xray16 1.4.0 → 1.5.1

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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
@@ -1,88 +1,218 @@
1
1
  declare module "xray16" {
2
2
  /**
3
+ * Campfire anomaly object.
4
+ *
3
5
  * @source C++ class CZoneCampfire : CGameObject
4
6
  * @customConstructor CZoneCampfire
5
7
  * @group xr_level
8
+ *
9
+ * @remarks
10
+ * Campfire controls require this runtime object. They are not available on generic anomaly zones.
6
11
  */
7
12
  export class CZoneCampfire extends CGameObject {
13
+ /**
14
+ * Create a campfire object wrapper.
15
+ */
8
16
  public constructor();
9
17
 
18
+ /**
19
+ * @returns Whether the campfire is currently burning.
20
+ */
10
21
  public is_on(): boolean;
11
22
 
23
+ /**
24
+ * Turn the campfire on.
25
+ */
12
26
  public turn_on(): void;
13
27
 
28
+ /**
29
+ * Turn the campfire off.
30
+ */
14
31
  public turn_off(): void;
15
32
  }
16
33
 
17
34
  /**
35
+ * Animated client physics object.
36
+ *
18
37
  * @source C++ class CPhysicObject : CGameObject
19
38
  * @customConstructor CPhysicObject
20
39
  * @group xr_level
40
+ *
41
+ * @remarks
42
+ * Wrapper for animated physics props, especially door-like objects. Door and bone-sound helpers require this runtime
43
+ * class.
21
44
  */
22
45
  export class CPhysicObject extends CGameObject {
46
+ /**
47
+ * Ignore dynamic objects while the door-like object is moving.
48
+ */
23
49
  public set_door_ignore_dynamics(): void;
24
50
 
51
+ /**
52
+ * Start sounds attached to animated bones.
53
+ */
25
54
  public play_bones_sound(): void;
26
55
 
56
+ /**
57
+ * Run the object animation backward.
58
+ */
27
59
  public run_anim_back(): void;
28
60
 
61
+ /**
62
+ * Restore normal dynamic-object collision handling.
63
+ */
29
64
  public unset_door_ignore_dynamics(): void;
30
65
 
66
+ /**
67
+ * Run the object animation forward.
68
+ */
31
69
  public run_anim_forward(): void;
32
70
 
71
+ /**
72
+ * Stop the current object animation.
73
+ *
74
+ * @returns Whether animation was stopped.
75
+ */
33
76
  public stop_anim(): boolean;
34
77
 
78
+ /**
79
+ * @returns Current animation time.
80
+ */
35
81
  public anim_time_get(): f32;
36
82
 
37
- public anim_time_set(value: f32): void;
83
+ /**
84
+ * Set current animation time.
85
+ *
86
+ * @param time - Animation time.
87
+ */
88
+ public anim_time_set(time: f32): void;
38
89
 
90
+ /**
91
+ * Stop sounds attached to animated bones.
92
+ */
39
93
  public stop_bones_sound(): void;
40
94
  }
41
95
 
42
96
  /**
97
+ * Hanging lamp object controlled from scripts.
98
+ *
43
99
  * @source C++ class hanging_lamp : CGameObject
44
100
  * @customConstructor hanging_lamp
45
101
  * @group xr_level
102
+ *
103
+ * @remarks
104
+ * Lamp controls require this runtime object. They do not apply to arbitrary lights or torches.
46
105
  */
47
106
  export class hanging_lamp extends CGameObject {
107
+ /**
108
+ * Create a hanging lamp object wrapper.
109
+ */
48
110
  public constructor();
49
111
 
112
+ /**
113
+ * Turn the lamp on.
114
+ */
50
115
  public turn_on(): void;
51
116
 
117
+ /**
118
+ * Turn the lamp off.
119
+ */
52
120
  public turn_off(): void;
53
121
  }
54
122
 
55
123
  /**
124
+ * Driveable car and mounted weapon holder.
125
+ *
56
126
  * @source C++ class CCar : CGameObject, holder
57
127
  * @customConstructor CCar
58
128
  * @group xr_level
129
+ *
130
+ * @remarks
131
+ * Vehicle and mounted-weapon holder APIs require a car object. Use `game_object.get_car()` or holder casts before
132
+ * calling these methods from shared object code.
59
133
  */
60
134
  export class CCar extends CGameObject implements holder {
135
+ /**
136
+ * Engine enum value for `CCar.eWpnActivate`.
137
+ */
61
138
  public static eWpnActivate: 3;
139
+ /**
140
+ * Engine enum value for `CCar.eWpnAutoFire`.
141
+ */
62
142
  public static eWpnAutoFire: 5;
143
+ /**
144
+ * Engine enum value for `CCar.eWpnDesiredDir`.
145
+ */
63
146
  public static eWpnDesiredDir: 1;
147
+ /**
148
+ * Engine enum value for `CCar.eWpnDesiredPos`.
149
+ */
64
150
  public static eWpnDesiredPos: 2;
151
+ /**
152
+ * Engine enum value for `CCar.eWpnFire`.
153
+ */
65
154
  public static eWpnFire: 4;
155
+ /**
156
+ * Engine enum value for `CCar.eWpnToDefaultDir`.
157
+ */
66
158
  public static eWpnToDefaultDir: 6;
67
159
 
160
+ /**
161
+ * Create a car object wrapper.
162
+ */
68
163
  public constructor();
69
164
 
165
+ /**
166
+ * Lock or unlock entering the car.
167
+ *
168
+ * @param is_enabled - Whether entering is locked.
169
+ */
70
170
  public SetEnterLocked(is_enabled: boolean): void;
71
171
 
172
+ /**
173
+ * Lock or unlock exiting the car.
174
+ *
175
+ * @param is_enabled - Whether exiting is locked.
176
+ */
72
177
  public SetExitLocked(is_enabled: boolean): void;
73
178
 
179
+ /**
180
+ * @returns Whether the mounted weapon can hit its current target.
181
+ */
74
182
  public CanHit(): boolean;
75
183
 
184
+ /**
185
+ * Trigger car explosion.
186
+ */
76
187
  public CarExplode(): void;
77
188
 
78
- public ChangefFuel(fule: f32): void;
189
+ /**
190
+ * Change fuel by a delta.
191
+ *
192
+ * @param fuel - Fuel delta.
193
+ */
194
+ public ChangefFuel(fuel: f32): void;
79
195
 
196
+ /**
197
+ * Change vehicle health by a delta.
198
+ *
199
+ * @param value - Health delta.
200
+ */
80
201
  public ChangefHealth(value: f32): void;
81
202
 
203
+ /**
204
+ * @returns Current velocity vector.
205
+ */
82
206
  public CurrentVel(): vector;
83
207
 
208
+ /**
209
+ * @returns Scheduled explosion time.
210
+ */
84
211
  public ExplodeTime(): u32;
85
212
 
213
+ /**
214
+ * @returns Difference between current and desired weapon fire direction.
215
+ */
86
216
  public FireDirDiff(): f32;
87
217
 
88
218
  /**
@@ -90,16 +220,31 @@ declare module "xray16" {
90
220
  */
91
221
  public GetfFuel(): f32;
92
222
 
223
+ /**
224
+ * @returns Amount of fuel in vehicle instance.
225
+ */
226
+ public get_fuel(): f32;
227
+
93
228
  /**
94
229
  * @returns Fuel consumption rate of vehicle instance.
95
230
  */
96
231
  public GetfFuelConsumption(): f32;
97
232
 
233
+ /**
234
+ * @returns Fuel consumption rate of vehicle instance.
235
+ */
236
+ public get_fuel_consumption(): f32;
237
+
98
238
  /**
99
239
  * @returns Fuel tank size (max possible amount of fuel at time).
100
240
  */
101
241
  public GetfFuelTank(): f32;
102
242
 
243
+ /**
244
+ * @returns Fuel tank size.
245
+ */
246
+ public get_fuel_tank(): f32;
247
+
103
248
  /**
104
249
  * @returns Vehicle health value.
105
250
  */
@@ -110,18 +255,73 @@ declare module "xray16" {
110
255
  */
111
256
  public HasWeapon(): boolean;
112
257
 
258
+ /**
259
+ * Check whether an object is visible from the car weapon.
260
+ *
261
+ * @param game_object - Object to test.
262
+ * @returns Whether the object is visible.
263
+ */
113
264
  public IsObjectVisible(game_object: game_object): boolean;
114
265
 
266
+ /**
267
+ * Start car damage particles.
268
+ */
115
269
  public PlayDamageParticles(): void;
116
270
 
271
+ /**
272
+ * Set scheduled explosion time.
273
+ *
274
+ * @param time - Explosion time.
275
+ */
117
276
  public SetExplodeTime(time: u32): void;
118
277
 
278
+ /**
279
+ * Set current fuel amount.
280
+ *
281
+ * @param fuel - Fuel amount.
282
+ */
119
283
  public SetfFuel(fuel: f32): void;
120
284
 
285
+ /**
286
+ * Set current fuel amount.
287
+ *
288
+ * @param fuel - Fuel amount.
289
+ */
290
+ public set_fuel(fuel: f32): void;
291
+
292
+ /**
293
+ * Set fuel consumption rate.
294
+ *
295
+ * @param consumption - Fuel consumption rate.
296
+ */
121
297
  public SetfFuelConsumption(consumption: f32): void;
122
298
 
299
+ /**
300
+ * Set fuel consumption rate.
301
+ *
302
+ * @param consumption - Fuel consumption rate.
303
+ */
304
+ public set_fuel_consumption(consumption: f32): void;
305
+
306
+ /**
307
+ * Set fuel tank capacity.
308
+ *
309
+ * @param fuel - Fuel tank capacity.
310
+ */
123
311
  public SetfFuelTank(fuel: f32): void;
124
312
 
313
+ /**
314
+ * Set fuel tank capacity.
315
+ *
316
+ * @param fuel - Fuel tank capacity.
317
+ */
318
+ public set_fuel_tank(fuel: f32): void;
319
+
320
+ /**
321
+ * Set vehicle health.
322
+ *
323
+ * @param health - New health value.
324
+ */
125
325
  public SetfHealth(health: f32): void;
126
326
 
127
327
  /**
@@ -161,15 +361,39 @@ declare module "xray16" {
161
361
  */
162
362
  public SetRPM(rpm: f32): void;
163
363
 
364
+ /**
365
+ * Stop car damage particles.
366
+ */
164
367
  public StopDamageParticles(): void;
165
368
 
369
+ /**
370
+ * @returns Whether the actor is currently attached to this holder.
371
+ */
166
372
  public engaged(): boolean;
167
373
 
168
- public Action(value1: u16, value2: u32): void;
374
+ /**
375
+ * Send a holder or weapon action.
376
+ *
377
+ * @param id - Action id.
378
+ * @param flags - Action flags.
379
+ */
380
+ public Action(id: u16, flags: u32): void;
169
381
 
170
- public SetParam(value: i32, vector: vector): void;
382
+ /**
383
+ * Set a mounted weapon vector parameter.
384
+ *
385
+ * @param id - Weapon parameter id.
386
+ * @param vector - Parameter value.
387
+ */
388
+ public SetParam(id: i32, vector: vector): void;
171
389
 
172
- public SetParam(value: TXR_CCar_weapon_param, vector: vector): void;
390
+ /**
391
+ * Set a mounted weapon vector parameter.
392
+ *
393
+ * @param id - Weapon parameter id.
394
+ * @param vector - Parameter value.
395
+ */
396
+ public SetParam(id: TXR_CCar_weapon_param, vector: vector): void;
173
397
  }
174
398
 
175
399
  /**
@@ -178,108 +402,352 @@ declare module "xray16" {
178
402
  export type TXR_CCar_weapon_param = EnumeratedStaticsValues<typeof CCar>;
179
403
 
180
404
  /**
405
+ * Script-controlled helicopter object.
406
+ *
181
407
  * @source C++ class CHelicopter : CGameObject
182
408
  * @customConstructor CHelicopter
183
409
  * @group xr_level
410
+ *
411
+ * @remarks
412
+ * Helicopter controls require a helicopter object. Movement, enemy, lighting, and fire-trail setters are direct
413
+ * native control hooks and do not validate scenario logic.
184
414
  */
185
415
  export class CHelicopter extends CGameObject {
416
+ /**
417
+ * Engine enum value for `CHelicopter.eAlive`.
418
+ */
186
419
  public static readonly eAlive: 0;
420
+ /**
421
+ * Engine enum value for `CHelicopter.eBodyByPath`.
422
+ */
187
423
  public static readonly eBodyByPath: 0;
424
+ /**
425
+ * Engine enum value for `CHelicopter.eBodyToPoint`.
426
+ */
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
- public SetLinearAcc(value1: f32, value2: f32): void;
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
- public SetEnemy(vector: vector): void;
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
- public SetDestPosition(vector: vector): void;
668
+ /**
669
+ * Set movement destination.
670
+ *
671
+ * @param position - Destination world position.
672
+ */
673
+ public SetDestPosition(position: vector): void;
260
674
 
261
- public SetOnPointRangeDist(value: f32): void;
675
+ /**
676
+ * Set point reach distance.
677
+ *
678
+ * @param distance - Reach distance.
679
+ */
680
+ public SetOnPointRangeDist(distance: f32): void;
262
681
 
263
- public LookAtPoint(vector: vector, value: boolean): void;
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
- public GoPatrolByPatrolPath(value1: string, value2: i32): void;
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
- public TurnLighting(value: boolean): void;
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
- public UseFireTrail(value: boolean): void;
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
- public GoPatrolByRoundPath(vector: vector, value1: f32, value2: boolean): void;
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
  }