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xr_script_object.d.ts
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xr_script_object.d.ts
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declare module "xray16" {
/**
* Client object base presentation as script object.
* Generic in-game entities from items to mutants and stalkers wrapped with luabind export.
*
* @source C++ class game_object
* @customConstructor game_object
* @group xr_script_object
*/
export class game_object extends game_object_callbacks_implementation_base {
public static readonly dummy: -1;
public static readonly game_path: 0;
public static readonly level_path: 1;
public static readonly patrol_path: 2;
public static readonly no_path: 3;
public static readonly friend: 0;
public static readonly neutral: 1;
public static readonly enemy: 2;
public static readonly alifeMovementTypeMask: 0;
public static readonly alifeMovementTypeRandom: 1;
public static readonly dialog_pda_msg: 0;
public static readonly info_pda_msg: 1;
public static readonly no_pda_msg: 2;
public static readonly relation_kill: 0;
public static readonly relation_attack: 1;
public static readonly relation_fight_help_human: 2;
public static readonly relation_fight_help_monster: 4;
public static readonly movement: 0;
public static readonly watch: 1;
public static readonly animation: 2;
public static readonly sound: 3;
public static readonly particle: 4;
public static readonly object: 5;
public static readonly action_type_count: 6;
public satiety: f32;
/**
* Intensity of actor bleeding.
* 0 - no bleeding.
*/
public bleeding: f32;
/**
* Object health value
* From 0 to 1.
*/
public health: f32;
public morale: f32;
public power: f32;
public psy_health: f32;
public radiation: f32;
protected constructor();
/**
* Get engine client object ID.
*/
public id(): u16;
public story_id(): u32;
public object(value: i32 | string): game_object | null;
public clsid(): TXR_class_id;
public add_animation(animation: string, hand_usage: boolean, use_movement_controller: boolean): void;
public add_animation(
animation: string,
hand_usage: boolean,
position: vector,
rotation: vector,
local_animation: boolean
): void;
public action(): entity_action | null;
public action_count(): u32;
public active_detector(): game_object | null;
public active_item(): game_object | null;
/**
* @returns active item slot of game object
*/
public active_slot<T extends u32>(): T;
public active_zone_contact(value: u16): boolean;
public add_restrictions(out_restriction: string, in_restriction: string): void;
public animation_slot(): i32;
public base_out_restrictions(): string;
public best_item(): game_object | null;
public best_weapon(): game_object | null;
public bind_object(binder: object_binder): void;
public binded_object(): object_binder;
public burer_set_force_gravi_attack(value: boolean): void;
public buy_supplies(value1: ini_file, value2: string): void;
public can_select_weapon(): boolean;
public can_select_weapon(value: boolean): void;
public can_throw_grenades(): boolean;
public can_throw_grenades(value: boolean): void;
public clear_animations(): void;
public clear_override_animation(): void;
/**
* Sets provided planner as `debugged` for stalker object.
* As result, when console command `ai_dbg_stalker on` is toggled, GOAP state of planner is displayed.
* Requires `mixed` build engine.
*
* @param planner - action planner to show in stalker stats when debugging is enabled
*/
public debug_planner(planner: action_planner): void;
public disable_info_portion(value: string): boolean;
public disable_talk(): void;
public disable_trade(): void;
public dont_has_info(value: string): boolean;
/**
* Drop item from inventory.
*
* @param item - game object to drop
*/
public drop_item(item: game_object): void;
public enable_night_vision(value: boolean): void;
public external_sound_start(value: string): void;
public get_bone_id(value: string): u16;
public get_current_direction(): vector;
public get_current_outfit_protection(value: i32): f32;
public get_dest_smart_cover(): cover_point;
public get_dest_smart_cover_name(): string | null;
public get_monster_hit_info(): MonsterHitInfo;
public get_physics_object(): CPhysicObject;
/**
* @returns whether object is controlled by lua script
*/
public get_script(): boolean;
public get_smart_cover_description(): string;
public give_talk_message(value1: string, value2: string, value3: string): void;
public idle_max_time(): f32;
public idle_max_time(time: f32): void;
public in_current_loophole_fov(vector: vector): boolean;
public inventory_for_each(cb: (this: void) => void): void;
public is_door_blocked_by_npc(): boolean;
public is_talk_enabled(): boolean;
public is_weapon_going_to_be_strapped(weapon: game_object | null): boolean;
public iterate_inventory_box(
cb: (this: void, box: game_object, item: game_object) => void,
object: game_object
): void;
public lookout_max_time(): f32;
public lookout_max_time(value: f32): void;
public max_ignore_monster_distance(): f32;
public max_ignore_monster_distance(value: f32): void;
public memory_hit_objects(): unknown; // :vector<MemorySpace::CHitObject, xalloc<struct MemorySpace::CHitObject>
public memory_time(another: game_object): u32;
public memory_visible_objects(): LuaIterable<visible_memory_object>;
public mental_state<T extends number>(): T; // todo: unknown enum
public not_yet_visible_objects(): unknown;
public object_count(): u32;
public path_completed(): boolean;
public relation(game_object: game_object): TXR_relation;
public release_stand_sleep_animation(): void;
public reset_action_queue(): void;
public restore_sound_threshold(): void;
public set_weight(weight: f32): void;
public set_actor_direction(value: f32): void;
public set_ammo_elapsed(value: i32): void;
public set_community_goodwill(first: string, second: i32): void;
public set_const_force(vector: vector, value: f32, time_interval: u32): void;
public set_dest_smart_cover(): void;
public set_dest_smart_cover(value: string): void;
public set_enemy(object: game_object): void;
public set_fov(fov: f32): void;
public set_item(action_id: number, game_object: game_object | null, value1?: u32, value2?: u32): void;
public set_mental_state(state: TXR_animation): void;
public set_override_animation(animation: string): void;
public set_path_type(type: TXR_game_object_path): void;
public set_previous_point(point: i32): void;
public set_smart_cover_target(): void;
public set_smart_cover_target(game_object: game_object): void;
public set_smart_cover_target(vector: vector): void;
public set_smart_cover_target_default(value: boolean): void;
public set_smart_cover_target_fire(): void;
public set_smart_cover_target_lookout(): void;
public set_start_point(point: i32): void;
public sound_voice_prefix(): string;
/**
* @returns game object squad id
*/
public squad(): i32;
public switch_to_talk(): void;
public team(): i32;
public use_smart_covers_only(): boolean;
public use_smart_covers_only(value: boolean): void;
public weapon_addon_attach(object: game_object): void;
public weapon_addon_detach(addon: string): void;
public weapon_is_scope(): boolean;
public weapon_silencer_status(): i32;
public weapon_strapped(): boolean;
public weapon_unstrapped(): boolean;
public who_hit_name(): string;
public who_hit_section_name(): string;
public activate_slot(index: u32): void;
public actor_look_at_point(vector: vector): void;
public aim_bone_id(): string;
public aim_bone_id(value: string): void;
public aim_time(game_object: game_object): u32;
public aim_time(game_object: game_object, value: u32): void;
public allow_sprint(value: boolean): void;
public animation_count(): i32;
public best_danger(): danger_object | null;
public body_state(): void;
public bone_position(value: string): vector;
public buy_item_condition_factor(value: f32): void;
public change_team(team_id: u8, squad_id: u8, group_id: u8): void;
public character_icon<T extends string = string>(): T;
public character_name<T extends string = string>(): T;
public character_rank(): i32;
public condition(): f32;
public cost(): u32;
public critically_wounded(): boolean;
public deadbody_closed(value: boolean): void;
public death_sound_enabled(): boolean;
public death_sound_enabled(value: boolean): void;
public direction(): vector;
public disable_anomaly(): void;
public disable_hit_marks(): boolean;
public disable_hit_marks(value: boolean): void;
public disable_inv_upgrade(): void;
public drop_item_and_teleport(game_object: game_object, vector: vector): void;
public eat(game_object: game_object): void;
public enable_inv_upgrade(): void;
/**
* Switch client level changed enabled state.
*
* @param is_enabled - whether level changer should be enabled
*/
public enable_level_changer(is_enabled: boolean): void;
public enable_memory_object(game_object: game_object, value: boolean): void;
public explode(value: u32): void;
public extrapolate_length(): f32;
public extrapolate_length(value: f32): void;
public fake_death_stand_up(): void;
public fov(): f32;
public get_ammo_total(): u32;
public get_ammo_type(): u8;
public get_artefact(): CArtefact;
public get_campfire(): CZoneCampfire;
public get_current_outfit(): game_object | null;
public get_current_point_index(): u32;
public get_force_anti_aim(): boolean;
public get_hanging_lamp(): hanging_lamp;
public get_holder_class(): holder;
public get_movement_speed(): vector;
/**
* @returns name of lua script controlling monster object
*/
public get_script_name(): string;
public get_visual_name<T extends string = string>(): T;
public has_info(value: string): boolean;
public hide_weapon(): void;
public idle_min_time(): f32;
public idle_min_time(value: f32): void;
public in_loophole_fov(value1: string, valu2: string, value3: vector): boolean;
public in_restrictions(): string;
public in_smart_cover(): boolean;
/**
* Available only in debug mode.
* Sets information for game object for debug.
*/
public info_add(text: string): void;
public inv_box_can_take(value: boolean): boolean;
public invulnerable(): boolean;
public invulnerable(value: boolean): void;
public is_body_turning(): boolean;
public is_level_changer_enabled(): boolean;
public is_there_items_to_pickup(): boolean;
public kill(game_object: game_object): void;
public location_on_path(value: f32, vector: vector): u32;
public lock_door_for_npc(): void;
public lookout_min_time(): f32;
public lookout_min_time(time: f32): void;
public make_item_active(game_object: game_object): void;
public marked_dropped(game_object: game_object): boolean;
public memory_sound_objects(): unknown;
public money(): u32;
public motivation_action_manager(): action_planner;
public movement_type(): number; // todo: unknown enum
public patrol(): string | null;
public patrol_path_make_inactual(): void;
public play_cycle(value1: string, value2: boolean): void;
public play_cycle(value: string): void;
public play_sound(value1: u32, value2?: u32, value3?: u32, value4?: u32, value5?: u32, value6?: u32): void;
public register_door_for_npc(): void;
public remove_home(): void;
public remove_restrictions(value1: string, value2: string): void;
public remove_sound(value: u32): void;
public restore_default_start_dialog(): void;
public restore_max_ignore_monster_distance(): void;
public section<T extends string = string>(): T;
public see(game_object: game_object): boolean;
public see(value: string): boolean;
public sell_condition(ini_file: ini_file, section: string): void;
public sell_condition(value1: f32, value2: f32): void;
public set__force(vector: vector, value1: number, value2: number): void;
public set_actor_relation_flags(value: flags32): void;
public set_alien_control(is_enabled: boolean): void;
public set_body_state(state: TXR_MonsterBodyState): void;
public set_capture_anim(game_object: game_object, value1: string, vector: vector, value2: f32): void;
public set_character_community(value1: string, value2: u32, value3: i32): void;
public set_character_rank(value: i32): void;
public set_collision_off(value: boolean): void;
public set_default_panic_threshold(): void;
public set_dest_game_vertex_id(value: u16): void;
public set_dest_level_vertex_id(vertex_id: u32): void;
public set_detail_path_type(EDetailPathType: unknown /** enum DetailPathManager::EDetailPathType */): void;
public set_invisible(is_invisible: boolean): void;
public set_movement_selection_type(type: unknown /** enum ESelectionType */): void;
public set_patrol_path(value1: string, EPatrolStartType: number, EPatrolRouteType: number, value2: boolean): void;
public set_smart_cover_target_idle(): void;
public set_sympathy(value: f32): void;
public set_trader_sound(value1: string, value2: string): void;
public sight_params(): CSightParams;
public skip_transfer_enemy(value: boolean): void;
public sniper_update_rate(): boolean;
public sniper_update_rate(value: boolean): void;
public spawn_ini(): ini_file | null;
public special_danger_move(): boolean;
public special_danger_move(value: boolean): void;
public stop_particles(name: string, bone: string): void;
public switch_to_trade(): void;
public sympathy(): f32;
public take_items_enabled(): boolean;
public take_items_enabled(value: boolean): void;
public torch_enabled(): boolean;
public unload_magazine(): void;
public unlock_door_for_npc(): void;
public visibility_threshold(): f32;
public weapon_is_grenadelauncher(): boolean;
public set_sight(type: TXR_SightType, torso_look: boolean, path: boolean): void;
public set_sight(type: TXR_SightType, vector: vector | null, lookOverDelay: u32): void;
public set_sight(type: TXR_SightType, vector: vector, torso_look: boolean, fire_object: boolean): void;
public set_sight(type: TXR_SightType, vector: vector, torso_look: boolean): void;
public set_sight(type: TXR_SightType, vector: vector): void;
public set_sight(game_object: game_object, torso_look?: boolean, fire_object?: boolean, no_pitch?: boolean): void;
public set_task_state(state: TXR_TaskState, value: string): void;
public set_visual_memory_enabled(enabled: boolean): void;
public show_condition(ini_file: unknown, value: string): void;
public sound_prefix(): string;
public sound_prefix(value: string): void;
public wounded(): boolean;
public wounded(wounded: boolean): void;
public add_sound(value1: string, value2: u32, type: unknown, value3: u32, value4: u32, value5: u32): u32;
public add_sound(
value1: string,
value2: u32,
type: unknown,
value3: u32,
value4: u32,
value5: u32,
value6: string
): u32;
public active_sound_count(): i32;
public active_sound_count(value: boolean): void;
public allow_break_talk_dialog(value: boolean): void;
public apply_loophole_direction_distance(): f32;
public apply_loophole_direction_distance(value: f32): void;
public attachable_item_enabled(): boolean;
public burer_get_force_gravi_attack(): boolean;
public burer_get_force_anti_aim(): boolean;
public buy_condition(ini_file: ini_file, section: string): void;
public buy_condition(value1: f32, value2: f32): void;
public change_character_reputation(value: i32): void;
public change_goodwill(delta_goodwill: i32, to_object: game_object): void;
public character_reputation(): i32;
public community_goodwill(from_community: string): i32;
public deadbody_can_take(value: boolean): void;
public deadbody_can_take_status(): boolean;
public detail_path_type(): unknown;
public disable_show_hide_sounds(value: boolean): void;
public enable_anomaly(): void;
/**
* Method for inventory items to set them enabled / disabled for stalkers.
* As result, medkit or detector can be activated by stalker.
*
* @param is_enabled - whether item should be enabled for usage by owning object
*/
public enable_attachable_item(is_enabled: boolean): void;
public enable_talk(): void;
public enable_trade(): void;
public enable_vision(value: boolean): void;
public fake_death_fall_down(): boolean;
public force_set_goodwill(goodwill: i32, to_object: game_object): void;
/**
* For bloodsuckers specifically set current visibility state.
*/
public force_visibility_state(state: TXR_bloodsucker_visibility_state): void;
/**
* Return formula: `personal_goodwill + reputation_goodwill + rank_goodwill +
* community_goodwill + community_to_community`
*
* @param target - target client object
* @returns goodwill level from object to target
*/
public general_goodwill(target: game_object): i32;
public get_actor_relation_flags(): flags32;
public get_ammo_in_magazine(): u32;
public get_car(): CCar;
public get_corpse(): game_object | null;
public get_current_holder(): holder;
public get_enemy(): game_object | null;
public get_enemy_strength(): i32;
public get_physics_shell(): physics_shell | null;
public get_start_dialog(): void;
public get_task(task_id: string, only_in_process: boolean): CGameTask | null;
public get_task_state(value: string): unknown;
public give_info_portion(value: string): boolean;
public give_money(value: i32): void;
/**
* Show talk dialog message with icon.
*
* @param title - title of the message
* @param text - text of the message
* @param icon_texture_name - icon to display in message image
* @param selector - path in form XML to message template
*/
public give_talk_message2(title: string, text: string, icon_texture_name: string, selector: string): void;
/**
* Give game task for an object, usually it is actor object.
*
* @param task
* @param time_to_complete
* @param check_existing
* @param timer_ttl
*/
public give_task(task: CGameTask, time_to_complete: u32, check_existing: boolean, timer_ttl: u32): void;
/**
* Returns level of goodwill stored for an object.
* No strict formulas, just get actual value.
*
* @param target - target client object
* @returns goodwill level to target object
*/
public goodwill(target: game_object): i32;
public group_throw_time_interval(): u32;
public group_throw_time_interval(value: u32): void;
public head_orientation(): vector;
public ignore_monster_threshold(): f32;
public ignore_monster_threshold(value: f32): void;
public in_current_loophole_range(vector: vector): boolean;
/**
* Reset debugging information about object.
* Available only for debug builds.
*/
public info_clear(): void;
public inside(position: vector): boolean;
public inside(position: vector, epsilon: f32): boolean;
public inv_box_can_take_status(): boolean;
public inv_box_closed(value1: boolean, value2: string): boolean;
public is_active_task(task: CGameTask): boolean;
public is_door_locked_for_npc(): boolean;
public is_inv_box_empty(): boolean;
public is_inv_upgrade_enabled(): boolean;
/**
* @returns whether object is currently talking with actor and talk dialog is active
*/
public is_talking(): boolean;
public is_trade_enabled(): boolean;
public item_in_slot(slot: u32): game_object | null;
public item_on_belt(slot: u32): game_object | null;
public jump(vector: vector, value: f32): void;
public make_object_visible_somewhen(game_object: game_object): void;
public mark_item_dropped(game_object: game_object): void;
public mass(): f32;
public max_health(): f32;
public night_vision_enabled(): boolean;
public on_door_is_closed(): void;
public on_door_is_open(): void;
public out_restrictions(): string;
public path_type(): unknown;
public poltergeist_get_actor_ignore(): boolean;
public profile_name(): string;
public range(): f32;
public rank(): i32;
public remove_all_restrictions(): void;
public restore_ignore_monster_threshold(): void;
public restore_weapon(): void;
public run_talk_dialog(game_object: game_object, value: boolean): void;
public set_active_task(task: CGameTask): void;
public set_actor_position(vector: vector): void;
public set_anomaly_power(value: f32): void;
public set_custom_panic_threshold(value: f32): void;
public set_dest_loophole(): void;
public set_dest_loophole(value: string): void;
public set_goodwill(value: i32, game_object: game_object): void;
public set_home(
name: string | null,
min_radius: f32,
max_radius?: f32,
is_agressive?: boolean,
mid_radius?: f32
): void;
public set_home(
lvid: u32 | null,
min_radius: f32,
max_radius?: f32,
is_agressive?: boolean,
mid_radius?: f32
): void;
/**
* Set level changer invitation hint text.
*
* @param hint - text to show when trying to change level
*/
public set_level_changer_invitation(hint: string): void;
public set_nonscript_usable(is_usable: boolean): void;
public set_queue_size(value: u32): void;
public set_relation(ERelationType: number, game_object: game_object): void;
public set_smart_cover_target_fire_no_lookout(): unknown;
public set_sound_mask(value: u32): void;
public set_start_dialog(value: string): void;
/**
* Set tip text when actor is near and hovering aim over target.
* As example, `talk`, `loot` and other kind of labels is possible when using this method.
*
* @param text - text to set as tip
*/
public set_tip_text(text: string): void;
public set_tip_text_default(): void;
public set_trader_global_anim(value: string): void;
public set_vis_state(value: f32): void;
public sniper_fire_mode(): boolean;
public sniper_fire_mode(value: boolean): void;
public start_particles(value1: string, value2: string): void;
public stop_talk(): void;
public switch_to_upgrade(): void;
// For weapons / outfits:
/**
* @param upgrade_section - section of upgrade to check
* @returns whether upgrade can be added
*/
public can_add_upgrade(upgrade_section: string): boolean;
/**
* @param upgrade_section - section of upgrade to check
* @returns whether upgrade can be installed
*/
public can_install_upgrade(upgrade_section: string): boolean;
/**
* @param upgrade_section - section of upgrade to check
* @returns whether upgrade is installed
*/
public has_upgrade(upgrade_section: string): boolean;
/**
* @param upgrade_group_section - section of upgrade group to check
* @returns whether upgrade group is installed
*/
public has_upgrade_group(upgrade_group_section: string): boolean;
/**
* @param upgrade_section - section of upgrade to check parent group
* @returns whether upgrade parent group is installed
*/
public has_upgrade_group_by_upgrade_id(upgrade_section: string): boolean;
/**
* @param upgrade_section - section of upgrade to add
* @returns whether upgrade is installed successfully or not
*/
public add_upgrade(upgrade_section: string): boolean;
/**
* @param upgrade_section - section of upgrade to install
* @returns whether upgrade is installed successfully or not
*/
public install_upgrade(upgrade_section: string): boolean;
/**
* Iterate over all item upgrades.
*
* @param callback - callback to call on each iteration to check installed upgrades
*/
public iterate_installed_upgrades(callback: (upgrade_section: string, object: game_object) => void): void;
public target_body_state(): TXR_move;
public target_movement_type(): number; /* EMovementType */
public transfer_item(item: game_object, to: game_object): void;
public transfer_money(value: i32, from: game_object): void;
public unregister_in_combat(): void;
public vertex_in_direction(value1: u32, vector: vector, value2: f32): u32;
public vision_enabled(): boolean;
public weapon_grenadelauncher_status(): i32;
public weapon_is_silencer(): boolean;
public weapon_scope_status(): i32;
public weight(): f32;
/**
* Display in-game UI notification.
*
* @param title - notification title
* @param text - notification text
* @param icon_texture - notification icon texture
* @param delay - delay before show notification
* @param show_time - time to show notification before hiding it
* @param type - type of the notification (eNews = 0, eTalk = 1)
*/
public give_game_news(
title: string,
text: string,
icon_texture: string,
delay: i32,
show_time: i32,
type?: Maybe<i32>
): void;
/**
* @param position - target position to check
* @returns if target position is accessible by the object
*/
public accessible(position: vector): boolean;
/**
* @param vertexId - target vertex ID to check
* @returns if target vertex is accessible by the object
*/
public accessible(vertexId: u32): boolean;
public accuracy(): f32;
public attachable_item_load_attach(value: string): void;
public best_cover(vector1: vector, vector2: vector, value3: f32, value4: f32, value5: f32): cover_point;
public best_enemy(): game_object | null;
public center(): vector;
public deadbody_closed_status(): boolean;
public death_time(): u32;
public enable_torch(value: boolean): void;
public force_stand_sleep_animation(value: u32): void;
public get_visibility_state(): i32;