List of the classes exported to LUA

C++ class entity_memory_object : memory_object {
    property last_level_time;
    property level_time;
    property object_info;
    property self_info;

    function object(const entity_memory_object&);

};

C++ class game_memory_object : memory_object {
    property last_level_time;
    property level_time;
    property object_info;
    property self_info;

    function object(const game_memory_object&);

};

C++ class fcolor {
    property a;
    property b;
    property g;
    property r;

    fcolor ();

    function set(number, number, number, number);
    function set(const fcolor&);
    function set(number);

};

C++ class flags16 {
    flags16 ();

    function zero();

    function assign(const flags16&);
    function assign(number);

    function is(flags16*, number);

    function and(number);
    function and(const flags16&, number);

    function equal(flags16*, const flags16&);
    function equal(flags16*, const flags16&, number);

    function test(flags16*, number);

    function is_any(flags16*, number);

    function or(number);
    function or(const flags16&, number);

    function one(flags16*);

    function set(flags16*, number, boolean);

    function invert();
    function invert(const flags16&);
    function invert(number);

    function get() const;

};

C++ class flags32 {
    flags32 ();

    function zero();

    function assign(const flags32&);
    function assign(number);

    function is(flags32*, number);

    function and(number);
    function and(const flags32&, number);

    function equal(flags32*, const flags32&);
    function equal(flags32*, const flags32&, number);

    function test(flags32*, number);

    function is_any(flags32*, number);

    function or(number);
    function or(const flags32&, number);

    function one();

    function set(flags32*, number, boolean);

    function invert();
    function invert(const flags32&);
    function invert(number);

    function get() const;

};

C++ class matrix {
    property _14_;
    property _24_;
    property _34_;
    property _44_;
    property c;
    property i;
    property j;
    property k;

    matrix ();

    function mk_xform(const struct _quaternion<number>&, const vector&);

    function set(const matrix&);
    function set(const vector&, const vector&, const vector&, const vector&);

    function div(const matrix&, number);
    function div(number);

    function identity();

    function setHPB(number, number, number);

    function setXYZ(number, number, number);

    function getHPB(matrix*, number*, number*, number*);

    function mul(const matrix&, const matrix&);
    function mul(const matrix&, number);
    function mul(number);

    function setXYZi(number, number, number);

};

C++ class Frect {
    property lt;
    property rb;
    property x1;
    property x2;
    property y1;
    property y2;

    Frect ();

    function set(number, number, number, number);

};

C++ class vector2 {
    property x;
    property y;

    vector2 ();

    function set(number, number);
    function set(const vector2&);

};

C++ class vector {
    property x;
    property y;
    property z;

    vector ();

    function set_length(number);

    function sub(number);
    function sub(const vector&);
    function sub(const vector&, const vector&);
    function sub(const vector&, number);

    function reflect(const vector&, const vector&);

    function slide(const vector&, const vector&);

    function average(const vector&);
    function average(const vector&, const vector&);

    function normalize_safe();
    function normalize_safe(const vector&);

    function normalize();
    function normalize(const vector&);

    function align();

    function magnitude() const;

    function getP() const;

    function max(const vector&);
    function max(const vector&, const vector&);

    function distance_to_xz(const vector&) const;

    function invert();
    function invert(const vector&);

    function mad(const vector&, number);
    function mad(const vector&, const vector&, number);
    function mad(const vector&, const vector&);
    function mad(const vector&, const vector&, const vector&);

    function clamp(const vector&);
    function clamp(const vector&, vector);

    function inertion(const vector&, number);

    function crossproduct(const vector&, const vector&);

    function set(number, number, number);
    function set(const vector&);

    function abs(const vector&);

    function div(number);
    function div(const vector&);
    function div(const vector&, const vector&);
    function div(const vector&, number);

    function dotproduct(const vector&) const;

    function getH() const;

    function min(const vector&);
    function min(const vector&, const vector&);

    function similar(const vector&, number) const;

    function distance_to(const vector&) const;

    function lerp(const vector&, const vector&, number);

    function distance_to_sqr(const vector&) const;

    function mul(number);
    function mul(const vector&);
    function mul(const vector&, const vector&);
    function mul(const vector&, number);

    function setHP(number, number);

    function add(number);
    function add(const vector&);
    function add(const vector&, const vector&);
    function add(const vector&, number);

};

C++ class spawn_story_ids {
    const INVALID_SPAWN_STORY_ID = -1;

};

C++ class story_ids {
    const INVALID_STORY_ID = -1;
    const Invalid = 65535;
    const agr_additional_quest_1_soldier = 1007;
    const agr_additional_quest_3_soldier = 1009;
    const agr_at_blokpost = 1001;
    const agr_duty_mechanic = 1011;
    const agr_duty_zooman = 1023;
    const agr_go_in_hole = 1004;
    const agr_go_out_hole = 1005;
    const agr_go_to_hole = 1003;
    const agr_level_changer_to_garbage_north = 1028;
    const agr_level_changer_to_garbage_south = 1029;
    const agr_level_changer_to_marsh = 1032;
    const agr_level_changer_to_yantar_east = 1031;
    const agr_level_changer_to_yantar_west = 1030;
    const agr_no_task_id = 1002;
    const agr_pda_map_animals = 1024;
    const agr_stalker_mechanic = 1021;
    const agr_stalker_pda = 1014;
    const agr_stalker_pda_for_secret_trader = 1022;
    const agr_stalker_scientist = 1015;
    const agr_stalker_scientist_squad = 1016;
    const agr_stalker_secret_trader = 1013;
    const agr_stalker_tower = 1010;
    const agr_stalker_trader = 1012;
    const agr_start = 1000;
    const agr_underground_level_changer = 1025;
    const agr_underground_level_changer2 = 1026;
    const agr_weaponmaster = 1027;
    const agru_destroy_monsters_task = 1304;
    const agru_find_secret_task = 1302;
    const agru_firetude_0 = 1350;
    const agru_firetude_1 = 1351;
    const agru_firetude_10 = 1360;
    const agru_firetude_11 = 1361;
    const agru_firetude_12 = 1362;
    const agru_firetude_13 = 1363;
    const agru_firetude_14 = 1364;
    const agru_firetude_15 = 1365;
    const agru_firetude_16 = 1366;
    const agru_firetude_17 = 1367;
    const agru_firetude_18 = 1368;
    const agru_firetude_19 = 1369;
    const agru_firetude_2 = 1352;
    const agru_firetude_20 = 1370;
    const agru_firetude_3 = 1353;
    const agru_firetude_4 = 1354;
    const agru_firetude_5 = 1355;
    const agru_firetude_6 = 1356;
    const agru_firetude_7 = 1357;
    const agru_firetude_8 = 1358;
    const agru_firetude_9 = 1359;
    const agru_go_out_end_task = 1303;
    const agru_go_out_task = 1301;
    const agru_leader_dolg_task = 1300;
    const agru_level_changer_to_agroprom = 1371;
    const assaulter1 = 1;
    const assaulter2 = 2;
    const assaulter3 = 3;
    const assaulter4 = 4;
    const assaulter5 = 5;
    const esc_actor_enemy_to_stalker = 442;
    const esc_additional_quest_5a = 433;
    const esc_driver = 435;
    const esc_driver_friend = 434;
    const esc_flashman_1 = 436;
    const esc_flashman_2 = 440;
    const esc_komandor = 409;
    const esc_leader = 408;
    const esc_level_changer_to_darkvalley = 447;
    const esc_level_changer_to_garbage_east = 444;
    const esc_level_changer_to_garbage_west = 443;
    const esc_level_changer_to_marsh_north = 445;
    const esc_level_changer_to_marsh_south = 446;
    const esc_mechanic = 437;
    const esc_player = 400;
    const esc_prapor_restr = 425;
    const esc_resque_patrol = 424;
    const esc_secret_restrictor = 426;
    const esc_space_restrictor_habar_1 = 403;
    const esc_space_restrictor_habar_2 = 413;
    const esc_space_restrictor_habar_3 = 423;
    const esc_space_restrictor_stalkerbase = 402;
    const esc_space_restrictor_trader = 401;
    const esc_space_restrictors_5_9_sr_defence = 406;
    const esc_space_restrictors_6_8_sr_defence = 405;
    const esc_space_restrictors_7_11_sr_defence = 407;
    const esc_stalker_novice_secret = 439;
    const esc_stalker_trader = 438;
    const esc_trader = 410;
    const esc_treasure_weapon_box_2 = 432;
    const esc_treasure_weapon_box_id = 428;
    const esc_weapon_restrictor = 427;
    const esc_wolf_brother_1 = 429;
    const esc_wolf_brother_2 = 430;
    const esc_wolf_brother_3 = 431;
    const gar_ambush_door = 706;
    const gar_ambush_explosion = 700;
    const gar_bandit_base_box = 718;
    const gar_bandit_conc_camp = 711;
    const gar_bandit_leader = 724;
    const gar_bandit_trader = 725;
    const gar_conc_camp_prisoner_1 = 722;
    const gar_conc_camp_prisoner_2 = 723;
    const gar_conc_camp_searcher_1 = 719;
    const gar_conc_camp_searcher_2 = 720;
    const gar_conc_camp_searcher_3 = 721;
    const gar_digger_attack_point = 710;
    const gar_digger_dead_camp = 702;
    const gar_digger_dead_leader = 701;
    const gar_fang_pda = 703;
    const gar_killer_pseudodogs = 708;
    const gar_level_changer_to_agroprom_north = 712;
    const gar_level_changer_to_agroprom_south = 707;
    const gar_level_changer_to_dark_valley_north = 726;
    const gar_level_changer_to_dark_valley_south = 716;
    const gar_level_changer_to_escape_east = 714;
    const gar_level_changer_to_escape_west = 713;
    const gar_level_changer_to_military = 705;
    const gar_level_changer_to_red_forest = 704;
    const gar_meeting_with_smuggler = 709;
    const gar_old_pda = 715;
    const gar_redemption_box = 727;
    const gar_reward_in_anomaly = 717;
    const gen_snork_killer = 120;
    const hosp_enter_katacomb = 231;
    const hosp_level_changer_to_stancia_2 = 234;
    const hosp_z3_csky_squad_help = 233;
    const hosp_z3_hold_out = 232;
    const kat_hosp_safe_restr_2 = 210;
    const kat_hosp_safe_restr_3 = 211;
    const kat_hosp_safe_restr_4 = 212;
    const kat_hosp_safe_restr_5 = 213;
    const kat_hosp_safe_restr_6 = 214;
    const kat_hosp_z1_cs_commander = 204;
    const kat_hosp_z1_cs_grenadier = 205;
    const kat_hosp_z1_cs_solder_1 = 206;
    const kat_hosp_z1_cs_solder_2 = 207;
    const kat_hosp_z1_door_2 = 202;
    const kat_hosp_z1_grenade = 208;
    const kat_hosp_z1_sniper = 200;
    const kat_hosp_z1_sniper_off_restr = 203;
    const kat_hosp_z1_sniper_target = 201;
    const kat_hosp_z2_destroyable_1 = 218;
    const kat_hosp_z2_destroyable_10 = 227;
    const kat_hosp_z2_destroyable_2 = 219;
    const kat_hosp_z2_destroyable_3 = 220;
    const kat_hosp_z2_destroyable_4 = 221;
    const kat_hosp_z2_destroyable_5 = 222;
    const kat_hosp_z2_destroyable_6 = 223;
    const kat_hosp_z2_destroyable_7 = 224;
    const kat_hosp_z2_destroyable_8 = 225;
    const kat_hosp_z2_destroyable_9 = 226;
    const kat_hosp_z2_door = 215;
    const kat_hosp_z2_explode_1 = 228;
    const kat_hosp_z2_explode_2 = 229;
    const kat_hosp_z2_explode_3 = 230;
    const kat_hosp_z2_helicopter = 209;
    const kat_hosp_z2_level_exit_restr = 217;
    const kat_hosp_z3_door = 216;
    const lim_ambush_1 = 602;
    const lim_ambush_2 = 603;
    const lim_ambush_mobil_tank = 606;
    const lim_ambush_mobil_tank2 = 607;
    const lim_bandit_house_minigunner = 610;
    const lim_bandit_wonded_1 = 608;
    const lim_bandit_wonded_2 = 609;
    const lim_bridge_comander = 616;
    const lim_canal = 605;
    const lim_construction_passed = 604;
    const lim_electro_fence_sniper = 617;
    const lim_exit_town = 600;
    const lim_find_transformer = 619;
    const lim_level_changer_to_hospital = 620;
    const lim_merc_1 = 613;
    const lim_merc_2 = 614;
    const lim_military_minigun = 612;
    const lim_nii_transformator = 615;
    const lim_recon_squad_comander = 618;
    const lim_smart_terrain_3 = 601;
    const lim_smart_terrain_5 = 611;
    const mar_csky_barman = 302;
    const mar_csky_commander = 303;
    const mar_csky_guide = 305;
    const mar_csky_tactic = 309;
    const mar_csky_trader = 304;
    const mar_guide_to_escape = 307;
    const mar_level_changer_to_agroprom_1 = 313;
    const mar_level_changer_to_escape_1 = 311;
    const mar_level_changer_to_escape_2 = 312;
    const mar_renegade_base = 310;
    const mar_south_east_village = 308;
    const mar_starting_heli = 301;
    const mar_tutorial_tower = 306;
    const marsh_projector = 300;
    const mil_4n = 1216;
    const mil_actor_attack_house = 1217;
    const mil_additional_quest_2_commander = 1254;
    const mil_additional_quest_2_soldier_1 = 1255;
    const mil_additional_quest_2_soldier_2 = 1256;
    const mil_additional_quest_2_soldier_3 = 1257;
    const mil_additional_quest_2_soldier_4 = 1258;
    const mil_additional_quest_3_soldier_1 = 1260;
    const mil_additional_quest_3_soldier_2 = 1261;
    const mil_additional_quest_3_soldier_3 = 1262;
    const mil_additional_quest_3_soldier_4 = 1263;
    const mil_additional_quest_4_lost_soldier = 1259;
    const mil_additional_quest_5_soldier = 1264;
    const mil_blockpost = 1218;
    const mil_bridge4 = 1206;
    const mil_bs = 1208;
    const mil_cc = 1213;
    const mil_freedom_battle = 1212;
    const mil_freedom_comm = 1211;
    const mil_hires = 1207;
    const mil_lesnik = 1202;
    const mil_lesnik2 = 1203;
    const mil_lesnik3 = 1204;
    const mil_lesnik4 = 1205;
    const mil_level_changer_to_garbage = 1265;
    const mil_level_changer_to_red_forest = 1266;
    const mil_mercs = 1201;
    const mil_mil = 1214;
    const mil_quest_1_yes = 1250;
    const mil_quest_1_yes_complite = 1251;
    const mil_radio = 1215;
    const mil_start = 1200;
    const mil_wtower = 1209;
    const red_anomal_place = 519;
    const red_bridge_actor_position = 502;
    const red_bridge_bandit_restr = 503;
    const red_bridge_bandit_sniper_restr = 504;
    const red_bridge_comander_restr = 501;
    const red_bridge_engine = 516;
    const red_bridge_lamp = 513;
    const red_bridge_target = 500;
    const red_compass = 517;
    const red_exit_teleport = 522;
    const red_forest_map_pda = 521;
    const red_forest_map_pda_2 = 525;
    const red_forester = 515;
    const red_gate_lock = 514;
    const red_gate_lock2 = 523;
    const red_gate_lock_explosive = 524;
    const red_level_changer_to_garbage = 526;
    const red_level_changer_to_limansk = 527;
    const red_level_changer_to_military = 528;
    const red_level_changer_to_yantar = 529;
    const red_pursuit_ambush = 511;
    const red_pursuit_bridge_look = 512;
    const red_pursuit_explosive1 = 506;
    const red_pursuit_explosive2 = 507;
    const red_pursuit_explosive3 = 508;
    const red_pursuit_explosive4 = 509;
    const red_pursuit_explosive5 = 510;
    const red_pursuit_strelok = 505;
    const red_undeground_door = 518;
    const red_undeground_dynamite = 520;
    const smart_cover_test_stalker = 44444;
    const stc_scene_1_enemy_1 = 1401;
    const stc_scene_1_enemy_2 = 1402;
    const stc_scene_2_enemy_1 = 1403;
    const stc_scene_2_enemy_2 = 1404;
    const stc_scene_3_enemy_1 = 1405;
    const stc_scene_4_enemy_1 = 1406;
    const stc_scene_4_enemy_2 = 1407;
    const stc_scene_5_enemy_1 = 1408;
    const stc_scene_5_enemy_2 = 1409;
    const stc_scene_6_enemy_1 = 1411;
    const stc_scene_6_enemy_2 = 1412;
    const stc_scene_7_enemy_1 = 1413;
    const stc_scene_7_enemy_2 = 1414;
    const stc_strelok = 1400;
    const stc_teleport_1 = 1415;
    const stc_teleport_2 = 1416;
    const stc_teleport_3 = 1417;
    const test_01 = 65000;
    const test_02 = 65001;
    const test_03 = 65002;
    const test_04 = 65003;
    const test_05 = 65004;
    const testman = 441;
    const val_bandit_spy = 1121;
    const val_bochka = 1120;
    const val_bring_to_fang = 1113;
    const val_capture_smart_1_1 = 1115;
    const val_capture_smart_4_0 = 1116;
    const val_capture_smart_7_8 = 1114;
    const val_check_blockpost = 1118;
    const val_come_back_comendant_to_revard = 1110;
    const val_come_to_comendant = 1103;
    const val_come_to_freedom_base = 1101;
    const val_come_to_freedom_blokpost = 1100;
    const val_deliver_ammo = 1105;
    const val_deliver_pda = 1112;
    const val_destroy_boar_guard_9_2 = 1117;
    const val_eliminate_smart_6_4 = 1109;
    const val_find_pda = 1119;
    const val_freedom_barman = 1125;
    const val_go_to_freedom_leader = 1106;
    const val_go_to_trader = 1104;
    const val_help_freedom = 1108;
    const val_join_freedom = 1124;
    const val_level_changer_to_escape = 1126;
    const val_level_changer_to_garbage_north = 1127;
    const val_level_changer_to_garbage_south = 1128;
    const val_night_bloodsucker = 1122;
    const val_night_bloodsucker_reward = 1123;
    const val_pursuit_comendant = 1107;
    const val_reply_to_sos = 1102;
    const val_take_pda = 1111;
    const val_temp_start_quest = 1199;
    const yan_actor_destroy_wave1 = 802;
    const yan_actor_destroy_wave2 = 803;
    const yan_actor_go_base_defence = 806;
    const yan_actor_go_base_science = 805;
    const yan_actor_go_to_red_forest = 804;
    const yan_level_changer_to_agroprom_east = 812;
    const yan_level_changer_to_agroprom_west = 811;
    const yan_level_changer_to_red_forest = 813;
    const yan_main_quest_line = 800;
    const yan_otnesti_doc_saharavy = 808;
    const yan_proriv_k_ystanovke = 810;
    const yan_quest_doc = 807;
    const yan_quest_levsha = 809;
    const yan_repair_defend = 801;

};

C++ class callback {
    const action_animation = 21;
    const action_movement = 18;
    const action_object = 24;
    const action_particle = 23;
    const action_removed = 20;
    const action_sound = 22;
    const action_watch = 19;
    const actor_sleep = 25;
    const article_info = 12;
    const death = 8;
    const helicopter_on_hit = 27;
    const helicopter_on_point = 26;
    const hit = 16;
    const inventory_info = 11;
    const inventory_pda = 10;
    const level_border_enter = 7;
    const level_border_exit = 6;
    const map_location_added = 14;
    const on_item_drop = 29;
    const on_item_take = 28;
    const patrol_path_in_point = 9;
    const script_animation = 30;
    const sound = 17;
    const take_item_from_box = 34;
    const task_state = 13;
    const trade_perform_operation = 3;
    const trade_sell_buy_item = 2;
    const trade_start = 0;
    const trade_stop = 1;
    const trader_global_anim_request = 31;
    const trader_head_anim_request = 32;
    const trader_sound_end = 33;
    const use_object = 15;
    const weapon_no_ammo = 35;
    const zone_enter = 4;
    const zone_exit = 5;

};

C++ class key_bindings {
    const kACCEL = 7;
    const kBACK = 10;
    const kBUY = 50;
    const kCAM_1 = 15;
    const kCAM_2 = 16;
    const kCAM_3 = 17;
    const kCAM_4 = 18;
    const kCAM_ZOOM_IN = 19;
    const kCAM_ZOOM_OUT = 20;
    const kCHAT = 44;
    const kCONSOLE = 48;
    const kCROUCH = 5;
    const kCROUCH_TOGGLE = 6;
    const kDOWN = 3;
    const kDROP = 41;
    const kFWD = 9;
    const kINVENTORY = 49;
    const kJUMP = 4;
    const kLEFT = 0;
    const kL_LOOKOUT = 13;
    const kL_STRAFE = 11;
    const kNIGHT_VISION = 22;
    const kQUIT = 47;
    const kRIGHT = 1;
    const kR_LOOKOUT = 14;
    const kR_STRAFE = 12;
    const kSCORES = 43;
    const kSCREENSHOT = 46;
    const kSKIN = 51;
    const kTEAM = 52;
    const kTORCH = 21;
    const kUP = 2;
    const kUSE = 42;
    const kWPN_1 = 24;
    const kWPN_2 = 25;
    const kWPN_3 = 26;
    const kWPN_4 = 27;
    const kWPN_5 = 28;
    const kWPN_6 = 29;
    const kWPN_FIRE = 32;
    const kWPN_FUNC = 37;
    const kWPN_NEXT = 31;
    const kWPN_RELOAD = 36;
    const kWPN_ZOOM = 33;

};

C++ class GAME_TYPE {
    const GAME_UNKNOWN = -1;
    const eGameIDArtefactHunt = 8;
    const eGameIDCaptureTheArtefact = 16;
    const eGameIDDeathmatch = 2;
    const eGameIDTeamDeathmatch = 4;

};

C++ class game_messages {
    const GAME_EVENT_ARTEFACT_DESTROYED = 17;
    const GAME_EVENT_ARTEFACT_DROPPED = 19;
    const GAME_EVENT_ARTEFACT_ONBASE = 20;
    const GAME_EVENT_ARTEFACT_SPAWNED = 16;
    const GAME_EVENT_ARTEFACT_TAKEN = 18;
    const GAME_EVENT_BUY_MENU_CLOSED = 23;
    const GAME_EVENT_PLAYER_BUY_FINISHED = 2;
    const GAME_EVENT_PLAYER_CHANGE_SKIN = 6;
    const GAME_EVENT_PLAYER_CHANGE_TEAM = 6;
    const GAME_EVENT_PLAYER_CONNECTED = 8;
    const GAME_EVENT_PLAYER_DISCONNECTED = 9;
    const GAME_EVENT_PLAYER_ENTER_TEAM_BASE = 21;
    const GAME_EVENT_PLAYER_JOIN_TEAM = 13;
    const GAME_EVENT_PLAYER_KILL = 1;
    const GAME_EVENT_PLAYER_KILLED = 11;
    const GAME_EVENT_PLAYER_LEAVE_TEAM_BASE = 22;
    const GAME_EVENT_PLAYER_READY = 0;
    const GAME_EVENT_ROUND_END = 15;
    const GAME_EVENT_ROUND_STARTED = 14;
    const GAME_EVENT_SCRIPT_BEGINS_FROM = 42;
    const GAME_EVENT_SKIN_MENU_CLOSED = 25;
    const GAME_EVENT_TEAM_MENU_CLOSED = 24;

};

C++ class game_phases {
    const GAME_PHASE_INPROGRESS = 1;
    const GAME_PHASE_NONE = 0;
    const GAME_PHASE_PENDING = 2;
    const GAME_PHASE_SCRIPT_BEGINS_FROM = 9;
    const GAME_PHASE_TEAM1_SCORES = 3;
    const GAME_PHASE_TEAM2_SCORES = 4;
    const GAME_PHASE_TEAMS_IN_A_DRAW = 7;

};

C++ class game_player_flags {
    const GAME_PLAYER_FLAG_LOCAL = 1;
    const GAME_PLAYER_FLAG_READY = 2;
    const GAME_PLAYER_FLAG_SCRIPT_BEGINS_FROM = 16;
    const GAME_PLAYER_FLAG_SPECTATOR = 8;
    const GAME_PLAYER_FLAG_VERY_VERY_DEAD = 4;

};

C++ class game_difficulty {
    const master = 3;
    const novice = 0;
    const stalker = 1;
    const veteran = 2;

};

C++ class snd_type {
    const ambient = 128;
    const anomaly = 268435456;
    const anomaly_idle = 268437504;
    const attack = 8192;
    const bullet_hit = 524288;
    const die = 131072;
    const drop = 33554432;
    const eat = 4096;
    const empty = 1048576;
    const hide = 16777216;
    const idle = 2048;
    const injure = 65536;
    const item = 1073741824;
    const item_drop = 1107296256;
    const item_hide = 1090519040;
    const item_pick_up = 1140850688;
    const item_take = 1082130432;
    const item_use = 1077936128;
    const monster = 536870912;
    const monster_attack = 536879104;
    const monster_die = 537001984;
    const monster_eat = 536875008;
    const monster_injure = 536936448;
    const monster_step = 536903680;
    const monster_talk = 536887296;
    const no_sound = 0;
    const object_break = 1024;
    const object_collide = 512;
    const object_explode = 256;
    const pick_up = 67108864;
    const reload = 262144;
    const shoot = 2097152;
    const step = 32768;
    const take = 8388608;
    const talk = 16384;
    const use = 4194304;
    const weapon = -2147483648;
    const weapon_bullet_hit = -2146959360;
    const weapon_empty = -2146435072;
    const weapon_reload = -2147221504;
    const weapon_shoot = -2145386496;
    const world = 134217728;
    const world_ambient = 134217856;
    const world_object_break = 134218752;
    const world_object_collide = 134218240;
    const world_object_explode = 134217984;

};

C++ class task {
    const additional = 1;
    const completed = 2;
    const fail = 0;
    const in_progress = 1;
    const insignificant = 2;
    const storyline = 0;
    const task_dummy = 65535;

};

C++ class ui_events {
    const BUTTON_CLICKED = 16;
    const BUTTON_DOWN = 17;
    const CHECK_BUTTON_RESET = 20;
    const CHECK_BUTTON_SET = 19;
    const DRAG_DROP_ITEM_DB_CLICK = 24;
    const DRAG_DROP_ITEM_DRAG = 22;
    const DRAG_DROP_ITEM_DROP  = 23;
    const DRAG_DROP_ITEM_RBUTTON_CLICK = 26;
    const EDIT_TEXT_CHANGED = 81;
    const EDIT_TEXT_COMMIT = 82;
    const INTERACTIVE_ITEM_CLICK = 38;
    const INVENTORY_ATTACH_ADDON  = 67;
    const INVENTORY_DETACH_GRENADE_LAUNCHER_ADDON = 74;
    const INVENTORY_DETACH_SCOPE_ADDON = 70;
    const INVENTORY_DETACH_SILENCER_ADDON = 72;
    const INVENTORY_DROP_ACTION = 62;
    const INVENTORY_EAT_ACTION = 63;
    const INVENTORY_TO_BAG_ACTION = 66;
    const INVENTORY_TO_BELT_ACTION  = 64;
    const INVENTORY_TO_SLOT_ACTION = 65;
    const LIST_ITEM_CLICKED = 34;
    const LIST_ITEM_SELECT = 35;
    const MESSAGE_BOX_CANCEL_CLICKED = 45;
    const MESSAGE_BOX_COPY_CLICKED = 46;
    const MESSAGE_BOX_NO_CLICKED = 44;
    const MESSAGE_BOX_OK_CLICKED = 40;
    const MESSAGE_BOX_QUIT_GAME_CLICKED = 43;
    const MESSAGE_BOX_QUIT_WIN_CLICKED = 42;
    const MESSAGE_BOX_YES_CLICKED = 41;
    const OUTFIT_RETURNED_BACK = 61;
    const PDA_CONTACTS_WND_CONTACT_SELECTED = 54;
    const PDA_DIALOG_WND_BACK_BUTTON_CLICKED = 52;
    const PDA_DIALOG_WND_MESSAGE_BUTTON_CLICKED = 53;
    const PROPERTY_CLICKED = 39;
    const RADIOBUTTON_SET = 21;
    const SCROLLBAR_HSCROLL = 31;
    const SCROLLBAR_VSCROLL = 30;
    const SCROLLBOX_MOVE = 29;
    const STATIC_FOCUS_LOST = 15;
    const STATIC_FOCUS_RECEIVED = 14;
    const TAB_CHANGED = 18;
    const TALK_DIALOG_QUESTION_CLICKED = 49;
    const TALK_DIALOG_TRADE_BUTTON_CLICKED = 47;
    const TALK_DIALOG_UPGRADE_BUTTON_CLICKED = 48;
    const UNDRESS_OUTFIT = 60;
    const WINDOW_KEYBOARD_CAPTURE_LOST = 13;
    const WINDOW_KEY_PRESSED = 10;
    const WINDOW_KEY_RELEASED = 11;
    const WINDOW_LBUTTON_DB_CLICK = 9;
    const WINDOW_LBUTTON_DOWN = 0;
    const WINDOW_LBUTTON_UP = 3;
    const WINDOW_MOUSE_CAPTURE_LOST  = 12;
    const WINDOW_MOUSE_MOVE = 6;
    const WINDOW_RBUTTON_DOWN = 1;
    const WINDOW_RBUTTON_UP = 4;

};

C++ class hit_memory_object : entity_memory_object {
    property amount;
    property bone_index;
    property direction;
    property last_level_time;
    property level_time;
    property object_info;
    property self_info;

    function object(const entity_memory_object&);

};

C++ class clsid {
    const actor = 84;
    const art_bast_artefact = 0;
    const art_black_drops = 1;
    const art_cta = 3;
    const art_dummy = 4;
    const art_electric_ball = 5;
    const art_faded_ball = 6;
    const art_galantine = 7;
    const art_gravi = 8;
    const art_gravi_black = 2;
    const art_mercury_ball = 9;
    const art_needles = 10;
    const art_rusty_hair = 11;
    const art_thorn = 12;
    const art_zuda = 13;
    const artefact = 41;
    const artefact_s = 97;
    const bloodsucker = 14;
    const bloodsucker_s = 105;
    const boar = 15;
    const boar_s = 106;
    const burer = 16;
    const burer_s = 107;
    const car = 52;
    const car_s = 98;
    const cat = 17;
    const cat_s = 108;
    const chimera = 29;
    const chimera_s = 109;
    const controller = 18;
    const controller_s = 110;
    const crow = 19;
    const device_detector_advanced = 53;
    const device_detector_elite = 54;
    const device_detector_simple = 57;
    const device_flare = 55;
    const device_pda = 56;
    const device_torch = 58;
    const device_torch_s = 131;
    const dog_black = 20;
    const dog_red = 23;
    const dog_s = 113;
    const equ_exo = 59;
    const equ_military = 60;
    const equ_scientific = 61;
    const equ_stalker = 62;
    const equ_stalker_s = 63;
    const flesh = 24;
    const flesh_group = 25;
    const flesh_s = 114;
    const fracture = 26;
    const fracture_s = 116;
    const game = 67;
    const game_cl_artefact_hunt = 45;
    const game_cl_capture_the_artefact = 46;
    const game_cl_deathmatch = 47;
    const game_cl_single = 48;
    const game_cl_team_deathmatch = 49;
    const game_sv_artefact_hunt = 125;
    const game_sv_capture_the_artefact = 126;
    const game_sv_deathmatch = 127;
    const game_sv_single = 128;
    const game_sv_team_deathmatch = 129;
    const game_ui_artefact_hunt = 132;
    const game_ui_capture_the_artefact = 133;
    const game_ui_deathmatch = 134;
    const game_ui_single = 135;
    const game_ui_team_deathmatch = 136;
    const gigant_s = 115;
    const graph_point = 28;
    const hanging_lamp = 87;
    const helicopter = 50;
    const hud_manager = 70;
    const inventory_box = 88;
    const level = 66;
    const level_changer = 80;
    const main_menu = 81;
    const mp_players_bag = 82;
    const nogravity_zone = 191;
    const obj_antirad = 71;
    const obj_attachable = 72;
    const obj_bandage = 73;
    const obj_bolt = 74;
    const obj_bottle = 75;
    const obj_breakable = 85;
    const obj_climable = 86;
    const obj_document = 76;
    const obj_explosive = 77;
    const obj_food = 78;
    const obj_medkit = 79;
    const obj_phskeleton = 94;
    const obj_phys_destroyable = 93;
    const obj_physic = 89;
    const online_offline_group = 83;
    const phantom = 30;
    const poltergeist = 31;
    const poltergeist_s = 117;
    const projector = 91;
    const pseudo_gigant = 27;
    const pseudodog_s = 118;
    const psy_dog = 22;
    const psy_dog_phantom = 21;
    const psy_dog_phantom_s = 111;
    const psy_dog_s = 112;
    const rat = 32;
    const respawn = 95;
    const script_actor = 130;
    const script_heli = 51;
    const script_object = 99;
    const script_phys = 90;
    const script_restr = 123;
    const script_stalker = 35;
    const script_trader = 37;
    const script_zone = 96;
    const sim_faction = 100;
    const smart_cover = 101;
    const smart_terrain = 102;
    const smart_zone = 103;
    const smartcover_s = 104;
    const snork = 33;
    const snork_s = 119;
    const space_restrictor = 122;
    const spectator = 124;
    const stalker = 34;
    const switcher = 92;
    const team_base_zone = 194;
    const torrid_zone = 195;
    const trader = 36;
    const tushkano = 38;
    const tushkano_s = 120;
    const wpn_ak74 = 155;
    const wpn_ak74_s = 137;
    const wpn_ammo = 40;
    const wpn_ammo_m209 = 42;
    const wpn_ammo_og7b = 43;
    const wpn_ammo_vog25 = 44;
    const wpn_binocular = 156;
    const wpn_binocular_s = 138;
    const wpn_bm16 = 157;
    const wpn_bm16_s = 139;
    const wpn_fn2000 = 158;
    const wpn_fort = 159;
    const wpn_grenade_f1 = 64;
    const wpn_grenade_fake = 65;
    const wpn_grenade_launcher = 160;
    const wpn_grenade_rgd5 = 68;
    const wpn_grenade_rpg7 = 69;
    const wpn_groza = 161;
    const wpn_groza_s = 140;
    const wpn_hpsa = 162;
    const wpn_hpsa_s = 141;
    const wpn_knife = 163;
    const wpn_knife_s = 142;
    const wpn_lr300 = 164;
    const wpn_lr300_s = 143;
    const wpn_pm = 165;
    const wpn_pm_s = 144;
    const wpn_rg6 = 166;
    const wpn_rg6_s = 145;
    const wpn_rpg7 = 167;
    const wpn_rpg7_s = 146;
    const wpn_scope = 168;
    const wpn_scope_s = 147;
    const wpn_shotgun = 169;
    const wpn_shotgun_s = 148;
    const wpn_silencer = 170;
    const wpn_stat_mgun = 171;
    const wpn_svd = 172;
    const wpn_svd_s = 149;
    const wpn_svu = 173;
    const wpn_svu_s = 150;
    const wpn_usp45 = 174;
    const wpn_usp45_s = 151;
    const wpn_val = 175;
    const wpn_val_s = 152;
    const wpn_vintorez = 176;
    const wpn_vintorez_s = 153;
    const wpn_walther = 177;
    const wpn_walther_s = 154;
    const wpn_wmagaz = 178;
    const wpn_wmaggl = 179;
    const zombie = 39;
    const zombie_s = 121;
    const zone = 196;
    const zone_acid_fog = 184;
    const zone_bfuzz = 185;
    const zone_bfuzz_s = 180;
    const zone_campfire = 186;
    const zone_dead = 187;
    const zone_galant_s = 181;
    const zone_galantine = 188;
    const zone_mbald_s = 182;
    const zone_mincer = 190;
    const zone_mincer_s = 183;
    const zone_mosquito_bald = 189;
    const zone_radioactive = 192;
    const zone_rusty_hair = 193;

};

C++ class memory_info : visible_memory_object {
    property hit_info;
    property last_level_time;
    property level_time;
    property object_info;
    property self_info;
    property sound_info;
    property visual_info;

    function object(const game_memory_object&);

};

C++ class MonsterSpace {
    const head_anim_angry = 1;
    const head_anim_glad = 2;
    const head_anim_kind = 3;
    const head_anim_normal = 0;
    const sound_script = 128;

};

C++ class not_yet_visible_object {
    property value;

    function object(const not_yet_visible_object&);

};

C++ class CSightParams {
    const eSightTypeAnimationDirection = 11;
    const eSightTypeCover = 5;
    const eSightTypeCoverLookOver = 8;
    const eSightTypeCurrentDirection = 0;
    const eSightTypeDirection = 2;
    const eSightTypeDummy = -1;
    const eSightTypeFireObject = 9;
    const eSightTypeFirePosition = 10;
    const eSightTypeLookOver = 7;
    const eSightTypeObject = 4;
    const eSightTypePathDirection = 1;
    const eSightTypePosition = 3;
    const eSightTypeSearch = 6;

    property m_object;
    property m_sight_type;
    property m_vector;

    CSightParams ();

};

C++ class sound_memory_object : game_memory_object {
    property last_level_time;
    property level_time;
    property object_info;
    property power;
    property self_info;

    function object(const game_memory_object&);

    function type() const;

};

C++ class visible_memory_object : game_memory_object {
    property last_level_time;
    property level_time;
    property object_info;
    property self_info;

    function object(const game_memory_object&);

};

C++ class FS_item {
    function Modif();

    function NameFull();

    function NameShort();

    function ModifDigitOnly();

    function Size();

};

C++ class Patch_Dawnload_Progress {
    function GetProgress();

    function GetInProgress();

    function GetStatus();

    function GetFlieName();

};

C++ class RPoint {
    property A;
    property P;

    RPoint ();

};

C++ class color {
    property b;
    property g;
    property r;

    color ();
    color (number, number, number);

    function set(number, number, number);

};

C++ class SDrawStaticStruct {
    property m_endTime;

    function wnd();

};

C++ class duality {
    property h;
    property v;

    duality ();
    duality (number, number);

    function set(number, number);

};

C++ class memory_object {
    property last_level_time;
    property level_time;

};

C++ class noise {
    property fps;
    property grain;
    property intensity;

    noise ();
    noise (number, number, number);

    function set(number, number, number);

};

C++ class object_params {
    property level_vertex;
    property position;

};

C++ class effector_params {
    property blur;
    property color_add;
    property color_base;
    property color_gray;
    property dual;
    property gray;
    property noise;

    effector_params ();

    function assign(effector_params*, effector_params*);

};

C++ class rotation {
    property pitch;
    property yaw;

};

C++ class SZoneMapEntityData {
    property color;
    property pos;

    SZoneMapEntityData ();

};

C++ class TEX_INFO {
    function get_rect();

    function get_file_name();

};

C++ class fs_file {
    property modif;
    property name;
    property ptr;
    property size_compressed;
    property size_real;
    property vfs;

};

C++ class game_PlayerState {
    property GameID;
    property LastBuyAcount;
    property RespawnTime;
    property deaths;
    property flags;
    property kills;
    property lasthitter;
    property lasthitweapon;
    property money_delta;
    property money_for_round;
    property pItemList;
    property ping;
    property skin;
    property team;

    game_PlayerState ();

    function clear();

    function setName(string);

    function testFlag(number) const;

    function net_Import(net_packet&);

    function resetFlag(number);

    function net_Export(net_packet&, number);

    function getName();

    function setFlag(number);

};

C++ class DIK_keys {
    const DIK_0 = 11;
    const DIK_1 = 2;
    const DIK_2 = 3;
    const DIK_3 = 4;
    const DIK_4 = 5;
    const DIK_5 = 6;
    const DIK_6 = 7;
    const DIK_7 = 8;
    const DIK_8 = 9;
    const DIK_9 = 10;
    const DIK_A = 30;
    const DIK_ADD = 78;
    const DIK_APOSTROPHE = 40;
    const DIK_APPS = 221;
    const DIK_AT = 145;
    const DIK_AX = 150;
    const DIK_B = 48;
    const DIK_BACK = 14;
    const DIK_BACKSLASH = 43;
    const DIK_C = 46;
    const DIK_CAPITAL = 58;
    const DIK_CIRCUMFLEX = 144;
    const DIK_COLON = 146;
    const DIK_COMMA = 51;
    const DIK_CONVERT = 121;
    const DIK_D = 32;
    const DIK_DECIMAL = 83;
    const DIK_DELETE = 211;
    const DIK_DIVIDE = 181;
    const DIK_DOWN = 208;
    const DIK_E = 18;
    const DIK_END = 207;
    const DIK_EQUALS = 13;
    const DIK_ESCAPE = 1;
    const DIK_F = 33;
    const DIK_F1 = 59;
    const DIK_F10 = 68;
    const DIK_F11 = 87;
    const DIK_F12 = 88;
    const DIK_F13 = 100;
    const DIK_F14 = 101;
    const DIK_F15 = 102;
    const DIK_F2 = 60;
    const DIK_F3 = 61;
    const DIK_F4 = 62;
    const DIK_F5 = 63;
    const DIK_F6 = 64;
    const DIK_F7 = 65;
    const DIK_F8 = 66;
    const DIK_F9 = 67;
    const DIK_G = 34;
    const DIK_GRAVE = 41;
    const DIK_H = 35;
    const DIK_HOME = 199;
    const DIK_I = 23;
    const DIK_INSERT = 210;
    const DIK_J = 36;
    const DIK_K = 37;
    const DIK_KANA = 112;
    const DIK_KANJI = 148;
    const DIK_L = 38;
    const DIK_LBRACKET = 26;
    const DIK_LCONTROL = 29;
    const DIK_LEFT = 203;
    const DIK_LMENU = 56;
    const DIK_LSHIFT = 42;
    const DIK_LWIN = 219;
    const DIK_M = 50;
    const DIK_MINUS = 12;
    const DIK_MULTIPLY = 55;
    const DIK_N = 49;
    const DIK_NEXT = 209;
    const DIK_NOCONVERT = 123;
    const DIK_NUMLOCK = 69;
    const DIK_NUMPAD0 = 82;
    const DIK_NUMPAD1 = 79;
    const DIK_NUMPAD2 = 80;
    const DIK_NUMPAD3 = 81;
    const DIK_NUMPAD4 = 75;
    const DIK_NUMPAD5 = 76;
    const DIK_NUMPAD6 = 77;
    const DIK_NUMPAD7 = 71;
    const DIK_NUMPAD8 = 72;
    const DIK_NUMPAD9 = 73;
    const DIK_NUMPADCOMMA = 179;
    const DIK_NUMPADENTER = 156;
    const DIK_NUMPADEQUALS = 141;
    const DIK_O = 24;
    const DIK_P = 25;
    const DIK_PAUSE = 197;
    const DIK_PERIOD = 52;
    const DIK_PRIOR = 201;
    const DIK_Q = 16;
    const DIK_R = 19;
    const DIK_RBRACKET = 27;
    const DIK_RCONTROL = 157;
    const DIK_RETURN = 28;
    const DIK_RIGHT = 205;
    const DIK_RMENU = 184;
    const DIK_RSHIFT = 54;
    const DIK_RWIN = 220;
    const DIK_S = 31;
    const DIK_SCROLL = 70;
    const DIK_SEMICOLON = 39;
    const DIK_SLASH = 53;
    const DIK_SPACE = 57;
    const DIK_STOP = 149;
    const DIK_SUBTRACT = 74;
    const DIK_SYSRQ = 183;
    const DIK_T = 20;
    const DIK_TAB = 15;
    const DIK_U = 22;
    const DIK_UNDERLINE = 147;
    const DIK_UNLABELED = 151;
    const DIK_UP = 200;
    const DIK_V = 47;
    const DIK_W = 17;
    const DIK_X = 45;
    const DIK_Y = 21;
    const DIK_YEN = 125;
    const DIK_Z = 44;
    const MOUSE_1 = 337;
    const MOUSE_2 = 338;
    const MOUSE_3 = 339;

};

C++ class color_animator {
    color_animator (string);

    function calculate(number);

    function load(string);

    function length();

};

C++ class profile_timer {
    profile_timer ();
    profile_timer (profile_timer&);

    operator +(const profile_timer&, profile_timer);

    function stop();

    function start();

    function time() const;

    function __tostring(profile_timer&);

    operator <(const profile_timer&, profile_timer);

};

C++ class token {
    property id;
    property name;

    token ();

};

C++ class action_base {
    property object;
    property storage;

    action_base ();
    action_base (game_object*);
    action_base (game_object*, string);

    function finalize();

    function add_precondition(const world_property&);

    function execute();

    function remove_precondition(const number&);

    function setup(game_object*, property_storage*);

    function set_weight(const number&);

    function add_effect(const world_property&);

    function show(string);

    function weight(const world_state&, const world_state&) const;

    function initialize();

    function remove_effect(const number&);

};

C++ class action_planner {
    property object;
    property storage;

    action_planner ();

    function initialized() const;

    function remove_action(const number&);

    function action(const number&);

    function add_action(const number&, action_base*);

    function show(string);

    function update();

    function clear();

    function evaluator(const number&);

    function setup(game_object*);

    function set_goal_world_state(action_planner*, world_state*);

    function current_action();

    function add_evaluator(const number&, property_evaluator*);

    function remove_evaluator(const number&);

    function current_action_id() const;

    function actual(const action_planner*);

};

C++ class planner_action : action_planner,action_base {
    property object;
    property storage;

    planner_action ();
    planner_action (game_object*);
    planner_action (game_object*, string);

    function finalize();

    function action(const number&);

    function add_precondition(const world_property&);

    function add_action(const number&, action_base*);

    function update();

    function weight(const world_state&, const world_state&) const;

    function current_action();

    function current_action_id() const;

    function initialized() const;

    function remove_effect(const number&);

    function initialize();

    function actual(const action_planner*);

    function remove_action(const number&);

    function remove_precondition(const number&);

    function execute();

    function clear();

    function evaluator(const number&);

    function set_goal_world_state(action_planner*, world_state*);

    function set_weight(const number&);

    function add_effect(const world_property&);

    function show(string);

    function setup(game_object*);
    function setup(game_object*, property_storage*);

    function remove_evaluator(const number&);

    function add_evaluator(const number&, property_evaluator*);

};

C++ class world_state {
    world_state ();
    world_state (world_state);

    function clear();

    function includes(const world_state&) const;

    operator ==(const world_state&, world_state);

    function remove_property(const number&);

    function add_property(const world_property&);

    operator <(const world_state&, world_state);

    function property(const number&) const;

};

C++ class world_property {
    world_property (number, boolean);

    function value() const;

    operator <(const world_property&, world_property);

    function condition() const;

    operator ==(const world_property&, world_property);

};

C++ class property_evaluator {
    property object;
    property storage;

    property_evaluator ();
    property_evaluator (game_object*);
    property_evaluator (game_object*, string);

    function evaluate();

    function setup(game_object*, property_storage*);

};

C++ class property_evaluator_const : property_evaluator {
    property object;
    property storage;

    property_evaluator_const (boolean);

    function evaluate();

    function setup(game_object*, property_storage*);

};

C++ class ipure_alife_load_object {
};

C++ class ipure_alife_save_object {
};

C++ class ipure_alife_load_save_object : ipure_alife_load_object,ipure_alife_save_object {
};

C++ class Fbox {
    property max;
    property min;

    Fbox ();

};

C++ class ZoneMapEntities {
    function push_back(SZoneMapEntityData&);

};

C++ class CAI_Bloodsucker : CGameObject {
    CAI_Bloodsucker ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CAI_Boar : CGameObject {
    CAI_Boar ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CAI_Dog : CGameObject {
    CAI_Dog ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CAI_Flesh : CGameObject {
    CAI_Flesh ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CAI_PseudoDog : CGameObject {
    CAI_PseudoDog ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CAI_Stalker : CGameObject {
    CAI_Stalker ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CAI_Trader : CGameObject {
    CAI_Trader ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CALifeHumanBrain : CALifeMonsterBrain {
    function can_choose_alife_tasks(boolean);

    function update();

    function movement(const CALifeMonsterBrain*);

};

C++ class CALifeMonsterBrain {
    function can_choose_alife_tasks(boolean);

    function update();

    function movement(const CALifeMonsterBrain*);

};

C++ class CALifeMonsterDetailPathManager {
    function completed() const;

    function target(const number&, const number&, const vector&);
    function target(const number&);
    function target(const CALifeSmartTerrainTask*);

    function failed() const;

    function speed	(const number&);
    function speed	() const;

    function actual() const;

};

C++ class CALifeMonsterMovementManager {
    function completed() const;

    function patrol(const CALifeMonsterMovementManager*);

    function actual() const;

    function path_type(const enum MovementManager::EPathType&);
    function path_type() const;

    function detail(const CALifeMonsterMovementManager*);

};

C++ class CALifeMonsterPatrolPathManager {
    function path(string);

    function target_game_vertex_id() const;

    function target_position(CALifeMonsterPatrolPathManager*);

    function target_level_vertex_id() const;

    function completed() const;

    function route_type(const enum PatrolPathManager::EPatrolRouteType&);
    function route_type() const;

    function use_randomness(const boolean&);
    function use_randomness() const;

    function start_type(const enum PatrolPathManager::EPatrolStartType&);
    function start_type() const;

    function start_vertex_index(const number&);

    function actual() const;

};

C++ class alife_simulator {
    function level_name(const alife_simulator*, number);

    function dont_has_info(const alife_simulator*, const number&, string);

    function create_ammo(alife_simulator*, string, const vector&, number, number, number, number);

    function add_out_restriction(alife_simulator*, cse_alife_monster_abstract*, number);

    function set_interactive(number, boolean);

    function add_in_restriction(alife_simulator*, cse_alife_monster_abstract*, number);

    function remove_in_restriction(alife_simulator*, cse_alife_monster_abstract*, number);

    function level_id(alife_simulator*);

    function valid_object_id(const alife_simulator*, number);

    function remove_out_restriction(alife_simulator*, cse_alife_monster_abstract*, number);

    function switch_distance() const;
    function switch_distance(number);

    function kill_entity(cse_alife_monster_abstract*, const number&, cse_alife_schedulable*);
    function kill_entity(alife_simulator*, cse_alife_monster_abstract*, const number&);
    function kill_entity(alife_simulator*, cse_alife_monster_abstract*);

    function set_switch_online(number, boolean);

    function set_switch_offline(number, boolean);

    function has_info(const alife_simulator*, const number&, string);

    function remove_all_restrictions(number, const enum RestrictionSpace::ERestrictorTypes&);

    function object(const alife_simulator*, number);
    function object(const alife_simulator*, string);
    function object(const alife_simulator*, number, boolean);

    function actor(const alife_simulator*);

    function story_object(const alife_simulator*, number);

    function spawn_id(alife_simulator*, number);

    function release(alife_simulator*, cse_abstract*, boolean);

    function create(alife_simulator*, number);
    function create(alife_simulator*, string, const vector&, number, number, number);
    function create(alife_simulator*, string, const vector&, number, number);

};

C++ class CALifeSmartTerrainTask {
    CALifeSmartTerrainTask (string);
    CALifeSmartTerrainTask (string, number);

    function level_vertex_id() const;

    function position() const;

    function game_vertex_id() const;

};

C++ class CActor : CGameObject {
    CActor ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CArtefact : CGameObject {
    CArtefact ();

    function Visual() const;

    function getEnabled() const;

    function net_Import(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function SwitchVisibility(boolean);

    function FollowByPath(string, number, vector);

    function _construct();

    function net_Export(net_packet&);

    function GetAfRank() const;

    function use(CGameObject*);

};

C++ class CBastArtefact : CArtefact {
    CBastArtefact ();

    function Visual() const;

    function _construct();

    function net_Import(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function SwitchVisibility(boolean);

    function FollowByPath(string, number, vector);

    function getEnabled() const;

    function net_Export(net_packet&);

    function GetAfRank() const;

    function use(CGameObject*);

};

C++ class CBlackDrops : CArtefact {
    CBlackDrops ();

    function Visual() const;

    function _construct();

    function net_Import(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function SwitchVisibility(boolean);

    function FollowByPath(string, number, vector);

    function getEnabled() const;

    function net_Export(net_packet&);

    function GetAfRank() const;

    function use(CGameObject*);

};

C++ class CBlackGraviArtefact : CArtefact {
    CBlackGraviArtefact ();

    function Visual() const;

    function _construct();

    function net_Import(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function SwitchVisibility(boolean);

    function FollowByPath(string, number, vector);

    function getEnabled() const;

    function net_Export(net_packet&);

    function GetAfRank() const;

    function use(CGameObject*);

};

C++ class CBlend {
};

C++ class CBurer : CGameObject {
    CBurer ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CCar : CGameObject,holder {
    const eWpnActivate = 3;
    const eWpnAutoFire = 5;
    const eWpnDesiredDir = 1;
    const eWpnDesiredPos = 2;
    const eWpnFire = 4;
    const eWpnToDefaultDir = 6;

    CCar ();

    function _construct();

    function GetfHealth() const;

    function CurrentVel();

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function SetParam(number, vector);

    function net_Export(net_packet&);

    function Visual() const;

    function IsObjectVisible(game_object*);

    function SetExplodeTime(number);

    function net_Import(net_packet&);

    function HasWeapon();

    function SetfHealth(number);

    function engaged();

    function ExplodeTime();

    function FireDirDiff();

    function CarExplode();

    function CanHit();

    function getEnabled() const;

    function Action(number, number);

    function use(CGameObject*);

};

C++ class CCat : CGameObject {
    CCat ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CChimera : CGameObject {
    CChimera ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class client_spawn_manager {
    function remove(number, number);

    function add(number, number, const function<void>&, object);
    function add(number, number, const function<void>&);

};

C++ class CConsole {
    function execute_script(string);

    function get_string(string);

    function execute(string);

    function get_bool(CConsole*, string);

    function get_float(CConsole*, string);

    function get_integer(CConsole*, string);

    function execute_deferred(CConsole*, string);

    function get_token(string);

    function show();

    function hide();

};

C++ class CController : CGameObject {
    CController ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class cover_point {
    function level_vertex_id() const;

    function is_smart_cover(const cover_point*);

    function position() const;

};

C++ class danger_object {
    const attack_sound = 1;
    const attacked = 5;
    const bullet_ricochet = 0;
    const enemy_sound = 7;
    const entity_attacked = 2;
    const entity_corpse = 4;
    const entity_death = 3;
    const grenade = 6;
    const hit = 2;
    const sound = 1;
    const visual = 0;

    function type() const;

    function time() const;

    operator ==(const danger_object&, danger_object);

    function position(const danger_object*);

    function object(const danger_object*);

    function perceive_type() const;

    function dependent_object(const danger_object*);

};

C++ class CDialogHolder {
    function start_stop_menu(CUIDialogWnd*, boolean);

    function RemoveDialogToRender(CUIWindow*);

    function AddDialogToRender(CUIWindow*);

    function MainInputReceiver();

};

C++ class CPhraseScript {
    function SetScriptText(string);

    function AddHasInfo(string);

    function AddGiveInfo(string);

    function AddDisableInfo(string);

    function AddDontHasInfo(string);

    function AddAction(string);

    function AddPrecondition(string);

};

C++ class CDummyArtefact : CArtefact {
    CDummyArtefact ();

    function Visual() const;

    function _construct();

    function net_Import(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function SwitchVisibility(boolean);

    function FollowByPath(string, number, vector);

    function getEnabled() const;

    function net_Export(net_packet&);

    function GetAfRank() const;

    function use(CGameObject*);

};

C++ class cef_storage {
    function evaluate(cef_storage*, string, game_object*);
    function evaluate(cef_storage*, string, game_object*, game_object*);
    function evaluate(cef_storage*, string, game_object*, game_object*, game_object*);
    function evaluate(cef_storage*, string, game_object*, game_object*, game_object*, game_object*);
    function evaluate(cef_storage*, string, cse_alife_object*);
    function evaluate(cef_storage*, string, cse_alife_object*, cse_alife_object*);
    function evaluate(cef_storage*, string, cse_alife_object*, cse_alife_object*, cse_alife_object*);
    function evaluate(cef_storage*, string, cse_alife_object*, cse_alife_object*, cse_alife_object*, cse_alife_object*);

};

C++ class CElectricBall : CArtefact {
    CElectricBall ();

    function Visual() const;

    function _construct();

    function net_Import(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function SwitchVisibility(boolean);

    function FollowByPath(string, number, vector);

    function getEnabled() const;

    function net_Export(net_packet&);

    function GetAfRank() const;

    function use(CGameObject*);

};

C++ class explosive {
    function explode();

};

C++ class CF1 : CGameObject {
    CF1 ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CFadedBall : CArtefact {
    CFadedBall ();

    function Visual() const;

    function _construct();

    function net_Import(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function SwitchVisibility(boolean);

    function FollowByPath(string, number, vector);

    function getEnabled() const;

    function net_Export(net_packet&);

    function GetAfRank() const;

    function use(CGameObject*);

};

C++ class CFracture : CGameObject {
    CFracture ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CGalantineArtefact : CArtefact {
    CGalantineArtefact ();

    function Visual() const;

    function _construct();

    function net_Import(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function SwitchVisibility(boolean);

    function FollowByPath(string, number, vector);

    function getEnabled() const;

    function net_Export(net_packet&);

    function GetAfRank() const;

    function use(CGameObject*);

};

C++ class CGameFont {
    const alCenter = 2;
    const alLeft = 0;
    const alRight = 1;

};

C++ class CGameGraph {
    function vertex_id(const GameGraph__CVertex*) const;

    function accessible(const CGameGraph*, const number&);
    function accessible(const CGameGraph*, const number&, boolean);

    function vertex(number) const;

    function valid_vertex_id(number) const;

};

C++ class CGameObject : DLL_Pure,ISheduled,ICollidable,IRenderable {
    CGameObject ();

    function Visual() const;

    function getEnabled() const;

    function _construct();

    function net_Import(net_packet&);

    function getVisible() const;

    function net_Export(net_packet&);

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CGameTask {
    CGameTask ();

    function get_id();

    function set_priority(number);

    function set_title(string);

    function get_type(number);

    function set_map_hint(string);

    function get_title();

    function add_on_fail_info(string);

    function add_complete_func(string);

    function add_fail_func(string);

    function remove_map_locations(boolean);

    function set_icon_name(string);

    function add_complete_info(string);

    function set_type(number);

    function set_map_object_id(number);

    function set_description(string);

    function set_id(string);

    function add_on_fail_func(string);

    function add_on_complete_func(string);

    function add_on_complete_info(string);

    function set_map_location(string);

    function change_map_location(string, number);

    function add_fail_info(string);

    function get_priority();

};

C++ class CGraviArtefact : CArtefact {
    CGraviArtefact ();

    function Visual() const;

    function _construct();

    function net_Import(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function SwitchVisibility(boolean);

    function FollowByPath(string, number, vector);

    function getEnabled() const;

    function net_Export(net_packet&);

    function GetAfRank() const;

    function use(CGameObject*);

};

C++ class CHairsZone : CGameObject {
    CHairsZone ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class hanging_lamp : CGameObject {
    hanging_lamp ();

    function Visual() const;

    function getEnabled() const;

    function net_Import(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function turn_on();

    function turn_off();

    function net_Export(net_packet&);

    function _construct();

    function use(CGameObject*);

};

C++ class CHelicopter : CGameObject {
    const eAlive = 0;
    const eBodyByPath = 0;
    const eBodyToPoint = 1;
    const eDead = 1;
    const eEnemyEntity = 2;
    const eEnemyNone = 0;
    const eEnemyPoint = 1;
    const eMovLanding = 4;
    const eMovNone = 0;
    const eMovPatrolPath = 2;
    const eMovRoundPath = 3;
    const eMovTakeOff = 5;
    const eMovToPoint = 1;

    property m_dead;
    property m_exploded;
    property m_flame_started;
    property m_light_started;
    property m_max_mgun_dist;
    property m_max_rocket_dist;
    property m_min_mgun_dist;
    property m_min_rocket_dist;
    property m_syncronize_rocket;
    property m_time_between_rocket_attack;
    property m_use_mgun_on_attack;
    property m_use_rocket_on_attack;

    CHelicopter ();

    function _construct();

    function SetSpeedInDestPoint(number);

    function getVisible() const;

    function LookAtPoint(vector, boolean);

    function GetRealAltitude();

    function GetCurrVelocity();

    function SetLinearAcc(number, number);

    function GoPatrolByPatrolPath(string, number);

    function GetSpeedInDestPoint(number);

    function isVisible(game_object*);

    function net_Import(net_packet&);

    function SetMaxVelocity(number);

    function SetfHealth(number);

    function GetMovementState();

    function SetEnemy(game_object*);
    function SetEnemy(vector*);

    function getEnabled() const;

    function GetfHealth() const;

    function Explode();

    function SetOnPointRangeDist(number);

    function SetFireTrailLength(number);

    function GetOnPointRangeDist();

    function GetMaxVelocity();

    function TurnLighting(boolean);

    function SetBarrelDirTolerance(number);

    function GetBodyState();

    function GetCurrVelocityVec();

    function net_Export(net_packet&);

    function SetDestPosition(vector*);

    function UseFireTrail();
    function UseFireTrail(boolean);

    function GoPatrolByRoundPath(vector, number, boolean);

    function net_Spawn(cse_abstract*);

    function GetState();

    function Die();

    function StartFlame();

    function Visual() const;

    function GetDistanceToDestPosition();

    function GetHuntState();

    function TurnEngineSound(boolean);

    function GetSafeAltitude();

    function ClearEnemy();

    function use(CGameObject*);

};

C++ class holder {
    function engaged();

    function Action(number, number);

    function SetParam(number, vector);

};

C++ class CLevelChanger : CGameObject {
    CLevelChanger ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class FS {
    const FS_ClampExt = 4;
    const FS_ListFiles = 1;
    const FS_ListFolders = 2;
    const FS_RootOnly = 8;
    const FS_sort_by_modif_down = 5;
    const FS_sort_by_modif_up = 4;
    const FS_sort_by_name_down = 1;
    const FS_sort_by_name_up = 0;
    const FS_sort_by_size_down = 3;
    const FS_sort_by_size_up = 2;

    function get_file_age(string);

    function file_length(string);

    function file_rename(string, string, boolean);

    function r_open(string, string);
    function r_open(string);

    function append_path(string, string, string, number);

    function file_copy(string, string);

    function get_file_age_str(FS*, string);

    function dir_delete(FS*, string, number);
    function dir_delete(FS*, string, string, number);

    function update_path(FS*, string, string);

    function r_close(reader*&);

    function exist(string);
    function exist(string, string);

    function w_close(class IWriter*&);

    function file_list_open(FS*, string, number);
    function file_list_open(FS*, string, string, number);

    function path_exist(string);

    function file_list_open_ex(FS*, string, number, string);

    function get_path(string);

    function file_delete(string, string);
    function file_delete(string);

    function w_open(string, string);
    function w_open(string);

};

C++ class CMainMenu {
    function GetCDKey();

    function GetGSVer();

    function CancelDownload();

    function GetPlayerName();

    function GetPatchProgress();

    function ValidateCDKey();

};

C++ class CMercuryBall : CArtefact {
    CMercuryBall ();

    function Visual() const;

    function _construct();

    function net_Import(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function SwitchVisibility(boolean);

    function FollowByPath(string, number, vector);

    function getEnabled() const;

    function net_Export(net_packet&);

    function GetAfRank() const;

    function use(CGameObject*);

};

C++ class CMincer : CGameObject {
    CMincer ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CMosquitoBald : CGameObject {
    CMosquitoBald ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class object_factory {
    function register(string, string, string, string);
    function register(string, string, string);

};

C++ class particle_params {
    particle_params ();
    particle_params (const vector&);
    particle_params (const vector&, const vector&);
    particle_params (const vector&, const vector&, const vector&);

};

C++ class patrol {
    const continue = 1;
    const custom = 3;
    const dummy = -1;
    const nearest = 2;
    const next = 4;
    const start = 0;
    const stop = 0;

    patrol (string);
    patrol (string, enum PatrolPathManager::EPatrolStartType);
    patrol (string, enum PatrolPathManager::EPatrolStartType, enum PatrolPathManager::EPatrolRouteType);
    patrol (string, enum PatrolPathManager::EPatrolStartType, enum PatrolPathManager::EPatrolRouteType, boolean);
    patrol (string, enum PatrolPathManager::EPatrolStartType, enum PatrolPathManager::EPatrolRouteType, boolean, number);

    function level_vertex_id(number) const;

    function point(const patrol*, number);

    function flag(number, number) const;

    function game_vertex_id(number) const;

    function flags(number) const;

    function name(number) const;

    function index(string) const;

    function terminal(number) const;

    function count() const;

    function get_nearest(const vector&) const;

};

C++ class CPhrase {
    function GetPhraseScript();

};

C++ class CPhraseDialog {
    function AddPhrase(string, string, string, number);

};

C++ class CPhysicObject : CGameObject {
    CPhysicObject ();

    function Visual() const;

    function getEnabled() const;

    function net_Import(net_packet&);

    function run_anim_forward();

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function play_bones_sound();

    function _construct();

    function anim_time_set(number);

    function anim_time_get();

    function run_anim_back();

    function stop_anim();

    function net_Export(net_packet&);

    function stop_bones_sound();

    function use(CGameObject*);

};

C++ class physics_element {
    function get_density();

    function get_mass();

    function is_fixed();

    function is_breakable();

    function get_volume();

    function get_linear_vel(vector&) const;

    function fix();

    function get_angular_vel(vector&) const;

    function apply_force(number, number, number);

    function release_fixed();

    function global_transform(physics_element*);

};

C++ class physics_joint {
    function set_limits(number, number, number);

    function get_axis_angle(number);

    function get_anchor(vector&);

    function get_axis_dir(number, vector&);

    function get_bone_id();

    function is_breakable();

    function set_max_force_and_velocity(number, number, number);

    function set_axis_dir_global(number, number, number, number);

    function get_first_element();

    function set_axis_dir_vs_second_element(number, number, number, number);

    function get_axes_number();

    function set_joint_spring_dumping_factors(number, number);

    function set_axis_spring_dumping_factors(number, number, number);

    function set_anchor_vs_first_element(number, number, number);

    function get_stcond_element();

    function set_anchor_global(number, number, number);

    function get_limits(number&, number&, number);

    function set_anchor_vs_second_element(number, number, number);

    function set_axis_dir_vs_first_element(number, number, number, number);

    function get_max_force_and_velocity(number&, number&, number);

};

C++ class physics_shell {
    function get_joints_number();

    function is_breaking_blocked();

    function get_element_by_bone_id(number);

    function get_linear_vel(vector&) const;

    function is_breakable();

    function get_elements_number() const;

    function unblock_breaking();

    function get_joint_by_bone_name(string);

    function get_element_by_order(number);

    function get_element_by_bone_name(string);

    function apply_force(number, number, number);

    function get_angular_vel(vector&) const;

    function block_breaking();

    function get_joint_by_order(number);

    function get_joint_by_bone_id(number);

};

C++ class CPoltergeist : CGameObject {
    CPoltergeist ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class property_storage {
    property_storage ();

    function property(const number&) const;

    function set_property(const number&, const boolean&);

};

C++ class CPseudoGigant : CGameObject {
    CPseudoGigant ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CPsyDog : CGameObject {
    CPsyDog ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CPsyDogPhantom : CGameObject {
    CPsyDogPhantom ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class cpure_server_object : ipure_server_object {
};

C++ class CRGD5 : CGameObject {
    CRGD5 ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class render_device {
    property aspect_ratio;
    property cam_dir;
    property cam_pos;
    property cam_right;
    property cam_top;
    property f_time_delta;
    property fov;
    property frame;
    property height;
    property precache_frame;
    property time_delta;
    property width;

    function time_global(const render_device*);

    function is_paused(render_device*);

    function pause(render_device*, boolean);

};

C++ class CRustyHairArtefact : CArtefact {
    CRustyHairArtefact ();

    function Visual() const;

    function _construct();

    function net_Import(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function SwitchVisibility(boolean);

    function FollowByPath(string, number, vector);

    function getEnabled() const;

    function net_Export(net_packet&);

    function GetAfRank() const;

    function use(CGameObject*);

};

C++ class cse_anomalous_zone : cse_custom_zone {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_anomalous_zone (string);

    function used_ai_locations() const;

    function can_save() const;

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function on_register();

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function keep_saved_data_anyway() const;

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function interactive() const;

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function on_spawn();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function visible_for_map() const;
    function visible_for_map(boolean);

};

C++ class cse_alife_car : cse_alife_dynamic_object_visual,cse_ph_skeleton {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_car (string);

    function used_ai_locations() const;

    function can_save() const;

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function on_register();

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function keep_saved_data_anyway() const;

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function interactive() const;

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function on_spawn();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function visible_for_map() const;
    function visible_for_map(boolean);

};

C++ class cse_alife_creature_abstract : cse_alife_dynamic_object_visual {
    property group;
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;
    property squad;
    property team;

    cse_alife_creature_abstract (string);

    function on_death(cse_abstract*);

    function used_ai_locations() const;

    function interactive() const;

    function can_save() const;

    function alive() const;

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function g_team();

    function switch_offline();

    function health() const;

    function g_group();

    function clsid() const;

    function g_squad();

    function on_register();

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function keep_saved_data_anyway() const;

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function o_torso(cse_alife_creature_abstract*);

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function on_spawn();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function visible_for_map() const;
    function visible_for_map(boolean);

};

C++ class cse_alife_creature_actor : cse_alife_creature_abstract,cse_alife_trader_abstract,cse_ph_skeleton {
    property group;
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;
    property squad;
    property team;

    cse_alife_creature_actor (string);

    function on_register();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function g_team();

    function switch_offline();

    function clsid() const;

    function STATE_Write(net_packet&);

    function init();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function profile_name(cse_alife_trader_abstract*);

    function name(const cse_abstract*);

    function keep_saved_data_anyway() const;

    function on_death(cse_abstract*);

    function move_offline() const;
    function move_offline(boolean);

    function community() const;

    function switch_online();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function alive() const;

    function interactive() const;

    function used_ai_locations() const;

    function g_squad();

    function reputation();

    function can_save() const;

    function on_unregister();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function o_torso(cse_alife_creature_abstract*);

    function STATE_Read(net_packet&, number);

    function health() const;

    function on_before_register();

    function on_spawn();

    function UPDATE_Write(net_packet&);

    function g_group();

    function rank();

};

C++ class cse_alife_creature_crow : cse_alife_creature_abstract {
    property group;
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;
    property squad;
    property team;

    cse_alife_creature_crow (string);

    function on_death(cse_abstract*);

    function used_ai_locations() const;

    function visible_for_map() const;
    function visible_for_map(boolean);

    function can_save() const;

    function on_unregister();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function g_team();

    function switch_offline();

    function alive() const;

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function clsid() const;

    function on_spawn();

    function name(const cse_abstract*);

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function g_squad();

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function o_torso(cse_alife_creature_abstract*);

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function on_register();

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function g_group();

    function health() const;

};

C++ class cse_alife_creature_phantom : cse_alife_creature_abstract {
    property group;
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;
    property squad;
    property team;

    cse_alife_creature_phantom (string);

    function on_death(cse_abstract*);

    function used_ai_locations() const;

    function visible_for_map() const;
    function visible_for_map(boolean);

    function can_save() const;

    function on_unregister();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function g_team();

    function switch_offline();

    function alive() const;

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function clsid() const;

    function on_spawn();

    function name(const cse_abstract*);

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function g_squad();

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function o_torso(cse_alife_creature_abstract*);

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function on_register();

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function g_group();

    function health() const;

};

C++ class cse_custom_zone : cse_alife_dynamic_object,cse_shape {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_custom_zone (string);

    function on_before_register();

    function switch_online();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function name(const cse_abstract*);

    function visible_for_map() const;
    function visible_for_map(boolean);

    function STATE_Write(net_packet&);

    function can_save() const;

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function used_ai_locations() const;

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function on_spawn();

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function move_offline() const;
    function move_offline(boolean);

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function on_register();

};

C++ class cse_alife_dynamic_object : cse_alife_object {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_dynamic_object (string);

    function move_offline() const;
    function move_offline(boolean);

    function can_save() const;

    function can_switch_online() const;
    function can_switch_online(boolean);

    function visible_for_map() const;
    function visible_for_map(boolean);

    function switch_offline();

    function clsid() const;

    function switch_online();

    function keep_saved_data_anyway() const;

    function STATE_Write(net_packet&);

    function UPDATE_Read(net_packet&);

    function init();

    function on_register();

    function on_before_register();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function on_spawn();

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function used_ai_locations() const;

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function name(const cse_abstract*);

};

C++ class cse_alife_dynamic_object_visual : cse_alife_dynamic_object,cse_visual {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_dynamic_object_visual (string);

    function on_before_register();

    function switch_online();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function name(const cse_abstract*);

    function visible_for_map() const;
    function visible_for_map(boolean);

    function STATE_Write(net_packet&);

    function can_save() const;

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function used_ai_locations() const;

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function on_spawn();

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function move_offline() const;
    function move_offline(boolean);

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function on_register();

};

C++ class cse_alife_graph_point : cse_abstract {
    property id;
    property parent_id;
    property position;
    property script_version;

    cse_alife_graph_point (string);

    function STATE_Write(net_packet&);

    function init();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function UPDATE_Read(net_packet&);

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function UPDATE_Write(net_packet&);

    function clsid() const;

};

C++ class cse_alife_group_abstract {
};

C++ class cse_alife_helicopter : cse_alife_dynamic_object_visual,cse_motion,cse_ph_skeleton {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_helicopter (string);

    function used_ai_locations() const;

    function can_save() const;

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function on_register();

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function keep_saved_data_anyway() const;

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function interactive() const;

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function on_spawn();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function visible_for_map() const;
    function visible_for_map(boolean);

};

C++ class cse_alife_human_abstract : cse_alife_trader_abstract,cse_alife_monster_abstract {
    property group;
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_smart_terrain_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;
    property squad;
    property team;

    cse_alife_human_abstract (string);

    function on_register();

    function brain(cse_alife_monster_abstract*);
    function brain(cse_alife_human_abstract*);

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function g_squad();

    function switch_offline();

    function clsid() const;

    function STATE_Write(net_packet&);

    function init();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function profile_name(cse_alife_trader_abstract*);

    function name(const cse_abstract*);

    function keep_saved_data_anyway() const;

    function on_death(cse_abstract*);

    function clear_smart_terrain(cse_alife_monster_abstract*);

    function community() const;

    function switch_online();

    function set_rank(number);

    function visible_for_map() const;
    function visible_for_map(boolean);

    function g_group();

    function alive() const;

    function used_ai_locations() const;

    function on_spawn();

    function smart_terrain_task_deactivate(cse_alife_monster_abstract*);

    function on_before_register();

    function current_level_travel_speed(cse_alife_monster_abstract*);
    function current_level_travel_speed(cse_alife_monster_abstract*, number);

    function health() const;

    function STATE_Read(net_packet&, number);

    function smart_terrain_id(cse_alife_monster_abstract*);

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function reputation();

    function g_team();

    function can_save() const;

    function move_offline() const;
    function move_offline(boolean);

    function o_torso(cse_alife_creature_abstract*);

    function travel_speed(cse_alife_monster_abstract*);
    function travel_speed(cse_alife_monster_abstract*, number);

    function interactive() const;

    function update();

    function smart_terrain_task_activate(cse_alife_monster_abstract*);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function rank();

};

C++ class cse_alife_human_stalker : cse_alife_human_abstract,cse_ph_skeleton {
    property group;
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_smart_terrain_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;
    property squad;
    property team;

    cse_alife_human_stalker (string);

    function on_register();

    function brain(cse_alife_monster_abstract*);
    function brain(cse_alife_human_abstract*);

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function smart_terrain_id(cse_alife_monster_abstract*);

    function switch_offline();

    function clsid() const;

    function STATE_Write(net_packet&);

    function init();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function profile_name(cse_alife_trader_abstract*);

    function name(const cse_abstract*);

    function keep_saved_data_anyway() const;

    function on_death(cse_abstract*);

    function used_ai_locations() const;

    function community() const;

    function switch_online();

    function set_rank(number);

    function visible_for_map() const;
    function visible_for_map(boolean);

    function on_unregister();

    function alive() const;

    function on_before_register();

    function smart_terrain_task_activate(cse_alife_monster_abstract*);

    function smart_terrain_task_deactivate(cse_alife_monster_abstract*);

    function update();

    function current_level_travel_speed(cse_alife_monster_abstract*);
    function current_level_travel_speed(cse_alife_monster_abstract*, number);

    function interactive() const;

    function travel_speed(cse_alife_monster_abstract*);
    function travel_speed(cse_alife_monster_abstract*, number);

    function on_spawn();

    function move_offline() const;
    function move_offline(boolean);

    function reputation();

    function can_save() const;

    function g_team();

    function clear_smart_terrain(cse_alife_monster_abstract*);

    function o_torso(cse_alife_creature_abstract*);

    function STATE_Read(net_packet&, number);

    function health() const;

    function g_squad();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function g_group();

    function rank();

};

C++ class cse_alife_inventory_item {
};

C++ class cse_alife_item : cse_alife_dynamic_object_visual,cse_alife_inventory_item {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_item (string);

    function used_ai_locations() const;

    function can_save() const;

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function on_register();

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function keep_saved_data_anyway() const;

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function interactive() const;

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function on_spawn();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function visible_for_map() const;
    function visible_for_map(boolean);

};

C++ class cse_alife_item_ammo : cse_alife_item {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_item_ammo (string);

    function on_before_register();

    function on_register();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function bfUseful();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function can_save() const;

    function STATE_Write(net_packet&);

    function move_offline() const;
    function move_offline(boolean);

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function on_spawn();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function used_ai_locations() const;

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function switch_online();

};

C++ class cse_alife_item_artefact : cse_alife_item {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_item_artefact (string);

    function on_before_register();

    function on_register();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function bfUseful();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function can_save() const;

    function STATE_Write(net_packet&);

    function move_offline() const;
    function move_offline(boolean);

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function on_spawn();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function used_ai_locations() const;

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function switch_online();

};

C++ class cse_alife_item_bolt : cse_alife_item {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_item_bolt (string);

    function on_before_register();

    function on_register();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function bfUseful();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function can_save() const;

    function STATE_Write(net_packet&);

    function move_offline() const;
    function move_offline(boolean);

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function on_spawn();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function used_ai_locations() const;

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function switch_online();

};

C++ class cse_alife_item_custom_outfit : cse_alife_item {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_item_custom_outfit (string);

    function on_before_register();

    function on_register();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function bfUseful();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function can_save() const;

    function STATE_Write(net_packet&);

    function move_offline() const;
    function move_offline(boolean);

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function on_spawn();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function used_ai_locations() const;

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function switch_online();

};

C++ class cse_alife_item_detector : cse_alife_item {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_item_detector (string);

    function on_before_register();

    function on_register();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function bfUseful();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function can_save() const;

    function STATE_Write(net_packet&);

    function move_offline() const;
    function move_offline(boolean);

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function on_spawn();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function used_ai_locations() const;

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function switch_online();

};

C++ class cse_alife_item_document : cse_alife_item {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_item_document (string);

    function on_before_register();

    function on_register();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function bfUseful();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function can_save() const;

    function STATE_Write(net_packet&);

    function move_offline() const;
    function move_offline(boolean);

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function on_spawn();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function used_ai_locations() const;

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function switch_online();

};

C++ class cse_alife_item_explosive : cse_alife_item {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_item_explosive (string);

    function on_before_register();

    function on_register();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function bfUseful();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function can_save() const;

    function STATE_Write(net_packet&);

    function move_offline() const;
    function move_offline(boolean);

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function on_spawn();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function used_ai_locations() const;

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function switch_online();

};

C++ class cse_alife_item_grenade : cse_alife_item {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_item_grenade (string);

    function on_before_register();

    function on_register();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function bfUseful();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function can_save() const;

    function STATE_Write(net_packet&);

    function move_offline() const;
    function move_offline(boolean);

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function on_spawn();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function used_ai_locations() const;

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function switch_online();

};

C++ class cse_alife_item_pda : cse_alife_item {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_item_pda (string);

    function on_before_register();

    function on_register();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function bfUseful();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function can_save() const;

    function STATE_Write(net_packet&);

    function move_offline() const;
    function move_offline(boolean);

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function on_spawn();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function used_ai_locations() const;

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function switch_online();

};

C++ class cse_alife_item_torch : cse_alife_item {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_item_torch (string);

    function on_before_register();

    function on_register();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function bfUseful();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function can_save() const;

    function STATE_Write(net_packet&);

    function move_offline() const;
    function move_offline(boolean);

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function on_spawn();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function used_ai_locations() const;

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function switch_online();

};

C++ class cse_alife_item_weapon : cse_alife_item {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_item_weapon (string);

    function on_before_register();

    function on_register();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function bfUseful();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function can_save() const;

    function STATE_Write(net_packet&);

    function move_offline() const;
    function move_offline(boolean);

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function on_spawn();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function used_ai_locations() const;

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function switch_online();

};

C++ class cse_alife_item_weapon_magazined : cse_alife_item_weapon {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_item_weapon_magazined (string);

    function on_before_register();

    function on_register();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function switch_online();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function on_spawn();

    function STATE_Write(net_packet&);

    function keep_saved_data_anyway() const;

    function init();

    function used_ai_locations() const;

    function interactive() const;

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function bfUseful();

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function can_save() const;

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function move_offline() const;
    function move_offline(boolean);

};

C++ class cse_alife_item_weapon_magazined_w_gl : cse_alife_item_weapon_magazined {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_item_weapon_magazined_w_gl (string);

    function used_ai_locations() const;

    function switch_online();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function move_offline() const;
    function move_offline(boolean);

    function visible_for_map() const;
    function visible_for_map(boolean);

    function on_register();

    function STATE_Write(net_packet&);

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function init();

    function can_save() const;

    function name(const cse_abstract*);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function bfUseful();

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function on_before_register();

    function on_spawn();

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function keep_saved_data_anyway() const;

};

C++ class cse_alife_item_weapon_shotgun : cse_alife_item_weapon {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_item_weapon_shotgun (string);

    function on_before_register();

    function on_register();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function switch_online();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function on_spawn();

    function STATE_Write(net_packet&);

    function keep_saved_data_anyway() const;

    function init();

    function used_ai_locations() const;

    function interactive() const;

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function bfUseful();

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function can_save() const;

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function move_offline() const;
    function move_offline(boolean);

};

C++ class cse_alife_level_changer : cse_alife_space_restrictor {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_level_changer (string);

    function used_ai_locations() const;

    function can_save() const;

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function on_register();

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function keep_saved_data_anyway() const;

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function interactive() const;

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function on_spawn();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function visible_for_map() const;
    function visible_for_map(boolean);

};

C++ class cse_alife_monster_abstract : cse_alife_creature_abstract,cse_alife_schedulable {
    property group;
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_smart_terrain_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;
    property squad;
    property team;

    cse_alife_monster_abstract (string);

    function on_register();

    function update();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function g_squad();

    function switch_offline();

    function clsid() const;

    function STATE_Write(net_packet&);

    function init();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function keep_saved_data_anyway() const;

    function on_death(cse_abstract*);

    function move_offline() const;
    function move_offline(boolean);

    function switch_online();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function alive() const;

    function interactive() const;

    function travel_speed(cse_alife_monster_abstract*);
    function travel_speed(cse_alife_monster_abstract*, number);

    function smart_terrain_task_deactivate(cse_alife_monster_abstract*);

    function smart_terrain_task_activate(cse_alife_monster_abstract*);

    function current_level_travel_speed(cse_alife_monster_abstract*);
    function current_level_travel_speed(cse_alife_monster_abstract*, number);

    function brain(cse_alife_monster_abstract*);

    function clear_smart_terrain(cse_alife_monster_abstract*);

    function used_ai_locations() const;

    function smart_terrain_id(cse_alife_monster_abstract*);

    function on_unregister();

    function can_save() const;

    function g_team();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function o_torso(cse_alife_creature_abstract*);

    function STATE_Read(net_packet&, number);

    function health() const;

    function on_before_register();

    function on_spawn();

    function UPDATE_Write(net_packet&);

    function g_group();

    function rank();

};

C++ class cse_alife_monster_base : cse_alife_monster_abstract,cse_ph_skeleton {
    property group;
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_smart_terrain_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;
    property squad;
    property team;

    cse_alife_monster_base (string);

    function can_save() const;

    function brain(cse_alife_monster_abstract*);

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function smart_terrain_id(cse_alife_monster_abstract*);

    function switch_offline();

    function clsid() const;

    function STATE_Write(net_packet&);

    function init();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function keep_saved_data_anyway() const;

    function on_death(cse_abstract*);

    function clear_smart_terrain(cse_alife_monster_abstract*);

    function switch_online();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function alive() const;

    function used_ai_locations() const;

    function g_group();

    function smart_terrain_task_deactivate(cse_alife_monster_abstract*);

    function g_squad();

    function current_level_travel_speed(cse_alife_monster_abstract*);
    function current_level_travel_speed(cse_alife_monster_abstract*, number);

    function on_spawn();

    function on_before_register();

    function health() const;

    function STATE_Read(net_packet&, number);

    function move_offline() const;
    function move_offline(boolean);

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function g_team();

    function on_register();

    function o_torso(cse_alife_creature_abstract*);

    function travel_speed(cse_alife_monster_abstract*);
    function travel_speed(cse_alife_monster_abstract*, number);

    function interactive() const;

    function update();

    function smart_terrain_task_activate(cse_alife_monster_abstract*);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function rank();

};

C++ class cse_alife_monster_rat : cse_alife_monster_abstract,cse_alife_inventory_item {
    property group;
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_smart_terrain_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;
    property squad;
    property team;

    cse_alife_monster_rat (string);

    function can_save() const;

    function brain(cse_alife_monster_abstract*);

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function smart_terrain_id(cse_alife_monster_abstract*);

    function switch_offline();

    function clsid() const;

    function STATE_Write(net_packet&);

    function init();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function keep_saved_data_anyway() const;

    function on_death(cse_abstract*);

    function clear_smart_terrain(cse_alife_monster_abstract*);

    function switch_online();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function alive() const;

    function used_ai_locations() const;

    function g_group();

    function smart_terrain_task_deactivate(cse_alife_monster_abstract*);

    function g_squad();

    function current_level_travel_speed(cse_alife_monster_abstract*);
    function current_level_travel_speed(cse_alife_monster_abstract*, number);

    function on_spawn();

    function on_before_register();

    function health() const;

    function STATE_Read(net_packet&, number);

    function move_offline() const;
    function move_offline(boolean);

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function g_team();

    function on_register();

    function o_torso(cse_alife_creature_abstract*);

    function travel_speed(cse_alife_monster_abstract*);
    function travel_speed(cse_alife_monster_abstract*, number);

    function interactive() const;

    function update();

    function smart_terrain_task_activate(cse_alife_monster_abstract*);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function rank();

};

C++ class cse_alife_monster_zombie : cse_alife_monster_abstract {
    property group;
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_smart_terrain_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;
    property squad;
    property team;

    cse_alife_monster_zombie (string);

    function can_save() const;

    function brain(cse_alife_monster_abstract*);

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function smart_terrain_id(cse_alife_monster_abstract*);

    function switch_offline();

    function clsid() const;

    function STATE_Write(net_packet&);

    function init();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function keep_saved_data_anyway() const;

    function on_death(cse_abstract*);

    function clear_smart_terrain(cse_alife_monster_abstract*);

    function switch_online();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function alive() const;

    function used_ai_locations() const;

    function g_group();

    function smart_terrain_task_deactivate(cse_alife_monster_abstract*);

    function g_squad();

    function current_level_travel_speed(cse_alife_monster_abstract*);
    function current_level_travel_speed(cse_alife_monster_abstract*, number);

    function on_spawn();

    function on_before_register();

    function health() const;

    function STATE_Read(net_packet&, number);

    function move_offline() const;
    function move_offline(boolean);

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function g_team();

    function on_register();

    function o_torso(cse_alife_creature_abstract*);

    function travel_speed(cse_alife_monster_abstract*);
    function travel_speed(cse_alife_monster_abstract*, number);

    function interactive() const;

    function update();

    function smart_terrain_task_activate(cse_alife_monster_abstract*);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function rank();

};

C++ class cse_alife_mounted_weapon : cse_alife_dynamic_object_visual {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_mounted_weapon (string);

    function used_ai_locations() const;

    function can_save() const;

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function on_register();

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function keep_saved_data_anyway() const;

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function interactive() const;

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function on_spawn();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function visible_for_map() const;
    function visible_for_map(boolean);

};

C++ class cse_alife_object : cse_abstract {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_object (string);

    function visible_for_map() const;
    function visible_for_map(boolean);

    function STATE_Write(net_packet&);

    function move_offline() const;
    function move_offline(boolean);

    function init();

    function used_ai_locations() const;

    function can_save() const;

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function UPDATE_Read(net_packet&);

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function interactive() const;

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function can_switch_online() const;
    function can_switch_online(boolean);

    function clsid() const;

};

C++ class cse_alife_object_breakable : cse_alife_dynamic_object_visual {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_object_breakable (string);

    function used_ai_locations() const;

    function can_save() const;

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function on_register();

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function keep_saved_data_anyway() const;

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function interactive() const;

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function on_spawn();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function visible_for_map() const;
    function visible_for_map(boolean);

};

C++ class cse_alife_object_climable : cse_shape,cse_abstract {
    property id;
    property parent_id;
    property position;
    property script_version;

    cse_alife_object_climable (string);

    function STATE_Write(net_packet&);

    function init();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function UPDATE_Read(net_packet&);

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function UPDATE_Write(net_packet&);

    function clsid() const;

};

C++ class cse_alife_object_hanging_lamp : cse_alife_dynamic_object_visual,cse_ph_skeleton {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_object_hanging_lamp (string);

    function used_ai_locations() const;

    function can_save() const;

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function on_register();

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function keep_saved_data_anyway() const;

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function interactive() const;

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function on_spawn();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function visible_for_map() const;
    function visible_for_map(boolean);

};

C++ class cse_alife_object_physic : cse_alife_dynamic_object_visual,cse_ph_skeleton {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_object_physic (string);

    function used_ai_locations() const;

    function can_save() const;

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function on_register();

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function keep_saved_data_anyway() const;

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function interactive() const;

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function on_spawn();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function visible_for_map() const;
    function visible_for_map(boolean);

};

C++ class cse_alife_object_projector : cse_alife_dynamic_object_visual {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_object_projector (string);

    function used_ai_locations() const;

    function can_save() const;

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function on_register();

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function keep_saved_data_anyway() const;

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function interactive() const;

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function on_spawn();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function visible_for_map() const;
    function visible_for_map(boolean);

};

C++ class cse_alife_online_offline_group : cse_alife_dynamic_object,cse_alife_schedulable {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_online_offline_group (string);

    function on_before_register();

    function switch_online();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function name(const cse_abstract*);

    function visible_for_map() const;
    function visible_for_map(boolean);

    function STATE_Write(net_packet&);

    function can_save() const;

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function used_ai_locations() const;

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function on_spawn();

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function move_offline() const;
    function move_offline(boolean);

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function on_register();

};

C++ class cse_alife_ph_skeleton_object : cse_alife_dynamic_object_visual,cse_ph_skeleton {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_ph_skeleton_object (string);

    function used_ai_locations() const;

    function can_save() const;

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function on_register();

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function keep_saved_data_anyway() const;

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function interactive() const;

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function on_spawn();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function visible_for_map() const;
    function visible_for_map(boolean);

};

C++ class cse_alife_psydog_phantom : cse_alife_monster_base {
    property group;
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_smart_terrain_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;
    property squad;
    property team;

    cse_alife_psydog_phantom (string);

    function can_save() const;

    function brain(cse_alife_monster_abstract*);

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function g_squad();

    function switch_offline();

    function clsid() const;

    function STATE_Write(net_packet&);

    function init();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function keep_saved_data_anyway() const;

    function on_death(cse_abstract*);

    function used_ai_locations() const;

    function switch_online();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function alive() const;

    function on_before_register();

    function on_unregister();

    function smart_terrain_task_deactivate(cse_alife_monster_abstract*);

    function move_offline() const;
    function move_offline(boolean);

    function current_level_travel_speed(cse_alife_monster_abstract*);
    function current_level_travel_speed(cse_alife_monster_abstract*, number);

    function smart_terrain_task_activate(cse_alife_monster_abstract*);

    function update();

    function interactive() const;

    function travel_speed(cse_alife_monster_abstract*);
    function travel_speed(cse_alife_monster_abstract*, number);

    function clear_smart_terrain(cse_alife_monster_abstract*);

    function on_register();

    function g_team();

    function smart_terrain_id(cse_alife_monster_abstract*);

    function o_torso(cse_alife_creature_abstract*);

    function STATE_Read(net_packet&, number);

    function health() const;

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function on_spawn();

    function UPDATE_Write(net_packet&);

    function g_group();

    function rank();

};

C++ class cse_alife_schedulable : ipure_schedulable_object {
};

C++ class cse_alife_smart_zone : cse_alife_space_restrictor,cse_alife_schedulable {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_smart_zone (string);

    function used_ai_locations() const;

    function detect_probability();

    function smart_touch(cse_alife_monster_abstract*);

    function switch_online();

    function can_save() const;

    function update();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function unregister_npc(cse_alife_monster_abstract*);

    function switch_offline();

    function register_npc(cse_alife_monster_abstract*);

    function suitable(cse_alife_monster_abstract*) const;

    function clsid() const;

    function task(cse_alife_monster_abstract*);

    function on_register();

    function enabled(cse_alife_monster_abstract*) const;

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function keep_saved_data_anyway() const;

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function interactive() const;

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function on_spawn();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function visible_for_map() const;
    function visible_for_map(boolean);

};

C++ class cse_alife_space_restrictor : cse_alife_dynamic_object,cse_shape {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_space_restrictor (string);

    function on_before_register();

    function switch_online();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function name(const cse_abstract*);

    function visible_for_map() const;
    function visible_for_map(boolean);

    function STATE_Write(net_packet&);

    function can_save() const;

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function used_ai_locations() const;

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function on_spawn();

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function move_offline() const;
    function move_offline(boolean);

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function on_register();

};

C++ class cse_alife_team_base_zone : cse_alife_space_restrictor {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_team_base_zone (string);

    function used_ai_locations() const;

    function can_save() const;

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function on_register();

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function keep_saved_data_anyway() const;

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function interactive() const;

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function on_spawn();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function visible_for_map() const;
    function visible_for_map(boolean);

};

C++ class cse_torrid_zone : cse_custom_zone,cse_motion {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_torrid_zone (string);

    function used_ai_locations() const;

    function can_save() const;

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function on_register();

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function keep_saved_data_anyway() const;

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function interactive() const;

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function on_spawn();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function visible_for_map() const;
    function visible_for_map(boolean);

};

C++ class cse_alife_trader : cse_alife_dynamic_object_visual,cse_alife_trader_abstract {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_alife_trader (string);

    function used_ai_locations() const;

    function community() const;

    function can_save() const;

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function visible_for_map() const;
    function visible_for_map(boolean);

    function keep_saved_data_anyway() const;

    function clsid() const;

    function interactive() const;

    function on_register();

    function switch_online();

    function STATE_Write(net_packet&);

    function on_before_register();

    function init();

    function reputation();

    function move_offline() const;
    function move_offline(boolean);

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function profile_name(cse_alife_trader_abstract*);

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function on_spawn();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function rank();

};

C++ class cse_alife_trader_abstract {
    function profile_name(cse_alife_trader_abstract*);

    function reputation();

    function rank();

    function community() const;

};

C++ class cse_zone_visual : cse_anomalous_zone,cse_visual {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_zone_visual (string);

    function on_before_register();

    function on_register();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function visible_for_map() const;
    function visible_for_map(boolean);

    function can_save() const;

    function STATE_Write(net_packet&);

    function move_offline() const;
    function move_offline(boolean);

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function on_spawn();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function name(const cse_abstract*);

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function used_ai_locations() const;

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function switch_online();

};

C++ class cse_abstract : cpure_server_object {
    property id;
    property parent_id;
    property position;
    property script_version;

    function UPDATE_Read(net_packet&);

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function UPDATE_Write(net_packet&);

    function STATE_Write(net_packet&);

    function clsid() const;

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

};

C++ class CSE_AbstractVisual : cse_visual,cse_abstract {
    property id;
    property parent_id;
    property position;
    property script_version;

    CSE_AbstractVisual (string);

    function STATE_Write(net_packet&);

    function init();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function UPDATE_Read(net_packet&);

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function UPDATE_Write(net_packet&);

    function getStartupAnimation();

    function clsid() const;

};

C++ class cse_motion {
};

C++ class cse_ph_skeleton {
};

C++ class cse_shape {
};

C++ class cse_smart_cover : cse_alife_dynamic_object {
    property id;
    property m_game_vertex_id;
    property m_level_vertex_id;
    property m_story_id;
    property online;
    property parent_id;
    property position;
    property script_version;

    cse_smart_cover (string);

    function on_before_register();

    function switch_online();

    function can_switch_online() const;
    function can_switch_online(boolean);

    function UPDATE_Read(net_packet&);

    function switch_offline();

    function clsid() const;

    function name(const cse_abstract*);

    function visible_for_map() const;
    function visible_for_map(boolean);

    function STATE_Write(net_packet&);

    function can_save() const;

    function init();

    function can_switch_offline() const;
    function can_switch_offline(boolean);

    function used_ai_locations() const;

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function on_spawn();

    function STATE_Read(net_packet&, number);

    function interactive() const;

    function move_offline() const;
    function move_offline(boolean);

    function keep_saved_data_anyway() const;

    function UPDATE_Write(net_packet&);

    function on_unregister();

    function on_register();

};

C++ class cse_spectator : cse_abstract {
    property id;
    property parent_id;
    property position;
    property script_version;

    cse_spectator (string);

    function STATE_Write(net_packet&);

    function init();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function UPDATE_Read(net_packet&);

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function UPDATE_Write(net_packet&);

    function clsid() const;

};

C++ class cse_temporary : cse_abstract {
    property id;
    property parent_id;
    property position;
    property script_version;

    cse_temporary (string);

    function STATE_Write(net_packet&);

    function init();

    function spawn_ini(cse_abstract*);

    function section_name(const cse_abstract*);

    function UPDATE_Read(net_packet&);

    function STATE_Read(net_packet&, number);

    function name(const cse_abstract*);

    function UPDATE_Write(net_packet&);

    function clsid() const;

};

C++ class cse_visual {
};

C++ class CSavedGameWrapper {
    CSavedGameWrapper (string);

    function level_name() const;

    function level_id() const;

    function game_time(const CSavedGameWrapper*);

    function actor_health() const;

};

C++ class CScope : CGameObject {
    CScope ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class cond {
    const act_end = 128;
    const anim_end = 4;
    const look_end = 2;
    const move_end = 1;
    const object_end = 32;
    const sound_end = 8;
    const time_end = 64;

    cond ();
    cond (number);
    cond (number, double);

};

C++ class anim {
    const attack = 7;
    const capture_prepare = 1;
    const danger = 0;
    const eat = 4;
    const free = 1;
    const lie_idle = 3;
    const look_around = 8;
    const panic = 2;
    const rest = 6;
    const sit_idle = 2;
    const sleep = 5;
    const stand_idle = 0;
    const turn = 9;

    anim ();
    anim (string);
    anim (string, boolean);
    anim (enum MonsterSpace::EMentalState);
    anim (enum MonsterSpace::EScriptMonsterAnimAction, number);

    function completed();

    function type(enum MonsterSpace::EMentalState);

    function anim(string);

};

C++ class object_binder {
    property object;

    object_binder (game_object*);

    function save(net_packet*);

    function update(number);

    function reload(string);

    function net_export(net_packet*);

    function net_save_relevant();

    function load(reader*);

    function net_destroy();

    function reinit();

    function net_Relcase(game_object*);

    function net_spawn(cse_alife_object*);

    function net_import(net_packet*);

};

C++ class effector {
    effector (number, number);

    function start(effector*);

    function process(effector_params*);

    function finish(effector*);

};

C++ class entity_action {
    entity_action ();
    entity_action (const entity_action*);

    function set_action(move&);
    function set_action(look&);
    function set_action(anim&);
    function set_action(sound&);
    function set_action(particle&);
    function set_action(object&);
    function set_action(cond&);
    function set_action(act&);

    function move() const;

    function particle() const;

    function completed();

    function object() const;

    function all();

    function time();

    function look() const;

    function sound() const;

    function anim() const;

};

C++ class game_object {
    const action_type_count = 6;
    const animation = 2;
    const dialog_pda_msg = 0;
    const dummy = -1;
    const enemy = 2;
    const friend = 0;
    const game_path = 0;
    const info_pda_msg = 1;
    const level_path = 1;
    const movement = 0;
    const neutral = 1;
    const no_path = 3;
    const no_pda_msg = 2;
    const object = 5;
    const particle = 4;
    const patrol_path = 2;
    const relation_attack = 1;
    const relation_fight_help_human = 2;
    const relation_fight_help_monster = 4;
    const relation_kill = 0;
    const sound = 3;
    const watch = 1;

    property health;
    property morale;
    property power;
    property psy_health;
    property radiation;

    function memory_time(const game_object&);

    function dont_has_info(string);

    function max_ignore_monster_distance(const number&);
    function max_ignore_monster_distance() const;

    function best_item();

    function disable_info_portion(string);

    function add_animation(string, boolean, boolean);
    function add_animation(string, boolean, vector, vector, boolean);

    function get_script() const;

    function detail_path_type() const;

    function buy_supplies(ini_file*, string);

    function sound_voice_prefix() const;

    function use_smart_covers_only() const;
    function use_smart_covers_only(boolean);

    function get_start_dialog();

    function memory_visible_objects() const;

    function who_hit_name();

    function lookout_max_time(number);
    function lookout_max_time() const;

    function in_current_loophole_fov(vector) const;

    function disable_trade();

    function active_item();

    function mental_state() const;

    function set_start_dialog(string);

    function can_throw_grenades() const;
    function can_throw_grenades(boolean);

    function set_enemy(game_object*);

    function set_smart_cover_target_default(boolean);

    function get_physics_object();

    function switch_to_talk();

    function idle_max_time(number);
    function idle_max_time() const;

    function base_out_restrictions();

    function weapon_is_scope();

    function iterate_inventory_box(function<void>, object);

    function set_smart_cover_target_selector(function<void>);
    function set_smart_cover_target_selector(function<void>, object);
    function set_smart_cover_target_selector();

    function debug_planner(const action_planner*);

    function best_weapon();

    function active_slot();

    function who_hit_section_name();

    function inventory_for_each(const function<void>&);

    function disable_talk();

    function game_vertex_id() const;

    function set_previous_point(number);

    function set_item(enum MonsterSpace::EObjectAction);
    function set_item(enum MonsterSpace::EObjectAction, game_object*);
    function set_item(enum MonsterSpace::EObjectAction, game_object*, number);
    function set_item(enum MonsterSpace::EObjectAction, game_object*, number, number);

    function set_smart_cover_target_fire();

    function set_community_goodwill(string, number);

    function command(const entity_action*, boolean);

    function set_condition(number);

    function active_zone_contact(number);

    function set_smart_cover_target_lookout();

    function action_count() const;

    function berserk();

    function get_dest_smart_cover();

    function set_range(number);

    function restore_sound_threshold();

    function object_count() const;

    function is_talk_enabled();

    function animation_slot() const;

    function get_current_direction();

    function action() const;

    function give_talk_message(string, string, string);

    function not_yet_visible_objects() const;

    function set_mental_state(enum MonsterSpace::EMentalState);

    function accessible_nearest(const vector&, vector&);

    function reset_action_queue();

    function script(boolean, string);

    function set_actor_direction(number);

    function drop_item(game_object*);

    function add_restrictions(string, string);

    function get_monster_hit_info();

    function memory_hit_objects() const;

    function bind_object(object_binder*);

    function weapon_silencer_status();

    function binded_object();

    function give_talk_message2(string, string, string, string);

    function set_fastcall(const function<boolean>&, object);

    function level_vertex_id() const;

    function set_start_point(number);

    function set_fov(number);

    function set_path_type(enum MovementManager::EPathType);

    function weapon_strapped() const;

    function get_ammo_total() const;

    function best_danger();

    function restore_max_ignore_monster_distance();

    function set_collision_off(boolean);

    function enable_memory_object(game_object*, boolean);

    function lookout_min_time(number);
    function lookout_min_time() const;

    function get_current_outfit() const;

    function get_sound_info();

    function disable_inv_upgrade();

    function memory_sound_objects() const;

    function activate_slot(number);

    function get_hanging_lamp();

    function enable_inv_upgrade();

    function set_smart_cover_target_idle();

    function invulnerable() const;
    function invulnerable(boolean);

    function movement_type() const;

    function explode(number);

    function remove_home();

    function condition() const;

    function switch_to_trade();

    function set_dest_level_vertex_id(number);

    function allow_sprint(boolean);

    function eat(game_object*);

    function clsid() const;

    function get_task(string, boolean);

    function get_script_name() const;

    function set_sympathy(number);

    function sympathy();

    function spawn_ini() const;

    function drop_item_and_teleport(game_object*, vector);

    function get_campfire();

    function get_current_holder();

    function set_body_state(enum MonsterSpace::EBodyState);

    function in_loophole_fov(string, string, vector) const;

    function set_invisible(boolean);

    function in_smart_cover() const;

    function has_info(string);

    function set_enemy_callback();
    function set_enemy_callback(const function<boolean>&);
    function set_enemy_callback(const function<boolean>&, object);

    function play_sound(number);
    function play_sound(number, number);
    function play_sound(number, number, number);
    function play_sound(number, number, number, number);
    function play_sound(number, number, number, number, number);
    function play_sound(number, number, number, number, number, number);

    function set_character_community(string, number, number);

    function get_actor_relation_flags() const;

    function disable_anomaly();

    function motivation_action_manager(game_object*);

    function bone_position(string) const;

    function object(string);
    function object(number);

    function fov() const;

    function set_default_panic_threshold();

    function set_actor_relation_flags(flags32);

    function get_bleeding() const;

    function hide_weapon();

    function is_body_turning() const;

    function marked_dropped(game_object*);

    function set_character_rank(number);

    function patrol_path_make_inactual();

    function fake_death_stand_up();

    function character_rank();

    function remove_sound(number);

    function set_detail_path_type(enum DetailPathManager::EDetailPathType);

    function extrapolate_length() const;
    function extrapolate_length(number);

    function weapon_scope_status();

    function weapon_is_grenadelauncher();

    function set_capture_anim(game_object*, string, const vector&, number);

    function character_icon();

    function patrol();

    function story_id() const;

    function in_restrictions();

    function visibility_threshold() const;

    function sniper_update_rate(boolean);
    function sniper_update_rate() const;

    function section() const;

    function get_current_point_index();

    function set_alien_control(boolean);

    function set_patrol_path(string, enum PatrolPathManager::EPatrolStartType, enum PatrolPathManager::EPatrolRouteType, boolean);

    function special_danger_move(boolean);
    function special_danger_move();

    function make_item_active(game_object*);

    function set_const_force(const vector&, number, number);

    function sell_condition(ini_file*, string);
    function sell_condition(number, number);

    function change_team(number, number, number);

    function set_trader_sound(string, string);

    function direction() const;

    function kill(game_object*);

    function cost() const;

    function body_state() const;

    function skip_transfer_enemy(boolean);

    function see(const game_object*);
    function see(string);

    function info_add(string);

    function take_items_enabled(boolean);
    function take_items_enabled() const;

    function set_sight(enum SightManager::ESightType, const vector*, number);
    function set_sight(enum SightManager::ESightType, boolean, boolean);
    function set_sight(enum SightManager::ESightType, const vector&, boolean);
    function set_sight(enum SightManager::ESightType, const vector*);
    function set_sight(game_object*);
    function set_sight(game_object*, boolean);
    function set_sight(game_object*, boolean, boolean);
    function set_sight(game_object*, boolean, boolean, boolean);

    function remove_restrictions(string, string);

    function get_holder_class();

    function money();

    function enable_talk();

    function set_task_state(enum ETaskState, string);

    function add_sound(string, number, enum ESoundTypes, number, number, number);
    function add_sound(string, number, enum ESoundTypes, number, number, number, string);

    function max_health() const;

    function restore_ignore_monster_threshold();

    function set_queue_size(number);

    function restore_weapon();

    function start_particles(string, string);

    function enable_vision(boolean);

    function alive() const;

    function target_movement_type() const;

    function target_body_state() const;

    function head_orientation() const;

    function stop_particles(string, string);

    function inside(const vector&, number) const;
    function inside(const vector&) const;

    function is_level_changer_enabled();

    function set_actor_position(vector);

    function unregister_in_combat();

    function remove_all_restrictions();

    function enable_level_changer(boolean);

    function actor_look_at_point(vector);

    function aim_bone_id(string);
    function aim_bone_id() const;

    function active_sound_count();
    function active_sound_count(boolean);

    function weapon_unstrapped() const;

    function aim_time(game_object*, number);
    function aim_time(game_object*);

    function item_in_slot(number) const;

    function get_artefact();

    function is_trade_enabled();

    function set_sound_mask(number);

    function community_goodwill(string);

    function vision_enabled() const;

    function critically_wounded();

    function fake_death_fall_down();

    function mark_item_dropped(game_object*);

    function ignore_monster_threshold(number);
    function ignore_monster_threshold() const;

    function get_current_outfit_protection(number);

    function attachable_item_enabled() const;

    function sight_params();

    function unload_magazine();

    function sniper_fire_mode(boolean);
    function sniper_fire_mode() const;

    function set_smart_cover_target_fire_no_lookout();

    function wounded() const;
    function wounded(boolean);

    function location_on_path(number, vector*);

    function sound_prefix() const;
    function sound_prefix(string);

    function show_condition(ini_file*, string);

    function buy_condition(ini_file*, string);
    function buy_condition(number, number);

    function make_object_visible_somewhen(game_object*);

    function jump(const vector&, number);

    function stop_talk();

    function profile_name();

    function is_inv_box_empty();

    function info_clear();

    function set_level_changer_invitation(string);

    function run_talk_dialog(game_object*, boolean);

    function set_nonscript_usable(boolean);

    function set_custom_panic_threshold(number);

    function set_tip_text_default();

    function set_tip_text(string);

    function get_physics_shell() const;

    function is_talking();

    function get_car();

    function safe_cover(const vector&, number, number);

    function clear_animations();

    function apply_loophole_direction_distance(number);
    function apply_loophole_direction_distance() const;

    function get_anomaly_power();

    function set_relation(enum ALife::ERelationType, game_object*);

    function out_restrictions();

    function enable_anomaly();

    function enable_attachable_item(boolean);

    function get_task_state(string);

    function change_character_reputation(number);

    function character_reputation();

    function character_name();

    function set_dest_loophole(string);
    function set_dest_loophole();

    function set_dest_smart_cover(string);
    function set_dest_smart_cover();

    function set_trader_global_anim(string);

    function give_info_portion(string);

    function set_home(string, number, number, boolean, number);

    function set_ammo_elapsed(number);

    function general_goodwill(game_object*);

    function change_goodwill(number, game_object*);

    function external_sound_start(string);

    function set_callback(enum GameObject::ECallbackType, const function<void>&);
    function set_callback(enum GameObject::ECallbackType, const function<void>&, object);
    function set_callback(enum GameObject::ECallbackType);

    function get_corpse() const;

    function set_goodwill(number, game_object*);

    function goodwill(game_object*);

    function get_enemy() const;

    function path_type() const;

    function rank();

    function play_cycle(string);
    function play_cycle(string, boolean);

    function set_anomaly_power(number);

    function restore_default_start_dialog();

    function get_enemy_strength() const;

    function set_vis_state(number);

    function get_ammo_in_magazine();

    function range() const;

    function best_enemy();

    function vertex_in_direction(number, vector, number) const;

    function mass() const;

    function center();

    function best_cover(const vector&, const vector&, number, number, number);

    function weapon_grenadelauncher_status();

    function set_desired_position();
    function set_desired_position(const vector*);

    function register_in_combat();

    function weapon_is_silencer();

    function allow_break_talk_dialog(boolean);

    function accuracy() const;

    function is_inv_upgrade_enabled();

    function set_patrol_extrapolate_callback();
    function set_patrol_extrapolate_callback(const function<boolean>&);
    function set_patrol_extrapolate_callback(const function<boolean>&, object);

    function switch_to_upgrade();

    function in_loophole_range(string, string, vector) const;

    function team() const;

    function transfer_money(number, game_object*);

    function give_money(number);

    function transfer_item(game_object*, game_object*);

    function group_throw_time_interval() const;
    function group_throw_time_interval(number);

    function hit(hit*);

    function iterate_inventory(function<void>, object);

    function name() const;

    function movement_enabled(boolean);
    function movement_enabled();

    function enable_trade();

    function squad() const;

    function set_smart_cover_target(vector);
    function set_smart_cover_target(game_object*);
    function set_smart_cover_target();

    function give_task(CGameTask*, number, boolean, number);

    function character_community();

    function group() const;

    function get_info_time(string);

    function can_script_capture() const;

    function set_manual_invisibility(boolean);

    function path_completed() const;

    function base_in_restrictions();

    function give_game_news(string, string, string, number, number);
    function give_game_news(string, string, string, number, number, number);

    function set_trader_head_anim(string);

    function accessible(const vector&);
    function accessible(number);

    function animation_count() const;

    function movement_target_reached();

    function set_desired_direction();
    function set_desired_direction(const vector*);

    function find_best_cover(vector);

    function get_helicopter();

    function suitable_smart_cover(game_object*);

    function parent() const;

    function id() const;

    function in_current_loophole_range(vector) const;

    function set_sound_threshold(number);

    function memory_position(const game_object&);

    function idle_min_time(number);
    function idle_min_time() const;

    function external_sound_stop();

    function death_time() const;

    function target_mental_state() const;

    function relation(game_object*);

    function position() const;

    function action_by_index(number);

    function set_movement_type(enum MonsterSpace::EMovementType);

};

C++ class hit {
    const burn = 0;
    const chemical_burn = 6;
    const dummy = 11;
    const explosion = 7;
    const fire_wound = 8;
    const radiation = 4;
    const shock = 1;
    const strike = 2;
    const telepatic = 5;
    const wound = 3;

    property direction;
    property draftsman;
    property impulse;
    property power;
    property type;

    hit ();
    hit (const hit*);

    function bone(string);

};

C++ class ini_file {
    ini_file (string);

    function line_count(string);

    function r_bool(string, string);

    function section_exist(string);

    function r_float(string, string);

    function r_clsid(string, string);

    function r_s32(string, string);

    function r_line(ini_file*, string, number, string&, string&);

    function r_token(string, string, const token_list&);

    function r_vector(string, string);

    function r_u32(string, string);

    function r_string_wq(string, string);

    function r_string(string, string);

    function line_exist(string, string);

};

C++ class act {
    const attack = 2;
    const eat = 1;
    const panic = 3;
    const rest = 0;

    act ();
    act (enum MonsterSpace::EScriptMonsterGlobalAction);
    act (enum MonsterSpace::EScriptMonsterGlobalAction, game_object*);

};

C++ class MonsterHitInfo {
    property direction;
    property time;
    property who;

};

C++ class move {
    const back = 4;
    const criteria = 2;
    const crouch = 0;
    const curve = 0;
    const curve_criteria = 2;
    const default = 0;
    const dodge = 1;
    const down = 64;
    const drag = 3;
    const force = 1;
    const fwd = 2;
    const handbrake = 128;
    const jump = 4;
    const left = 8;
    const line = 0;
    const none = 1;
    const off = 512;
    const on = 256;
    const right = 16;
    const run = 1;
    const run_fwd = 2;
    const stand = 2;
    const standing = 1;
    const steal = 5;
    const up = 32;
    const walk = 0;
    const walk_bkwd = 1;
    const walk_fwd = 0;

    move ();
    move (enum CScriptMovementAction::EInputKeys);
    move (enum CScriptMovementAction::EInputKeys, number);
    move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, game_object*);
    move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, game_object*, number);
    move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, patrol*);
    move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, patrol*, number);
    move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, vector*);
    move (enum MonsterSpace::EBodyState, enum MonsterSpace::EMovementType, enum DetailPathManager::EDetailPathType, vector*, number);
    move (vector*, number);
    move (enum MonsterSpace::EScriptMonsterMoveAction, vector*);
    move (enum MonsterSpace::EScriptMonsterMoveAction, patrol*);
    move (enum MonsterSpace::EScriptMonsterMoveAction, game_object*);
    move (enum MonsterSpace::EScriptMonsterMoveAction, vector*, number);
    move (enum MonsterSpace::EScriptMonsterMoveAction, number, vector*);
    move (enum MonsterSpace::EScriptMonsterMoveAction, number, vector*, number);
    move (enum MonsterSpace::EScriptMonsterMoveAction, patrol*, number);
    move (enum MonsterSpace::EScriptMonsterMoveAction, game_object*, number);
    move (enum MonsterSpace::EScriptMonsterMoveAction, vector*, number, enum MonsterSpace::EScriptMonsterSpeedParam);
    move (enum MonsterSpace::EScriptMonsterMoveAction, patrol*, number, enum MonsterSpace::EScriptMonsterSpeedParam);
    move (enum MonsterSpace::EScriptMonsterMoveAction, game_object*, number, enum MonsterSpace::EScriptMonsterSpeedParam);

    function completed();

    function path(enum DetailPathManager::EDetailPathType);

    function move(enum MonsterSpace::EMovementType);

    function position(const vector&);

    function input(enum CScriptMovementAction::EInputKeys);

    function patrol(const class CPatrolPath*, class shared_str);

    function object(game_object*);

    function body(enum MonsterSpace::EBodyState);

};

C++ class object {
    const activate = 16;
    const aim1 = 4;
    const aim2 = 5;
    const deactivate = 17;
    const drop = 11;
    const dummy = -1;
    const fire1 = 6;
    const fire2 = 8;
    const hide = 22;
    const idle = 9;
    const reload = 2;
    const reload1 = 2;
    const reload2 = 3;
    const show = 21;
    const strap = 10;
    const switch1 = 0;
    const switch2 = 1;
    const take = 23;
    const turn_off = 20;
    const turn_on = 19;
    const use = 18;

    object ();
    object (game_object*, enum MonsterSpace::EObjectAction);
    object (game_object*, enum MonsterSpace::EObjectAction, number);
    object (enum MonsterSpace::EObjectAction);
    object (string, enum MonsterSpace::EObjectAction);

    function completed();

    function object(string);
    function object(game_object*);

    function action(enum MonsterSpace::EObjectAction);

};

C++ class particle {
    particle ();
    particle (string, string);
    particle (string, string, const particle_params&);
    particle (string, string, const particle_params&, boolean);
    particle (string, const particle_params&);
    particle (string, const particle_params&, boolean);

    function set_velocity(const vector&);

    function set_position(const vector&);

    function set_bone(string);

    function set_angles(const vector&);

    function completed();

    function set_particle(string, boolean);

};

C++ class particles_object {
    particles_object (string);

    function pause_path(boolean);

    function play_at_pos(const vector&);

    function move_to(const vector&, const vector&);

    function looped() const;

    function load_path(string);

    function start_path(boolean);

    function stop();

    function stop_path();

    function stop_deffered();

    function play();

    function playing() const;

};

C++ class rtoken_list {
    rtoken_list ();

    function clear();

    function remove(number);

    function count();

    function get(number);

    function add(string);

};

C++ class sound_object {
    const looped = 1;
    const s2d = 2;
    const s3d = 0;

    property frequency;
    property max_distance;
    property min_distance;
    property volume;

    sound_object (string);
    sound_object (string, enum ESoundTypes);

    function set_position(const vector&);

    function stop_deffered();

    function get_position() const;

    function stop();

    function play_no_feedback(game_object*, number, number, vector, number);

    function play_at_pos(game_object*, const vector&);
    function play_at_pos(game_object*, const vector&, number);
    function play_at_pos(game_object*, const vector&, number, number);

    function attach_tail(string);

    function length();

    function play(game_object*);
    function play(game_object*, number);
    function play(game_object*, number, number);

    function playing() const;

};

C++ class sound {
    const attack = 3;
    const attack_hit = 4;
    const die = 7;
    const eat = 2;
    const idle = 1;
    const panic = 11;
    const steal = 10;
    const take_damage = 5;
    const threaten = 9;

    sound ();
    sound (string, string);
    sound (string, string, const vector&);
    sound (string, string, const vector&, const vector&);
    sound (string, string, const vector&, const vector&, boolean);
    sound (string, vector*);
    sound (string, vector*, const vector&);
    sound (string, vector*, const vector&, boolean);
    sound (sound_object*, string, const vector&);
    sound (sound_object*, string, const vector&, const vector&);
    sound (sound_object*, string, const vector&, const vector&, boolean);
    sound (sound_object*, vector*);
    sound (sound_object*, vector*, const vector&);
    sound (sound_object*, vector*, const vector&, boolean);
    sound (enum MonsterSound::EType);
    sound (enum MonsterSound::EType, number);
    sound (string, string, enum MonsterSpace::EMonsterHeadAnimType);

    function set_sound(string);
    function set_sound(const sound_object&);

    function set_position(const vector&);

    function set_bone(string);

    function set_angles(const vector&);

    function set_sound_type(enum ESoundTypes);

    function completed();

};

C++ class SoundInfo {
    property danger;
    property position;
    property power;
    property time;
    property who;

};

C++ class token_list {
    token_list ();

    function clear();

    function remove(string);

    function name(number);

    function id(string);

    function add(string, number);

};

C++ class look {
    const cur_dir = 0;
    const danger = 5;
    const direction = 2;
    const fire_point = 10;
    const path_dir = 1;
    const point = 3;
    const search = 6;

    look ();
    look (enum SightManager::ESightType);
    look (enum SightManager::ESightType, vector&);
    look (enum SightManager::ESightType, game_object*);
    look (enum SightManager::ESightType, game_object*, string);
    look (const vector&, number, number);
    look (game_object*, number, number);

    function completed();

    function type(enum SightManager::ESightType);

    function object(game_object*);

    function bone(string);

    function direct(const vector&);

};

C++ class CScriptXmlInit {
    CScriptXmlInit ();

    function InitSpinText(string, CUIWindow*);

    function InitTab(string, CUIWindow*);

    function InitStatic(string, CUIWindow*);

    function InitList(string, CUIWindow*);

    function InitTrackBar(string, CUIWindow*);

    function InitSpinFlt(string, CUIWindow*);

    function InitProgressBar(string, CUIWindow*);

    function InitSpinNum(string, CUIWindow*);

    function InitMapList(string, CUIWindow*);

    function ParseFile(string);

    function InitCDkey(string, CUIWindow*);

    function InitAutoStaticGroup(string, CUIWindow*);

    function InitKeyBinding(string, CUIWindow*);

    function InitMMShniaga(string, CUIWindow*);

    function InitWindow(string, number, CUIWindow*);

    function InitEditBox(string, CUIWindow*);

    function InitCheck(string, CUIWindow*);

    function InitScrollView(string, CUIWindow*);

    function InitMPPlayerName(string, CUIWindow*);

    function InitMapInfo(string, CUIWindow*);

    function InitServerList(string, CUIWindow*);

    function Init3tButton(string, CUIWindow*);

    function InitAnimStatic(string, CUIWindow*);

    function InitFrameLine(string, CUIWindow*);

    function InitComboBox(string, CUIWindow*);

    function InitButton(string, CUIWindow*);

    function InitFrame(string, CUIWindow*);

};

C++ class ce_script_zone : DLL_Pure {
    ce_script_zone ();

    function _construct();

};

C++ class CServerList : CUIWindow {
    CServerList ();

    function SetPlayerName(string);

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function SetFilters(SServerFilters&);

    function RefreshList(boolean);

    function SetAutoDelete(boolean);

    function SetSortFunc(string, boolean);

    function NetRadioChanged(boolean);

    function ShowServerInfo();

    function AttachChild(CUIWindow*);

    function RefreshQuick();

    function SetWndPos(vector2);

    function WindowName();

    function ConnectToSelected();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function GetWidth() const;

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function SetWndSize(vector2);

    function IsEnabled();

    function ResetPPMode();

    function Show(boolean);

    function IsAutoDelete();

};

C++ class ce_smart_zone : DLL_Pure {
    ce_smart_zone ();

    function _construct();

};

C++ class CSnork : CGameObject {
    CSnork ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class sound_params {
    property frequency;
    property max_distance;
    property min_distance;
    property position;
    property volume;

};

C++ class CSpaceRestrictor : CGameObject {
    CSpaceRestrictor ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CStalkerOutfit : CGameObject {
    CStalkerOutfit ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class stalker_ids {
    const action_accomplish_task = 7;
    const action_aim_enemy = 16;
    const action_alife_planner = 88;
    const action_anomaly_planner = 90;
    const action_combat_planner = 89;
    const action_communicate_with_customer = 9;
    const action_critically_wounded = 36;
    const action_danger_by_sound_planner = 73;
    const action_danger_grenade_look_around = 85;
    const action_danger_grenade_planner = 72;
    const action_danger_grenade_search = 86;
    const action_danger_grenade_take_cover = 82;
    const action_danger_grenade_take_cover_after_explosion = 84;
    const action_danger_grenade_wait_for_explosion = 83;
    const action_danger_in_direction_detour = 80;
    const action_danger_in_direction_hold_position = 79;
    const action_danger_in_direction_look_out = 78;
    const action_danger_in_direction_planner = 71;
    const action_danger_in_direction_search = 81;
    const action_danger_in_direction_take_cover = 77;
    const action_danger_planner = 91;
    const action_danger_unknown_look_around = 75;
    const action_danger_unknown_planner = 70;
    const action_danger_unknown_search = 76;
    const action_danger_unknown_take_cover = 74;
    const action_dead = 0;
    const action_death_planner = 87;
    const action_detour_enemy = 25;
    const action_dying = 1;
    const action_find_ammo = 15;
    const action_find_item_to_kill = 13;
    const action_gather_items = 2;
    const action_get_distance = 24;
    const action_get_item_to_kill = 12;
    const action_get_ready_to_kill = 17;
    const action_hold_position = 23;
    const action_kill_enemy = 19;
    const action_kill_enemy_if_not_visible = 29;
    const action_kill_if_enemy_critically_wounded = 37;
    const action_kill_if_player_on_the_path = 35;
    const action_kill_wounded_enemy = 33;
    const action_look_out = 22;
    const action_make_item_killing = 14;
    const action_no_alife = 3;
    const action_post_combat_wait = 34;
    const action_prepare_wounded_enemy = 32;
    const action_reach_customer_location = 8;
    const action_reach_task_location = 6;
    const action_reach_wounded_enemy = 30;
    const action_retreat_from_enemy = 20;
    const action_script = 92;
    const action_search_enemy = 26;
    const action_smart_terrain_task = 4;
    const action_solve_zone_puzzle = 5;
    const action_sudden_attack = 28;
    const action_take_cover = 21;
    const detect_anomaly = 11;
    const get_out_of_anomaly = 10;
    const property_alife = 3;
    const property_alive = 0;
    const property_already_dead = 2;
    const property_anomaly = 46;
    const property_cover_actual = 42;
    const property_cover_reached = 43;
    const property_critically_wounded = 29;
    const property_danger = 8;
    const property_danger_by_sound = 41;
    const property_danger_grenade = 40;
    const property_danger_in_direction = 39;
    const property_danger_unknown = 38;
    const property_dead = 1;
    const property_enemy = 7;
    const property_enemy_critically_wounded = 30;
    const property_enemy_detoured = 21;
    const property_found_ammo = 12;
    const property_found_item_to_kill = 10;
    const property_grenade_exploded = 45;
    const property_in_cover = 18;
    const property_inside_anomaly = 47;
    const property_item_can_kill = 11;
    const property_item_to_kill = 9;
    const property_items = 6;
    const property_looked_around = 44;
    const property_looked_out = 19;
    const property_panic = 17;
    const property_position_holded = 20;
    const property_pure_enemy = 23;
    const property_puzzle_solved = 4;
    const property_ready_to_detour = 14;
    const property_ready_to_kill = 13;
    const property_script = 73;
    const property_see_enemy = 15;
    const property_smart_terrain_task = 5;
    const property_use_crouch_to_look_out = 24;
    const property_use_suddenness = 22;
    const sound_alarm = 4;
    const sound_attack_allies_several_enemies = 7;
    const sound_attack_allies_single_enemy = 6;
    const sound_attack_no_allies = 5;
    const sound_backup = 8;
    const sound_detour = 9;
    const sound_die = 0;
    const sound_die_in_anomaly = 1;
    const sound_enemy_critically_wounded = 21;
    const sound_enemy_killed_or_wounded = -805302272;
    const sound_friendly_grenade_alarm = 17;
    const sound_grenade_alarm = 16;
    const sound_humming = 3;
    const sound_injuring = 2;
    const sound_injuring_by_friend = 12;
    const sound_kill_wounded = 20;
    const sound_need_backup = 18;
    const sound_panic_human = 13;
    const sound_panic_monster = 14;
    const sound_running_in_danger = 19;
    const sound_script = 24;
    const sound_search1_no_allies = 11;
    const sound_search1_with_allies = 10;
    const sound_tolls = 15;

};

C++ class CThornArtefact : CArtefact {
    CThornArtefact ();

    function Visual() const;

    function _construct();

    function net_Import(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function SwitchVisibility(boolean);

    function FollowByPath(string, number, vector);

    function getEnabled() const;

    function net_Export(net_packet&);

    function GetAfRank() const;

    function use(CGameObject*);

};

C++ class CTorch : CGameObject {
    CTorch ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CTushkano : CGameObject {
    CTushkano ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CUI3tButton : CUIButton {
    CUI3tButton ();

    function SetHighlightColor(number);

    function GetTextY();

    function Enable(boolean);

    function SetHeight(number);

    function GetText();

    function GetColor() const;

    function GetWidth() const;

    function GetClipperState();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function Show(boolean);

    function GetHeight() const;

    function SetWidth(number);

    function GetTextX();

    function IsEnabled();

    function ResetPPMode();

    function GetHeading();

    function EnableTextHighlighting(boolean);

    function SetStretchTexture(boolean);

    function SetElipsis(number, number);

    function GetFont();

    function ClipperOn();

    function SetHeading(number);

    function SetAutoDelete(boolean);

    function SetWndPos(vector2);

    function SetTextColor(number, number, number, number);

    function SetText(string);

    function AttachChild(CUIWindow*);

    function ClipperOff();

    function GetStretchTexture();

    function GetOriginalRect();

    function GetTextAlign();

    function SetTextST(string);

    function SetTextureOffset(number, number);

    function WindowName();

    function SetOriginalRect(Frect*);

    function SetTextY(number);

    function SetWndRect(Frect);

    function SetWindowName(string);

    function SetTextX(number);

    function InitTexture(string);

    function SetColor(number);

    function SetWndSize(vector2);

    function SetTextAlign(number);

    function IsAutoDelete();

};

C++ class CUI3tButtonEx : CUI3tButton {
    CUI3tButtonEx ();

    function SetHighlightColor(number);

    function GetTextY();

    function Enable(boolean);

    function SetText(string);

    function GetText();

    function GetColor() const;

    function GetWidth() const;

    function GetClipperState();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function Show(boolean);

    function GetHeight() const;

    function SetWidth(number);

    function GetTextX();

    function IsEnabled();

    function ResetPPMode();

    function GetHeading();

    function EnableTextHighlighting(boolean);

    function SetStretchTexture(boolean);

    function IsAutoDelete();

    function GetFont();

    function ClipperOn();

    function SetHeading(number);

    function SetAutoDelete(boolean);

    function SetColor(number);

    function SetTextColor(number, number, number, number);

    function SetHeight(number);

    function AttachChild(CUIWindow*);

    function SetTextX(number);

    function SetWndPos(vector2);

    function SetWindowName(string);

    function GetTextAlign();

    function SetTextST(string);

    function SetTextureOffset(number, number);

    function WindowName();

    function SetOriginalRect(Frect*);

    function SetTextY(number);

    function SetWndRect(Frect);

    function GetOriginalRect();

    function GetStretchTexture();

    function InitTexture(string);

    function ClipperOff();

    function SetWndSize(vector2);

    function SetTextAlign(number);

    function SetElipsis(number, number);

};

C++ class CUIButton : CUIStatic {
    CUIButton ();

    function SetHighlightColor(number);

    function GetTextY();

    function Enable(boolean);

    function SetText(string);

    function GetText();

    function GetColor() const;

    function GetWidth() const;

    function GetClipperState();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function Show(boolean);

    function GetHeight() const;

    function SetWidth(number);

    function GetTextX();

    function IsEnabled();

    function ResetPPMode();

    function GetHeading();

    function GetFont();

    function SetStretchTexture(boolean);

    function EnableTextHighlighting(boolean);

    function IsAutoDelete();

    function ClipperOn();

    function SetHeading(number);

    function SetAutoDelete(boolean);

    function SetTextX(number);

    function SetTextColor(number, number, number, number);

    function SetHeight(number);

    function AttachChild(CUIWindow*);

    function SetColor(number);

    function GetStretchTexture();

    function SetWindowName(string);

    function GetTextAlign();

    function SetTextST(string);

    function SetTextureOffset(number, number);

    function WindowName();

    function SetOriginalRect(Frect*);

    function SetTextY(number);

    function SetWndRect(Frect);

    function GetOriginalRect();

    function ClipperOff();

    function InitTexture(string);

    function SetWndPos(vector2);

    function SetWndSize(vector2);

    function SetTextAlign(number);

    function SetElipsis(number, number);

};

C++ class CUICaption {
    function addCustomMessage(const class shared_str&, number, number, number, CGameFont*, enum CGameFont::EAligment, number, string);

    function setCaption(const class shared_str&, string, number, boolean);

};

C++ class CUICheckButton : CUI3tButton {
    CUICheckButton ();

    function SetHighlightColor(number);

    function GetTextY();

    function Enable(boolean);

    function SetText(string);

    function GetText();

    function GetColor() const;

    function GetWidth() const;

    function GetClipperState();

    function GetCheck();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function Show(boolean);

    function GetHeight() const;

    function SetWidth(number);

    function GetTextX();

    function IsEnabled();

    function ResetPPMode();

    function SetDependControl(CUIWindow*);

    function GetHeading();

    function EnableTextHighlighting(boolean);

    function SetStretchTexture(boolean);

    function SetHeight(number);

    function IsAutoDelete();

    function GetFont();

    function ClipperOn();

    function SetHeading(number);

    function SetAutoDelete(boolean);

    function SetColor(number);

    function SetTextColor(number, number, number, number);

    function SetCheck(boolean);

    function AttachChild(CUIWindow*);

    function SetTextX(number);

    function SetWndPos(vector2);

    function SetWindowName(string);

    function GetTextAlign();

    function SetTextST(string);

    function SetTextureOffset(number, number);

    function WindowName();

    function SetOriginalRect(Frect*);

    function SetTextY(number);

    function SetWndRect(Frect);

    function GetOriginalRect();

    function GetStretchTexture();

    function InitTexture(string);

    function ClipperOff();

    function SetWndSize(vector2);

    function SetTextAlign(number);

    function SetElipsis(number, number);

};

C++ class CUIComboBox : CUIWindow {
    CUIComboBox ();

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function SetAutoDelete(boolean);

    function SetListLength(number);

    function Show(boolean);

    function AttachChild(CUIWindow*);

    function CurrentID();

    function SetWndPos(vector2);

    function WindowName();

    function SetVertScroll(boolean);

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function GetWidth() const;

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function SetWndSize(vector2);

    function IsEnabled();

    function ResetPPMode();

    function SetCurrentID(number);

    function IsAutoDelete();

};

C++ class CUICustomEdit : CUIWindow {
    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function GetText();

    function SetAutoDelete(boolean);

    function AttachChild(CUIWindow*);

    function SetWndPos(vector2);

    function SetText(string);

    function WindowName();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function GetWidth() const;

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function SetWndSize(vector2);

    function IsEnabled();

    function ResetPPMode();

    function Show(boolean);

    function IsAutoDelete();

};

C++ class CUICustomSpin : CUIWindow {
    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function GetText();

    function SetAutoDelete(boolean);

    function AttachChild(CUIWindow*);

    function SetWndPos(vector2);

    function WindowName();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function GetWidth() const;

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function SetWndSize(vector2);

    function IsEnabled();

    function ResetPPMode();

    function Show(boolean);

    function IsAutoDelete();

};

C++ class CUIDialogWnd : CUIWindow {
    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function SetAutoDelete(boolean);

    function SetHolder(CDialogHolder*);

    function AttachChild(CUIWindow*);

    function SetWndPos(vector2);

    function GetWidth() const;

    function WindowName();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function GetHolder();

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function SetWndSize(vector2);

    function IsEnabled();

    function ResetPPMode();

    function Show(boolean);

    function IsAutoDelete();

};

C++ class CUIScriptWnd : CUIDialogWnd,DLL_Pure {
    CUIScriptWnd ();

    function _construct();

    function GetMessageBox(string);

    function Enable(boolean);

    function SetHeight(number);

    function GetFrameLineWnd(string);

    function SetHolder(CDialogHolder*);

    function GetWidth() const;

    function GetCheckButton(string);

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function Show(boolean);

    function GetHeight() const;

    function SetWidth(number);

    function IsEnabled();

    function ResetPPMode();

    function GetPropertiesBox(string);

    function GetFont();

    function Update();

    function AddCallback(string, number, const function<void>&);
    function AddCallback(string, number, const function<void>&, object);

    function SetAutoDelete(boolean);

    function GetButton(string);

    function Dispatch(number, number);

    function OnKeyboard(number, enum EUIMessages);

    function AttachChild(CUIWindow*);

    function GetStatic(string);

    function SetWndPos(vector2);

    function GetListWnd(string);

    function GetTabControl(string);

    function Register(CUIWindow*);
    function Register(CUIWindow*, string);

    function GetFrameWindow(string);

    function WindowName();

    function GetDialogWnd(string);

    function GetHolder();

    function SetWndRect(Frect);

    function GetEditBox(string);

    function SetWindowName(string);

    function GetProgressBar(string);

    function GetRadioButton(string);

    function SetWndSize(vector2);

    function Load(string);

    function IsAutoDelete();

};

C++ class CUIEditBox : CUICustomEdit {
    CUIEditBox ();

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetText(string);

    function GetText();

    function SetAutoDelete(boolean);

    function AttachChild(CUIWindow*);

    function SetFont(CGameFont*);

    function SetWndPos(vector2);

    function GetWidth() const;

    function Show(boolean);

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function WindowName();

    function IsShown();

    function ResetPPMode();

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function InitTexture(string);

    function IsEnabled();

    function SetWndSize(vector2);

    function SetHeight(number);

    function IsAutoDelete();

};

C++ class CUIEditBoxEx : CUICustomEdit {
    CUIEditBoxEx ();

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetText(string);

    function GetText();

    function SetAutoDelete(boolean);

    function AttachChild(CUIWindow*);

    function SetFont(CGameFont*);

    function SetWndPos(vector2);

    function GetWidth() const;

    function Show(boolean);

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function WindowName();

    function IsShown();

    function ResetPPMode();

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function InitTexture(string);

    function IsEnabled();

    function SetWndSize(vector2);

    function SetHeight(number);

    function IsAutoDelete();

};

C++ class CUIFrameLineWnd : CUIWindow {
    CUIFrameLineWnd ();

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function SetAutoDelete(boolean);

    function SetOrientation(boolean);

    function AttachChild(CUIWindow*);

    function SetWndPos(vector2);

    function SetColor(number);

    function WindowName();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function GetWidth() const;

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function SetWndSize(vector2);

    function IsEnabled();

    function ResetPPMode();

    function Show(boolean);

    function IsAutoDelete();

};

C++ class CUIFrameWindow : CUIWindow {
    CUIFrameWindow ();

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function SetAutoDelete(boolean);

    function AttachChild(CUIWindow*);

    function SetWndPos(vector2);

    function SetColor(number);

    function WindowName();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function GetWidth() const;

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function SetWndSize(vector2);

    function IsEnabled();

    function ResetPPMode();

    function Show(boolean);

    function IsAutoDelete();

};

C++ class CUIGameCustom {
    function AddCustomMessage(string, number, number, number, CGameFont*, number, number);
    function AddCustomMessage(string, number, number, number, CGameFont*, number, number, number);

    function AddCustomStatic(string, boolean);

    function CustomMessageOut(string, string, number);

    function AddDialogToRender(CUIWindow*);

    function RemoveDialogToRender(CUIWindow*);

    function GetCustomStatic(string);

    function HidePdaMenu();

    function HideActorMenu();

    function RemoveCustomMessage(string);

    function RemoveCustomStatic(string);

};

C++ class CUIListItem : CUIButton {
    CUIListItem ();

    function SetHighlightColor(number);

    function GetTextY();

    function Enable(boolean);

    function SetHeight(number);

    function GetText();

    function GetColor() const;

    function GetWidth() const;

    function GetClipperState();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function Show(boolean);

    function GetHeight() const;

    function SetWidth(number);

    function GetTextX();

    function IsEnabled();

    function ResetPPMode();

    function GetHeading();

    function EnableTextHighlighting(boolean);

    function SetStretchTexture(boolean);

    function SetElipsis(number, number);

    function GetFont();

    function ClipperOn();

    function SetHeading(number);

    function SetAutoDelete(boolean);

    function SetWndPos(vector2);

    function SetTextColor(number, number, number, number);

    function SetText(string);

    function AttachChild(CUIWindow*);

    function ClipperOff();

    function GetStretchTexture();

    function GetOriginalRect();

    function GetTextAlign();

    function SetTextST(string);

    function SetTextureOffset(number, number);

    function WindowName();

    function SetOriginalRect(Frect*);

    function SetTextY(number);

    function SetWndRect(Frect);

    function SetWindowName(string);

    function SetTextX(number);

    function InitTexture(string);

    function SetColor(number);

    function SetWndSize(vector2);

    function SetTextAlign(number);

    function IsAutoDelete();

};

C++ class CUIListItemEx : CUIListItem {
    CUIListItemEx ();

    function SetHighlightColor(number);

    function SetSelectionColor(number);

    function GetTextY();

    function Enable(boolean);

    function SetText(string);

    function GetText();

    function GetColor() const;

    function GetWidth() const;

    function GetClipperState();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function Show(boolean);

    function GetHeight() const;

    function SetWidth(number);

    function GetTextX();

    function IsEnabled();

    function ResetPPMode();

    function GetHeading();

    function EnableTextHighlighting(boolean);

    function SetStretchTexture(boolean);

    function IsAutoDelete();

    function GetFont();

    function ClipperOn();

    function SetHeading(number);

    function SetAutoDelete(boolean);

    function SetColor(number);

    function SetTextColor(number, number, number, number);

    function SetHeight(number);

    function AttachChild(CUIWindow*);

    function SetTextX(number);

    function SetWndPos(vector2);

    function SetWindowName(string);

    function GetTextAlign();

    function SetTextST(string);

    function SetTextureOffset(number, number);

    function WindowName();

    function SetOriginalRect(Frect*);

    function SetTextY(number);

    function SetWndRect(Frect);

    function GetOriginalRect();

    function GetStretchTexture();

    function InitTexture(string);

    function ClipperOff();

    function SetWndSize(vector2);

    function SetTextAlign(number);

    function SetElipsis(number, number);

};

C++ class CUIListWnd : CUIWindow {
    CUIListWnd ();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function ActivateList(boolean);

    function ScrollToBegin();

    function GetVertFlip();

    function GetWidth() const;

    function GetSize();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function Show(boolean);

    function GetHeight() const;

    function SetWidth(number);

    function IsEnabled();

    function ResetPPMode();

    function SetItemHeight(number);

    function GetFont();

    function EnableScrollBar(boolean);

    function GetItemPos(CUIListItem*);

    function SetAutoDelete(boolean);

    function ResetFocusCapture();

    function SetTextColor(number);

    function GetSelectedItem();

    function AttachChild(CUIWindow*);

    function ShowSelectedItem(boolean);

    function SetWndPos(vector2);

    function ScrollToEnd();

    function GetFocusedItem();

    function SetFocusedItem(number);

    function IsScrollBarEnabled();

    function WindowName();

    function SetVertFlip(boolean);

    function IsListActive();

    function SetWndRect(Frect);

    function ScrollToPos(number);

    function AddItem(CUIListItem*);

    function RemoveAll();

    function RemoveItem(number);

    function SetWndSize(vector2);

    function GetItem(number);

    function IsAutoDelete();

};

C++ class CUIMMShniaga : CUIWindow {
    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function SetAutoDelete(boolean);

    function AttachChild(CUIWindow*);

    function SetWndPos(vector2);

    function SetVisibleMagnifier(boolean);

    function WindowName();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function GetWidth() const;

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function SetWndSize(vector2);

    function IsEnabled();

    function ResetPPMode();

    function Show(boolean);

    function IsAutoDelete();

};

C++ class CUIMapInfo : CUIWindow {
    CUIMapInfo ();

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function InitMap(string, string);

    function SetAutoDelete(boolean);

    function AttachChild(CUIWindow*);

    function SetWndPos(vector2);

    function Init(vector2, vector2);

    function WindowName();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function GetWidth() const;

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function SetWndSize(vector2);

    function IsEnabled();

    function ResetPPMode();

    function Show(boolean);

    function IsAutoDelete();

};

C++ class CUIMapList : CUIWindow {
    CUIMapList ();

    function SetWindowName(string);

    function SaveMapList();

    function SetHeight(number);

    function GetCommandLine(string);

    function GetWidth() const;

    function GetCurGameType();

    function SetServerParams(string);

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function SetWeatherSelector(CUIComboBox*);

    function Show(boolean);

    function GetHeight() const;

    function SetWidth(number);

    function IsEnabled();

    function ResetPPMode();

    function GetFont();

    function StartDedicatedServer();

    function SetModeSelector(CUISpinText*);

    function OnModeChange();

    function SetAutoDelete(boolean);

    function AttachChild(CUIWindow*);

    function SetWndPos(vector2);

    function SetMapPic(CUIStatic*);

    function WindowName();

    function SetWndRect(Frect);

    function IsEmpty();

    function ClearList();

    function SetMapInfo(CUIMapInfo*);

    function Enable(boolean);

    function SetWndSize(vector2);

    function LoadMapList();

    function IsAutoDelete();

};

C++ class CUIMessageBox : CUIStatic {
    CUIMessageBox ();

    function InitMessageBox(string);

    function GetTextY();

    function Enable(boolean);

    function SetText(string);

    function GetText();

    function GetColor() const;

    function GetWidth() const;

    function GetClipperState();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function Show(boolean);

    function GetHeight() const;

    function SetWidth(number);

    function GetTextX();

    function IsEnabled();

    function ResetPPMode();

    function GetHeading();

    function GetFont();

    function SetStretchTexture(boolean);

    function GetPassword();

    function GetHost();

    function IsAutoDelete();

    function ClipperOn();

    function SetHeading(number);

    function SetAutoDelete(boolean);

    function SetTextX(number);

    function SetTextColor(number, number, number, number);

    function SetHeight(number);

    function AttachChild(CUIWindow*);

    function SetColor(number);

    function GetStretchTexture();

    function SetWindowName(string);

    function GetTextAlign();

    function SetTextST(string);

    function SetTextureOffset(number, number);

    function WindowName();

    function SetOriginalRect(Frect*);

    function SetTextY(number);

    function SetWndRect(Frect);

    function GetOriginalRect();

    function ClipperOff();

    function InitTexture(string);

    function SetWndPos(vector2);

    function SetWndSize(vector2);

    function SetTextAlign(number);

    function SetElipsis(number, number);

};

C++ class CUIMessageBoxEx : CUIDialogWnd {
    CUIMessageBoxEx ();

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function GetPassword();

    function SetAutoDelete(boolean);

    function SetHolder(CDialogHolder*);

    function GetHost();

    function SetText(string);

    function GetWidth() const;

    function InitMessageBox(string);

    function SetWndPos(vector2);

    function AttachChild(CUIWindow*);

    function Show(boolean);

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function WindowName();

    function IsShown();

    function GetHolder();

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function ResetPPMode();

    function IsEnabled();

    function SetWndSize(vector2);

    function SetFont(CGameFont*);

    function IsAutoDelete();

};

C++ class COptionsManager {
    COptionsManager ();

    function SendMessage2Group(string, string);

    function UndoGroup(string);

    function SaveBackupValues(string);

    function IsGroupChanged(string);

    function SaveValues(string);

    function SetCurrentValues(string);

    function NeedSystemRestart();

    function OptionsPostAccept();

};

C++ class CUIProgressBar : CUIWindow {
    CUIProgressBar ();

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function GetRange_max();

    function SetAutoDelete(boolean);

    function GetRange_min();

    function SetProgressPos(number);

    function AttachChild(CUIWindow*);

    function SetWndPos(vector2);

    function GetProgressPos();

    function WindowName();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function GetWidth() const;

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function SetWndSize(vector2);

    function IsEnabled();

    function ResetPPMode();

    function Show(boolean);

    function IsAutoDelete();

};

C++ class CUIPropertiesBox : CUIFrameWindow {
    CUIPropertiesBox ();

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function AddItem(string);

    function SetAutoDelete(boolean);

    function AutoUpdateSize();

    function RemoveItem(number);

    function RemoveAll();

    function AttachChild(CUIWindow*);

    function Hide();

    function SetWndPos(vector2);

    function IsAutoDelete();

    function Show(boolean);
    function Show(number, number);

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function WindowName();

    function IsShown();

    function ResetPPMode();

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function SetFont(CGameFont*);

    function IsEnabled();

    function SetWndSize(vector2);

    function GetWidth() const;

    function SetColor(number);

};

C++ class CUIScrollView : CUIWindow {
    CUIScrollView ();

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function SetScrollPos(number);

    function GetCurrentScrollPos();

    function RemoveWindow(CUIWindow*);

    function ScrollToBegin();

    function SetAutoDelete(boolean);

    function GetMaxScrollPos();

    function AddWindow(CUIWindow*, boolean);

    function GetMinScrollPos();

    function AttachChild(CUIWindow*);

    function Clear();

    function SetWndPos(vector2);

    function ScrollToEnd();

    function WindowName();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function GetWidth() const;

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function SetWndSize(vector2);

    function IsEnabled();

    function ResetPPMode();

    function Show(boolean);

    function IsAutoDelete();

};

C++ class CUISpinFlt : CUICustomSpin {
    CUISpinFlt ();

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function GetText();

    function SetAutoDelete(boolean);

    function AttachChild(CUIWindow*);

    function SetWndPos(vector2);

    function SetFont(CGameFont*);

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function WindowName();

    function IsShown();

    function Show(boolean);

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function ResetPPMode();

    function IsEnabled();

    function SetWndSize(vector2);

    function GetWidth() const;

    function IsAutoDelete();

};

C++ class CUISpinNum : CUICustomSpin {
    CUISpinNum ();

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function GetText();

    function SetAutoDelete(boolean);

    function AttachChild(CUIWindow*);

    function SetWndPos(vector2);

    function SetFont(CGameFont*);

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function WindowName();

    function IsShown();

    function Show(boolean);

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function ResetPPMode();

    function IsEnabled();

    function SetWndSize(vector2);

    function GetWidth() const;

    function IsAutoDelete();

};

C++ class CUISpinText : CUICustomSpin {
    CUISpinText ();

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function GetText();

    function SetAutoDelete(boolean);

    function AttachChild(CUIWindow*);

    function SetWndPos(vector2);

    function SetFont(CGameFont*);

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function WindowName();

    function IsShown();

    function Show(boolean);

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function ResetPPMode();

    function IsEnabled();

    function SetWndSize(vector2);

    function GetWidth() const;

    function IsAutoDelete();

};

C++ class CUIStatic : CUIWindow {
    CUIStatic ();

    function GetTextY();

    function Enable(boolean);

    function SetText(string);

    function GetText();

    function GetColor() const;

    function GetWidth() const;

    function SetTextX(number);

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function Show(boolean);

    function GetHeight() const;

    function SetWidth(number);

    function GetTextX();

    function IsEnabled();

    function ResetPPMode();

    function GetHeading();

    function GetFont();

    function SetStretchTexture(boolean);

    function SetElipsis(number, number);

    function ClipperOn();

    function GetClipperState();

    function SetAutoDelete(boolean);

    function ClipperOff();

    function SetTextColor(number, number, number, number);

    function SetHeading(number);

    function AttachChild(CUIWindow*);

    function GetStretchTexture();

    function SetWndPos(vector2);

    function SetColor(number);

    function GetTextAlign();

    function SetTextST(string);

    function GetOriginalRect();

    function WindowName();

    function SetOriginalRect(Frect*);

    function SetTextY(number);

    function SetWndRect(Frect);

    function SetTextureOffset(number, number);

    function SetWindowName(string);

    function InitTexture(string);

    function SetHeight(number);

    function SetWndSize(vector2);

    function SetTextAlign(number);

    function IsAutoDelete();

};

C++ class CUITabButton : CUIButton {
    CUITabButton ();

    function SetHighlightColor(number);

    function GetTextY();

    function Enable(boolean);

    function SetHeight(number);

    function GetText();

    function GetColor() const;

    function GetWidth() const;

    function GetClipperState();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function Show(boolean);

    function GetHeight() const;

    function SetWidth(number);

    function GetTextX();

    function IsEnabled();

    function ResetPPMode();

    function GetHeading();

    function EnableTextHighlighting(boolean);

    function SetStretchTexture(boolean);

    function SetElipsis(number, number);

    function GetFont();

    function ClipperOn();

    function SetHeading(number);

    function SetAutoDelete(boolean);

    function SetWndPos(vector2);

    function SetTextColor(number, number, number, number);

    function SetText(string);

    function AttachChild(CUIWindow*);

    function ClipperOff();

    function GetStretchTexture();

    function GetOriginalRect();

    function GetTextAlign();

    function SetTextST(string);

    function SetTextureOffset(number, number);

    function WindowName();

    function SetOriginalRect(Frect*);

    function SetTextY(number);

    function SetWndRect(Frect);

    function SetWindowName(string);

    function SetTextX(number);

    function InitTexture(string);

    function SetColor(number);

    function SetWndSize(vector2);

    function SetTextAlign(number);

    function IsAutoDelete();

};

C++ class CUITabControl : CUIWindow {
    CUITabControl ();

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function RemoveAll();

    function SetAutoDelete(boolean);

    function SetActiveTab(string);

    function GetTabsCount() const;

    function GetActiveId();

    function AttachChild(CUIWindow*);

    function GetButtonById(string);

    function SetWndPos(vector2);

    function AddItem(CUITabButton*);
    function AddItem(string, string, vector2, vector2);

    function WindowName();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function GetWidth() const;

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function SetWndSize(vector2);

    function IsEnabled();

    function ResetPPMode();

    function Show(boolean);

    function IsAutoDelete();

};

C++ class CUITrackBar : CUIWindow {
    CUITrackBar ();

    function GetFValue();

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function SetAutoDelete(boolean);

    function SetCheck(boolean);

    function AttachChild(CUIWindow*);

    function GetIValue();

    function SetWndPos(vector2);

    function GetCheck();

    function WindowName();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function GetWidth() const;

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function SetWndSize(vector2);

    function IsEnabled();

    function ResetPPMode();

    function Show(boolean);

    function IsAutoDelete();

};

C++ class CUIWindow {
    CUIWindow ();

    function GetFont();

    function SetWindowName(string);

    function Enable(boolean);

    function SetHeight(number);

    function SetAutoDelete(boolean);

    function AttachChild(CUIWindow*);

    function SetWndPos(vector2);

    function ResetPPMode();

    function DetachChild(CUIWindow*);

    function SetPPMode();

    function SetFont(CGameFont*);

    function IsShown();

    function WindowName();

    function SetWndRect(Frect);

    function GetHeight() const;

    function SetWidth(number);

    function Show(boolean);

    function IsEnabled();

    function SetWndSize(vector2);

    function GetWidth() const;

    function IsAutoDelete();

};

C++ class GameGraph__CVertex {
    function level_vertex_id() const;

    function game_point(const GameGraph__CVertex*);

    function level_id() const;

    function level_point(const GameGraph__CVertex*);

};

C++ class CWeaponAK74 : CGameObject {
    CWeaponAK74 ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponBM16 : CGameObject {
    CWeaponBM16 ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponBinoculars : CGameObject {
    CWeaponBinoculars ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponFN2000 : CGameObject {
    CWeaponFN2000 ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponFORT : CGameObject {
    CWeaponFORT ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponGroza : CGameObject {
    CWeaponGroza ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponHPSA : CGameObject {
    CWeaponHPSA ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponKnife : CGameObject {
    CWeaponKnife ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponLR300 : CGameObject {
    CWeaponLR300 ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponPM : CGameObject {
    CWeaponPM ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponRG6 : CGameObject {
    CWeaponRG6 ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponRPG7 : CGameObject {
    CWeaponRPG7 ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponSVD : CGameObject {
    CWeaponSVD ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponSVU : CGameObject {
    CWeaponSVU ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponShotgun : CGameObject {
    CWeaponShotgun ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponUSP45 : CGameObject {
    CWeaponUSP45 ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponVal : CGameObject {
    CWeaponVal ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponVintorez : CGameObject {
    CWeaponVintorez ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CWeaponWalther : CGameObject {
    CWeaponWalther ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CZombie : CGameObject {
    CZombie ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CZoneCampfire : CGameObject {
    CZoneCampfire ();

    function Visual() const;

    function getEnabled() const;

    function net_Import(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function is_on();

    function turn_on();

    function turn_off();

    function net_Export(net_packet&);

    function _construct();

    function use(CGameObject*);

};

C++ class CZudaArtefact : CArtefact {
    CZudaArtefact ();

    function Visual() const;

    function _construct();

    function net_Import(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function SwitchVisibility(boolean);

    function FollowByPath(string, number, vector);

    function getEnabled() const;

    function net_Export(net_packet&);

    function GetAfRank() const;

    function use(CGameObject*);

};

C++ class ClientID {
    ClientID ();

    function value() const;

    operator ==(ClientID&, ClientID);

    function set(number);

};

C++ class DLL_Pure {
    DLL_Pure ();

    function _construct();

};

C++ class FS_file_list {
    function Free();

    function GetAt(number);

    function Size();

};

C++ class FS_file_list_ex {
    function Sort(number);

    function GetAt(number);

    function Size();

};

C++ class FactionState {
    property actor_goodwill;
    property bonus;
    property faction_id;
    property icon;
    property icon_big;
    property location;
    property member_count;
    property name;
    property power;
    property resource;
    property target;
    property target_desc;
    property war_state1;
    property war_state2;
    property war_state3;
    property war_state4;
    property war_state5;
    property war_state_hint1;
    property war_state_hint2;
    property war_state_hint3;
    property war_state_hint4;
    property war_state_hint5;

};

C++ class ICollidable {
    ICollidable ();

};

C++ class IKinematicsAnimated {
    function PlayCycle(IKinematicsAnimated*, string);

};

C++ class ipure_schedulable_object {
};

C++ class ipure_server_object : ipure_alife_load_save_object {
};

C++ class reader {
    function r_advance(number);

    function r_u64(unsigned __int64&);
    function r_u64();

    function r_bool(reader*);

    function r_dir(vector&);

    function r_u8(number&);
    function r_u8();

    function r_eof(reader*);

    function r_float_q8(number, number);

    function r_vec3(reader*, vector*);

    function r_stringZ(reader*);

    function r_u16(number&);
    function r_u16();

    function r_float_q16(number, number);

    function r_angle16();

    function r_s64(__int64&);
    function r_s64();

    function r_float(number&);
    function r_float();

    function r_s32(number&);
    function r_s32();

    function r_elapsed() const;

    function r_sdir(vector&);

    function r_tell() const;

    function r_s8(signed char&);
    function r_s8();

    function r_s16(number&);
    function r_s16();

    function r_seek(number);

    function r_u32(number&);
    function r_u32();

    function r_angle8();

};

C++ class IRender_Visual {
    function dcast_PKinematicsAnimated();

};

C++ class IRenderable {
};

C++ class ISheduled {
};

C++ class net_packet {
    net_packet ();

    function r_advance(number);

    function r_begin(number&);

    function w_chunk_open16(number&);

    function r_u32(number&);
    function r_u32();

    function w_begin(number);

    function w_u32(number);

    function r_u8(number&);
    function r_u8();

    function r_eof(net_packet*);

    function w_chunk_open8(number&);

    function r_vec3(vector&);

    function w_u8(number);

    function r_u16(number&);
    function r_u16();

    function r_float_q16(number&, number, number);

    function r_angle16(number&);

    function r_s64(__int64&);
    function r_s64();

    function w_angle16(number);

    function r_tell();

    function r_s16(number&);
    function r_s16();

    function w_clientID(ClientID&);

    function r_elapsed();

    function r_u64(unsigned __int64&);
    function r_u64();

    function w_sdir(const vector&);

    function r_clientID(net_packet*);

    function r_dir(vector&);

    function r_matrix(matrix&);

    function r_stringZ(net_packet*);

    function w_s16(number);

    function r_sdir(vector&);

    function w_matrix(matrix&);

    function w_u16(number);

    function r_float_q8(number&, number, number);

    function w_s64(__int64);

    function r_bool(net_packet*);

    function w_bool(net_packet*, boolean);

    function w_dir(const vector&);

    function w_s32(number);

    function w_stringZ(string);

    function w_float_q16(number, number, number);

    function r_s8(signed char&);
    function r_s8();

    function w_chunk_close8(number);

    function r_float(number&);
    function r_float();

    function w_angle8(number);

    function r_s32(number&);
    function r_s32();

    function w_float(number);

    function w_tell();

    function r_seek(number);

    function w_float_q8(number, number, number);

    function w_vec3(const vector&);

    function w_chunk_close16(number);

    function w_u64(unsigned __int64);

    function r_angle8(number&);

};

C++ class SServerFilters {
    property empty;
    property full;
    property listen_servers;
    property with_battleye;
    property with_pass;
    property without_ff;
    property without_pass;

    SServerFilters ();

};

C++ class UIGame_custom_script : CUIGameCustom {
    UIGame_custom_script ();

    function HidePdaMenu();

    function SetClGame(game_cl_GameState*);

    function Init();

    function AddCustomStatic(string, boolean);

    function CustomMessageOut(string, string, number);

    function AddDialogToRender(CUIWindow*);

    function RemoveDialogToRender(CUIWindow*);

    function GetCustomStatic(string);

    function RemoveCustomMessage(string);

    function AddCustomMessage(string, number, number, number, CGameFont*, number, number);
    function AddCustomMessage(string, number, number, number, CGameFont*, number, number, number);

    function HideActorMenu();

    function RemoveCustomStatic(string);

};

C++ class game_GameState : DLL_Pure {
    property round;
    property start_time;
    property type;

    game_GameState ();

    function Type() const;

    function _construct();

    function Phase() const;

    function Round() const;

    function StartTime() const;

};

C++ class game_cl_GameState : game_GameState {
    property local_player;
    property local_svdpnid;
    property round;
    property start_time;
    property type;

    function Type() const;

    function _construct();

    function Phase() const;

    function Round() const;

    function StartTime() const;

};

C++ class game_cl_mp : game_cl_GameState {
    property local_player;
    property local_svdpnid;
    property round;
    property start_time;
    property type;

    function Type() const;

    function _construct();

    function Phase() const;

    function Round() const;

    function StartTime() const;

};

C++ class game_cl_mp_script : game_cl_mp {
    property local_player;
    property local_svdpnid;
    property round;
    property start_time;
    property type;

    game_cl_mp_script ();

    function _construct();

    function EventSend(net_packet*);

    function shedule_Update(number);

    function GetPlayerByOrderID(number);

    function OnKeyboardRelease(number);

    function createGameUI();

    function GameEventGen(net_packet*, number);

    function GetLocalPlayer();

    function CommonMessageOut(string);

    function Round() const;

    function GetRoundTime();

    function OnKeyboardPress(number);

    function EventGen(net_packet*, number, number);

    function Type() const;

    function GetObjectByGameID(number);

    function Init();

    function Phase() const;

    function TranslateGameMessage(number, net_packet&);

    function FillMapEntities(ZoneMapEntities&);

    function GetClientIDByOrderID(number);

    function net_import_state(net_packet&);

    function StartMenu(CUIDialogWnd*, boolean);

    function StopMenu(CUIDialogWnd*, boolean);

    function CanBeReady();

    function GetPlayersCount() const;

    function StartStopMenu(CUIDialogWnd*, boolean);

    function createPlayerState();

    function StartTime() const;

};

C++ class game_sv_Deathmatch : game_sv_GameState {
    property round;
    property start_time;
    property type;

    game_sv_Deathmatch ();

    function get_id(ClientID);

    function _construct();

    function get_id_2_eid(ClientID);

    function GetTeamData(number);

    function getRPcount(number);

    function get_players_count();

    function get_it_2_id(number);

    function Round() const;

    function Type() const;

    function get_player_name_id(ClientID);

    function Phase() const;

    function type_name() const;

    function getRP(number, number);

    function StartTime() const;

    function get_name_it(number);

    function get_option_s(string, string, string);

    function get_name_id(ClientID);

    function get_eid(number);

    function u_EventSend(net_packet&, number);

    function get_it(number);

    function GenerateGameMessage(net_packet&);

    function get_option_i(string, string, number);

};

C++ class game_sv_GameState : game_GameState {
    property round;
    property start_time;
    property type;

    function get_id(ClientID);

    function _construct();

    function get_id_2_eid(ClientID);

    function getRPcount(number);

    function get_players_count();

    function get_it_2_id(number);

    function Round() const;

    function Type() const;

    function get_player_name_id(ClientID);

    function Phase() const;

    function get_option_i(string, string, number);

    function getRP(number, number);

    function get_name_it(number);

    function get_option_s(string, string, string);

    function get_name_id(ClientID);

    function get_eid(number);

    function GenerateGameMessage(net_packet&);

    function get_it(number);

    function u_EventSend(net_packet&, number);

    function StartTime() const;

};

C++ class game_sv_mp : game_sv_GameState {
    property round;
    property start_time;
    property type;

    game_sv_mp ();

    function get_id(ClientID);

    function _construct();

    function get_id_2_eid(ClientID);

    function KillPlayer(ClientID, number);

    function getRPcount(number);

    function get_players_count();

    function get_it_2_id(number);

    function Round() const;

    function Type() const;

    function get_player_name_id(ClientID);

    function signal_Syncronize();

    function Phase() const;

    function SendPlayerKilledMessage(number, enum KILL_TYPE, number, number, enum SPECIAL_KILL_TYPE);

    function getRP(number, number);

    function StartTime() const;

    function get_name_it(number);

    function get_option_s(string, string, string);

    function get_name_id(ClientID);

    function get_eid(number);

    function u_EventSend(net_packet&, number);

    function get_it(number);

    function GenerateGameMessage(net_packet&);

    function get_option_i(string, string, number);

};

C++ class game_sv_mp_script : game_sv_mp {
    property round;
    property start_time;
    property type;

    game_sv_mp_script ();

    function get_id(ClientID);

    function _construct();

    function switch_Phase(number);

    function getRPcount(number);

    function get_players_count();

    function get_it_2_id(number);

    function SpawnPlayer(ClientID, string, string, RPoint);

    function Type() const;

    function get_player_name_id(ClientID);

    function Phase() const;

    function OnPlayerHitPlayer(number, number, net_packet&);

    function Create(string);

    function get_name_it(number);

    function SendPlayerKilledMessage(number, enum KILL_TYPE, number, number, enum SPECIAL_KILL_TYPE);

    function get_eid(number);

    function net_Export_State(net_packet&, ClientID);

    function get_it(number);

    function createPlayerState();

    function u_EventSend(net_packet&, number);

    function KillPlayer(ClientID, number);

    function Update();

    function GetTeamData(number);

    function GetHitParamsPower(net_packet*);

    function GenerateGameMessage(net_packet&);

    function signal_Syncronize();

    function StartTime() const;

    function OnRoundEnd();

    function SetHitParams(net_packet*, number, number);

    function getRP(number, number);

    function OnEvent(net_packet&, number, number, ClientID);

    function OnRoundStart();

    function get_option_s(string, string, string);

    function get_name_id(ClientID);

    function type_name() const;

    function get_id_2_eid(ClientID);

    function GetHitParamsImpulse(net_packet*);

    function Round() const;

    function get_option_i(string, string, number);

};

C++ class smart_cover_object : CGameObject {
    smart_cover_object ();

    function Visual() const;

    function _construct();

    function getEnabled() const;

    function net_Import(net_packet&);

    function net_Export(net_packet&);

    function getVisible() const;

    function net_Spawn(cse_abstract*);

    function use(CGameObject*);

};

C++ class CTime {
    const DateToDay = 0;
    const DateToMonth = 1;
    const DateToYear = 2;
    const TimeToHours = 0;
    const TimeToMilisecs = 3;
    const TimeToMinutes = 1;
    const TimeToSeconds = 2;

    CTime ();
    CTime (const CTime&);

    function sub(CTime*);

    function timeToString(number);

    function dateToString(number);

    operator ==(const CTime&, CTime);

    function get(number&, number&, number&, number&, number&, number&, number&);

    function set(number, number, number, number, number, number, number);

    function setHMSms(number, number, number, number);

    function diffSec(CTime*);

    operator <(const CTime&, CTime);

    operator +(CTime&, CTime);

    operator >=(const CTime&, CTime);

    function setHMS(number, number, number);

    operator >(const CTime&, CTime);

    operator -(CTime&, CTime);

    operator <=(const CTime&, CTime);

    function add(CTime*);

};

End of list of the classes exported to LUA


List of the namespaces exported to LUA


namespace  {
    function game_ini();
    function bit_and(number, number);
    function alife();
    function GetFontGraffiti32Russian();
    function device();
    function cast_planner(action_base*);
    function IsGameTypeSingle();
    function GetTextureInfo(string, string);
    function bit_not(number);
    function game_graph();
    function dik_to_bind(number);
    function GetFontGraffiti19Russian();
    function sell_condition(ini_file*, string);
    function sell_condition(number, number);
    function buy_condition(ini_file*, string);
    function buy_condition(number, number);
    function create_ini_file(string);
    function get_hud();
    function GetFontSmall();
    function error_log(string);
    function GetFontLetterica18Russian();
    function command_line();
    function getFS();
    function valid_saved_game(string);
    function get_console();
    function GetFontGraffiti50Russian();
    function app_ready();
    function IsDynamicMusic();
    function GetTextureName(string);
    function bit_or(number, number);
    function GetFontLetterica16Russian();
    function log(string);
    function system_ini();
    function show_condition(ini_file*, string);
    function GetFontLetterica25();
    function GetFontMedium();
    function prefetch(string);
    function flush();
    function GetFontGraffiti22Russian();
    function GetFontDI();
    function time_global();
    function verify_if_thread_is_running();
    function script_server_object_version();
    function GetTextureRect(string);
    function ef_storage();
    function user_name();
    function GetARGB(number, number, number, number);
    function editor();
    function bit_xor(number, number);

    namespace relation_registry {
        function change_community_goodwill(string, number, number);
        function community_relation(string, string);
        function set_community_goodwill(string, number, number);
        function community_goodwill(string, number);
        function set_community_relation(string, string, number);
    };

    namespace main_menu {
        function get_main_menu();
    };

    namespace game {
        function translate_string(string);
        function time();
        function get_game_time();
        function has_active_tutorial();
        function start_tutorial(string);
    };

    namespace level {
        function add_complex_effector(string, number);
        function enable_input();
        function debug_object(string);
        function map_change_spot_hint(number, string, string);
        function game_id();
        function vertex_in_direction(number, vector, number);
        function set_game_difficulty(enum ESingleGameDifficulty);
        function get_time_days();
        function rain_factor();
        function remove_pp_effector(number);
        function vertex_id(vector);
        function remove_complex_effector(number);
        function set_pp_effector_factor(number, number, number);
        function set_pp_effector_factor(number, number);
        function add_pp_effector(string, number, boolean);
        function add_call(const function<boolean>&, const function<void>&);
        function add_call(object, const function<boolean>&, const function<void>&);
        function add_call(object, string, string);
        function set_weather_fx(string);
        function add_cam_effector2(string, number, boolean, string);
        function get_snd_volume();
        function add_cam_effector(string, number, boolean, string);
        function prefetch_sound(string);
        function set_snd_volume(number);
        function name();
        function environment();
        function remove_cam_effector(number);
        function high_cover_in_direction(number, const vector&);
        function get_bounding_volume();
        function object_by_id(number);
        function iterate_sounds(string, number, function<void>);
        function iterate_sounds(string, number, object, function<void>);
        function get_weather();
        function present();
        function hide_indicators();
        function physics_world();
        function get_time_hours();
        function remove_dialog_to_render(CUIDialogWnd*);
        function start_stop_menu(CUIDialogWnd*, boolean);
        function remove_calls_for_object(object);
        function remove_call(const function<boolean>&, const function<void>&);
        function remove_call(object, const function<boolean>&, const function<void>&);
        function remove_call(object, string, string);
        function map_remove_object_spot(number, string);
        function main_input_receiver();
        function map_add_object_spot_ser(number, string, string);
        function patrol_path_exists(string);
        function show_indicators();
        function vertex_position(number);
        function spawn_phantom(const vector&);
        function disable_input();
        function check_object(game_object*);
        function get_time_minutes();
        function get_time_factor();
        function set_weather(string, boolean);
        function map_add_object_spot(number, string, string);
        function low_cover_in_direction(number, const vector&);
        function is_wfx_playing();
        function set_time_factor(number);
        function client_spawn_manager();
        function map_has_object_spot(number, string);
        function add_dialog_to_render(CUIDialogWnd*);
        function get_game_difficulty();
        function hide_indicators_safe();
        function debug_actor();
    };

    namespace actor_stats {
        function add_points_str(string, string, string);
        function get_actor_ranking();
        function get_points(string);
        function remove_from_ranking(number);
        function add_to_ranking(number);
        function add_points(string, string, number, number);
    };
};
End of list of the namespaces exported to LUA
