xray16 1.6.0 → 1.6.1

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Files changed (53) hide show
  1. package/package.json +12 -6
  2. package/xray16.d.ts +30847 -0
  3. package/types/index.d.ts +0 -55
  4. package/types/internal.d.ts +0 -6
  5. package/types/xr_ai/xr_action.d.ts +0 -1803
  6. package/types/xr_ai/xr_alife.d.ts +0 -1872
  7. package/types/xr_ai/xr_enemy_evaluation.d.ts +0 -134
  8. package/types/xr_ai/xr_goap.d.ts +0 -1118
  9. package/types/xr_ai/xr_graph.d.ts +0 -135
  10. package/types/xr_ai/xr_memory.d.ts +0 -384
  11. package/types/xr_lib/xr_animation.d.ts +0 -252
  12. package/types/xr_lib/xr_bitwise.d.ts +0 -44
  13. package/types/xr_lib/xr_color.d.ts +0 -142
  14. package/types/xr_lib/xr_debug.d.ts +0 -183
  15. package/types/xr_lib/xr_dialog.d.ts +0 -132
  16. package/types/xr_lib/xr_flags.d.ts +0 -592
  17. package/types/xr_lib/xr_fs.d.ts +0 -617
  18. package/types/xr_lib/xr_game.d.ts +0 -362
  19. package/types/xr_lib/xr_hit.d.ts +0 -127
  20. package/types/xr_lib/xr_ini.d.ts +0 -475
  21. package/types/xr_lib/xr_level.d.ts +0 -797
  22. package/types/xr_lib/xr_luabind.d.ts +0 -90
  23. package/types/xr_lib/xr_map.d.ts +0 -194
  24. package/types/xr_lib/xr_math.d.ts +0 -871
  25. package/types/xr_lib/xr_multiplayer.d.ts +0 -1081
  26. package/types/xr_lib/xr_profile.d.ts +0 -272
  27. package/types/xr_lib/xr_properties.d.ts +0 -612
  28. package/types/xr_lib/xr_relation.d.ts +0 -231
  29. package/types/xr_lib/xr_render.d.ts +0 -167
  30. package/types/xr_lib/xr_save.d.ts +0 -835
  31. package/types/xr_lib/xr_sound.d.ts +0 -517
  32. package/types/xr_lib/xr_stats.ts +0 -51
  33. package/types/xr_lib/xr_task.d.ts +0 -390
  34. package/types/xr_lib/xr_time.d.ts +0 -177
  35. package/types/xr_lib/xr_type.d.ts +0 -70
  36. package/types/xr_object/client/xr_anomaly.d.ts +0 -70
  37. package/types/xr_object/client/xr_artefact.d.ts +0 -153
  38. package/types/xr_object/client/xr_client_object.d.ts +0 -207
  39. package/types/xr_object/client/xr_creature.d.ts +0 -243
  40. package/types/xr_object/client/xr_item.d.ts +0 -370
  41. package/types/xr_object/client/xr_level.d.ts +0 -755
  42. package/types/xr_object/client/xr_physic.d.ts +0 -644
  43. package/types/xr_object/client/xr_zone.d.ts +0 -85
  44. package/types/xr_object/script/xr_script_interface.d.ts +0 -1142
  45. package/types/xr_object/script/xr_script_object.d.ts +0 -5702
  46. package/types/xr_object/script/xr_script_trade.d.ts +0 -51
  47. package/types/xr_object/server/xr_server_object.d.ts +0 -1488
  48. package/types/xr_ui/xr_ui_asset.d.ts +0 -364
  49. package/types/xr_ui/xr_ui_core.d.ts +0 -426
  50. package/types/xr_ui/xr_ui_event.d.ts +0 -1449
  51. package/types/xr_ui/xr_ui_interface.d.ts +0 -2449
  52. package/types/xr_ui/xr_ui_menu.d.ts +0 -401
  53. package/types/xrf_plugin.d.ts +0 -111
@@ -1,153 +0,0 @@
1
- declare module "xray16" {
2
- /**
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- * Client-side artefact object.
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- *
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- * @source C++ class CArtefact : CGameObject
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- * @customConstructor CArtefact
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- * @group xr_artefact
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- *
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- * @remarks
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- * Scripts usually reach this wrapper through `game_object.cast_Artefact()` after checking `is_artefact()`.
11
- */
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- export class CArtefact extends CGameObject {
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- /**
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- * Create an artefact object wrapper.
15
- */
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- public constructor();
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-
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- /**
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- * Move the artefact along a patrol path.
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- *
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- * @remarks
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- * Requires a patrol path with the given name. The point index must refer to an existing path point.
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- *
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- * @param path_name - Patrol path name.
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- * @param point_index - Starting path point index.
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- * @param position - Initial position.
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- */
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- public FollowByPath(path_name: string, point_index: i32, position: vector): void;
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-
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- /**
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- * @returns Artefact rank used by detectors and inventory UI.
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- */
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- public GetAfRank(): u8;
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-
35
- /**
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- * Show or hide the artefact.
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- *
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- * @remarks
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- * This changes the artefact's client visibility; it does not spawn or destroy the object.
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- *
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- * @param is_visible - New visibility state.
42
- */
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- public SwitchVisibility(is_visible: boolean): void;
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- }
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-
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- /**
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- * Client object binding for `CZudaArtefact` artefacts.
48
- *
49
- * @source C++ class CZudaArtefact : CArtefact
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- * @customConstructor CZudaArtefact
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- * @group xr_artefact
52
- */
53
- export class CZudaArtefact extends CArtefact {}
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-
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- /**
56
- * Client object binding for `CThornArtefact` artefacts.
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- *
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- * @source C++ class CThornArtefact : CArtefact
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- * @customConstructor CThornArtefact
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- * @group xr_artefact
61
- */
62
- export class CThornArtefact extends CArtefact {}
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-
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- /**
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- * Client object binding for `CBastArtefact` artefacts.
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- *
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- * @source C++ class CBastArtefact : CArtefact
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- * @customConstructor CBastArtefact
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- * @group xr_artefact
70
- */
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- export class CBastArtefact extends CArtefact {}
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-
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- /**
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- * Client object binding for `CBlackDrops` artefacts.
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- *
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- * @source C++ class CBlackDrops : CArtefact
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- * @customConstructor CBlackDrops
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- * @group xr_artefact
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- */
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- export class CBlackDrops extends CArtefact {}
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-
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- /**
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- * Client object binding for `CBlackGraviArtefact` artefacts.
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- *
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- * @source C++ class CBlackGraviArtefact : CArtefact
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- * @customConstructor CBlackGraviArtefact
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- * @group xr_artefact
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- */
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- export class CBlackGraviArtefact extends CArtefact {}
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-
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- /**
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- * Client object binding for `CDummyArtefact` artefacts.
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- *
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- * @source C++ class CDummyArtefact : CArtefact
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- * @customConstructor CDummyArtefact
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- * @group xr_artefact
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- */
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- export class CDummyArtefact extends CArtefact {}
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-
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- /**
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- * Client object binding for `CElectricBall` artefacts.
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- *
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- * @source C++ class CElectricBall : CArtefact
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- * @customConstructor CElectricBall
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- * @group xr_artefact
106
- */
107
- export class CElectricBall extends CArtefact {}
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-
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- /**
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- * Client object binding for `CFadedBall` artefacts.
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- *
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- * @source C++ class CFadedBall : CArtefact
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- * @customConstructor CFadedBall
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- * @group xr_artefact
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- */
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- export class CFadedBall extends CArtefact {}
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-
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- /**
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- * Client object binding for `CGalantineArtefact` artefacts.
120
- *
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- * @source C++ class CGalantineArtefact : CArtefact
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- * @customConstructor CGalantineArtefact
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- * @group xr_artefact
124
- */
125
- export class CGalantineArtefact extends CArtefact {}
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-
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- /**
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- * Client object binding for `CGraviArtefact` artefacts.
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- *
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- * @source C++ class CGraviArtefact : CArtefact
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- * @customConstructor CGraviArtefact
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- * @group xr_artefact
133
- */
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- export class CGraviArtefact extends CArtefact {}
135
-
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- /**
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- * Client object binding for `CMercuryBall` artefacts.
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- *
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- * @source C++ class CMercuryBall : CArtefact
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- * @customConstructor CMercuryBall
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- * @group xr_artefact
142
- */
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- export class CMercuryBall extends CArtefact {}
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-
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- /**
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- * Client object binding for `CRustyHairArtefact` artefacts.
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- *
148
- * @source C++ class CRustyHairArtefact : CArtefact
149
- * @customConstructor CRustyHairArtefact
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- * @group xr_artefact
151
- */
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- export class CRustyHairArtefact extends CArtefact {}
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- }
@@ -1,207 +0,0 @@
1
- declare module "xray16" {
2
- /**
3
- * Base engine object exposed for compatibility with script binders.
4
- *
5
- * @source C++ class DLL_Pure
6
- * @customConstructor DLL_Pure
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- * @group xr_core
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- *
9
- * @remarks
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- * Base for engine-owned client objects. Scripts normally receive derived objects from xray callbacks or casts.
11
- */
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- export class DLL_Pure extends EngineBinding {
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- /**
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- * Engine-created base object.
15
- */
16
- protected constructor();
17
- }
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-
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- /**
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- * Render visual handle for client objects.
21
- *
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- * @source C++ class IRender_Visual
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- * @group xr_client_object
24
- *
25
- * @remarks
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- * Visual handles are owned by the object. Treat returned cast interfaces as borrowed engine references.
27
- */
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- export interface IXR_IRender_Visual {
29
- /**
30
- * Cast the visual to animated kinematics when supported.
31
- *
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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.
34
- *
35
- * @returns Animated kinematics interface.
36
- */
37
- dcast_PKinematicsAnimated(): IKinematicsAnimated;
38
- }
39
-
40
- /**
41
- * Base client-side game object.
42
- *
43
- * @source C++ class CGameObject : DLL_Pure, ISheduled, ICollidable, IRenderable
44
- * @customConstructor CGameObject
45
- * @group xr_client_object
46
- *
47
- * @remarks
48
- * Client-side object state is engine-owned. Use this wrapper for low-level engine callbacks; gameplay scripts usually
49
- * work with `game_object` instead.
50
- */
51
- export class CGameObject extends DLL_Pure {
52
- /**
53
- * @returns Render visual assigned to the object.
54
- */
55
- public Visual(): IXR_IRender_Visual;
56
-
57
- /**
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- * @returns Whether the object is enabled in the client object loop.
59
- */
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- public getEnabled(): boolean;
61
-
62
- /**
63
- * Construct engine-side object state.
64
- *
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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.
67
- *
68
- * @returns Constructed base object.
69
- */
70
- public _construct(): DLL_Pure;
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-
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- /**
73
- * Import network state from a packet.
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- *
75
- * @param net_packet - Source network packet.
76
- */
77
- public net_Import(net_packet: net_packet): void;
78
-
79
- /**
80
- * @returns Whether the object is visible.
81
- */
82
- public getVisible(): boolean;
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-
84
- /**
85
- * Export network state to a packet.
86
- *
87
- * @param net_packet - Destination network packet.
88
- */
89
- public net_Export(net_packet: net_packet): void;
90
-
91
- /**
92
- * Spawn the client object from its server object.
93
- *
94
- * @remarks
95
- * Lifecycle hook used during network spawn. Return `false` to reject spawn in custom subclasses.
96
- *
97
- * @param cse_abstract - Server object used for spawn data.
98
- * @returns Whether spawn succeeded.
99
- */
100
- public net_Spawn(cse_abstract: cse_abstract): boolean;
101
-
102
- /**
103
- * Use another object through the engine interaction path.
104
- *
105
- * @param object - Object being used.
106
- * @returns Whether the use action was handled.
107
- */
108
- public use(object: CGameObject): boolean;
109
- }
110
-
111
- /**
112
- * Class to link client side object with script object entity.
113
- *
114
- * @source C++ class object_binder
115
- * @customConstructor object_binder
116
- * @group xr_client_object
117
- *
118
- * @remarks
119
- * Script binders are callbacks attached to a `game_object`. The engine calls lifecycle methods; scripts usually
120
- * override them in subclasses instead of invoking them directly.
121
- */
122
- export class object_binder<T = game_object> extends EngineBinding {
123
- /**
124
- * Script game object controlled by this binder.
125
- */
126
- public readonly object: T;
127
-
128
- /**
129
- * @param object - Script game object controlled by this binder.
130
- */
131
- public constructor(object: T);
132
-
133
- /**
134
- * Save binder state.
135
- *
136
- * @param packet - Destination save packet.
137
- */
138
- public save(packet: net_packet): void;
139
-
140
- /**
141
- * Load binder state.
142
- *
143
- * @param reader - Source save reader.
144
- */
145
- public load(reader: reader): void;
146
-
147
- /**
148
- * Update binder logic.
149
- *
150
- * @param delta - Time since last update in milliseconds.
151
- */
152
- public update(delta: u32): void;
153
-
154
- /**
155
- * Reload binder configuration.
156
- *
157
- * @param section - Object config section.
158
- */
159
- public reload(section: string): void;
160
-
161
- /**
162
- * Reinitialize binder runtime state.
163
- */
164
- public reinit(): void;
165
-
166
- /**
167
- * Export binder network state.
168
- *
169
- * @param net_packet - Destination network packet.
170
- */
171
- public net_export(net_packet: net_packet): void;
172
-
173
- /**
174
- * Decide whether binder state should be saved over the network.
175
- *
176
- * @returns Whether the state is relevant for network save.
177
- */
178
- public net_save_relevant(): boolean;
179
-
180
- /**
181
- * Handle client object destruction.
182
- */
183
- public net_destroy(): void;
184
-
185
- /**
186
- * Release references to a game object.
187
- *
188
- * @param object - Object being released.
189
- */
190
- public net_Relcase(object: T): void;
191
-
192
- /**
193
- * Handle network spawn.
194
- *
195
- * @param object - Server object used for spawn data.
196
- * @returns Whether spawn succeeded.
197
- */
198
- public net_spawn(object: cse_alife_object): boolean;
199
-
200
- /**
201
- * Import binder network state.
202
- *
203
- * @param net_packet - Source network packet.
204
- */
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- public net_import(net_packet: net_packet): void;
206
- }
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- }
@@ -1,243 +0,0 @@
1
- declare module "xray16" {
2
- /**
3
- * Client object binding for `CEntityAlive`.
4
- *
5
- * @source C++ class CEntityAlive : public CEntity
6
- * @customConstructor CEntityAlive
7
- * @group xr_creature
8
- *
9
- * @remarks
10
- * Base wrapper for alive objects. Use `game_object.is_entity_alive()` or a narrower predicate before calling
11
- * alive-object methods from the shared `game_object` surface.
12
- */
13
- export class CEntityAlive extends CGameObject {}
14
-
15
- /**
16
- * Client object binding for `CActor`.
17
- *
18
- * @source C++ class CActor : CGameObject
19
- * @customConstructor CActor
20
- * @group xr_creature
21
- *
22
- * @remarks
23
- * Actor-only APIs on `game_object` require the current object to be the player actor, not just any alive entity.
24
- */
25
- export class CActor extends CGameObject {}
26
-
27
- /**
28
- * Client object binding for `CCustomMonster`.
29
- *
30
- * @source C++ class CCustomMonster : CGameObject
31
- * @customConstructor CCustomMonster
32
- * @group xr_creature
33
- *
34
- * @remarks
35
- * Base wrapper for custom monsters. Monster sound, range, memory, home, and enemy-transfer helpers require this
36
- * family or one of its subclasses.
37
- */
38
- export class CCustomMonster extends CGameObject {}
39
-
40
- /**
41
- * Client object binding for `CInventoryOwner`.
42
- *
43
- * @source C++ class CInventoryOwner : CGameObject
44
- * @customConstructor CInventoryOwner
45
- * @group xr_creature
46
- *
47
- * @remarks
48
- * Inventory-owner APIs cover NPCs, traders, corpses, boxes, and the actor depending on runtime class. Check the
49
- * object kind before assuming dialog, trade, belt, or inventory-box behavior exists.
50
- */
51
- export class CInventoryOwner extends CGameObject {}
52
-
53
- /**
54
- * Client object binding for `CInventoryItem`.
55
- *
56
- * @source C++ class CInventoryItem : CGameObject
57
- * @customConstructor CInventoryItem
58
- * @group xr_creature
59
- *
60
- * @remarks
61
- * Base wrapper for inventory items. Item condition, cost, upgrades, and slot behavior depend on the concrete item
62
- * class.
63
- */
64
- export class CInventoryItem extends CGameObject {}
65
-
66
- /**
67
- * Client object binding for `CZombie`.
68
- *
69
- * @source C++ class CZombie : CGameObject
70
- * @customConstructor CZombie
71
- * @group xr_creature
72
- */
73
- export class CZombie extends CGameObject {}
74
-
75
- /**
76
- * Client object binding for `CController`.
77
- *
78
- * @source C++ class CController : CGameObject
79
- * @customConstructor CController
80
- * @group xr_creature
81
- */
82
- export class CController extends CGameObject {}
83
-
84
- /**
85
- * Client object binding for `CTushkano`.
86
- *
87
- * @source C++ class CTushkano : CGameObject
88
- * @customConstructor CTushkano
89
- * @group xr_creature
90
- */
91
- export class CTushkano extends CGameObject {}
92
-
93
- /**
94
- * Client object binding for `CBurer`.
95
- *
96
- * @source C++ class CBurer : CGameObject
97
- * @customConstructor CBurer
98
- * @group xr_creature
99
- */
100
- export class CBurer extends CGameObject {}
101
-
102
- /**
103
- * Client object binding for `CCat`.
104
- *
105
- * @source C++ class CCat : CGameObject
106
- * @customConstructor CCat
107
- * @group xr_creature
108
- */
109
- export class CCat extends CGameObject {}
110
-
111
- /**
112
- * Client object binding for `CChimera`.
113
- *
114
- * @source C++ class CChimera : CGameObject
115
- * @customConstructor CChimera
116
- * @group xr_creature
117
- */
118
- export class CChimera extends CGameObject {}
119
-
120
- /**
121
- * Client object binding for `CPoltergeist`.
122
- *
123
- * @source C++ class CPoltergeist : CGameObject
124
- * @customConstructor CPoltergeist
125
- * @group xr_creature
126
- */
127
- export class CPoltergeist extends CGameObject {}
128
-
129
- /**
130
- * Client object binding for `CPseudoGigant`.
131
- *
132
- * @source C++ class CPseudoGigant : CGameObject
133
- * @customConstructor CPseudoGigant
134
- * @group xr_creature
135
- */
136
- export class CPseudoGigant extends CGameObject {}
137
-
138
- /**
139
- * Client object binding for `CPsyDog`.
140
- *
141
- * @source C++ class CPsyDog : CGameObject
142
- * @customConstructor CPsyDog
143
- * @group xr_creature
144
- */
145
- export class CPsyDog extends CGameObject {}
146
-
147
- /**
148
- * Client object binding for `CPsyDogPhantom`.
149
- *
150
- * @source C++ class CPsyDogPhantom : CGameObject
151
- * @customConstructor CPsyDogPhantom
152
- * @group xr_creature
153
- */
154
- export class CPsyDogPhantom extends CGameObject {}
155
-
156
- /**
157
- * Client object binding for `CAI_Bloodsucker`.
158
- *
159
- * @source C++ class CAI_Bloodsucker : CGameObject
160
- * @customConstructor CAI_Bloodsucker
161
- * @group xr_creature
162
- *
163
- * @remarks
164
- * Bloodsucker-specific visibility helpers are not valid for other custom monsters.
165
- */
166
- export class CAI_Bloodsucker extends CGameObject {
167
- /**
168
- * Override the bloodsucker visibility state.
169
- *
170
- * @param value - Visibility state id used by the monster implementation.
171
- */
172
- public force_visibility_state(value: i32): void;
173
- }
174
-
175
- /**
176
- * Client object binding for `CAI_Boar`.
177
- *
178
- * @source C++ class CAI_Boar : CGameObject
179
- * @customConstructor CAI_Boar
180
- * @group xr_creature
181
- */
182
- export class CAI_Boar extends CGameObject {}
183
-
184
- /**
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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
190
- */
191
- export class CAI_Dog extends CGameObject {}
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-
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- /**
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- * Client object binding for `CAI_Flesh`.
195
- *
196
- * @source C++ class CAI_Flesh : CGameObject
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- * @customConstructor CAI_Flesh
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- * @group xr_creature
199
- */
200
- export class CAI_Flesh extends CGameObject {}
201
-
202
- /**
203
- * Client object binding for `CAI_PseudoDog`.
204
- *
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- * @source C++ class CAI_PseudoDog : CGameObject
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- * @customConstructor CAI_PseudoDog
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- * @group xr_creature
208
- */
209
- export class CAI_PseudoDog extends CGameObject {}
210
-
211
- /**
212
- * Client object binding for `CAI_Stalker`.
213
- *
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- * @source C++ class CAI_Stalker : CGameObject
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- * @customConstructor CAI_Stalker
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- * @group xr_creature
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- *
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- * @remarks
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- * Stalker movement, smart-cover, planner, weapon-selection, and dialog helpers require this runtime family.
220
- */
221
- export class CAI_Stalker extends CGameObject {}
222
-
223
- /**
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- * Client object binding for `CAI_Trader`.
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- *
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- * @source C++ class CAI_Trader : CGameObject
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- * @customConstructor CAI_Trader
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- * @group xr_creature
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- *
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- * @remarks
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- * Trader wrappers are inventory owners with trader-specific animation and sound hooks.
232
- */
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- export class CAI_Trader extends CGameObject {}
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-
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- /**
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- * Client object binding for `CSnork`.
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- *
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- * @source C++ class CSnork : CGameObject
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- * @customConstructor CSnork
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- * @group xr_creature
241
- */
242
- export class CSnork extends CGameObject {}
243
- }