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vaultscript.cpp
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vaultscript.cpp
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#include "vaultscript.h"
#ifdef __cplusplus
extern "C" {
VAULTVAR VAULTSPACE RawChar vaultprefix = VAULTAPI_PREFIX;
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(timestamp))() VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Timer (*VAULTAPI(CreateTimer))(VAULTSPACE RawFunction(), VAULTSPACE Interval) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Timer (*VAULTAPI(CreateTimerEx))(VAULTSPACE RawFunction(), VAULTSPACE Interval, VAULTSPACE cRawString, ...) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(KillTimer))(VAULTSPACE Timer) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(MakePublic))(VAULTSPACE RawFunction(), VAULTSPACE cRawString, VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Result (*VAULTAPI(CallPublic))(VAULTSPACE cRawString, ...) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsPAWN))(VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetServerName))(VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetServerMap))(VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetServerRule))(VAULTSPACE cRawString, VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetMaximumPlayers))() VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetCurrentPlayers))() VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE cRawString (*VAULTAPI(ValueToString))(VAULTSPACE Index) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE cRawString (*VAULTAPI(AxisToString))(VAULTSPACE Index) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE cRawString (*VAULTAPI(AnimToString))(VAULTSPACE Index) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE cRawString (*VAULTAPI(BaseToString))(VAULTSPACE Base) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE cRawString (*VAULTAPI(BaseToType))(VAULTSPACE Base) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(Kick))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(UIMessage))(VAULTSPACE ID, VAULTSPACE cRawString, VAULTSPACE Emoticon) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(ChatMessage))(VAULTSPACE ID, VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetRespawnTime))(VAULTSPACE Interval) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetSpawnCell))(VAULTSPACE CELL) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetConsoleEnabled))(VAULTSPACE State) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetGameWeather))(VAULTSPACE WTHR) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetGameTime))(VAULTSPACE Time) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetGameYear))(VAULTSPACE UCount) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetGameMonth))(VAULTSPACE UCount) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetGameDay))(VAULTSPACE UCount) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetGameHour))(VAULTSPACE UCount) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetTimeScale))(VAULTSPACE Value) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsValid))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsReference))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsObject))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsItem))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsContainer))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsActor))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsPlayer))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsCell))(VAULTSPACE CELL) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsInterior))(VAULTSPACE CELL) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsItemList))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsWindow))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsButton))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsText))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsEdit))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsCheckbox))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsRadioButton))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsListItem))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsList))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsChatbox))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Type (*VAULTAPI(GetType))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetConnection))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetCount))(VAULTSPACE Type) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetList))(VAULTSPACE Type, VAULTSPACE RawArray(VAULTSPACE ID)*) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Interval (*VAULTAPI(GetRespawnTime))() VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE CELL (*VAULTAPI(GetSpawnCell))() VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(GetConsoleEnabled))() VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE WTHR (*VAULTAPI(GetGameWeather))() VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Time (*VAULTAPI(GetGameTime))() VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetGameYear))() VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetGameMonth))() VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetGameDay))() VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetGameHour))() VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Value (*VAULTAPI(GetTimeScale))() VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(GetID))(VAULTSPACE Ref) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Ref (*VAULTAPI(GetReference))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Base (*VAULTAPI(GetBase))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(GetPos))(VAULTSPACE ID, VAULTSPACE Value*, VAULTSPACE Value*, VAULTSPACE Value*) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(GetAngle))(VAULTSPACE ID, VAULTSPACE Value*, VAULTSPACE Value*, VAULTSPACE Value*) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE CELL (*VAULTAPI(GetCell))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Lock (*VAULTAPI(GetLock))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE NPC_ (*VAULTAPI(GetOwner))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE cRawString (*VAULTAPI(GetBaseName))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsNearPoint))(VAULTSPACE ID, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(GetItemContainer))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetItemCount))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Value (*VAULTAPI(GetItemCondition))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(GetItemEquipped))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(GetItemSilent))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(GetItemStick))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetContainerItemCount))(VAULTSPACE ID, VAULTSPACE Base) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetContainerItemList))(VAULTSPACE ID, VAULTSPACE RawArray(VAULTSPACE ID)*) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Value (*VAULTAPI(GetActorValue))(VAULTSPACE ID, VAULTSPACE ActorValue) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Value (*VAULTAPI(GetActorBaseValue))(VAULTSPACE ID, VAULTSPACE ActorValue) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE IDLE (*VAULTAPI(GetActorIdleAnimation))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Index (*VAULTAPI(GetActorMovingAnimation))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Index (*VAULTAPI(GetActorWeaponAnimation))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(GetActorAlerted))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(GetActorSneaking))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(GetActorDead))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE RACE (*VAULTAPI(GetActorBaseRace))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Sex (*VAULTAPI(GetActorBaseSex))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(IsActorJumping))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Interval (*VAULTAPI(GetPlayerRespawnTime))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE CELL (*VAULTAPI(GetPlayerSpawnCell))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(GetPlayerConsoleEnabled))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetPlayerWindowCount))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetPlayerWindowList))(VAULTSPACE ID, VAULTSPACE RawArray(VAULTSPACE ID)*) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(GetPlayerChatboxWindow))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(CreateObject))(VAULTSPACE Base, VAULTSPACE CELL, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(CreateVolatile))(VAULTSPACE ID, VAULTSPACE Base, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(DestroyObject))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(Activate))(VAULTSPACE ID, VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetPos))(VAULTSPACE ID, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetAngle))(VAULTSPACE ID, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetCell))(VAULTSPACE ID, VAULTSPACE CELL, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetLock))(VAULTSPACE ID, VAULTSPACE ID, VAULTSPACE Lock) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetOwner))(VAULTSPACE ID, VAULTSPACE NPC_) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetBaseName))(VAULTSPACE ID, VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(PlaySound))(VAULTSPACE ID, VAULTSPACE SOUN) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(CreateItem))(VAULTSPACE Base, VAULTSPACE CELL, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(SetItemContainer))(VAULTSPACE ID, VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetItemCount))(VAULTSPACE ID, VAULTSPACE UCount) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetItemCondition))(VAULTSPACE ID, VAULTSPACE Value) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetItemEquipped))(VAULTSPACE ID, VAULTSPACE State, VAULTSPACE State, VAULTSPACE State) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(CreateContainer))(VAULTSPACE CONT, VAULTSPACE CELL, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(CreateItemList))(VAULTSPACE ID, VAULTSPACE Base) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(DestroyItemList))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(AddItem))(VAULTSPACE ID, VAULTSPACE Base, VAULTSPACE UCount, VAULTSPACE Value, VAULTSPACE State) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(AddItemList))(VAULTSPACE ID, VAULTSPACE ID, VAULTSPACE Base) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(RemoveItem))(VAULTSPACE ID, VAULTSPACE Base, VAULTSPACE UCount, VAULTSPACE State) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(RemoveAllItems))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(CreateActor))(VAULTSPACE Base, VAULTSPACE CELL, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetActorValue))(VAULTSPACE ID, VAULTSPACE ActorValue, VAULTSPACE Value) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetActorBaseValue))(VAULTSPACE ID, VAULTSPACE ActorValue, VAULTSPACE Value) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(EquipItem))(VAULTSPACE ID, VAULTSPACE Base, VAULTSPACE State, VAULTSPACE State) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(UnequipItem))(VAULTSPACE ID, VAULTSPACE Base, VAULTSPACE State, VAULTSPACE State) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(PlayIdle))(VAULTSPACE ID, VAULTSPACE IDLE) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetActorMovingAnimation))(VAULTSPACE ID, VAULTSPACE Index) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetActorWeaponAnimation))(VAULTSPACE ID, VAULTSPACE Index) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetActorAlerted))(VAULTSPACE ID, VAULTSPACE State) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetActorSneaking))(VAULTSPACE ID, VAULTSPACE State) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(FireWeapon))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(KillActor))(VAULTSPACE ID, VAULTSPACE ID, VAULTSPACE Limb, VAULTSPACE Death) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetActorBaseRace))(VAULTSPACE ID, VAULTSPACE RACE) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(AgeActorBaseRace))(VAULTSPACE ID, VAULTSPACE Count) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetActorBaseSex))(VAULTSPACE ID, VAULTSPACE Sex) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetPlayerRespawnTime))(VAULTSPACE ID, VAULTSPACE Interval) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetPlayerSpawnCell))(VAULTSPACE ID, VAULTSPACE CELL) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(SetPlayerConsoleEnabled))(VAULTSPACE ID, VAULTSPACE State) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(AttachWindow))(VAULTSPACE ID, VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(DetachWindow))(VAULTSPACE ID, VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(ForceWindowMode))(VAULTSPACE ID, VAULTSPACE State) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(GetWindowParent))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(GetWindowRoot))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetWindowChildCount))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetWindowChildList))(VAULTSPACE ID, VAULTSPACE RawArray(VAULTSPACE ID)*) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(GetWindowPos))(VAULTSPACE ID, VAULTSPACE Value*, VAULTSPACE Value*, VAULTSPACE Value*, VAULTSPACE Value*) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE Void (*VAULTAPI(GetWindowSize))(VAULTSPACE ID, VAULTSPACE Value*, VAULTSPACE Value*, VAULTSPACE Value*, VAULTSPACE Value*) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(GetWindowVisible))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(GetWindowLocked))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE cRawString (*VAULTAPI(GetWindowText))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetEditMaxLength))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE cRawString (*VAULTAPI(GetEditValidation))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(GetCheckboxSelected))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(GetRadioButtonSelected))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetRadioButtonGroup))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(GetListMultiSelect))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetListItemCount))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetListItemList))(VAULTSPACE ID, VAULTSPACE RawArray(VAULTSPACE ID)*) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetListSelectedItemCount))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE UCount (*VAULTAPI(GetListSelectedItemList))(VAULTSPACE ID, VAULTSPACE RawArray(VAULTSPACE ID)*) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(GetListItemContainer))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(GetListItemSelected))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE cRawString (*VAULTAPI(GetListItemText))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(CreateWindow))(VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE State, VAULTSPACE State, VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(DestroyWindow))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(AddChildWindow))(VAULTSPACE ID, VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(RemoveChildWindow))(VAULTSPACE ID, VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetWindowPos))(VAULTSPACE ID, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetWindowSize))(VAULTSPACE ID, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetWindowVisible))(VAULTSPACE ID, VAULTSPACE State) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetWindowLocked))(VAULTSPACE ID, VAULTSPACE State) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetWindowText))(VAULTSPACE ID, VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(CreateButton))(VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE State, VAULTSPACE State, VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(CreateText))(VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE State, VAULTSPACE State, VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(CreateEdit))(VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE State, VAULTSPACE State, VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetEditMaxLength))(VAULTSPACE ID, VAULTSPACE UCount) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetEditValidation))(VAULTSPACE ID, VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(CreateCheckbox))(VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE State, VAULTSPACE State, VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetCheckboxSelected))(VAULTSPACE ID, VAULTSPACE State) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(CreateRadioButton))(VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE State, VAULTSPACE State, VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetRadioButtonSelected))(VAULTSPACE ID, VAULTSPACE State) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetRadioButtonGroup))(VAULTSPACE ID, VAULTSPACE UCount) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(CreateList))(VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE Value, VAULTSPACE State, VAULTSPACE State, VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetListMultiSelect))(VAULTSPACE ID, VAULTSPACE State) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(AddListItem))(VAULTSPACE ID, VAULTSPACE cRawString) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(RemoveListItem))(VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE ID (*VAULTAPI(SetListItemContainer))(VAULTSPACE ID, VAULTSPACE ID) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetListItemSelected))(VAULTSPACE ID, VAULTSPACE State) VAULTCPP(noexcept);
VAULTSCRIPT VAULTSPACE State (*VAULTAPI(SetListItemText))(VAULTSPACE ID, VAULTSPACE cRawString) VAULTCPP(noexcept);
}
namespace vaultmp
{
State operator!(State state) { return state ? False : True; }
GlobalChat Chat;
Void timestamp() noexcept { return VAULTAPI(timestamp)(); }
Timer CreateTimer(Function<> function, Interval interval) noexcept { return VAULTAPI(CreateTimer)(function, interval); }
Void KillTimer(Timer timer) noexcept { return VAULTAPI(KillTimer)(timer); }
State IsPAWN(const String& name) noexcept { return VAULTAPI(IsPAWN)(name.c_str()); }
State IsPAWN(cRawString name) noexcept { return VAULTAPI(IsPAWN)(name); }
Void SetServerName(const String& name) noexcept { return VAULTAPI(SetServerName)(name.c_str()); }
Void SetServerName(cRawString name) noexcept { return VAULTAPI(SetServerName)(name); }
Void SetServerMap(const String& map) noexcept { return VAULTAPI(SetServerMap)(map.c_str()); }
Void SetServerMap(cRawString map) noexcept { return VAULTAPI(SetServerMap)(map); }
Void SetServerRule(const String& key, const String& value) noexcept { return VAULTAPI(SetServerRule)(key.c_str(), value.c_str()); }
Void SetServerRule(const String& key, cRawString value) noexcept { return VAULTAPI(SetServerRule)(key.c_str(), value); }
Void SetServerRule(cRawString key, const String& value) noexcept { return VAULTAPI(SetServerRule)(key, value.c_str()); }
Void SetServerRule(cRawString key, cRawString value) noexcept { return VAULTAPI(SetServerRule)(key, value); }
UCount GetMaximumPlayers() noexcept { return VAULTAPI(GetMaximumPlayers)(); }
UCount GetCurrentPlayers() noexcept { return VAULTAPI(GetCurrentPlayers)(); }
String ValueToString(Index index) noexcept { return String(VAULTAPI(ValueToString)(index)); }
String AxisToString(Index index) noexcept { return String(VAULTAPI(AxisToString)(index)); }
String AnimToString(Index index) noexcept { return String(VAULTAPI(AnimToString)(index)); }
String BaseToString(Base base) noexcept { return String(VAULTAPI(BaseToString)(base)); }
String BaseToType(Base base) noexcept { return String(VAULTAPI(BaseToType)(base)); }
State Kick(ID id) noexcept { return VAULTAPI(Kick)(id); }
State UIMessage(ID id, const String& message, Emoticon emoticon) noexcept { return VAULTAPI(UIMessage)(id, message.c_str(), emoticon); }
State UIMessage(ID id, cRawString message, Emoticon emoticon) noexcept { return VAULTAPI(UIMessage)(id, message, emoticon); }
State UIMessage(const String& message, Emoticon emoticon) noexcept { return VAULTAPI(UIMessage)(static_cast<ID>(0), message.c_str(), emoticon); }
State UIMessage(cRawString message, Emoticon emoticon) noexcept { return VAULTAPI(UIMessage)(static_cast<ID>(0), message, emoticon); }
State ChatMessage(ID id, const String& message) noexcept { return VAULTAPI(ChatMessage)(id, message.c_str()); }
State ChatMessage(ID id, cRawString message) noexcept { return VAULTAPI(ChatMessage)(id, message); }
State ChatMessage(const String& message) noexcept { return VAULTAPI(ChatMessage)(static_cast<ID>(0), message.c_str()); }
State ChatMessage(cRawString message) noexcept { return VAULTAPI(ChatMessage)(static_cast<ID>(0), message); }
Void SetRespawnTime(Interval interval) noexcept { return VAULTAPI(SetRespawnTime)(interval); }
Void SetSpawnCell(CELL cell) noexcept { return VAULTAPI(SetSpawnCell)(cell); }
Void SetConsoleEnabled(State enabled) noexcept { return VAULTAPI(SetConsoleEnabled)(enabled); }
Void SetGameWeather(WTHR weather) noexcept { return VAULTAPI(SetGameWeather)(weather); }
Void SetGameTime(Time time) noexcept { return VAULTAPI(SetGameTime)(time); }
Void SetGameYear(UCount year) noexcept { return VAULTAPI(SetGameYear)(year); }
Void SetGameMonth(UCount month) noexcept { return VAULTAPI(SetGameMonth)(month); }
Void SetGameDay(UCount day) noexcept { return VAULTAPI(SetGameDay)(day); }
Void SetGameHour(UCount hour) noexcept { return VAULTAPI(SetGameHour)(hour); }
Void SetTimeScale(Value scale) noexcept { return VAULTAPI(SetTimeScale)(scale); }
State IsValid(ID id) noexcept { return VAULTAPI(IsValid)(id); }
State IsReference(ID id) noexcept { return VAULTAPI(IsReference)(id); }
State IsObject(ID id) noexcept { return VAULTAPI(IsObject)(id); }
State IsItem(ID id) noexcept { return VAULTAPI(IsItem)(id); }
State IsContainer(ID id) noexcept { return VAULTAPI(IsContainer)(id); }
State IsActor(ID id) noexcept { return VAULTAPI(IsActor)(id); }
State IsPlayer(ID id) noexcept { return VAULTAPI(IsPlayer)(id); }
State IsCell(CELL cell) noexcept { return VAULTAPI(IsCell)(cell); }
State IsInterior(CELL cell) noexcept { return VAULTAPI(IsInterior)(cell); }
State IsItemList(ID id) noexcept { return VAULTAPI(IsItemList)(id); }
State IsWindow(ID id) noexcept { return VAULTAPI(IsWindow)(id); }
State IsButton(ID id) noexcept { return VAULTAPI(IsButton)(id); }
State IsText(ID id) noexcept { return VAULTAPI(IsText)(id); }
State IsEdit(ID id) noexcept { return VAULTAPI(IsEdit)(id); }
State IsCheckbox(ID id) noexcept { return VAULTAPI(IsCheckbox)(id); }
State IsRadioButton(ID id) noexcept { return VAULTAPI(IsRadioButton)(id); }
State IsListItem(ID id) noexcept { return VAULTAPI(IsListItem)(id); }
State IsList(ID id) noexcept { return VAULTAPI(IsList)(id); }
State IsChatbox(ID id) noexcept { return VAULTAPI(IsChatbox)(id); }
Type GetType(ID id) noexcept { return VAULTAPI(GetType)(id); }
UCount GetConnection(ID id) noexcept { return VAULTAPI(GetConnection)(id); }
UCount GetCount(Type type) noexcept { return VAULTAPI(GetCount)(type); }
IDVector GetList(Type type) noexcept {
RawArray<ID> data;
UCount size = VAULTAPI(GetList)(type, &data);
return size ? IDVector(data, data + size) : IDVector();
}
Interval GetRespawnTime() noexcept { return VAULTAPI(GetRespawnTime)(); }
CELL GetSpawnCell() noexcept { return VAULTAPI(GetSpawnCell)(); }
State GetConsoleEnabled() noexcept { return VAULTAPI(GetConsoleEnabled)(); }
WTHR GetGameWeather() noexcept { return VAULTAPI(GetGameWeather)(); }
Time GetGameTime() noexcept { return VAULTAPI(GetGameTime)(); }
UCount GetGameYear() noexcept { return VAULTAPI(GetGameYear)(); }
UCount GetGameMonth() noexcept { return VAULTAPI(GetGameMonth)(); }
UCount GetGameDay() noexcept { return VAULTAPI(GetGameDay)(); }
UCount GetGameHour() noexcept { return VAULTAPI(GetGameHour)(); }
Value GetTimeScale() noexcept { return VAULTAPI(GetTimeScale)(); }
ID GetID(Ref ref) noexcept { return VAULTAPI(GetID)(ref); }
Ref GetReference(ID id) noexcept { return VAULTAPI(GetReference)(id); }
Base GetBase(ID id) noexcept { return VAULTAPI(GetBase)(id); }
Void GetPos(ID id, Value& X, Value& Y, Value& Z) noexcept { return VAULTAPI(GetPos)(id, &X, &Y, &Z); }
Void GetAngle(ID id, Value& X, Value& Y, Value& Z) noexcept { return VAULTAPI(GetAngle)(id, &X, &Y, &Z); }
CELL GetCell(ID id) noexcept { return VAULTAPI(GetCell)(id); }
Lock GetLock(ID id) noexcept { return VAULTAPI(GetLock)(id); }
NPC_ GetOwner(ID id) noexcept { return VAULTAPI(GetOwner)(id); }
String GetBaseName(ID id) noexcept { return String(VAULTAPI(GetBaseName)(id)); }
State IsNearPoint(ID id, Value X, Value Y, Value Z, Value R) noexcept { return VAULTAPI(IsNearPoint)(id, X, Y, Z, R); }
ID GetItemContainer(ID id) noexcept { return VAULTAPI(GetItemContainer)(id); }
UCount GetItemCount(ID id) noexcept { return VAULTAPI(GetItemCount)(id); }
Value GetItemCondition(ID id) noexcept { return VAULTAPI(GetItemCondition)(id); }
State GetItemEquipped(ID id) noexcept { return VAULTAPI(GetItemEquipped)(id); }
State GetItemSilent(ID id) noexcept { return VAULTAPI(GetItemSilent)(id); }
State GetItemStick(ID id) noexcept { return VAULTAPI(GetItemStick)(id); }
#define GetContainerItemCount_Template(type) \
UCount GetContainerItemCount(ID id, type item) noexcept { return VAULTAPI(GetContainerItemCount)(id, static_cast<Base>(item)); }
GetContainerItemCount_Template(Base);
GetContainerItemCount_Template(ALCH);
GetContainerItemCount_Template(AMMO);
GetContainerItemCount_Template(ARMA);
GetContainerItemCount_Template(ARMO);
GetContainerItemCount_Template(ENCH);
GetContainerItemCount_Template(KEYM);
GetContainerItemCount_Template(MISC);
GetContainerItemCount_Template(NOTE);
GetContainerItemCount_Template(WEAP);
#undef GetContainerItemCount_Template
UCount GetContainerItemCount(ID id) noexcept { return VAULTAPI(GetContainerItemCount)(id, static_cast<Base>(0)); }
IDVector GetContainerItemList(ID id) noexcept {
RawArray<ID> data;
UCount size = VAULTAPI(GetContainerItemList)(id, &data);
return size ? IDVector(data, data + size) : IDVector();
}
Value GetActorValue(ID id, ActorValue index) noexcept { return VAULTAPI(GetActorValue)(id, index); }
Value GetActorBaseValue(ID id, ActorValue index) noexcept { return VAULTAPI(GetActorBaseValue)(id, index); }
IDLE GetActorIdleAnimation(ID id) noexcept { return VAULTAPI(GetActorIdleAnimation)(id); }
Index GetActorMovingAnimation(ID id) noexcept { return VAULTAPI(GetActorMovingAnimation)(id); }
Index GetActorWeaponAnimation(ID id) noexcept { return VAULTAPI(GetActorWeaponAnimation)(id); }
State GetActorAlerted(ID id) noexcept { return VAULTAPI(GetActorAlerted)(id); }
State GetActorSneaking(ID id) noexcept { return VAULTAPI(GetActorSneaking)(id); }
State GetActorDead(ID id) noexcept { return VAULTAPI(GetActorDead)(id); }
RACE GetActorBaseRace(ID id) noexcept { return VAULTAPI(GetActorBaseRace)(id); }
Sex GetActorBaseSex(ID id) noexcept { return VAULTAPI(GetActorBaseSex)(id); }
State IsActorJumping(ID id) noexcept { return VAULTAPI(IsActorJumping)(id); }
Interval GetPlayerRespawnTime(ID id) noexcept { return VAULTAPI(GetPlayerRespawnTime)(id); }
CELL GetPlayerSpawnCell(ID id) noexcept { return VAULTAPI(GetPlayerSpawnCell)(id); }
State GetPlayerConsoleEnabled(ID id) noexcept { return VAULTAPI(GetPlayerConsoleEnabled)(id); }
UCount GetPlayerWindowCount(ID id) noexcept { return VAULTAPI(GetPlayerWindowCount)(id); }
IDVector GetPlayerWindowList(ID id) noexcept {
RawArray<ID> data;
UCount size = VAULTAPI(GetPlayerWindowList)(id, &data);
return size ? IDVector(data, data + size) : IDVector();
}
ID GetPlayerChatboxWindow(ID id) noexcept { return VAULTAPI(GetPlayerChatboxWindow)(id); }
#define CreateObject_Template(type) \
ID CreateObject(type object, CELL cell, Value X, Value Y, Value Z) noexcept { return VAULTAPI(CreateObject)(static_cast<Base>(object), cell, X, Y, Z); }
CreateObject_Template(Base);
CreateObject_Template(DOOR);
CreateObject_Template(TERM);
CreateObject_Template(STAT);
#undef CreateObject_Template
#define CreateVolatile_Template(type) \
State CreateVolatile(ID id, type object, Value aX, Value aY, Value aZ) noexcept { return VAULTAPI(CreateVolatile)(id, static_cast<Base>(object), aX, aY, aZ); }
CreateVolatile_Template(Base);
CreateVolatile_Template(PROJ);
CreateVolatile_Template(EXPL);
#undef CreateVolatile_Template
State DestroyObject(ID id) noexcept { return VAULTAPI(DestroyObject)(id); }
State Activate(ID id, ID actor) noexcept { return VAULTAPI(Activate)(id, actor); }
State SetPos(ID id, Value X, Value Y, Value Z) noexcept { return VAULTAPI(SetPos)(id, X, Y, Z); }
State SetAngle(ID id, Value X, Value Y, Value Z) noexcept { return VAULTAPI(SetAngle)(id, X, Y, Z); }
State SetCell(ID id, CELL cell, Value X, Value Y, Value Z) noexcept { return VAULTAPI(SetCell)(id, cell, X, Y, Z); }
State SetLock(ID id, ID actor, Lock lock) noexcept { return VAULTAPI(SetLock)(id, actor, lock); }
State SetOwner(ID id, NPC_ owner) noexcept { return VAULTAPI(SetOwner)(id, owner); }
State SetBaseName(ID id, const String& name) noexcept { return VAULTAPI(SetBaseName)(id, name.c_str()); }
State SetBaseName(ID id, cRawString name) noexcept { return VAULTAPI(SetBaseName)(id, name); }
State PlaySound(ID id, SOUN sound) noexcept { return VAULTAPI(PlaySound)(id, sound); }
#define CreateItem_Template(type) \
ID CreateItem(type item, CELL cell, Value X, Value Y, Value Z) noexcept { return VAULTAPI(CreateItem)(static_cast<Base>(item), cell, X, Y, Z); }
CreateItem_Template(Base);
CreateItem_Template(ALCH);
CreateItem_Template(AMMO);
CreateItem_Template(ARMA);
CreateItem_Template(ARMO);
CreateItem_Template(ENCH);
CreateItem_Template(KEYM);
CreateItem_Template(MISC);
CreateItem_Template(NOTE);
CreateItem_Template(WEAP);
#undef CreateItem_Template
ID SetItemContainer(ID id, ID container) noexcept { return VAULTAPI(SetItemContainer)(id, container); }
State SetItemCount(ID id, UCount count) noexcept { return VAULTAPI(SetItemCount)(id, count); }
State SetItemCondition(ID id, Value condition) noexcept { return VAULTAPI(SetItemCondition)(id, condition); }
State SetItemEquipped(ID id, State equipped, State silent, State stick) noexcept { return VAULTAPI(SetItemEquipped)(id, equipped, silent, stick); }
ID CreateContainer(CONT container, CELL cell, Value X, Value Y, Value Z) noexcept { return VAULTAPI(CreateContainer)(container, cell, X, Y, Z); }
ID CreateItemList(ID source) noexcept { return VAULTAPI(CreateItemList)(source, static_cast<Base>(0)); }
ID CreateItemList(Base source) noexcept { return VAULTAPI(CreateItemList)(static_cast<ID>(0), source); }
ID CreateItemList(std::initializer_list<ID> source) noexcept {
ID result = VAULTAPI(CreateItemList)(static_cast<ID>(0), static_cast<Base>(0));
for (auto id : source)
VAULTAPI(AddItemList)(result, id, static_cast<Base>(0));
return result;
}
ID CreateItemList(std::initializer_list<Base> source) noexcept {
ID result = VAULTAPI(CreateItemList)(static_cast<ID>(0), static_cast<Base>(0));
for (auto base : source)
VAULTAPI(AddItemList)(result, static_cast<ID>(0), base);
return result;
}
ID CreateItemList(std::initializer_list<AddItem_Initializer> source) noexcept {
ID result = VAULTAPI(CreateItemList)(static_cast<ID>(0), static_cast<Base>(0));
for (const auto& item : source)
{
VAULTAPI(AddItem)(result, item.item, item.count, item.condition, item.silent);
if (item.equipped)
VAULTAPI(EquipItem)(result, item.item, item.silent, item.stick);
}
return result;
}
State DestroyItemList(ID id) noexcept { return VAULTAPI(DestroyItemList)(id); }
#define AddItem_Template(type) \
ID AddItem(ID id, type item, UCount count, Value condition, State silent) noexcept { return VAULTAPI(AddItem)(id, static_cast<Base>(item), count, condition, silent); }
AddItem_Template(Base);
AddItem_Template(ALCH);
AddItem_Template(AMMO);
AddItem_Template(ARMA);
AddItem_Template(ARMO);
AddItem_Template(ENCH);
AddItem_Template(KEYM);
AddItem_Template(MISC);
AddItem_Template(NOTE);
AddItem_Template(WEAP);
#undef AddItem_Template
Void AddItem(ID id, std::initializer_list<AddItem_Initializer> source) noexcept {
for (const auto& item : source)
{
VAULTAPI(AddItem)(id, item.item, item.count, item.condition, item.silent);
if (item.equipped)
VAULTAPI(EquipItem)(id, item.item, item.silent, item.stick);
}
}
Void AddItemList(ID id, ID source) noexcept { return VAULTAPI(AddItemList)(id, source, static_cast<Base>(0)); }
#define AddItemList_Template(type) \
Void AddItemList(ID id, type source) noexcept { return VAULTAPI(AddItemList)(id, static_cast<ID>(0), static_cast<Base>(source)); }
AddItemList_Template(Base);
AddItemList_Template(NPC_);
AddItemList_Template(CREA);
#undef AddItemList_Template
Void RemoveAllItems(ID id) noexcept { return VAULTAPI(RemoveAllItems)(id); }
#define CreateActor_Template(type) \
ID CreateActor(type actor, CELL cell, Value X, Value Y, Value Z) noexcept { return VAULTAPI(CreateActor)(static_cast<Base>(actor), cell, X, Y, Z); }
CreateActor_Template(Base);
CreateActor_Template(NPC_);
CreateActor_Template(CREA);
#undef CreateActor_Template
Void SetActorValue(ID id, ActorValue index, Value value) noexcept { return VAULTAPI(SetActorValue)(id, index, value); }
Void SetActorBaseValue(ID id, ActorValue index, Value value) noexcept { return VAULTAPI(SetActorBaseValue)(id, index, value); }
#define EquipItem_Template(type) \
VAULTFUNCTION State EquipItem(ID id, type item, State silent, State stick) noexcept { return VAULTAPI(EquipItem)(id, static_cast<Base>(item), silent, stick); }
EquipItem_Template(Base);
EquipItem_Template(ARMA);
EquipItem_Template(ARMO);
EquipItem_Template(WEAP);
#undef EquipItem_Template
State PlayIdle(ID id, IDLE idle) noexcept { return VAULTAPI(PlayIdle)(id, idle); }
State SetActorMovingAnimation(ID id, Index anim) noexcept { return VAULTAPI(SetActorMovingAnimation)(id, anim); }
State SetActorWeaponAnimation(ID id, Index anim) noexcept { return VAULTAPI(SetActorWeaponAnimation)(id, anim); }
State SetActorAlerted(ID id, State alerted) noexcept { return VAULTAPI(SetActorAlerted)(id, alerted); }
State SetActorSneaking(ID id, State sneaking) noexcept { return VAULTAPI(SetActorSneaking)(id, sneaking); }
State FireWeapon(ID id) noexcept { return VAULTAPI(FireWeapon)(id); }
Void KillActor(ID id, ID killer, Limb limbs, Death cause) noexcept { return VAULTAPI(KillActor)(id, killer, limbs, cause); }
State SetActorBaseRace(ID id, RACE race) noexcept { return VAULTAPI(SetActorBaseRace)(id, race); }
State AgeActorBaseRace(ID id, Count age) noexcept { return VAULTAPI(AgeActorBaseRace)(id, age); }
State SetActorBaseSex(ID id, Sex sex) noexcept { return VAULTAPI(SetActorBaseSex)(id, sex); }
Void SetPlayerRespawnTime(ID id, Interval interval) noexcept { return VAULTAPI(SetPlayerRespawnTime)(id, interval); }
Void SetPlayerSpawnCell(ID id, CELL cell) noexcept { return VAULTAPI(SetPlayerSpawnCell)(id, cell); }
Void SetPlayerConsoleEnabled(ID id, State enabled) noexcept { return VAULTAPI(SetPlayerConsoleEnabled)(id, enabled); }
State AttachWindow(ID id, ID window) noexcept { return VAULTAPI(AttachWindow)(id, window); }
State DetachWindow(ID id, ID window) noexcept { return VAULTAPI(DetachWindow)(id, window); }
Void ForceWindowMode(ID id, State enabled) noexcept { return VAULTAPI(ForceWindowMode)(id, enabled); }
ID GetWindowParent(ID id) noexcept { return VAULTAPI(GetWindowParent)(id); }
ID GetWindowRoot(ID id) noexcept { return VAULTAPI(GetWindowRoot)(id); }
UCount GetWindowChildCount(ID id) noexcept { return VAULTAPI(GetWindowChildCount)(id); }
IDVector GetWindowChildList(ID id) noexcept {
RawArray<ID> data;
UCount size = VAULTAPI(GetWindowChildList)(id, &data);
return size ? IDVector(data, data + size) : IDVector();
}
Void GetWindowPos(ID id, Value& X, Value& Y, Value& offset_X, Value& offset_Y) noexcept { return VAULTAPI(GetWindowPos)(id, &X, &Y, &offset_X, &offset_Y); }
Void GetWindowSize(ID id, Value& X, Value& Y, Value& offset_X, Value& offset_Y) noexcept { return VAULTAPI(GetWindowSize)(id, &X, &Y, &offset_X, &offset_Y); }
State GetWindowVisible(ID id) noexcept { return VAULTAPI(GetWindowVisible)(id); }
State GetWindowLocked(ID id) noexcept { return VAULTAPI(GetWindowLocked)(id); }
String GetWindowText(ID id) noexcept { return String(VAULTAPI(GetWindowText)(id)); }
UCount GetEditMaxLength(ID id) noexcept { return VAULTAPI(GetEditMaxLength)(id); }
String GetEditValidation(ID id) noexcept { return String(VAULTAPI(GetEditValidation)(id)); }
State GetCheckboxSelected(ID id) noexcept { return VAULTAPI(GetCheckboxSelected)(id); }
State GetRadioButtonSelected(ID id) noexcept { return VAULTAPI(GetRadioButtonSelected)(id); }
UCount GetRadioButtonGroup(ID id) noexcept { return VAULTAPI(GetRadioButtonGroup)(id); }
State GetListMultiSelect(ID id) noexcept { return VAULTAPI(GetListMultiSelect)(id); }
UCount GetListItemCount(ID id) noexcept { return VAULTAPI(GetListItemCount)(id); }
IDVector GetListItemList(ID id) noexcept {
RawArray<ID> data;
UCount size = VAULTAPI(GetListItemList)(id, &data);
return size ? IDVector(data, data + size) : IDVector();
}
UCount GetListSelectedItemCount(ID id) noexcept { return VAULTAPI(GetListSelectedItemCount)(id); }
IDVector GetListSelectedItemList(ID id) noexcept {
RawArray<ID> data;
UCount size = VAULTAPI(GetListSelectedItemList)(id, &data);
return size ? IDVector(data, data + size) : IDVector();
}
ID GetListItemContainer(ID id) noexcept { return VAULTAPI(GetListItemContainer)(id); }
State GetListItemSelected(ID id) noexcept { return VAULTAPI(GetListItemSelected)(id); }
String GetListItemText(ID id) noexcept { return VAULTAPI(GetListItemText)(id); }
ID CreateWindow(Value posX, Value posY, Value sizeX, Value sizeY, State visible, State locked, const String& text) noexcept { return VAULTAPI(CreateWindow)(posX, posY, sizeX, sizeY, visible, locked, text.c_str()); }
ID CreateWindow(Value posX, Value posY, Value sizeX, Value sizeY, State visible, State locked, cRawString text) noexcept { return VAULTAPI(CreateWindow)(posX, posY, sizeX, sizeY, visible, locked, text); }
State DestroyWindow(ID id) noexcept { return VAULTAPI(DestroyWindow)(id); }
State AddChildWindow(ID id, ID child) noexcept { return VAULTAPI(AddChildWindow)(id, child); }
State RemoveChildWindow(ID id, ID child) noexcept { return VAULTAPI(RemoveChildWindow)(id, child); }
State SetWindowPos(ID id, Value X, Value Y, Value offset_X, Value offset_Y) noexcept { return VAULTAPI(SetWindowPos)(id, X, Y, offset_X, offset_Y); }
State SetWindowSize(ID id, Value X, Value Y, Value offset_X, Value offset_Y) noexcept { return VAULTAPI(SetWindowSize)(id, X, Y, offset_X, offset_Y); }
State SetWindowVisible(ID id, State visible) noexcept { return VAULTAPI(SetWindowVisible)(id, visible); }
State SetWindowLocked(ID id, State locked) noexcept { return VAULTAPI(SetWindowLocked)(id, locked); }
State SetWindowText(ID id, const String& text) noexcept { return VAULTAPI(SetWindowText)(id, text.c_str()); }
State SetWindowText(ID id, cRawString text) noexcept { return VAULTAPI(SetWindowText)(id, text); }
ID CreateButton(Value posX, Value posY, Value sizeX, Value sizeY, State visible, State locked, const String& text) noexcept { return VAULTAPI(CreateButton)(posX, posY, sizeX, sizeY, visible, locked, text.c_str()); }
ID CreateButton(Value posX, Value posY, Value sizeX, Value sizeY, State visible, State locked, cRawString text) noexcept { return VAULTAPI(CreateButton)(posX, posY, sizeX, sizeY, visible, locked, text); }
ID CreateText(Value posX, Value posY, Value sizeX, Value sizeY, State visible, State locked, const String& text) noexcept { return VAULTAPI(CreateText)(posX, posY, sizeX, sizeY, visible, locked, text.c_str()); }
ID CreateText(Value posX, Value posY, Value sizeX, Value sizeY, State visible, State locked, cRawString text) noexcept { return VAULTAPI(CreateText)(posX, posY, sizeX, sizeY, visible, locked, text); }
ID CreateEdit(Value posX, Value posY, Value sizeX, Value sizeY, State visible, State locked, const String& text) noexcept { return VAULTAPI(CreateEdit)(posX, posY, sizeX, sizeY, visible, locked, text.c_str()); }
ID CreateEdit(Value posX, Value posY, Value sizeX, Value sizeY, State visible, State locked, cRawString text) noexcept { return VAULTAPI(CreateEdit)(posX, posY, sizeX, sizeY, visible, locked, text); }
State SetEditMaxLength(ID id, UCount length) noexcept { return VAULTAPI(SetEditMaxLength)(id, length); }
State SetEditValidation(ID id, const String& validation) noexcept { return VAULTAPI(SetEditValidation)(id, validation.c_str()); }
State SetEditValidation(ID id, cRawString validation) noexcept { return VAULTAPI(SetEditValidation)(id, validation); }
ID CreateCheckbox(Value posX, Value posY, Value sizeX, Value sizeY, State visible, State locked, const String& text) noexcept { return VAULTAPI(CreateCheckbox)(posX, posY, sizeX, sizeY, visible, locked, text.c_str()); }
ID CreateCheckbox(Value posX, Value posY, Value sizeX, Value sizeY, State visible, State locked, cRawString text) noexcept { return VAULTAPI(CreateCheckbox)(posX, posY, sizeX, sizeY, visible, locked, text); }
State SetCheckboxSelected(ID id, State selected) noexcept { return VAULTAPI(SetCheckboxSelected)(id, selected); }
ID CreateRadioButton(Value posX, Value posY, Value sizeX, Value sizeY, State visible, State locked, const String& text) noexcept { return VAULTAPI(CreateRadioButton)(posX, posY, sizeX, sizeY, visible, locked, text.c_str()); }
ID CreateRadioButton(Value posX, Value posY, Value sizeX, Value sizeY, State visible, State locked, cRawString text) noexcept { return VAULTAPI(CreateRadioButton)(posX, posY, sizeX, sizeY, visible, locked, text); }
State SetRadioButtonSelected(ID id, State selected) noexcept { return VAULTAPI(SetRadioButtonSelected)(id, selected); }
State SetRadioButtonGroup(ID id, UCount group) noexcept { return VAULTAPI(SetRadioButtonGroup)(id, group); }
ID CreateList(Value posX, Value posY, Value sizeX, Value sizeY, State visible, State locked, const String& text) noexcept { return VAULTAPI(CreateList)(posX, posY, sizeX, sizeY, visible, locked, text.c_str()); }
ID CreateList(Value posX, Value posY, Value sizeX, Value sizeY, State visible, State locked, cRawString text) noexcept { return VAULTAPI(CreateList)(posX, posY, sizeX, sizeY, visible, locked, text); }
State SetListMultiSelect(ID id, State multiselect) noexcept { return VAULTAPI(SetListMultiSelect)(id, multiselect); }
ID AddListItem(ID id, const String& text) noexcept { return VAULTAPI(AddListItem)(id, text.c_str()); }
ID AddListItem(ID id, cRawString text) noexcept { return VAULTAPI(AddListItem)(id, text); }
State RemoveListItem(ID id) noexcept { return VAULTAPI(RemoveListItem)(id); }
ID SetListItemContainer(ID id, ID container) noexcept { return VAULTAPI(SetListItemContainer)(id, container); }
State SetListItemSelected(ID id, State selected) noexcept { return VAULTAPI(SetListItemSelected)(id, selected); }
State SetListItemText(ID id, const String& text) noexcept { return VAULTAPI(SetListItemText)(id, text.c_str()); }
State SetListItemText(ID id, cRawString text) noexcept { return VAULTAPI(SetListItemText)(id, text); }
}
#endif