xray16 1.4.0 → 1.5.1
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.
- package/package.json +1 -1
- package/types/xr_ai/xr_action.d.ts +1321 -29
- package/types/xr_ai/xr_alife.d.ts +1336 -32
- package/types/xr_ai/xr_enemy_evaluation.d.ts +112 -19
- package/types/xr_ai/xr_goap.d.ts +450 -3
- package/types/xr_ai/xr_graph.d.ts +94 -6
- package/types/xr_ai/xr_memory.d.ts +240 -6
- package/types/xr_lib/xr_animation.d.ts +185 -14
- package/types/xr_lib/xr_bitwise.d.ts +20 -8
- package/types/xr_lib/xr_color.d.ts +103 -6
- package/types/xr_lib/xr_debug.d.ts +110 -12
- package/types/xr_lib/xr_dialog.d.ts +99 -7
- package/types/xr_lib/xr_flags.d.ts +78 -15
- package/types/xr_lib/xr_fs.d.ts +395 -5
- package/types/xr_lib/xr_game.d.ts +101 -0
- package/types/xr_lib/xr_hit.d.ts +84 -0
- package/types/xr_lib/xr_ini.d.ts +60 -2
- package/types/xr_lib/xr_level.d.ts +182 -39
- package/types/xr_lib/xr_luabind.d.ts +37 -11
- package/types/xr_lib/xr_map.d.ts +137 -6
- package/types/xr_lib/xr_math.d.ts +56 -0
- package/types/xr_lib/xr_multiplayer.d.ts +729 -1
- package/types/xr_lib/xr_profile.d.ts +80 -0
- package/types/xr_lib/xr_properties.d.ts +159 -4
- package/types/xr_lib/xr_relation.d.ts +147 -0
- package/types/xr_lib/xr_render.d.ts +99 -3
- package/types/xr_lib/xr_save.d.ts +110 -4
- package/types/xr_lib/xr_sound.d.ts +373 -9
- package/types/xr_lib/xr_stats.ts +33 -4
- package/types/xr_lib/xr_task.d.ts +277 -0
- package/types/xr_lib/xr_time.d.ts +11 -0
- package/types/xr_object/client/xr_anomaly.d.ts +20 -0
- package/types/xr_object/client/xr_artefact.d.ts +57 -2
- package/types/xr_object/client/xr_client_object.d.ts +131 -0
- package/types/xr_object/client/xr_creature.d.ts +79 -0
- package/types/xr_object/client/xr_item.d.ts +108 -2
- package/types/xr_object/client/xr_level.d.ts +482 -14
- package/types/xr_object/client/xr_physic.d.ts +459 -29
- package/types/xr_object/client/xr_zone.d.ts +38 -0
- package/types/xr_object/script/xr_script_interface.d.ts +236 -1
- package/types/xr_object/script/xr_script_object.d.ts +3402 -82
- package/types/xr_object/script/xr_script_trade.d.ts +25 -15
- package/types/xr_object/server/xr_server_object.d.ts +707 -15
- package/types/xr_ui/xr_ui_asset.d.ts +241 -6
- package/types/xr_ui/xr_ui_core.d.ts +327 -9
- package/types/xr_ui/xr_ui_event.d.ts +1067 -1
- package/types/xr_ui/xr_ui_interface.d.ts +1563 -17
- package/types/xr_ui/xr_ui_menu.d.ts +259 -16
- package/types/xrf_plugin.d.ts +44 -14
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declare module "xray16" {
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/**
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* Base engine object exposed for compatibility with script binders.
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*
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* @source C++ class DLL_Pure
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* @customConstructor DLL_Pure
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* @group xr_core
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*
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* @remarks
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* Base for engine-owned client objects. Scripts normally receive derived objects from xray callbacks or casts.
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*/
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export class DLL_Pure extends EngineBinding {
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/**
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* Engine-created base object.
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*/
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protected constructor();
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}
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/**
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* Render visual handle for client objects.
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*
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* @source C++ class IRender_Visual
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* @group xr_client_object
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*
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* @remarks
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* Visual handles are owned by the object. Treat returned cast interfaces as borrowed engine references.
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*/
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export interface IXR_IRender_Visual {
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/**
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* Cast the visual to animated kinematics when supported.
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*
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* @remarks
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* Runtime can return `null` when the visual is not animated even though older declarations expose a non-null type.
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*
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* @returns Animated kinematics interface.
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*/
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dcast_PKinematicsAnimated(): IKinematicsAnimated;
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}
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/**
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* Base client-side game object.
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*
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* @source C++ class CGameObject : DLL_Pure, ISheduled, ICollidable, IRenderable
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* @customConstructor CGameObject
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* @group xr_client_object
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*
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* @remarks
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* Client-side object state is engine-owned. Use this wrapper for low-level engine callbacks; gameplay scripts usually
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* work with `game_object` instead.
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*/
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export class CGameObject extends DLL_Pure {
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/**
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* @returns Render visual assigned to the object.
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*/
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public Visual(): IXR_IRender_Visual;
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/**
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* @returns Whether the object is enabled in the client object loop.
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*/
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public getEnabled(): boolean;
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/**
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* Construct engine-side object state.
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*
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* @remarks
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* Lifecycle hook used by the engine. Calling it from gameplay scripts can reinitialize native state unexpectedly.
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*
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* @returns Constructed base object.
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*/
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public _construct(): DLL_Pure;
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/**
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* Import network state from a packet.
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*
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* @param net_packet - Source network packet.
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*/
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public net_Import(net_packet: net_packet): void;
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/**
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* @returns Whether the object is visible.
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*/
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public getVisible(): boolean;
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/**
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* Export network state to a packet.
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*
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* @param net_packet - Destination network packet.
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*/
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public net_Export(net_packet: net_packet): void;
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/**
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* Spawn the client object from its server object.
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*
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* @remarks
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* Lifecycle hook used during network spawn. Return `false` to reject spawn in custom subclasses.
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*
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* @param cse_abstract - Server object used for spawn data.
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* @returns Whether spawn succeeded.
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*/
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public net_Spawn(cse_abstract: cse_abstract): boolean;
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/**
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* Use another object through the engine interaction path.
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*
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* @param object - Object being used.
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* @returns Whether the use action was handled.
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*/
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public use(object: CGameObject): boolean;
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}
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@@ -45,32 +114,94 @@ declare module "xray16" {
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* @source C++ class object_binder
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* @customConstructor object_binder
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* @group xr_client_object
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*
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* @remarks
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* Script binders are callbacks attached to a `game_object`. The engine calls lifecycle methods; scripts usually
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* override them in subclasses instead of invoking them directly.
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*/
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export class object_binder<T = game_object> extends EngineBinding {
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/**
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* Script game object controlled by this binder.
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*/
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public readonly object: T;
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/**
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* @param object - Script game object controlled by this binder.
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*/
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public constructor(object: T);
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/**
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* Save binder state.
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*
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* @param packet - Destination save packet.
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*/
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public save(packet: net_packet): void;
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/**
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* Load binder state.
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*
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* @param reader - Source save reader.
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*/
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public load(reader: reader): void;
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/**
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* Update binder logic.
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*
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* @param delta - Time since last update in milliseconds.
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*/
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public update(delta: u32): void;
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/**
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* Reload binder configuration.
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*
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* @param section - Object config section.
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*/
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public reload(section: string): void;
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/**
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* Reinitialize binder runtime state.
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*/
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public reinit(): void;
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/**
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* Export binder network state.
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*
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* @param net_packet - Destination network packet.
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*/
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public net_export(net_packet: net_packet): void;
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/**
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* Decide whether binder state should be saved over the network.
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*
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* @returns Whether the state is relevant for network save.
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*/
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public net_save_relevant(): boolean;
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/**
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* Handle client object destruction.
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*/
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public net_destroy(): void;
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/**
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* Release references to a game object.
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*
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* @param object - Object being released.
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*/
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public net_Relcase(object: T): void;
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* Handle network spawn.
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*
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* @param object - Server object used for spawn data.
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* @returns Whether spawn succeeded.
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*/
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public net_spawn(object: cse_alife_object): boolean;
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* Import binder network state.
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*
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* @param net_packet - Source network packet.
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*/
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public net_import(net_packet: net_packet): void;
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}
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}
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declare module "xray16" {
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/**
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* Client object binding for `CEntityAlive`.
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*
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* @source C++ class CEntityAlive : public CEntity
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* @customConstructor CEntityAlive
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* @group xr_creature
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*
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* @remarks
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* Base wrapper for alive objects. Use `game_object.is_entity_alive()` or a narrower predicate before calling
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* alive-object methods from the shared `game_object` surface.
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*/
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export class CEntityAlive extends CGameObject {}
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/**
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* Client object binding for `CActor`.
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*
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* @source C++ class CActor : CGameObject
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* @customConstructor CActor
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* @group xr_creature
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*
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* @remarks
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* Actor-only APIs on `game_object` require the current object to be the player actor, not just any alive entity.
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*/
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export class CActor extends CGameObject {}
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/**
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* Client object binding for `CCustomMonster`.
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*
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* @source C++ class CCustomMonster : CGameObject
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* @customConstructor CCustomMonster
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* @group xr_creature
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*
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* @remarks
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* Base wrapper for custom monsters. Monster sound, range, memory, home, and enemy-transfer helpers require this
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* family or one of its subclasses.
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*/
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export class CCustomMonster extends CGameObject {}
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/**
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* Client object binding for `CInventoryOwner`.
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*
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* @source C++ class CInventoryOwner : CGameObject
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* @customConstructor CInventoryOwner
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*
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* @remarks
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* Inventory-owner APIs cover NPCs, traders, corpses, boxes, and the actor depending on runtime class. Check the
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* object kind before assuming dialog, trade, belt, or inventory-box behavior exists.
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export class CInventoryOwner extends CGameObject {}
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/**
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* Client object binding for `CInventoryItem`.
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*
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* @source C++ class CInventoryItem : CGameObject
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* @customConstructor CInventoryItem
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*
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* Base wrapper for inventory items. Item condition, cost, upgrades, and slot behavior depend on the concrete item
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* class.
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export class CInventoryItem extends CGameObject {}
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/**
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* Client object binding for `CZombie`.
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*
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* @source C++ class CZombie : CGameObject
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* @customConstructor CZombie
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export class CZombie extends CGameObject {}
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/**
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* Client object binding for `CController`.
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*
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* @source C++ class CController : CGameObject
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* @customConstructor CController
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export class CController extends CGameObject {}
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/**
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* Client object binding for `CTushkano`.
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*
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* @source C++ class CTushkano : CGameObject
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* @customConstructor CTushkano
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* @group xr_creature
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export class CTushkano extends CGameObject {}
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/**
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* Client object binding for `CBurer`.
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*
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* @source C++ class CBurer : CGameObject
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/**
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*
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export class CCat extends CGameObject {}
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* Client object binding for `CChimera`.
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*
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export class CChimera extends CGameObject {}
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/**
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* Client object binding for `CPoltergeist`.
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*
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* @source C++ class CPoltergeist : CGameObject
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export class CPoltergeist extends CGameObject {}
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/**
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* Client object binding for `CPseudoGigant`.
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*
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* @source C++ class CPseudoGigant : CGameObject
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export class CPseudoGigant extends CGameObject {}
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/**
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* Client object binding for `CPsyDog`.
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*
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export class CPsyDog extends CGameObject {}
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/**
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* Client object binding for `CPsyDogPhantom`.
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*
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* @source C++ class CPsyDogPhantom : CGameObject
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* @customConstructor CPsyDogPhantom
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export class CPsyDogPhantom extends CGameObject {}
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/**
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* Client object binding for `CAI_Bloodsucker`.
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*
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* @source C++ class CAI_Bloodsucker : CGameObject
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*
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* Bloodsucker-specific visibility helpers are not valid for other custom monsters.
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*/
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export class CAI_Bloodsucker extends CGameObject {
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/**
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* Override the bloodsucker visibility state.
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*
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* @param value - Visibility state id used by the monster implementation.
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*/
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public force_visibility_state(value: i32): void;
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}
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/**
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* Client object binding for `CAI_Boar`.
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*
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* @source C++ class CAI_Boar : CGameObject
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export class CAI_Boar extends CGameObject {}
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/**
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* Client object binding for `CAI_Dog`.
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*
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* @source C++ class CAI_Dog : CGameObject
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* @customConstructor CAI_Dog
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* @group xr_creature
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|
@@ -128,6 +191,8 @@ declare module "xray16" {
|
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|
export class CAI_Dog extends CGameObject {}
|
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/**
|
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+
* Client object binding for `CAI_Flesh`.
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+
*
|
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|
* @source C++ class CAI_Flesh : CGameObject
|
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|
* @customConstructor CAI_Flesh
|
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|
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|
|
@@ -135,6 +200,8 @@ declare module "xray16" {
|
|
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|
export class CAI_Flesh extends CGameObject {}
|
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|
|
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|
/**
|
|
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|
+
* Client object binding for `CAI_PseudoDog`.
|
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|
+
*
|
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|
* @source C++ class CAI_PseudoDog : CGameObject
|
|
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|
* @customConstructor CAI_PseudoDog
|
|
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|
* @group xr_creature
|
|
@@ -142,20 +209,32 @@ declare module "xray16" {
|
|
|
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|
export class CAI_PseudoDog extends CGameObject {}
|
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|
|
|
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|
/**
|
|
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|
+
* Client object binding for `CAI_Stalker`.
|
|
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|
+
*
|
|
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|
* @source C++ class CAI_Stalker : CGameObject
|
|
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|
* @customConstructor CAI_Stalker
|
|
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|
* @group xr_creature
|
|
217
|
+
*
|
|
218
|
+
* @remarks
|
|
219
|
+
* Stalker movement, smart-cover, planner, weapon-selection, and dialog helpers require this runtime family.
|
|
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220
|
*/
|
|
149
221
|
export class CAI_Stalker extends CGameObject {}
|
|
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222
|
|
|
151
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|
/**
|
|
224
|
+
* Client object binding for `CAI_Trader`.
|
|
225
|
+
*
|
|
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226
|
* @source C++ class CAI_Trader : CGameObject
|
|
153
227
|
* @customConstructor CAI_Trader
|
|
154
228
|
* @group xr_creature
|
|
229
|
+
*
|
|
230
|
+
* @remarks
|
|
231
|
+
* Trader wrappers are inventory owners with trader-specific animation and sound hooks.
|
|
155
232
|
*/
|
|
156
233
|
export class CAI_Trader extends CGameObject {}
|
|
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234
|
|
|
158
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|
/**
|
|
236
|
+
* Client object binding for `CSnork`.
|
|
237
|
+
*
|
|
159
238
|
* @source C++ class CSnork : CGameObject
|
|
160
239
|
* @customConstructor CSnork
|
|
161
240
|
* @group xr_creature
|