xray16 1.4.0 → 1.5.0

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Files changed (49) hide show
  1. package/package.json +1 -1
  2. package/types/xr_ai/xr_action.d.ts +1321 -29
  3. package/types/xr_ai/xr_alife.d.ts +1336 -32
  4. package/types/xr_ai/xr_enemy_evaluation.d.ts +112 -19
  5. package/types/xr_ai/xr_goap.d.ts +450 -3
  6. package/types/xr_ai/xr_graph.d.ts +94 -6
  7. package/types/xr_ai/xr_memory.d.ts +240 -6
  8. package/types/xr_lib/xr_animation.d.ts +185 -14
  9. package/types/xr_lib/xr_bitwise.d.ts +20 -8
  10. package/types/xr_lib/xr_color.d.ts +103 -6
  11. package/types/xr_lib/xr_debug.d.ts +110 -12
  12. package/types/xr_lib/xr_dialog.d.ts +99 -7
  13. package/types/xr_lib/xr_flags.d.ts +78 -15
  14. package/types/xr_lib/xr_fs.d.ts +395 -5
  15. package/types/xr_lib/xr_game.d.ts +101 -0
  16. package/types/xr_lib/xr_hit.d.ts +84 -0
  17. package/types/xr_lib/xr_ini.d.ts +60 -2
  18. package/types/xr_lib/xr_level.d.ts +182 -39
  19. package/types/xr_lib/xr_luabind.d.ts +37 -11
  20. package/types/xr_lib/xr_map.d.ts +137 -6
  21. package/types/xr_lib/xr_math.d.ts +56 -0
  22. package/types/xr_lib/xr_multiplayer.d.ts +729 -1
  23. package/types/xr_lib/xr_profile.d.ts +80 -0
  24. package/types/xr_lib/xr_properties.d.ts +159 -4
  25. package/types/xr_lib/xr_relation.d.ts +147 -0
  26. package/types/xr_lib/xr_render.d.ts +99 -3
  27. package/types/xr_lib/xr_save.d.ts +110 -4
  28. package/types/xr_lib/xr_sound.d.ts +373 -9
  29. package/types/xr_lib/xr_stats.ts +33 -4
  30. package/types/xr_lib/xr_task.d.ts +277 -0
  31. package/types/xr_lib/xr_time.d.ts +11 -0
  32. package/types/xr_object/client/xr_anomaly.d.ts +20 -0
  33. package/types/xr_object/client/xr_artefact.d.ts +57 -2
  34. package/types/xr_object/client/xr_client_object.d.ts +131 -0
  35. package/types/xr_object/client/xr_creature.d.ts +79 -0
  36. package/types/xr_object/client/xr_item.d.ts +108 -2
  37. package/types/xr_object/client/xr_level.d.ts +482 -14
  38. package/types/xr_object/client/xr_physic.d.ts +459 -29
  39. package/types/xr_object/client/xr_zone.d.ts +38 -0
  40. package/types/xr_object/script/xr_script_interface.d.ts +236 -1
  41. package/types/xr_object/script/xr_script_object.d.ts +3402 -82
  42. package/types/xr_object/script/xr_script_trade.d.ts +25 -15
  43. package/types/xr_object/server/xr_server_object.d.ts +707 -15
  44. package/types/xr_ui/xr_ui_asset.d.ts +241 -6
  45. package/types/xr_ui/xr_ui_core.d.ts +327 -9
  46. package/types/xr_ui/xr_ui_event.d.ts +1067 -1
  47. package/types/xr_ui/xr_ui_interface.d.ts +1563 -17
  48. package/types/xr_ui/xr_ui_menu.d.ts +259 -16
  49. package/types/xrf_plugin.d.ts +44 -14
@@ -1,213 +1,643 @@
1
1
  declare module "xray16" {
2
2
  /**
3
+ * One rigid body element inside a physics shell.
4
+ *
3
5
  * @source C++ class physics_element
4
6
  * @customConstructor physics_element
5
7
  * @group xr_physic
8
+ *
9
+ * @remarks
10
+ * Scripts normally receive elements from a `physics_shell`; they are live engine objects, not standalone values. Keep
11
+ * them only while the owning shell and object are alive.
6
12
  */
7
13
  export class physics_element {
8
- public apply_force(a: f32, b: f32, c: f32): void;
14
+ /**
15
+ * Apply force to the element.
16
+ *
17
+ * @param x - Force x component.
18
+ * @param y - Force y component.
19
+ * @param z - Force z component.
20
+ */
21
+ public apply_force(x: f32, y: f32, z: f32): void;
9
22
 
23
+ /**
24
+ * Fix the element in place.
25
+ */
10
26
  public fix(): void;
11
27
 
12
- public get_angular_vel(vector: vector): void;
28
+ /**
29
+ * Write current angular velocity into a vector.
30
+ *
31
+ * @remarks
32
+ * The passed vector is overwritten.
33
+ *
34
+ * @param velocity - Output vector.
35
+ */
36
+ public get_angular_vel(velocity: vector): void;
13
37
 
38
+ /**
39
+ * @returns Element density.
40
+ */
14
41
  public get_density(): f32;
15
42
 
16
- public get_linear_vel(vector: vector): void;
43
+ /**
44
+ * Write current linear velocity into a vector.
45
+ *
46
+ * @remarks
47
+ * The passed vector is overwritten.
48
+ *
49
+ * @param velocity - Output vector.
50
+ */
51
+ public get_linear_vel(velocity: vector): void;
17
52
 
53
+ /**
54
+ * @returns Element mass.
55
+ */
18
56
  public get_mass(): f32;
19
57
 
58
+ /**
59
+ * @returns Element volume.
60
+ */
20
61
  public get_volume(): f32;
21
62
 
63
+ /**
64
+ * @returns Current global transform.
65
+ */
22
66
  public global_transform(): matrix;
23
67
 
68
+ /**
69
+ * @returns Whether the element can break.
70
+ */
24
71
  public is_breakable(): boolean;
25
72
 
73
+ /**
74
+ * @returns Whether the element is fixed.
75
+ */
26
76
  public is_fixed(): boolean;
27
77
 
78
+ /**
79
+ * Release a fixed element.
80
+ */
28
81
  public release_fixed(): void;
29
82
  }
30
83
 
31
84
  /**
85
+ * Script-controlled particle system.
86
+ *
32
87
  * @source C++ class particles_object
33
88
  * @customConstructor particles_object
34
89
  * @group xr_physic
90
+ *
91
+ * @remarks
92
+ * Path playback methods require a path loaded with `load_path()` first.
35
93
  */
36
94
  export class particles_object {
95
+ /**
96
+ * @param name - Particle resource name.
97
+ */
37
98
  public constructor(name: string);
38
99
 
39
- public pause_path(value: boolean): void;
100
+ /**
101
+ * Pause or resume the loaded particle path.
102
+ *
103
+ * @remarks
104
+ * Requires `load_path()` to have created the internal animator.
105
+ *
106
+ * @param is_paused - Whether path playback is paused.
107
+ */
108
+ public pause_path(is_paused: boolean): void;
40
109
 
41
- public play_at_pos(vector: vector): void;
110
+ /**
111
+ * Play particles at a world position.
112
+ *
113
+ * @remarks
114
+ * Updates the particle transform and starts non-looped playback.
115
+ *
116
+ * @param position - World position.
117
+ */
118
+ public play_at_pos(position: vector): void;
42
119
 
43
- public move_to(vector1: vector, vector2: vector): void;
120
+ /**
121
+ * Move particles and provide velocity for interpolation.
122
+ *
123
+ * @remarks
124
+ * Use this while an effect is already playing to keep its parent transform current.
125
+ *
126
+ * @param position - New world position.
127
+ * @param velocity - Current movement velocity.
128
+ */
129
+ public move_to(position: vector, velocity: vector): void;
44
130
 
131
+ /**
132
+ * @returns Whether the particle system is looped.
133
+ */
45
134
  public looped(): boolean;
46
135
 
136
+ /**
137
+ * Load an object animator path for the particle system.
138
+ *
139
+ * @remarks
140
+ * Reuses the current animator when the same path is already loaded.
141
+ *
142
+ * @param path - Path name.
143
+ */
47
144
  public load_path(path: string): void;
48
145
 
146
+ /**
147
+ * Start moving along the loaded path.
148
+ *
149
+ * @remarks
150
+ * Requires `load_path()` first.
151
+ *
152
+ * @param is_looped - Whether path playback loops.
153
+ */
49
154
  public start_path(is_looped: boolean): void;
50
155
 
156
+ /**
157
+ * Stop particles immediately.
158
+ */
51
159
  public stop(): void;
52
160
 
161
+ /**
162
+ * Stop path playback.
163
+ *
164
+ * @remarks
165
+ * Requires `load_path()` first.
166
+ */
53
167
  public stop_path(): void;
54
168
 
169
+ /**
170
+ * Stop particles after existing particles finish.
171
+ */
55
172
  public stop_deffered(): void;
56
173
 
174
+ /**
175
+ * Start particle playback at the current transform.
176
+ */
57
177
  public play(): void;
58
178
 
179
+ /**
180
+ * @returns Whether particles are currently playing.
181
+ */
59
182
  public playing(): boolean;
60
183
 
184
+ /**
185
+ * @returns Last particle position.
186
+ */
61
187
  public last_position(): vector;
62
188
 
189
+ /**
190
+ * Set particle forward direction.
191
+ *
192
+ * @remarks
193
+ * Pass a meaningful direction vector; the engine builds the remaining basis vectors from it.
194
+ *
195
+ * @param direction - New normalized direction.
196
+ */
63
197
  public set_direction(direction: vector): void;
64
198
 
65
- public set_orientation(a: f32, b: f32, c: f32): void;
199
+ /**
200
+ * Set particle orientation.
201
+ *
202
+ * @param yaw - Yaw angle.
203
+ * @param pitch - Pitch angle.
204
+ * @param roll - Roll angle.
205
+ */
206
+ public set_orientation(yaw: f32, pitch: f32, roll: f32): void;
66
207
 
208
+ /**
209
+ * Stop particles after existing particles finish.
210
+ */
67
211
  public stop_deferred(): void;
68
212
  }
69
213
 
70
214
  /**
215
+ * Joint connecting two physics elements.
216
+ *
71
217
  * @source C++ class physics_joint
72
218
  * @customConstructor physics_joint
73
219
  * @group xr_physic
220
+ *
221
+ * @remarks
222
+ * Joint handles come from a `physics_shell`. Axis methods expect an axis supported by this joint; check
223
+ * `get_axes_number()` before using indexed axis methods. Keep them only while the owning shell and object are alive.
74
224
  */
75
225
  export class physics_joint {
76
- public get_anchor(vector: vector): void;
226
+ /**
227
+ * Write the joint anchor into a vector.
228
+ *
229
+ * @remarks
230
+ * The passed vector is overwritten. Slider joints do not have a defined anchor and trip a native assertion.
231
+ *
232
+ * @param anchor - Output anchor vector.
233
+ */
234
+ public get_anchor(anchor: vector): void;
77
235
 
236
+ /**
237
+ * @returns Number of controlled axes.
238
+ */
78
239
  public get_axes_number(): u16;
79
240
 
80
- public get_axis_angle(value: i32): f32;
241
+ /**
242
+ * Get current angle for an axis.
243
+ *
244
+ * @remarks
245
+ * Use an axis index lower than `get_axes_number()`.
246
+ *
247
+ * @param axis - Axis index.
248
+ * @returns Axis angle.
249
+ */
250
+ public get_axis_angle(axis: i32): f32;
81
251
 
82
- public get_axis_dir(value: i32, vector: vector): void;
252
+ /**
253
+ * Write axis direction into a vector.
254
+ *
255
+ * @remarks
256
+ * The passed vector is overwritten. Ball joints have no axis direction to write.
257
+ *
258
+ * @param axis - Axis index.
259
+ * @param direction - Output direction vector.
260
+ */
261
+ public get_axis_dir(axis: i32, direction: vector): void;
83
262
 
263
+ /**
264
+ * @returns Bone id associated with this joint.
265
+ */
84
266
  public get_bone_id(): u16;
85
267
 
268
+ /**
269
+ * @returns First connected physics element.
270
+ */
86
271
  public get_first_element(): physics_element;
87
272
 
88
- public get_limits(value1: f32, value2: f32, value3: i32): LuaMultiReturn<[number, number]>;
273
+ /**
274
+ * Get angle limits for an axis.
275
+ *
276
+ * @remarks
277
+ * The first two parameters are Lua output placeholders; use the returned tuple in TypeScript.
278
+ *
279
+ * @param min - Output lower limit placeholder.
280
+ * @param max - Output upper limit placeholder.
281
+ * @param axis - Axis index.
282
+ * @returns Lower and upper limits.
283
+ */
284
+ public get_limits(min: f32, max: f32, axis: i32): LuaMultiReturn<[number, number]>;
89
285
 
90
- public get_max_force_and_velocity(value1: f32, value2: f32, value3: i32): void;
286
+ /**
287
+ * Get force and velocity limits for an axis.
288
+ *
289
+ * @remarks
290
+ * Native Lua writes through the first two parameters. In TypeScript, pass placeholders only for declaration
291
+ * compatibility.
292
+ *
293
+ * @param force - Output force placeholder.
294
+ * @param velocity - Output velocity placeholder.
295
+ * @param axis - Axis index.
296
+ */
297
+ public get_max_force_and_velocity(force: f32, velocity: f32, axis: i32): void;
91
298
 
299
+ /**
300
+ * @returns Second connected physics element.
301
+ */
92
302
  public get_stcond_element(): physics_element;
93
303
 
304
+ /**
305
+ * @returns Whether the joint can break.
306
+ */
94
307
  public is_breakable(): boolean;
95
308
 
96
- public set_anchor_global(value1: f32, value2: f32, value3: f32): void;
309
+ /**
310
+ * Set anchor in world space.
311
+ *
312
+ * @remarks
313
+ * The coordinates are interpreted in the shell's global frame.
314
+ */
315
+ public set_anchor_global(x: f32, y: f32, z: f32): void;
97
316
 
98
- public set_anchor_vs_first_element(value1: f32, value2: f32, value3: f32): void;
317
+ /**
318
+ * Set anchor relative to the first element.
319
+ *
320
+ * @remarks
321
+ * The coordinates are interpreted in the first element's local frame.
322
+ */
323
+ public set_anchor_vs_first_element(x: f32, y: f32, z: f32): void;
99
324
 
100
- public set_anchor_vs_second_element(value1: f32, value2: f32, value3: f32): void;
325
+ /**
326
+ * Set anchor relative to the second element.
327
+ *
328
+ * @remarks
329
+ * The coordinates are interpreted in the second element's local frame.
330
+ */
331
+ public set_anchor_vs_second_element(x: f32, y: f32, z: f32): void;
101
332
 
102
- public set_axis_dir_global(value1: f32, value2: f32, value3: f32, value4: i32): void;
333
+ /**
334
+ * Set axis direction in world space.
335
+ *
336
+ * @remarks
337
+ * Use an axis index lower than `get_axes_number()`.
338
+ */
339
+ public set_axis_dir_global(x: f32, y: f32, z: f32, axis: i32): void;
103
340
 
104
- public set_axis_dir_vs_first_element(value1: f32, value2: f32, value3: f32, value4: i32): void;
341
+ /**
342
+ * Set axis direction relative to the first element.
343
+ *
344
+ * @remarks
345
+ * Use an axis index lower than `get_axes_number()`.
346
+ */
347
+ public set_axis_dir_vs_first_element(x: f32, y: f32, z: f32, axis: i32): void;
105
348
 
106
- public set_axis_dir_vs_second_element(value1: f32, value2: f32, value3: f32, value4: f32): void;
349
+ /**
350
+ * Set axis direction relative to the second element.
351
+ *
352
+ * @remarks
353
+ * Use an axis index lower than `get_axes_number()`.
354
+ */
355
+ public set_axis_dir_vs_second_element(x: f32, y: f32, z: f32, axis: i32): void;
107
356
 
108
- public set_axis_spring_dumping_factors(value1: f32, value2: f32, value3: i32): void;
357
+ /**
358
+ * Set spring and damping factors for an axis.
359
+ *
360
+ * @remarks
361
+ * Use an axis index lower than `get_axes_number()`.
362
+ */
363
+ public set_axis_spring_dumping_factors(spring: f32, damping: f32, axis: i32): void;
109
364
 
110
- public set_joint_spring_dumping_factors(value1: f32, value2: f32): void;
365
+ /**
366
+ * Set spring and damping factors for the whole joint.
367
+ */
368
+ public set_joint_spring_dumping_factors(spring: f32, damping: f32): void;
111
369
 
112
- public set_limits(value1: f32, value2: f32, value3: i32): void;
370
+ /**
371
+ * Set angle limits for an axis.
372
+ *
373
+ * @remarks
374
+ * Limits are angles in radians for rotational axes. Use an axis index lower than `get_axes_number()`.
375
+ */
376
+ public set_limits(min: f32, max: f32, axis: i32): void;
113
377
 
114
- public set_max_force_and_velocity(value1: f32, value2: f32, value3: i32): void;
378
+ /**
379
+ * Set force and velocity limits for an axis.
380
+ *
381
+ * @remarks
382
+ * Use an axis index lower than `get_axes_number()`.
383
+ */
384
+ public set_max_force_and_velocity(force: f32, velocity: f32, axis: i32): void;
115
385
  }
116
386
 
117
387
  /**
388
+ * Physics shell made of elements and joints.
389
+ *
118
390
  * @source C++ class physics_shell
119
391
  * @customConstructor physics_shell
120
392
  * @group xr_physic
393
+ *
394
+ * @remarks
395
+ * Shells are engine-owned. Store-order lookups require an index lower than the corresponding count method.
121
396
  */
122
397
  export class physics_shell {
398
+ /**
399
+ * Engine-created physics shell.
400
+ */
123
401
  private constructor();
124
402
 
125
- public apply_force(a: f32, b: f32, c: f32): void;
403
+ /**
404
+ * Apply force to the shell.
405
+ *
406
+ * @param x - Force x component.
407
+ * @param y - Force y component.
408
+ * @param z - Force z component.
409
+ */
410
+ public apply_force(x: f32, y: f32, z: f32): void;
126
411
 
412
+ /**
413
+ * Prevent shell elements and joints from breaking.
414
+ */
127
415
  public block_breaking(): void;
128
416
 
129
- public get_angular_vel(vector: vector): void;
417
+ /**
418
+ * Write current angular velocity into a vector.
419
+ *
420
+ * @remarks
421
+ * The passed vector is overwritten with the root element's angular velocity.
422
+ *
423
+ * @param velocity - Output vector.
424
+ */
425
+ public get_angular_vel(velocity: vector): void;
130
426
 
427
+ /**
428
+ * Get an element by model bone id.
429
+ *
430
+ * @remarks
431
+ * Returns the element attached to the bone, if the shell has one for that id. Invalid ids can trip native
432
+ * assertions in debug builds.
433
+ *
434
+ * @param id - Bone id.
435
+ * @returns Matching physics element.
436
+ */
131
437
  public get_element_by_bone_id(id: u16): physics_element;
132
438
 
439
+ /**
440
+ * Get an element by model bone name.
441
+ *
442
+ * @remarks
443
+ * The bone name must exist in the shell's kinematics. Invalid names can trip native assertions in debug builds.
444
+ *
445
+ * @param bone_name - Bone name.
446
+ * @returns Matching physics element.
447
+ */
133
448
  public get_element_by_bone_name(bone_name: string): physics_element;
134
449
 
450
+ /**
451
+ * Get an element by shell storage order.
452
+ *
453
+ * @remarks
454
+ * `order` must be lower than `get_elements_number()`; invalid values trip a native assertion.
455
+ *
456
+ * @param order - Element order.
457
+ * @returns Matching physics element.
458
+ */
135
459
  public get_element_by_order(order: u16): physics_element;
136
460
 
461
+ /**
462
+ * @returns Number of elements in the shell.
463
+ */
137
464
  public get_elements_number(): u16;
138
465
 
466
+ /**
467
+ * Get a joint by model bone id.
468
+ *
469
+ * @remarks
470
+ * Returns the joint attached to the bone, if the shell has one for that id. Invalid ids can trip native assertions
471
+ * in debug builds.
472
+ *
473
+ * @param id - Bone id.
474
+ * @returns Matching physics joint.
475
+ */
139
476
  public get_joint_by_bone_id(id: u16): physics_joint;
140
477
 
478
+ /**
479
+ * Get a joint by model bone name.
480
+ *
481
+ * @remarks
482
+ * The bone name must exist in the shell's kinematics. Invalid names can trip native assertions in debug builds.
483
+ *
484
+ * @param name - Bone name.
485
+ * @returns Matching physics joint.
486
+ */
141
487
  public get_joint_by_bone_name(name: string): physics_joint;
142
488
 
489
+ /**
490
+ * Get a joint by shell storage order.
491
+ *
492
+ * @remarks
493
+ * `order` must be lower than `get_joints_number()`; invalid values trip a native assertion.
494
+ *
495
+ * @param order - Joint order.
496
+ * @returns Matching physics joint.
497
+ */
143
498
  public get_joint_by_order(order: u16): physics_joint;
144
499
 
500
+ /**
501
+ * @returns Number of joints in the shell.
502
+ */
145
503
  public get_joints_number(): u16;
146
504
 
147
- public get_linear_vel(vector: vector): void;
505
+ /**
506
+ * Write current linear velocity into a vector.
507
+ *
508
+ * @remarks
509
+ * The passed vector is overwritten with the root element's linear velocity.
510
+ *
511
+ * @param velocity - Output vector.
512
+ */
513
+ public get_linear_vel(velocity: vector): void;
148
514
 
515
+ /**
516
+ * @returns Whether the shell can break.
517
+ */
149
518
  public is_breakable(): boolean;
150
519
 
520
+ /**
521
+ * @returns Whether breaking is currently blocked.
522
+ */
151
523
  public is_breaking_blocked(): boolean;
152
524
 
525
+ /**
526
+ * Allow shell elements and joints to break again.
527
+ */
153
528
  public unblock_breaking(): void;
154
529
  }
155
530
 
156
531
  /**
532
+ * Global physics world controls.
533
+ *
157
534
  * @source C++ class physics_world
158
535
  * @customConstructor physics_world
159
536
  * @group xr_physic
537
+ *
538
+ * @remarks
539
+ * Obtain the live world through `level.physics_world()`. Gravity changes affect the whole level.
160
540
  */
161
541
  export class physics_world {
542
+ /**
543
+ * Set world gravity.
544
+ *
545
+ * @param value - Gravity value.
546
+ */
162
547
  public set_gravity(value: f32): void;
163
548
 
549
+ /**
550
+ * @returns Current world gravity.
551
+ */
164
552
  public gravity(): f32;
165
553
 
554
+ /**
555
+ * Add a physics condition/action callback pair.
556
+ *
557
+ * @remarks
558
+ * This binding expects native `CPHCondition` and `CPHAction` objects; ordinary scripts rarely call it directly.
559
+ */
166
560
  public add_call(/* Class CPHCondition*, class CPHAction */): void;
167
561
  }
168
562
 
169
563
  /**
564
+ * Animated model kinematics.
565
+ *
170
566
  * @source C++ class IKinematicsAnimated
171
567
  * @customConstructor IKinematicsAnimated
172
568
  * @group xr_physic
173
569
  */
174
570
  export class IKinematicsAnimated {
175
- public PlayCycle(value: string): void;
571
+ /**
572
+ * Play an animation cycle by name.
573
+ *
574
+ * @param name - Animation name.
575
+ */
576
+ public PlayCycle(name: string): void;
176
577
  }
177
578
 
178
579
  /**
580
+ * Client object that owns a physics shell.
581
+ *
179
582
  * @source C++ class CPhysicsShellHolder : public CGameObject, CParticlesPlayer,
180
583
  * IObjectPhysicsCollision, IPhysicsShellHolder
181
584
  * @customConstructor CPhysicsShellHolder
182
585
  * @group xr_physic
586
+ *
587
+ * @remarks
588
+ * This is a native owner of physics shell state. Scripts usually reach it through `game_object.cast_PhysicsShellHolder()`
589
+ * or `game_object.get_physics_shell()`.
183
590
  */
184
591
  export class CPhysicsShellHolder extends EngineBinding {
592
+ /**
593
+ * Engine-created physics shell holder.
594
+ */
185
595
  protected constructor();
186
596
  }
187
597
 
188
598
  /**
599
+ * Holder object that the actor can engage with.
600
+ *
189
601
  * @source C++ class holder
190
602
  * @customConstructor holder
191
603
  * @group xr_physic
604
+ *
605
+ * @remarks
606
+ * Returned only for objects that implement holder controls, such as mounted weapons or vehicles.
192
607
  */
193
608
  export class holder {
609
+ /**
610
+ * @returns Whether the actor is currently attached to the holder.
611
+ */
194
612
  public engaged(): boolean;
195
613
 
614
+ /**
615
+ * Send holder action flags.
616
+ *
617
+ * @param id - Action id.
618
+ * @param flags - Action flags.
619
+ */
196
620
  public Action(id: u16, flags: u32): void;
197
621
 
622
+ /**
623
+ * Set holder vector parameter.
624
+ *
625
+ * @param id - Parameter id.
626
+ * @param value - Parameter value.
627
+ */
198
628
  public SetParam(id: i32, value: vector): void;
199
629
 
200
630
  /**
201
631
  * Set holder object enter state.
202
632
  *
203
- * @param is_enabled - Whether holder object can be entered.
633
+ * @param is_enabled - Whether entering the holder is locked.
204
634
  */
205
635
  public SetEnterLocked(is_enabled: boolean): void;
206
636
 
207
637
  /**
208
- * Set holder object exist state.
638
+ * Set holder object exit state.
209
639
  *
210
- * @param is_enabled - Whether holder object can be exited.
640
+ * @param is_enabled - Whether exiting the holder is locked.
211
641
  */
212
642
  public SetExitLocked(is_enabled: boolean): void;
213
643
  }