone
20
+ */
21
+ export class CLevelChanger extends CGameObject {}
22
+
23
+ /**
24
+ * @source C++ class smart_cover_object : CGameObject
25
+ * @customConstructor smart_cover_object
26
+ * @group xr_zone
27
+ */
28
+ export class smart_cover_object extends CGameObject {}
29
+
30
+ /**
31
+ * @source C++ class ce_script_zone : DLL_Pure
32
+ * @customConstructor ce_script_zone
33
+ * @group xr_zone
34
+ */
35
+ export class ce_script_zone extends DLL_Pure {
36
+ protected constructor();
37
+ }
38
+
39
+ /**
40
+ * @source C++ class ce_smart_zone : DLL_Pure
41
+ * @customConstructor ce_smart_zone
42
+ * @group xr_zone
43
+ */
44
+ export class ce_smart_zone extends DLL_Pure {
45
+ protected constructor();
46
+ }
47
+ }