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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* Campfire anomaly object.
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*
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* @source C++ class CZoneCampfire : CGameObject
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* @customConstructor CZoneCampfire
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* @group xr_level
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*
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* @remarks
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* Campfire controls require this runtime object. They are not available on generic anomaly zones.
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*/
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export class CZoneCampfire extends CGameObject {
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/**
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* Create a campfire object wrapper.
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*/
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public constructor();
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/**
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* @returns Whether the campfire is currently burning.
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*/
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public is_on(): boolean;
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/**
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* Turn the campfire on.
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*/
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public turn_on(): void;
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/**
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* Turn the campfire off.
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*/
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public turn_off(): void;
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}
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/**
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* Animated client physics object.
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*
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* @source C++ class CPhysicObject : CGameObject
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* @customConstructor CPhysicObject
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* @group xr_level
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*
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* @remarks
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* Wrapper for animated physics props, especially door-like objects. Door and bone-sound helpers require this runtime
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* class.
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*/
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export class CPhysicObject extends CGameObject {
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/**
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* Ignore dynamic objects while the door-like object is moving.
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*/
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public set_door_ignore_dynamics(): void;
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/**
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* Start sounds attached to animated bones.
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*/
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public play_bones_sound(): void;
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/**
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* Run the object animation backward.
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*/
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public run_anim_back(): void;
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/**
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* Restore normal dynamic-object collision handling.
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*/
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public unset_door_ignore_dynamics(): void;
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/**
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* Run the object animation forward.
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*/
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public run_anim_forward(): void;
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/**
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* Stop the current object animation.
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*
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* @returns Whether animation was stopped.
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*/
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public stop_anim(): boolean;
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/**
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* @returns Current animation time.
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*/
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public anim_time_get(): f32;
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-
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/**
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* Set current animation time.
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*
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* @param time - Animation time.
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*/
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public anim_time_set(time: f32): void;
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/**
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* Stop sounds attached to animated bones.
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*/
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public stop_bones_sound(): void;
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}
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/**
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* Hanging lamp object controlled from scripts.
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*
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* @source C++ class hanging_lamp : CGameObject
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* @customConstructor hanging_lamp
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* @group xr_level
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*
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* @remarks
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* Lamp controls require this runtime object. They do not apply to arbitrary lights or torches.
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*/
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export class hanging_lamp extends CGameObject {
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/**
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* Create a hanging lamp object wrapper.
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*/
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public constructor();
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/**
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* Turn the lamp on.
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*/
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public turn_on(): void;
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/**
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* Turn the lamp off.
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*/
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public turn_off(): void;
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}
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/**
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* Driveable car and mounted weapon holder.
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*
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* @source C++ class CCar : CGameObject, holder
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* @customConstructor CCar
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* @group xr_level
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*
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* @remarks
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* Vehicle and mounted-weapon holder APIs require a car object. Use `game_object.get_car()` or holder casts before
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* calling these methods from shared object code.
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*/
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export class CCar extends CGameObject implements holder {
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/**
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* Engine enum value for `CCar.eWpnActivate`.
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*/
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public static eWpnActivate: 3;
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/**
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* Engine enum value for `CCar.eWpnAutoFire`.
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*/
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public static eWpnAutoFire: 5;
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/**
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* Engine enum value for `CCar.eWpnDesiredDir`.
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*/
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public static eWpnDesiredDir: 1;
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/**
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* Engine enum value for `CCar.eWpnDesiredPos`.
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*/
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public static eWpnDesiredPos: 2;
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/**
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* Engine enum value for `CCar.eWpnFire`.
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*/
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public static eWpnFire: 4;
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/**
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* Engine enum value for `CCar.eWpnToDefaultDir`.
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*/
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public static eWpnToDefaultDir: 6;
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/**
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* Create a car object wrapper.
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*/
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public constructor();
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/**
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* Lock or unlock entering the car.
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*
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* @param is_enabled - Whether entering is locked.
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*/
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public SetEnterLocked(is_enabled: boolean): void;
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/**
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* Lock or unlock exiting the car.
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*
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* @param is_enabled - Whether exiting is locked.
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*/
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public SetExitLocked(is_enabled: boolean): void;
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/**
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* @returns Whether the mounted weapon can hit its current target.
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*/
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public CanHit(): boolean;
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/**
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* Trigger car explosion.
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*/
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public CarExplode(): void;
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/**
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* Change fuel by a delta.
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*
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* @param fuel - Fuel delta.
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*/
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public ChangefFuel(fuel: f32): void;
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/**
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* Change vehicle health by a delta.
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*
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* @param value - Health delta.
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*/
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public ChangefHealth(value: f32): void;
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/**
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* @returns Current velocity vector.
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*/
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public CurrentVel(): vector;
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/**
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* @returns Scheduled explosion time.
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*/
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public ExplodeTime(): u32;
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/**
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* @returns Difference between current and desired weapon fire direction.
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*/
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public FireDirDiff(): f32;
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/**
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public GetfFuel(): f32;
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/**
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* @returns Amount of fuel in vehicle instance.
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*/
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public get_fuel(): f32;
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/**
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* @returns Fuel consumption rate of vehicle instance.
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public GetfFuelConsumption(): f32;
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* @returns Fuel consumption rate of vehicle instance.
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*/
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public get_fuel_consumption(): f32;
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/**
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* @returns Fuel tank size (max possible amount of fuel at time).
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*/
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public GetfFuelTank(): f32;
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/**
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* @returns Fuel tank size.
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*/
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public get_fuel_tank(): f32;
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/**
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* @returns Vehicle health value.
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public HasWeapon(): boolean;
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* Check whether an object is visible from the car weapon.
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*
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* @param game_object - Object to test.
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* @returns Whether the object is visible.
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*/
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public IsObjectVisible(game_object: game_object): boolean;
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* Start car damage particles.
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*/
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public PlayDamageParticles(): void;
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/**
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* Set scheduled explosion time.
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*
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* @param time - Explosion time.
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*/
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public SetExplodeTime(time: u32): void;
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* Set current fuel amount.
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*
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* @param fuel - Fuel amount.
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*/
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public SetfFuel(fuel: f32): void;
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* Set current fuel amount.
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*
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* @param fuel - Fuel amount.
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*/
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public set_fuel(fuel: f32): void;
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/**
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* Set fuel consumption rate.
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*
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* @param consumption - Fuel consumption rate.
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*/
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public SetfFuelConsumption(consumption: f32): void;
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* Set fuel consumption rate.
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*
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* @param consumption - Fuel consumption rate.
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*/
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public set_fuel_consumption(consumption: f32): void;
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/**
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* Set fuel tank capacity.
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*
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* @param fuel - Fuel tank capacity.
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*/
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public SetfFuelTank(fuel: f32): void;
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* Set fuel tank capacity.
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*
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* @param fuel - Fuel tank capacity.
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*/
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public set_fuel_tank(fuel: f32): void;
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/**
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* Set vehicle health.
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*
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+
* @param health - New health value.
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+
*/
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325
|
public SetfHealth(health: f32): void;
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/**
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@@ -161,15 +361,39 @@ declare module "xray16" {
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*/
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public SetRPM(rpm: f32): void;
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+
/**
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+
* Stop car damage particles.
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+
*/
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public StopDamageParticles(): void;
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+
/**
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+
* @returns Whether the actor is currently attached to this holder.
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+
*/
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public engaged(): boolean;
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-
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+
/**
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+
* Send a holder or weapon action.
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*
|
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+
* @param id - Action id.
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+
* @param flags - Action flags.
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+
*/
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+
public Action(id: u16, flags: u32): void;
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-
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+
/**
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+
* Set a mounted weapon vector parameter.
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+
*
|
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+
* @param id - Weapon parameter id.
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+
* @param vector - Parameter value.
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+
*/
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+
public SetParam(id: i32, vector: vector): void;
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-
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+
/**
|
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+
* Set a mounted weapon vector parameter.
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+
*
|
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|
+
* @param id - Weapon parameter id.
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|
+
* @param vector - Parameter value.
|
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|
+
*/
|
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|
+
public SetParam(id: TXR_CCar_weapon_param, vector: vector): void;
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}
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/**
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@@ -178,108 +402,352 @@ declare module "xray16" {
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export type TXR_CCar_weapon_param = EnumeratedStaticsValues<typeof CCar>;
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403
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180
404
|
/**
|
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405
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+
* Script-controlled helicopter object.
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406
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+
*
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407
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* @source C++ class CHelicopter : CGameObject
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* @customConstructor CHelicopter
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409
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* @group xr_level
|
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+
*
|
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|
+
* @remarks
|
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412
|
+
* Helicopter controls require a helicopter object. Movement, enemy, lighting, and fire-trail setters are direct
|
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413
|
+
* native control hooks and do not validate scenario logic.
|
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184
414
|
*/
|
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185
415
|
export class CHelicopter extends CGameObject {
|
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416
|
+
/**
|
|
417
|
+
* Engine enum value for `CHelicopter.eAlive`.
|
|
418
|
+
*/
|
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186
419
|
public static readonly eAlive: 0;
|
|
420
|
+
/**
|
|
421
|
+
* Engine enum value for `CHelicopter.eBodyByPath`.
|
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422
|
+
*/
|
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187
423
|
public static readonly eBodyByPath: 0;
|
|
424
|
+
/**
|
|
425
|
+
* Engine enum value for `CHelicopter.eBodyToPoint`.
|
|
426
|
+
*/
|
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188
427
|
public static readonly eBodyToPoint: 1;
|
|
428
|
+
/**
|
|
429
|
+
* Engine enum value for `CHelicopter.eDead`.
|
|
430
|
+
*/
|
|
189
431
|
public static readonly eDead: 1;
|
|
432
|
+
/**
|
|
433
|
+
* Engine enum value for `CHelicopter.eEnemyEntity`.
|
|
434
|
+
*/
|
|
190
435
|
public static readonly eEnemyEntity: 2;
|
|
436
|
+
/**
|
|
437
|
+
* Engine enum value for `CHelicopter.eEnemyNone`.
|
|
438
|
+
*/
|
|
191
439
|
public static readonly eEnemyNone: 0;
|
|
440
|
+
/**
|
|
441
|
+
* Engine enum value for `CHelicopter.eEnemyPoint`.
|
|
442
|
+
*/
|
|
192
443
|
public static readonly eEnemyPoint: 1;
|
|
444
|
+
/**
|
|
445
|
+
* Engine enum value for `CHelicopter.eMovLanding`.
|
|
446
|
+
*/
|
|
193
447
|
public static readonly eMovLanding: 4;
|
|
448
|
+
/**
|
|
449
|
+
* Engine enum value for `CHelicopter.eMovNone`.
|
|
450
|
+
*/
|
|
194
451
|
public static readonly eMovNone: 0;
|
|
452
|
+
/**
|
|
453
|
+
* Engine enum value for `CHelicopter.eMovPatrolPath`.
|
|
454
|
+
*/
|
|
195
455
|
public static readonly eMovPatrolPath: 2;
|
|
456
|
+
/**
|
|
457
|
+
* Engine enum value for `CHelicopter.eMovRoundPath`.
|
|
458
|
+
*/
|
|
196
459
|
public static readonly eMovRoundPath: 3;
|
|
460
|
+
/**
|
|
461
|
+
* Engine enum value for `CHelicopter.eMovTakeOff`.
|
|
462
|
+
*/
|
|
197
463
|
public static readonly eMovTakeOff: 5;
|
|
464
|
+
/**
|
|
465
|
+
* Engine enum value for `CHelicopter.eMovToPoint`.
|
|
466
|
+
*/
|
|
198
467
|
public static readonly eMovToPoint: 1;
|
|
199
468
|
|
|
469
|
+
/**
|
|
470
|
+
* Whether the helicopter explosion has already been triggered.
|
|
471
|
+
*/
|
|
200
472
|
public readonly m_exploded: boolean;
|
|
473
|
+
|
|
474
|
+
/**
|
|
475
|
+
* Whether helicopter lights are currently started.
|
|
476
|
+
*/
|
|
201
477
|
public readonly m_light_started: boolean;
|
|
478
|
+
|
|
479
|
+
/**
|
|
480
|
+
* Whether flame effects are currently started.
|
|
481
|
+
*/
|
|
202
482
|
public readonly m_flame_started: boolean;
|
|
483
|
+
|
|
484
|
+
/**
|
|
485
|
+
* Whether the helicopter is marked dead.
|
|
486
|
+
*/
|
|
203
487
|
public readonly m_dead: boolean;
|
|
488
|
+
|
|
489
|
+
/**
|
|
490
|
+
* Maximum machine-gun attack distance.
|
|
491
|
+
*/
|
|
204
492
|
public m_max_mgun_dist: f32;
|
|
493
|
+
|
|
494
|
+
/**
|
|
495
|
+
* Maximum rocket attack distance.
|
|
496
|
+
*/
|
|
205
497
|
public m_max_rocket_dist: f32;
|
|
498
|
+
|
|
499
|
+
/**
|
|
500
|
+
* Minimum machine-gun attack distance.
|
|
501
|
+
*/
|
|
206
502
|
public m_min_mgun_dist: f32;
|
|
503
|
+
|
|
504
|
+
/**
|
|
505
|
+
* Minimum rocket attack distance.
|
|
506
|
+
*/
|
|
207
507
|
public m_min_rocket_dist: f32;
|
|
508
|
+
|
|
509
|
+
/**
|
|
510
|
+
* Whether rocket firing is synchronized with the helicopter attack logic.
|
|
511
|
+
*/
|
|
208
512
|
public m_syncronize_rocket: boolean;
|
|
513
|
+
|
|
514
|
+
/**
|
|
515
|
+
* Delay between rocket attacks.
|
|
516
|
+
*/
|
|
209
517
|
public m_time_between_rocket_attack: u32;
|
|
518
|
+
|
|
519
|
+
/**
|
|
520
|
+
* Whether machine-gun attacks are enabled.
|
|
521
|
+
*/
|
|
210
522
|
public m_use_mgun_on_attack: boolean;
|
|
523
|
+
|
|
524
|
+
/**
|
|
525
|
+
* Whether rocket attacks are enabled.
|
|
526
|
+
*/
|
|
211
527
|
public m_use_rocket_on_attack: boolean;
|
|
212
528
|
|
|
529
|
+
/**
|
|
530
|
+
* Create a helicopter object wrapper.
|
|
531
|
+
*/
|
|
213
532
|
public constructor();
|
|
214
533
|
|
|
534
|
+
/**
|
|
535
|
+
* Check whether an object is visible to the helicopter.
|
|
536
|
+
*
|
|
537
|
+
* @param game_object - Object to test.
|
|
538
|
+
* @returns Whether the object is visible.
|
|
539
|
+
*/
|
|
215
540
|
public isVisible(game_object: game_object): boolean;
|
|
216
541
|
|
|
542
|
+
/**
|
|
543
|
+
* @returns Safe altitude configured for the movement manager.
|
|
544
|
+
*/
|
|
217
545
|
public GetSafeAltitude(): f32;
|
|
218
546
|
|
|
547
|
+
/**
|
|
548
|
+
* @returns Current real altitude above terrain.
|
|
549
|
+
*/
|
|
219
550
|
public GetRealAltitude(): f32;
|
|
220
551
|
|
|
552
|
+
/**
|
|
553
|
+
* @returns Current scalar velocity.
|
|
554
|
+
*/
|
|
221
555
|
public GetCurrVelocity(): f32;
|
|
222
556
|
|
|
557
|
+
/**
|
|
558
|
+
* Get desired speed near the destination point.
|
|
559
|
+
*
|
|
560
|
+
* @param value - Distance threshold.
|
|
561
|
+
* @returns Speed at that destination distance.
|
|
562
|
+
*/
|
|
223
563
|
public GetSpeedInDestPoint(value: f32): f32;
|
|
224
564
|
|
|
565
|
+
/**
|
|
566
|
+
* @returns Distance at which the helicopter treats a point as reached.
|
|
567
|
+
*/
|
|
225
568
|
public GetOnPointRangeDist(): f32;
|
|
226
569
|
|
|
570
|
+
/**
|
|
571
|
+
* @returns Maximum movement velocity.
|
|
572
|
+
*/
|
|
227
573
|
public GetMaxVelocity(): f32;
|
|
228
574
|
|
|
575
|
+
/**
|
|
576
|
+
* @returns Helicopter health.
|
|
577
|
+
*/
|
|
229
578
|
public GetfHealth(): f32;
|
|
230
579
|
|
|
580
|
+
/**
|
|
581
|
+
* @returns Current movement state.
|
|
582
|
+
*/
|
|
231
583
|
public GetMovementState(): i32; /* Enum ? */
|
|
232
584
|
|
|
585
|
+
/**
|
|
586
|
+
* @returns Current body aiming state.
|
|
587
|
+
*/
|
|
233
588
|
public GetBodyState(): i32; /* Enum ? */
|
|
234
589
|
|
|
590
|
+
/**
|
|
591
|
+
* @returns Current velocity vector.
|
|
592
|
+
*/
|
|
235
593
|
public GetCurrVelocityVec(): vector;
|
|
236
594
|
|
|
595
|
+
/**
|
|
596
|
+
* @returns Alive/dead state.
|
|
597
|
+
*/
|
|
237
598
|
public GetState(): i32;
|
|
238
599
|
|
|
600
|
+
/**
|
|
601
|
+
* @returns Distance to destination position.
|
|
602
|
+
*/
|
|
239
603
|
public GetDistanceToDestPosition(): f32;
|
|
240
604
|
|
|
605
|
+
/**
|
|
606
|
+
* @returns Current enemy tracking state.
|
|
607
|
+
*/
|
|
241
608
|
public GetHuntState(): i32; /* Enum ? */
|
|
242
609
|
|
|
610
|
+
/**
|
|
611
|
+
* Set desired speed near the destination point.
|
|
612
|
+
*
|
|
613
|
+
* @param value - Speed value.
|
|
614
|
+
*/
|
|
243
615
|
public SetSpeedInDestPoint(value: f32): unknown;
|
|
244
616
|
|
|
245
|
-
|
|
617
|
+
/**
|
|
618
|
+
* Set linear acceleration limits.
|
|
619
|
+
*
|
|
620
|
+
* @param min - Minimum acceleration.
|
|
621
|
+
* @param max - Maximum acceleration.
|
|
622
|
+
*/
|
|
623
|
+
public SetLinearAcc(min: f32, max: f32): void;
|
|
246
624
|
|
|
625
|
+
/**
|
|
626
|
+
* Set helicopter health.
|
|
627
|
+
*
|
|
628
|
+
* @param health - New health value.
|
|
629
|
+
* @returns Applied health value.
|
|
630
|
+
*/
|
|
247
631
|
public SetfHealth(health: f32): f32;
|
|
248
632
|
|
|
633
|
+
/**
|
|
634
|
+
* Set maximum movement velocity.
|
|
635
|
+
*
|
|
636
|
+
* @param value - Maximum velocity.
|
|
637
|
+
*/
|
|
249
638
|
public SetMaxVelocity(value: f32): void;
|
|
250
639
|
|
|
640
|
+
/**
|
|
641
|
+
* Track an enemy object.
|
|
642
|
+
*
|
|
643
|
+
* @param game_object - Enemy object, or null to clear.
|
|
644
|
+
*/
|
|
251
645
|
public SetEnemy(game_object: game_object | null): void;
|
|
252
646
|
|
|
253
|
-
|
|
647
|
+
/**
|
|
648
|
+
* Track an enemy point.
|
|
649
|
+
*
|
|
650
|
+
* @param position - Enemy world position.
|
|
651
|
+
*/
|
|
652
|
+
public SetEnemy(position: vector): void;
|
|
254
653
|
|
|
654
|
+
/**
|
|
655
|
+
* Set fire trail length.
|
|
656
|
+
*
|
|
657
|
+
* @param value - Trail length.
|
|
658
|
+
*/
|
|
255
659
|
public SetFireTrailLength(value: f32): void;
|
|
256
660
|
|
|
661
|
+
/**
|
|
662
|
+
* Set allowed barrel direction tolerance.
|
|
663
|
+
*
|
|
664
|
+
* @param value - Tolerance value.
|
|
665
|
+
*/
|
|
257
666
|
public SetBarrelDirTolerance(value: f32): void;
|
|
258
667
|
|
|
259
|
-
|
|
668
|
+
/**
|
|
669
|
+
* Set movement destination.
|
|
670
|
+
*
|
|
671
|
+
* @param position - Destination world position.
|
|
672
|
+
*/
|
|
673
|
+
public SetDestPosition(position: vector): void;
|
|
260
674
|
|
|
261
|
-
|
|
675
|
+
/**
|
|
676
|
+
* Set point reach distance.
|
|
677
|
+
*
|
|
678
|
+
* @param distance - Reach distance.
|
|
679
|
+
*/
|
|
680
|
+
public SetOnPointRangeDist(distance: f32): void;
|
|
262
681
|
|
|
263
|
-
|
|
682
|
+
/**
|
|
683
|
+
* Aim the helicopter body at a point.
|
|
684
|
+
*
|
|
685
|
+
* @param position - Point to look at.
|
|
686
|
+
* @param is_smooth - Whether to rotate smoothly.
|
|
687
|
+
*/
|
|
688
|
+
public LookAtPoint(position: vector, is_smooth: boolean): void;
|
|
264
689
|
|
|
265
|
-
|
|
690
|
+
/**
|
|
691
|
+
* Move by a patrol path.
|
|
692
|
+
*
|
|
693
|
+
* @param path_name - Patrol path name.
|
|
694
|
+
* @param start_point - Starting point index.
|
|
695
|
+
*/
|
|
696
|
+
public GoPatrolByPatrolPath(path_name: string, start_point: i32): void;
|
|
266
697
|
|
|
698
|
+
/**
|
|
699
|
+
* Explode the helicopter.
|
|
700
|
+
*/
|
|
267
701
|
public Explode(): void;
|
|
268
702
|
|
|
269
|
-
|
|
703
|
+
/**
|
|
704
|
+
* Turn helicopter lighting on or off.
|
|
705
|
+
*
|
|
706
|
+
* @param is_enabled - New lighting state.
|
|
707
|
+
*/
|
|
708
|
+
public TurnLighting(is_enabled: boolean): void;
|
|
270
709
|
|
|
710
|
+
/**
|
|
711
|
+
* @returns Whether fire trail rendering is enabled.
|
|
712
|
+
*/
|
|
271
713
|
public UseFireTrail(): boolean;
|
|
272
714
|
|
|
273
|
-
|
|
715
|
+
/**
|
|
716
|
+
* Enable or disable fire trail rendering.
|
|
717
|
+
*
|
|
718
|
+
* @param is_enabled - New fire trail state.
|
|
719
|
+
*/
|
|
720
|
+
public UseFireTrail(is_enabled: boolean): void;
|
|
274
721
|
|
|
275
|
-
|
|
722
|
+
/**
|
|
723
|
+
* Move around a point by a round patrol path.
|
|
724
|
+
*
|
|
725
|
+
* @param center - Round path center.
|
|
726
|
+
* @param radius - Path radius.
|
|
727
|
+
* @param clockwise - Whether to move clockwise.
|
|
728
|
+
*/
|
|
729
|
+
public GoPatrolByRoundPath(center: vector, radius: f32, clockwise: boolean): void;
|
|
276
730
|
|
|
731
|
+
/**
|
|
732
|
+
* Kill the helicopter without running a full explosion command.
|
|
733
|
+
*/
|
|
277
734
|
public Die(): void;
|
|
278
735
|
|
|
736
|
+
/**
|
|
737
|
+
* Start flame effects.
|
|
738
|
+
*/
|
|
279
739
|
public StartFlame(): void;
|
|
280
740
|
|
|
741
|
+
/**
|
|
742
|
+
* Turn engine sound on or off.
|
|
743
|
+
*
|
|
744
|
+
* @param enabled - New sound state.
|
|
745
|
+
*/
|
|
281
746
|
public TurnEngineSound(enabled: boolean): void;
|
|
282
747
|
|
|
748
|
+
/**
|
|
749
|
+
* Clear current enemy target.
|
|
750
|
+
*/
|
|
283
751
|
public ClearEnemy(): void;
|
|
284
752
|
}
|
|
285
753
|
}
|