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xr_level.d.ts
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xr_level.d.ts
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declare module "xray16" {
/**
* @source C++ class CZoneCampfire : CGameObject
* @customConstructor CZoneCampfire
* @group xr_level
*/
export class CZoneCampfire extends CGameObject {
public constructor();
public is_on(): boolean;
public turn_on(): void;
public turn_off(): void;
}
/**
* @source C++ class CPhysicObject : CGameObject
* @customConstructor CPhysicObject
* @group xr_level
*/
export class CPhysicObject extends CGameObject {
public set_door_ignore_dynamics(): void;
public play_bones_sound(): void;
public run_anim_back(): void;
public unset_door_ignore_dynamics(): void;
public run_anim_forward(): void;
public stop_anim(): boolean;
public anim_time_get(): f32;
public anim_time_set(value: f32): void;
public stop_bones_sound(): void;
}
/**
* @source C++ class hanging_lamp : CGameObject
* @customConstructor hanging_lamp
* @group xr_level
*/
export class hanging_lamp extends CGameObject {
public constructor();
public turn_on(): void;
public turn_off(): void;
}
/**
* @source C++ class CCar : CGameObject, holder
* @customConstructor CCar
* @group xr_level
*/
export class CCar extends CGameObject implements holder {
public static eWpnActivate: 3;
public static eWpnAutoFire: 5;
public static eWpnDesiredDir: 1;
public static eWpnDesiredPos: 2;
public static eWpnFire: 4;
public static eWpnToDefaultDir: 6;
public constructor();
public CanHit(): boolean;
public CarExplode(): void;
public ChangefFuel(fule: f32): void;
public ChangefHealth(value: f32): void;
public CurrentVel(): vector;
public ExplodeTime(): u32;
public FireDirDiff(): f32;
public GetfFuel(): f32;
public GetfFuelConsumption(): f32;
public GetfFuelTank(): f32;
public GetfHealth(): f32;
public HasWeapon(): boolean;
public IsActiveEngine(): boolean;
public IsObjectVisible(game_object: game_object): boolean;
public PlayDamageParticles(): void;
public SetExplodeTime(time: u32): void;
public SetfFuel(fuel: f32): void;
public SetfFuelConsumption(consumption: f32): void;
public SetfFuelTank(fuel: f32): void;
public SetfHealth(health: f32): void;
public StartEngine(): void;
public StopDamageParticles(): void;
public StopEngine(): void;
public engaged(): boolean;
public Action(value1: u16, value2: u32): void;
public SetParam(value: i32, vector: vector): void;
public SetParam(value: TXR_CCar_weapon_param, vector: vector): void;
}
/**
* @group xr_level
*/
export type TXR_CCar_weapon_param = EnumeratedStaticsValues<typeof CCar>;
/**
* @source C++ class CHelicopter : CGameObject
* @customConstructor CHelicopter
* @group xr_level
*/
export class CHelicopter extends CGameObject {
public static readonly eAlive: 0;
public static readonly eBodyByPath: 0;
public static readonly eBodyToPoint: 1;
public static readonly eDead: 1;
public static readonly eEnemyEntity: 2;
public static readonly eEnemyNone: 0;
public static readonly eEnemyPoint: 1;
public static readonly eMovLanding: 4;
public static readonly eMovNone: 0;
public static readonly eMovPatrolPath: 2;
public static readonly eMovRoundPath: 3;
public static readonly eMovTakeOff: 5;
public static readonly eMovToPoint: 1;
public readonly m_exploded: boolean;
public readonly m_light_started: boolean;
public readonly m_flame_started: boolean;
public readonly m_dead: boolean;
public m_max_mgun_dist: f32;
public m_max_rocket_dist: f32;
public m_min_mgun_dist: f32;
public m_min_rocket_dist: f32;
public m_syncronize_rocket: boolean;
public m_time_between_rocket_attack: u32;
public m_use_mgun_on_attack: boolean;
public m_use_rocket_on_attack: boolean;
public constructor();
public isVisible(game_object: game_object): boolean;
public GetSafeAltitude(): f32;
public GetRealAltitude(): f32;
public GetCurrVelocity(): f32;
public GetSpeedInDestPoint(value: f32): f32;
public GetOnPointRangeDist(): f32;
public GetMaxVelocity(): f32;
public GetfHealth(): f32;
public GetMovementState(): i32; /* enum ? */
public GetBodyState(): i32; /* enum ? */
public GetCurrVelocityVec(): vector;
public GetState(): i32;
public GetDistanceToDestPosition(): f32;
public GetHuntState(): i32; /* enum ? */
public SetSpeedInDestPoint(value: f32): unknown;
public SetLinearAcc(value1: f32, value2: f32): void;
public SetfHealth(health: f32): f32;
public SetMaxVelocity(value: f32): void;
public SetEnemy(game_object: game_object | null): void;
public SetEnemy(vector: vector): void;
public SetFireTrailLength(value: f32): void;
public SetBarrelDirTolerance(value: f32): void;
public SetDestPosition(vector: vector): void;
public SetOnPointRangeDist(value: f32): void;
public LookAtPoint(vector: vector, value: boolean): void;
public GoPatrolByPatrolPath(value1: string, value2: i32): void;
public Explode(): void;
public TurnLighting(value: boolean): void;
public UseFireTrail(): boolean;
public UseFireTrail(value: boolean): void;
public GoPatrolByRoundPath(vector: vector, value1: f32, value2: boolean): void;
public Die(): void;
public StartFlame(): void;
public TurnEngineSound(enabled: boolean): void;
public ClearEnemy(): void;
}
}