466 lines
17 KiB
Plaintext
466 lines
17 KiB
Plaintext
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-- Additional exports from modded exes: https://github.com/themrdemonized/STALKER-Anomaly-modded-exes
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--[[
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console commands: {
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snd_doppler_power [0; 5] // Adjust power of doppler effect
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snd_doppler_smoothing [1; 100] // Adjust smoothness of pitch shifting in doppler effect
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crash_save [0; 1] // Enable saving game on game crash
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crash_save_count [0; 20] // Crash saves max number
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pseudogiant_can_damage_objects_on_stomp [0; 1] // Enable the ability for pseudogiants to damage objects on stomp
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sds_enable [0; 1] // Enable shader based scopes
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sds_speed_enable [0; 1] // Enable mouse sensitivity change on zooming
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sds_zoom_enable [0; 1] // Enable correction of max. zoom with scope_factor, if this option is enabled then max. zoom will be such as prescribed in settings regardless of scope_factor value, if this option is disabled then max. zoom will be sum of value prescribed in settings and the increase that gives scope_factor.
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new_zoom_enable [0; 1] // Enable alternative zoom control. Minimal zoom is equal to either mechanical zoom or the one prescribed in section min_scope_zoom_factor. The step of zoom adjustment is more precise.
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zoom_step_count [1.0, 10.0] // Adjust the step of zoom if new_zoom_enable is on
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demo_record_blocked_input 1 // Start demo_record without move or stop. The console and Esc key are available
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demo_record_stop // Stop all launched `demo_record` commands
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demo_set_cam_direction [head, pitch, roll] // Set the direction the camera is facing and its roll. The parameters are in RADIANS, beware
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first_person_death // Enable First Person Death Camera
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first_person_death_direction_offset // FPD Camera Direction Offset (in DEGREES)
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first_person_death_position_offset // FPD Camera Position Offset (x, y, z)
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first_person_death_position_smoothing // FPD Camera Position Change Smoothing
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first_person_death_direction_smoothing // FPD Camera Direction Change Smoothing
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use_english_text_for_missing_translations // Enables using english text if translation is missing
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pda_map_zoom_in_to_mouse // Enable map zoom in relative to cursor
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pda_map_zoom_out_to_mouse // Enable map zoom out relative to cursor
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mouse_wheel_change_weapon // Enable changing weapons with mouse wheel
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mouse_wheel_invert_zoom // Invert mouse wheel
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string_table_error_msg // Print xml translation errors
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monster_stuck_fix // Enables fix of stuck monsters at the fps cost
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}
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lua extensions {
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bit.tobit(int)
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bit.tohex(int)
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bit.bnot(int)
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bit.band(int, int)
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bit.bor(int, int)
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bit.bxor(int, int)
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bit.lshift(int, int)
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bit.rshift(int, int)
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bit.rol(int, int)
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bit.ror(int, int)
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string.trim(s)
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string.trim_l(s)
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string.trim_r(s)
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string.trim_w(s)
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table.keys(t)
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table.values(t)
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table.size(t)
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table.random(t)
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}
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globals {
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int get_modded_exes_version() // Returns modded exes version in integer format
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}
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namespace alife() {
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void iterate_objects(function(se_obj))
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}
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namespace game {
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Fvector2 world2ui(Fvector pos, bool hud = false, bool allow_offscreen = false)
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function ui2world(Fvector2 pos) -> Fvector result, u16 object_id
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change_game_news_show_time(CUIWindow* UIWindow, float show_time)
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update_pda_news_from_uiwindow(CUIWindow* UIWindow)
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}
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ini_file() {
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string get_filename()
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void dltx_print(string sec = nil, string line = nil)
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string dltx_get_filename_of_line(string sec, string line)
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table dltx_get_section(string sec)
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bool dltx_is_override(string sec, string line)
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}
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// Player hud
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// get_player_hud():set_hands("actor_hud_cs_exo")
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globals {
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player_hud* get_player_hud()
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}
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player_hud {
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void set_hands(string section)
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void reset_hands()
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}
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// Debug shapes
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enum DebugRenderType {
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line,
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sphere,
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box,
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}
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namespace debug_render {
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DBG_ScriptObject* add_object(u16 id, DebugRenderType type)
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void remove_object(u16 id)
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DBG_ScriptObject* get_object(u16 id)
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u32 get_flags()
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void set_flags(u32 flags)
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DBG_ScriptSphere* cast_dbg_sphere()
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DBG_ScriptBox* cast_dbg_box()
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DBG_ScriptLine* cast_dbg_line()
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// Common properties
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fcolor color
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bool hud
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bool visible
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}
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class DBG_ScriptSphere {
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Fmatrix matrix
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}
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class DBG_ScriptBox {
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Fmatrix matrix
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Fvector size
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}
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class DBG_ScriptLine {
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Fvector point_a
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Fvector point_b
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}
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// examples
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local sphere = debug_render.add_object(1337, DBG_ScriptObject.sphere):cast_dbg_sphere()
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sphere.visible = true
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sphere.color = fcolor():set(1,0,0,1)
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local scale_mat = matrix():identity():scale(0.1,0.1,0.1)
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local pos_mat = matrix():translate(db.actor:position())
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local mat = matrix():mul(pos_mat, scale_mat)
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sphere.matrix = mat
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local line = debug_render.add_object(9, DBG_ScriptObject.line):cast_dbg_line()
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line.point_a = db.actor:position()
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line.point_b = vector():set(0, 0, 0)
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local box = debug_render.add_object(12, DBG_ScriptObject.box):cast_dbg_box()
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box.size = vector():set(0.5,1,0.5)
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namespace level {
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float get_music_volume()
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void set_music_volume(float)
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// Camera, position is x,y,z vector, direction is head,pitch,roll vector in RADIANS
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void set_cam_custom_position_direction(Fvector position, Fvector direction, int smoothing, bool hudDraw, bool hudAffect)
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void set_cam_custom_position_direction(Fvector position, Fvector direction, int smoothing, bool hudDraw)
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void set_cam_custom_position_direction(Fvector position, Fvector direction, int smoothing)
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void set_cam_custom_position_direction(Fvector position, Fvector direction)
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void remove_cam_custom_position_direction()
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// Get target position and result of crosshair ray_query
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Fvector get_target_pos()
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script_rq_result get_target_result()
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void map_remove_all_object_spots(id)
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CUIStatic* map_get_object_spot_static(u16 id, LPCSTR spot_type)
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CUIStatic* map_get_object_minimap_spot_static(u16 id, LPCSTR spot_type)
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}
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// obj:get_physics_shell()
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class PHShell {
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void apply_torque(float roll, float yaw, float pitch)
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}
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class Fvector {
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function add(float x, float y, float z)
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function sub(float x, float y, float z)
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function mul(float x, float y, float z)
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function div(float x, float y, float z)
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function distance_to_xz_sqr(Fvector)
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}
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class Fmatrix {
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property i
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property _14_
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property j
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property _24_
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property k
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property _34_
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property c
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property _44_
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matrix()
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function set(Fmatrix)
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function set(Fvector, Fvector, Fvector, Fvector)
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function identity()
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function mk_xform(quaternion, Fvector)
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function build_camera_dir(Fvector vFrom, Fvector vView, Fvector vWorldUp)
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function build_projection(float fov, float aspect, float nearPlane, float farPlane)
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function mulA_43(Fmatrix A)
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function mulA_44(Fmatrix A)
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function mulB_43(Fmatrix B)
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function mulB_44(Fmatrix B)
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function mul_43(Fmatrix A, Fmatrix B)
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function translate(float x, float y, float z)
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function translate(Fvector)
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function translate_add(float x, float y, float z)
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function translate_add(Fvector)
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function translate_over(float x, float y, float z)
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function translate_over(Fvector)
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function mul(Fmatrix, Fmatrix)
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function mul(Fmatrix, float)
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function mul(float)
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function invert()
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function invert(Fmatrix)
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function invert_b(Fmatrix)
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function div(Fmatrix, float)
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function div(float)
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function scale(float x, float y, float z)
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function scale(Fvector)
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function setHPB(float x, float y, float z)
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function setHPB(Fvector)
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function setXYZ(float x, float y, float z)
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function setXYZ(Fvector)
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function setXYZi(float x, float y, float z)
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function setXYZi(Fvector)
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Fvector getHPB()
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}
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class particle_object {
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function play(bool bHudMode = false)
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function play_at_pos(Fvector pos, bool bHudMode = false)
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}
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class wallmarks_manager {
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wallmarks_manager()
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function place (Fvector dir, Fvector start_pos, float trace_dist, float wallmark_size, string section, game_object ignore_obj, float ttl)
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function place (Fvector dir, Fvector start_pos, float trace_dist, float wallmark_size, string section, game_object ignore_obj, float ttl, bool random_rotation)
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// User defined rotation in DEGREES
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function place (Fvector dir, Fvector start_pos, float trace_dist, float wallmark_size, string section, game_object ignore_obj, float ttl, float rotation)
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function place_skeleton (game_object obj, string section, Fvector start, Fvector dir, float size, float ttl)
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}
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class game_object {
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// Skeletons
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function bone_direction(string bone_name, bool bHud = false)
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// Player
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function get_actor_walk_accel()
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function set_actor_walk_accel(float)
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function get_actor_walk_back_coef()
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function set_actor_walk_back_coef(float)
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function get_actor_lookout_coef()
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function set_actor_lookout_coef(float)
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function set_actor_direction(float yaw, float pitch)
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function set_actor_direction(float yaw, float pitch, float roll)
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function set_actor_direction(Fvector HPB)
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function get_actor_crouch_coef()
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function set_actor_crouch_coef(float)
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function get_actor_climb_coef()
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function set_actor_climb_coef(float)
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function get_actor_walk_strafe_coef()
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function set_actor_walk_strafe_coef(float)
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function get_actor_run_strafe_coef()
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function set_actor_run_strafe_coef(float)
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function get_actor_sprint_strafe_coef()
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function set_actor_sprint_strafe_coef(float)
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// Stalker NPCs
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function get_enable_anomalies_pathfinding()
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function set_enable_anomalies_pathfinding(bool)
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function get_enable_anomalies_damage()
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function set_enable_anomalies_damage(bool)
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function angle()
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function force_set_angle(Fvector angle, bool bActivate)
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// Artefact
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function get_artefact_additional_inventory_weight()
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function set_artefact_additional_inventory_weight(float)
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// Bones
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u16 get_bone_id(string)
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u16 get_bone_id(string, bool bHud)
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u16 bone_id(string) // Same as get_bone_id
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u16 bone_id(string, bool bHud)
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string bone_name(u16 id)
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string bone_name(u16 id, bool bHud)
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Fvector bone_position(u16 id)
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Fvector bone_position(u16 id, bool bHud)
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Fvector bone_position(string)
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Fvector bone_position(string, bool bHud)
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Fvector bone_direction(u16 id)
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Fvector bone_direction(u16 id, bool bHud)
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Fvector bone_direction(string)
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Fvector bone_direction(string, bool bHud)
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u16 bone_parent(u16 id)
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u16 bone_parent(u16 id, bool bHud)
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u16 bone_parent(string)
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u16 bone_parent(string, bool bHud)
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bool bone_visible(u16 id)
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bool bone_visible(u16 id, bool bHud)
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bool bone_visible(string)
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bool bone_visible(string, bool bHud)
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function set_bone_visible(u16 id, bool bVisibility, bool bRecursive, bool bHud)
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function set_bone_visible(string bone_name, bool bVisibility, bool bRecursive, bool bHud)
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}
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class CArtefact : CGameObject {
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property m_additional_weight
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}
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class CWeapon : CGameObject {
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// Return RPM in actual RPM value like in configs
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function RealRPM()
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function ModeRealRPM()
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// Setters
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function SetFireDispersion(float)
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function SetMisfireStartCondition(float)
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function SetMisfireEndCondition(float)
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function SetRPM(float)
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function SetRealRPM(float)
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function SetModeRPM(float)
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function SetModeRealRPM(float)
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function Set_PDM_Base(float)
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function Set_Silencer_PDM_Base(float)
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function Set_Scope_PDM_Base(float)
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function Set_Launcher_PDM_Base(float)
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function Set_PDM_BuckShot(float)
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function Set_PDM_Vel_F(float)
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function Set_Silencer_PDM_Vel(float)
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function Set_Scope_PDM_Vel(float)
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function Set_Launcher_PDM_Vel(float)
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function Set_PDM_Accel_F(float)
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function Set_Silencer_PDM_Accel(float)
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function Set_Scope_PDM_Accel(float)
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function Set_Launcher_PDM_Accel(float)
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function Set_PDM_Crouch(float)
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function Set_PDM_Crouch_NA(float)
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function SetCrosshairInertion(float)
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function Set_Silencer_CrosshairInertion(float)
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function Set_Scope_CrosshairInertion(float)
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function Set_Launcher_CrosshairInertion(float)
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function SetFirstBulletDisp(float)
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function SetHitPower(float)
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function SetHitPowerCritical(float)
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function SetHitImpulse(float)
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function SetFireDistance(float)
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// World model on stalkers adjustments
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function Set_mOffset(Fvector position, Fvector orientation)
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function Set_mStrapOffset(Fvector position, Fvector orientation)
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function Set_mFirePoint(Fvector position)
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function Set_mFirePoint2(Fvector position)
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function Set_mShellPoint(Fvector position)
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// Cam Recoil
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// Getters
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function GetCamRelaxSpeed()
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function GetCamRelaxSpeed_AI()
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function GetCamDispersion()
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function GetCamDispersionInc()
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function GetCamDispersionFrac()
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function GetCamMaxAngleVert()
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function GetCamMaxAngleHorz()
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function GetCamStepAngleHorz()
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function GetZoomCamRelaxSpeed()
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function GetZoomCamRelaxSpeed_AI()
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function GetZoomCamDispersion()
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function GetZoomCamDispersionInc()
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function GetZoomCamDispersionFrac()
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function GetZoomCamMaxAngleVert()
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function GetZoomCamMaxAngleHorz()
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function GetZoomCamStepAngleHorz()
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// Setters
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function SetCamRelaxSpeed(float)
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function SetCamRelaxSpeed_AI(float)
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function SetCamDispersion(float)
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function SetCamDispersionInc(float)
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function SetCamDispersionFrac(float)
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function SetCamMaxAngleVert(float)
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function SetCamMaxAngleHorz(float)
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function SetCamStepAngleHorz(float)
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function SetZoomCamRelaxSpeed(float)
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function SetZoomCamRelaxSpeed_AI(float)
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function SetZoomCamDispersion(float)
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function SetZoomCamDispersionInc(float)
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function SetZoomCamDispersionFrac(float)
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function SetZoomCamMaxAngleVert(float)
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function SetZoomCamMaxAngleHorz(float)
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function SetZoomCamStepAngleHorz(float)
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}
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enum rq_target { (sum them up to target multiple types)
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rqtNone = 0,
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rqtObject = 1,
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|
rqtStatic = 2,
|
||
|
rqtShape = 4,
|
||
|
rqtObstacle = 8,
|
||
|
}
|
||
|
|
||
|
class ray_pick {
|
||
|
ray_pick()
|
||
|
ray_pick(Fvector position, Fvector direction, float range, rq_target flags, game_object obj)
|
||
|
function set_position(Fvector)
|
||
|
function set_direction(Fvector)
|
||
|
function set_range(float)
|
||
|
function set_flags(rq_target)
|
||
|
function set_ignore_object(game_object)
|
||
|
function query()
|
||
|
function get_result() : rq_result
|
||
|
function get_object() : game_object
|
||
|
function get_distance() : float
|
||
|
function get_element() : int (number of triangle)
|
||
|
}
|
||
|
|
||
|
class script_rq_result {
|
||
|
const object
|
||
|
const range
|
||
|
const element
|
||
|
const material_name
|
||
|
const material_flags
|
||
|
const material_phfriction
|
||
|
const material_phdamping
|
||
|
const material_phspring
|
||
|
const material_phbounce_start_velocity
|
||
|
const material_phbouncing
|
||
|
const material_flotation_factor
|
||
|
const material_shoot_factor
|
||
|
const material_shoot_factor_mp
|
||
|
const material_bounce_damage_factor
|
||
|
const material_injurious_speed
|
||
|
const material_vis_transparency_factor
|
||
|
const material_snd_occlusion_factor
|
||
|
const material_density_factor
|
||
|
}
|
||
|
|
||
|
// Available flags, not exported from engine, copy this into your script
|
||
|
material_flags = {
|
||
|
["flBreakable"] = bit.lshift(1, 0),
|
||
|
["flBounceable"] = bit.lshift(1, 2),
|
||
|
["flSkidmark"] = bit.lshift(1, 3),
|
||
|
["flBloodmark"] = bit.lshift(1, 4),
|
||
|
["flClimable"] = bit.lshift(1, 5),
|
||
|
["flPassable"] = bit.lshift(1, 7),
|
||
|
["flDynamic"] = bit.lshift(1, 8),
|
||
|
["flLiquid"] = bit.lshift(1, 9),
|
||
|
["flSuppressShadows"] = bit.lshift(1, 10),
|
||
|
["flSuppressWallmarks"] = bit.lshift(1, 11),
|
||
|
["flActorObstacle"] = bit.lshift(1, 12),
|
||
|
["flNoRicoshet"] = bit.lshift(1, 13),
|
||
|
["flInjurious"] = bit.lshift(1, 28),
|
||
|
["flShootable"] = bit.lshift(1, 29),
|
||
|
["flTransparent"] = bit.lshift(1, 30),
|
||
|
["flSlowDown"] = bit.lshift(1, 31),
|
||
|
}
|
||
|
|
||
|
|
||
|
--]]
|