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as.predefined
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as.predefined
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namespace RenderStyle {
enum Style {
normal,
light,
outline,
outline_front,
additive,
subtractive,
shadow,
solid
}
}
namespace Sound::FilterParamType {
enum FilterParamType {
FLOAT_PARAM,
INT_PARAM,
BOOL_PARAM
}
}
enum EKEY_CODE {
KEY_LBUTTON,
KEY_RBUTTON,
KEY_CANCEL,
KEY_MBUTTON,
KEY_XBUTTON1,
KEY_XBUTTON2,
KEY_BACK,
KEY_TAB,
KEY_CLEAR,
KEY_RETURN,
KEY_SHIFT,
KEY_CONTROL,
KEY_MENU,
KEY_PAUSE,
KEY_CAPITAL,
KEY_ESCAPE,
KEY_SPACE,
KEY_PRIOR,
KEY_NEXT,
KEY_END,
KEY_HOME,
KEY_LEFT,
KEY_UP,
KEY_RIGHT,
KEY_DOWN,
KEY_SELECT,
KEY_PRINT,
KEY_EXECUT,
KEY_INSERT,
KEY_DELETE,
KEY_HELP,
KEY_KEY_0,
KEY_KEY_1,
KEY_KEY_2,
KEY_KEY_3,
KEY_KEY_4,
KEY_KEY_5,
KEY_KEY_6,
KEY_KEY_7,
KEY_KEY_8,
KEY_KEY_9,
KEY_KEY_A,
KEY_KEY_B,
KEY_KEY_C,
KEY_KEY_D,
KEY_KEY_E,
KEY_KEY_F,
KEY_KEY_G,
KEY_KEY_H,
KEY_KEY_I,
KEY_KEY_J,
KEY_KEY_K,
KEY_KEY_L,
KEY_KEY_M,
KEY_KEY_N,
KEY_KEY_O,
KEY_KEY_P,
KEY_KEY_Q,
KEY_KEY_R,
KEY_KEY_S,
KEY_KEY_T,
KEY_KEY_U,
KEY_KEY_V,
KEY_KEY_W,
KEY_KEY_X,
KEY_KEY_Y,
KEY_KEY_Z,
KEY_LWIN,
KEY_RWIN,
KEY_APPS,
KEY_SLEEP,
KEY_NUMPAD0,
KEY_NUMPAD1,
KEY_NUMPAD2,
KEY_NUMPAD3,
KEY_NUMPAD4,
KEY_NUMPAD5,
KEY_NUMPAD6,
KEY_NUMPAD7,
KEY_NUMPAD8,
KEY_NUMPAD9,
KEY_MULTIPLY,
KEY_ADD,
KEY_SEPARATOR,
KEY_SUBTRACT,
KEY_DECIMAL,
KEY_DIVIDE,
KEY_F1,
KEY_F2,
KEY_F3,
KEY_F4,
KEY_F5,
KEY_F6,
KEY_F7,
KEY_F8,
KEY_F9,
KEY_F10,
KEY_F11,
KEY_F12,
KEY_NUMLOCK,
KEY_SCROLL,
KEY_LSHIFT,
KEY_RSHIFT,
KEY_LCONTROL,
KEY_RCONTROL,
KEY_LMENU,
KEY_RMENU,
KEY_PLUS,
KEY_COMMA,
KEY_MINUS,
KEY_PERIOD,
KEY_PLAY,
MOUSE_SCROLL_UP,
MOUSE_SCROLL_DOWN,
JOYSTICK_1_MOVE_LEFT,
JOYSTICK_1_MOVE_RIGHT,
JOYSTICK_1_MOVE_UP,
JOYSTICK_1_MOVE_DOWN,
JOYSTICK_1_BUTTON,
JOYSTICK_1_BUTTON_LAST,
JOYSTICK_2_MOVE_LEFT,
JOYSTICK_2_MOVE_RIGHT,
JOYSTICK_2_MOVE_UP,
JOYSTICK_2_MOVE_DOWN,
JOYSTICK_2_BUTTON,
JOYSTICK_2_BUTTON_LAST,
JOYSTICK_3_MOVE_LEFT,
JOYSTICK_3_MOVE_RIGHT,
JOYSTICK_3_MOVE_UP,
JOYSTICK_3_MOVE_DOWN,
JOYSTICK_3_BUTTON,
JOYSTICK_3_BUTTON_LAST,
JOYSTICK_4_MOVE_LEFT,
JOYSTICK_4_MOVE_RIGHT,
JOYSTICK_4_MOVE_UP,
JOYSTICK_4_MOVE_DOWN,
JOYSTICK_4_BUTTON,
JOYSTICK_4_BUTTON_LAST,
MIDI_FIRST,
MIDI_LAST,
MOUSE_EXTRA_FIRST,
MOUSE_EXTRA_LAST
}
enum ImageFileBase {
IMAGE_FILENAME_BASE_MAPS,
IMAGE_FILENAME_BASE_CACHE
}
enum RuleState {
INTERMISSION,
WARMUP,
GAME,
GAME_OVER
}
enum E_ACTIONKEYS {
AK_MOVE_LEFT,
AK_MOVE_RIGHT,
AK_MOVE_UP,
AK_MOVE_DOWN,
AK_ACTION1,
AK_ACTION2,
AK_ACTION3,
AK_INVENTORY,
AK_USE,
AK_PICKUP,
AK_ZOOMIN,
AK_ZOOMOUT,
AK_BUBBLES,
AK_TAUNTS,
AK_EAT,
AK_MAP,
AK_MENU,
AK_PARTY,
AK_BUILD_MODIFIER,
AK_PICKUP_MODIFIER,
AK_NUM
}
enum keys {
key_up,
key_down,
key_left,
key_right,
key_action1,
key_action2,
key_action3,
key_use,
key_inventory,
key_pickup,
key_jump,
key_eat,
key_taunts,
key_map,
key_bubbles,
key_crouch
}
enum PlayerStats {
PS_SCORE,
PS_KILLS,
PS_DEATHS,
PS_ASSISTS,
PS_PING,
PS_COINS
}
enum PlayerArmourSet {
PLAYER_ARMOUR_STANDARD,
PLAYER_ARMOUR_CAPE,
PLAYER_ARMOUR_GOLD,
PLAYER_ARMOUR_NUM
}
enum SupportTier {
SUPPORT_TIER_NONE,
SUPPORT_TIER_SQUIRE,
SUPPORT_TIER_KNIGHT,
SUPPORT_TIER_ROYALGUARD,
SUPPORT_TIER_ROUNDTABLE
}
namespace SMesh {
enum Map {
NONE,
STATIC,
DYNAMIC,
STREAM
}
enum Buffer {
NONE,
VERTEX,
INDEX,
VERTEX_INDEX
}
enum FogType {
EXP,
EXP2,
LINEAR
}
}
namespace Sound::SpeechWaveform {
enum SpeechWaveform {
SAW,
TRIANGLE,
SIN,
SQUARE,
PULSE,
NOISE,
WARBLE
}
}
namespace GameState {
enum State {
game,
menu
}
}
namespace SMaterial {
enum MFlag {
WIREFRAME,
POINTCLOUD,
GOURAUD_SHADING,
LIGHTING,
ZBUFFER,
ZWRITE_ENABLE,
BACK_FACE_CULLING,
FRONT_FACE_CULLING,
BILINEAR_FILTER,
TRILINER_FILTER,
ANISOTROPIC_FILTER,
FOG_ENABLE,
NORMALIZE_NORMALS,
TEXTURE_WRAP,
ANTI_ALIASING,
COLOR_MASK,
COLOR_MATERIAL,
USE_MIP_MAPS,
BLEND_OPERATION,
POLYGON_OFFSET
}
enum CMask {
NONE,
ALPHA,
RED,
GREEN,
BLUE,
RGB,
ALL
}
enum CMaterial {
NONE,
DIFFUSE,
EMISSIVE,
SPECULAR,
DIFFUSE_AND_AMBIENT
}
enum MType {
SOLID,
SOLID_2_LAYER,
LIGHTMAP,
LIGHTMAP_ADD,
LIGHTMAP_M2,
LIGHTMAP_M4,
LIGHTMAP_LIGHTING,
LIGHTMAP_LIGHTING_M2,
LIGHTMAP_LIGHTING_M4,
DETAIL_MAP,
SPHERE_MAP,
REFLECTION_2_LAYER,
TRANSPARENT_ADD_COLOR,
TRANSPARENT_ALPHA_CHANNEL,
TRANSPARENT_ALPHA_CHANNEL_REF,
TRANSPARENT_VERTEX_ALPHA,
TRANSPARENT_REFLECTION_2_LAYER,
NORMAL_MAP_SOLID,
NORMAL_MAP_TRANSPARENT_ADD_COLOR,
NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA,
PARALLAX_MAP_SOLID,
PARRLLAX_MAP_TRANSPARENT_ADD_COLOR,
PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA,
ONETEXTURE_BLEND
}
enum BlendType {
NONE,
ADD,
SUBTRACT,
REVSUBTRACT,
MIN,
MAX,
MIN_FACTOR,
MAX_FACTOR,
MIN_ALPHA,
MAX_ALPHA
}
}
namespace CBlob {
enum MinimapEnum {
minimap_none,
minimap_snap,
minimap_arrow
}
enum EdgeEnum {
map_collide_none,
map_collide_up,
map_collide_down,
map_collide_left,
map_collide_right,
map_collide_sides,
map_collide_nodeath,
map_collide_bounce
}
}
namespace CMap {
enum TileEnum {
tile_empty,
tile_ground,
tile_ground_d1,
tile_ground_d0,
tile_ground_back,
tile_grass,
tile_castle,
tile_castle_d0,
tile_castle_d1,
tile_castle_moss,
tile_castle_back,
tile_castle_back_moss,
tile_gold,
tile_stone,
tile_stone_d1,
tile_stone_d0,
tile_thickstone,
tile_thickstone_d1,
tile_thickstone_d0,
tile_bedrock,
tile_ladder,
tile_wood,
tile_wood_d1,
tile_wood_d0,
tile_wood_back,
tile_sand
}
}
namespace Script {
enum RunFlags {
tick_sleeping,
tick_onscreen,
tick_inwater,
tick_not_inwater,
tick_onground,
tick_not_onground,
tick_moving,
tick_not_moving,
tick_infire,
tick_not_infire,
tick_overlapping,
tick_not_overlapping,
tick_blob_in_proximity,
remove_after_this,
tick_not_sleeping,
tick_attached,
tick_not_attached,
tick_onladder,
tick_not_onladder,
tick_myplayer,
tick_onmap,
tick_not_onmap,
tick_hasattached,
tick_not_hasattached,
tick_ininventory,
tick_not_ininventory
}
}
namespace Tile {
enum TileFlags {
SPARE_0,
SOLID,
BACKGROUND,
LADDER,
LIGHT_PASSES,
WATER_PASSES,
FLAMMABLE,
PLATFORM,
LIGHT_SOURCE,
MIRROR,
FLIP,
ROTATE,
COLLISION,
SPARE_2,
SPARE_3,
SPARE_4
}
}
namespace Render {
enum ScriptLayer {
layer_background,
layer_tiles,
layer_objects,
layer_floodlayers,
layer_postworld,
layer_prehud,
layer_posthud,
layer_last,
layer_count
}
}
namespace CBrain {
enum BrainState {
idle,
searching,
wrong_path,
has_path,
stuck
}
}
class string {
~string();
string();
string(const string&in);
string& opAssign(const string&in);
string& opAddAssign(const string&in);
bool opEquals(const string&in) const;
int opCmp(const string&in) const;
string opAdd(const string&in) const;
void resize(uint);
uint get_length() const;
void set_length(uint);
bool isEmpty() const;
uint8& opIndex(uint);
const uint8& opIndex(uint) const;
string& opAssign(double);
string& opAddAssign(double);
string opAdd(double) const;
string opAdd_r(double) const;
string& opAssign(float);
string& opAddAssign(float);
string opAdd(float) const;
string opAdd_r(float) const;
string& opAssign(int64);
string& opAddAssign(int64);
string opAdd(int64) const;
string opAdd_r(int64) const;
string& opAssign(uint64);
string& opAddAssign(uint64);
string opAdd(uint64) const;
string opAdd_r(uint64) const;
string& opAssign(bool);
string& opAddAssign(bool);
string opAdd(bool) const;
string opAdd_r(bool) const;
string substr(uint start = 0, int count = - 1) const;
int findFirst(const string&in, uint start = 0) const;
int findFirstOf(const string&in, uint start = 0) const;
int findFirstNotOf(const string&in, uint start = 0) const;
int findLast(const string&in, int start = - 1) const;
int findLastOf(const string&in, int start = - 1) const;
int findLastNotOf(const string&in, int start = - 1) const;
void insert(uint pos, const string&in other);
void erase(uint pos, int count = - 1);
uint size() const;
bool empty() const;
int find(const string&in, uint start = 0) const;
int rfind(const string&in, int start = - 1) const;
string[]@ split(const string&in = "") const;
string toUpper() const;
string toLower() const;
string replace(const string&in, const string&in) const;
int getHash() const;
}
class array<T> {
T& opIndex(uint index);
const T& opIndex(uint index) const;
T[]& opAssign(const T[]&in);
void insertAt(uint index, const T&in value);
void insertAt(uint index, const T[]&inout arr);
void insertLast(const T&in value);
void removeAt(uint index);
void removeLast();
void removeRange(uint start, uint count);
void reserve(uint length);
void resize(uint length);
void sortAsc();
void sortAsc(uint startAt, uint count);
void sortDesc();
void sortDesc(uint startAt, uint count);
void reverse();
int find(const T&in value) const;
int find(uint startAt, const T&in value) const;
int findByRef(const T&in value) const;
int findByRef(uint startAt, const T&in value) const;
bool opEquals(const T[]&in) const;
bool isEmpty() const;
void sort(T[]::less&in, uint startAt = 0, uint count = uint ( - 1 ));
uint get_length() const;
void set_length(uint);
void clear();
uint size() const;
bool empty() const;
void push_back(const T&in);
void pop_back();
void insert(uint index, const T&in value);
void insert(uint index, const T[]&inout arr);
void erase(uint);
funcdef bool less(const T&in, const T&in);
}
class any {
any& opAssign(any&in);
void store(?&in);
void store(const int64&in);
void store(const double&in);
bool retrieve(?&out);
bool retrieve(int64&out);
bool retrieve(double&out);
}
class dictionary {
dictionary& opAssign(const dictionary&in);
void set(const string&in, ?&in);
bool get(const string&in, ?&out) const;
void set(const string&in, int64&in);
bool get(const string&in, int64&out) const;
void set(const string&in, double&in);
bool get(const string&in, double&out) const;
bool exists(const string&in) const;
bool isEmpty() const;
uint getSize() const;
void delete(const string&in);
void deleteAll();
string[]@ getKeys() const;
void saveFile(const string&in);
bool empty() const;
uint size() const;
void erase(const string&in);
void clear();
}
class Vec2f {
~Vec2f();
Vec2f();
Vec2f(float, float);
Vec2f(const Vec2f&in);
Vec2f& opAssign(const Vec2f&in);
Vec2f opMul(float);
float opMul(const Vec2f&in);
Vec2f& opMulAssign(float);
Vec2f& opMulAssign(const Vec2f&in);
Vec2f opAdd(const Vec2f&in);
Vec2f opAdd(float);
Vec2f& opAddAssign(float);
Vec2f& opAddAssign(const Vec2f&in);
Vec2f opSub(const Vec2f&in);
Vec2f opSub(float);
Vec2f& opSubAssign(float);
Vec2f& opSubAssign(const Vec2f&in);
Vec2f opDiv(float);
Vec2f& opDivAssign(float);
Vec2f& opDivAssign(const Vec2f&in);
Vec2f opNeg();
string opAdd(const string&in);
string opAdd_r(const string&in);
string toString();
bool opEquals(const Vec2f&in);
bool opCmp(const Vec2f&in);
float Length();
float LengthSquared();
float Normalize();
void SetZero();
void Set(float, float);
float Angle();
float AngleWith(const Vec2f&in);
Vec2f& RotateBy(float degrees);
Vec2f& RotateBy(float degrees, const Vec2f&in center);
bool isValid();
float AngleDegrees();
float AngleRadians();
float AngleWithDegrees(const Vec2f&in);
float AngleWithRadians(const Vec2f&in);
Vec2f& RotateByDegrees(float);
Vec2f& RotateByDegrees(float, const Vec2f&in);
Vec2f& RotateByRadians(float);
Vec2f& RotateByRadians(float, const Vec2f&in);
float getAngleRadians();
float getAngle();
float getAngleDegrees();
float getLength();
float getLengthSquared();
float x;
float y;
}
class SColor {
~SColor();
SColor();
SColor(SColor);
SColor(uint);
SColor(uint, uint, uint, uint);
SColor& opAssign(const SColor&in);
SColor opAdd(const SColor&in);
bool opEquals(const SColor&in);
bool opCmp(const SColor&in);
uint getAverage() const;
float getLuminance() const;
uint getAlpha() const;
uint getBlue() const;
uint getGreen() const;
uint getRed() const;
SColor getInterpolated(const SColor&in, float) const;
SColor getInterpolated_quadratic(const SColor&in, const SColor&in, float) const;
void set(uint);
void set(uint, uint, uint, uint);
void setAlpha(uint);
void setBlue(uint);
void setGreen(uint);
void setRed(uint);
uint color;
}
class Vertex {
Vertex();
Vertex(Vec2f pos, float z, Vec2f uv, SColor col);
Vertex(float x, float y, float z, float u, float v, SColor col);
Vertex(float x, float y, float z, float u, float v);
Vertex(float x, float y, float z, float u, float v, float nx, float ny, float nz, SColor col);
Vertex(Vertex v);
float x;
float y;
float z;
float u;
float v;
float nx;
float ny;
float nz;
SColor col;
}
class CPlayer {
string getUsername();
string getClantag();
string getCharacterName();
void server_setCharacterName(const string&in name);
int getTeamNum();
int getClassNum();
int getSex();
uint server_getHWID();
string server_getIP();
int getHead();
int getSkin();
int getArmourSet();
int getSpawnPoint();
uint getRegistrationTime();
CBlob@ getBlob();
void client_RequestSpawn();
void client_RequestSpawn(int spawnPointIndex);
bool isMyPlayer();
bool isLocal();
void client_ChangeTeam(uint8 team);
void client_ChangeHead(uint16 head);
void server_setTeamNum(uint8 team);
void server_setHeadNum(uint16 head);
void server_setClassNum(uint8 classnum);
void server_setSexNum(uint8 classnum);
void server_setHatNum(uint8 classnum);
void server_setSkinNum(uint8 classnum);
int getScore();
int getKills();
int getDeaths();
int getAssists();
int getPing();
int getCoins();
void setScore(int);
void setKills(int);
void setDeaths(int);
void setAssists(int);
void setPing(int);
void server_setCoins(int);
bool isBot();
bool isMod();
uint8 getSupportTier();
bool getOldGold();
CControls@ getControls();
void SetScoreboardVars(const string&in texture, const uint16 frame, const Vec2f framesize);
string getScoreboardTexture();
uint16 getScoreboardFrame();
Vec2f getScoreboardFrameSize();
void UnsetScoreboardVars();
uint16 getNetworkID();
void set(const string&in, ?&in);
bool get(const string&in, ?&out) const;
void set(const string&in, int64&in);
bool get(const string&in, int64&out) const;
void set(const string&in, double&in);
bool get(const string&in, double&out) const;
bool getAt(const string&in, int index, ?&out) const;
bool getLast(const string&in, ?&out) const;
void setAt(const string&in, int index, ?&in);
void push(const string&in, ?&in);
void removeAt(const string&in, int index);
void removeElement(const string&in, ?&in);
void clear(const string&in);
void debug();
bool exists(const string&in);
void set_s8(const string&in, int8 v);
int8 get_s8(const string&in);
int8 add_s8(const string&in, int8 value);
int8 sub_s8(const string&in, int8 value);
void set_s16(const string&in, int16 v);
int16 get_s16(const string&in);
int16 add_s16(const string&in, int16 value);
int16 sub_s16(const string&in, int16 value);
void set_s32(const string&in, int v);
int get_s32(const string&in);
int add_s32(const string&in, int value);
int sub_s32(const string&in, int value);
void set_u8(const string&in, uint8 v);
uint8 get_u8(const string&in);
uint8 add_u8(const string&in, uint8 value);
uint8 sub_u8(const string&in, uint8 value);
void set_u16(const string&in, uint16 v);
uint16 get_u16(const string&in);
uint16 add_u16(const string&in, uint16 value);
uint16 sub_u16(const string&in, uint16 value);
void set_netid(const string&in, uint16 v);
uint16 get_netid(const string&in);
void set_u32(const string&in, uint v);
uint get_u32(const string&in);
uint add_u32(const string&in, uint value);
uint sub_u32(const string&in, uint value);
void set_f32(const string&in, float v);
float get_f32(const string&in);
uint add_f32(const string&in, float value);
uint sub_f32(const string&in, float value);
void set_bool(const string&in, bool v);
bool get_bool(const string&in);
void set_string(const string&in, string v);
string get_string(const string&in);
void set_Vec2f(const string&in, Vec2f v);
Vec2f get_Vec2f(const string&in);
void set_TileType(const string&in, uint16 v);
uint16 get_TileType(const string&in);
void set_CBitStream(const string&in, CBitStream&inout bs);
void get_CBitStream(const string&in, CBitStream&inout bs);
void Tag(const string&in name);
void Untag(const string&in name);
bool hasTag(const string&in name);
void Sync(const string&in name, bool relayToClients);
void SyncToPlayer(const string&in name, CPlayer@ player);
bool isGuard();
bool isRCON();
bool isDev();
void drawAvatar(Vec2f pos, float scale);
string lastBlobConfig;
bool freeze;
string lastBlobName;
}
class CBlob {
void server_SetActive(bool active);
bool isActive() const;
bool RemoveScript(const string&in fileName);
bool AddScript(const string&in fileName);
bool hasScript(const string&in fileName);
ScriptData@ getCurrentScript();
void Init();
float getHealth();
float getInitialHealth();
Vec2f getPosition();
Vec2f getOldPosition();
Vec2f getInterpolatedPosition();
void setPosition(Vec2f pos);
Vec2f getVelocity();
Vec2f getOldVelocity();
void setVelocity(Vec2f vel);
void AddForce(Vec2f force);
void AddForceAtPosition(Vec2f force, Vec2f pos);
void AddTorque(float torque);
float getRadius();
float getWidth();
float getHeight();
void setAngleDegrees(float angle);
float getAngleDegrees();
void setAngleRadians(float angle);
float getAngleRadians();
void setAngularVelocity(float vel);
float getAngularVelocity();
float getMass();
void SetMass(float mass);
void SetVisible(bool visible);
void server_Die();
bool isActive();
bool isCollidable();
bool isLadder();
bool isPlatform();
Vec2f getPositionWithOffset(Vec2f offset);
Vec2f getScreenPos();
Vec2f getInterpolatedScreenPos();
bool isFacingLeft();
void SetFacingLeft(bool left);
bool isOnGround();
bool wasOnGround();
bool isOnWall();
bool isOnCeiling();
bool isOnLadder();
bool wasOnLadder();
Vec2f getGroundNormal();
int getAirTime();
bool isOnMap();
bool isInWater();
bool isSnapToGrid();
bool isPointInside(Vec2f point);
void SetInventoryIcon(const string&in textureFilename, int frame, Vec2f frameDim);
CBlob@ getIgnoreCollisionBlob();
bool server_PutInInventory(CBlob@ blob);
bool server_PutOutInventory(CBlob@ blob);
CBlob@ server_PutOutInventory(const string&in name);
void server_RemoveFromInventories();
bool canBePutInInventory(CBlob@ inventoryBlob);
bool isInventoryAccessible(CBlob@ forBlob);
void server_SetQuantity(int quantity);
uint16 getQuantity();
uint16 getMaxQuantity();
string getInventoryName();
void setInventoryName(const string&in name);
bool isInInventory();
CBlob@ getInventoryBlob();
bool canBePickedUp(CBlob@ byBlob);
void RenderForHUD(Vec2f offset, float angle, SColor color, RenderStyle::Style style);
void RenderForHUD(Vec2f offset, RenderStyle::Style style);
void RenderForHUD(RenderStyle::Style style);
int getTouchingCount();
CBlob@ getTouchingByIndex(int index);
Vec2f getTouchingOffsetByIndex(int index);
Vec2f getTouchingOffsetByBlob(CBlob@ blob);
void setTouchingOffsetByBlob(CBlob@ blob, Vec2f newoffset);
void setTouchingOffsetByIndex(int index, Vec2f newoffset);
bool isOverlapping(CBlob@ blob);
bool isOverlapping(const string&in name);
bool getOverlapping(CBlob@[]@ list);
bool doesCollideWithBlob(CBlob@ blob);
bool getAttachmentPoints(AttachmentPoint@[]@ list);
int getAttachmentPointCount();
AttachmentPoint@ getAttachmentPoint(int index);
bool server_DetachFrom(CBlob@ blob);
void server_DetachAll();
void server_DetachFromAll();
bool isAttachedTo(CBlob@ blob);
bool isAttachedToPoint(const string&in name);
bool isAttached();
bool hasAttached();
Vec2f getAbsoluteAttachmentPoint(AttachmentPoint@ ap);
CBlob@ getCarriedBlob();
void PutCarriedInInventory();
void DropCarried();
bool server_AttachTo(CBlob@ blob, const string&in name);
bool server_AttachTo(CBlob@ blob, int attachment_index);
bool server_AttachTo(CBlob@ blob, AttachmentPoint@ ap);
CButton@ CreateGenericButton(int _frameNum, Vec2f _offset, CBlob@ attached, uint8 cmdID, const string&in, CBitStream&in parameters);
CButton@ CreateGenericButton(int _frameNum, Vec2f _offset, CBlob@ attached, uint8 cmdID, const string&in);
CButton@ CreateGenericButton(const string&in iconName, Vec2f _offset, CBlob@ attached, uint8 cmdID, const string&in, CBitStream&in parameters);
CButton@ CreateGenericButton(const string&in iconName, Vec2f _offset, CBlob@ attached, uint8 cmdID, const string&in);
CButton@ CreateGenericButton(int _frameNum, Vec2f _offset, CBlob@ attached, CallbackButtonFunc@ cb, const string&in);
CButton@ CreateGenericButton(const string&in iconName, Vec2f _offset, CBlob@ attached, CallbackButtonFunc@ cb, const string&in);
void ClearMenus();
void ClearGridMenusExceptInventory();
void ClearGridMenus();
void ClearButtons();
void ShowInteractButtons();
bool ClickInteractButton();
bool ClickClosestInteractButton(Vec2f pos, float maxRadius);
void CreateInventoryMenu(Vec2f screenpos);
void CreateBubbleMenu();
void ClearBubbleMenu();
void AddBubble(const string&in description, int index);
void ClearBubbles();
void LoadBubbles(const string&in filename);
bool ClickGridMenu(int button);
bool ClickGridMenu(int button, CGridMenu@&out pMenu, CGridButton@&out CGridButton);
void SetMinimapVars(const string&in texture, const uint16 frame, const Vec2f framesize);
void SetMinimapOutsideBehaviour(uint8 flag);
void SetMinimapRenderAlways(bool always);
void UnsetMinimapVars();
void SetMapEdgeFlags(uint8 flags);
uint8 getMapEdgeFlags();
CSprite@ getSprite();
CShape@ getShape();
CMovement@ getMovement();
CBrain@ getBrain();
CAttachment@ getAttachments();
CInventory@ getInventory();
bool server_Pickup(CBlob@ blob);
uint16 getNetworkID();
int getTeamNum();
void server_setTeamNum(int team);
int getSkinNum();
void setSkinNum(int team);
int getHeadNum();
void setHeadNum(int team);
int getSexNum();
void setSexNum(int num);
const string& getName();
bool isMyPlayer();
int getMyPlayerIndex();
bool isBot();
CControls@ getControls();
string getConfig();
bool isKeyPressed(keys key);
bool wasKeyPressed(keys key);
bool isKeyJustPressed(keys key);
bool isKeyJustReleased(keys key);
void setKeyPressed(keys key, bool pressed);
Vec2f getAimPos();
void setAimPos(Vec2f aimpos);
int getAimDirection(Vec2f&out aimvec);
void DisableKeys(uint16 keyBits);
void DisableMouse(bool disable);
bool isMapBlock();
bool isOverlappedAtPosition(Vec2f pos, float angle);
float getDistanceTo(CBlob@ other);
void server_Hit(CBlob@ blob, Vec2f worldPoint, Vec2f velocity, float damage, uint8 customData, bool hurtTeamMate);
void server_Hit(CBlob@ blob, Vec2f worldPoint, Vec2f velocity, float damage, uint8 customData);
void server_HitMap(Vec2f worldPoint, Vec2f velocity, float damage, uint8 customData);
void Damage(float amount, CBlob@ damager);
void server_Heal(float amount);
void server_SetHealth(float amount);
void SetDamageOwnerPlayer(CPlayer@ player);
CPlayer@ getDamageOwnerPlayer();
void SetPlayerOfRecentDamage(CPlayer@ player, float damage);
CPlayer@ getPlayerOfRecentDamage();
bool getPlayersOfDamage(CPlayer@[]@ list);
bool getTimesOfDamage(int[]&out list);
bool getAmountsOfDamage(float[]&out list);
void IgnoreCollisionWhileOverlapped(CBlob@ blob);
void IgnoreCollisionWhileOverlapped(CBlob@ blob, int ticks);
Vec2f getRespawnPosition();
bool CreateRespawnPoint(const string&in categoryName, Vec2f respawnOffset);
bool ModifyRespawnPoint(const string&in categoryName, Vec2f respawnOffset);
bool server_SetPlayer(CPlayer@ player);
void MoveInventoryTo(CBlob@ blob);
CPlayer@ getPlayer();
void server_SetTimeToDie(float seconds);
int getTicksToDie();
float getTimeToDie();
uint8 getCommandID(const string&in name);
uint8 addCommandID(const string&in name);
bool hasCommandID(const string&in name);
string getNameFromCommandID(uint8 id);
void SendCommand(uint8 cmd);
void SendCommand(uint8 cmd, CBitStream&in params);
void SendCommandOnlyServer(uint8 cmd, CBitStream&in params);
void server_SendCommandToPlayer(uint8 cmd, CBitStream&in params, CPlayer@ player);
void server_SendCommandToPlayer(uint8 cmd, CPlayer@ player);
void SetLightRadius(float new_radius);
void SetLightColor(SColor new_color);
void SetLight(bool on);