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Class: MockGameObject ​

Abstract game object mock.

Implements ​

  • game_object

Accessors ​

bleeding ​

Get Signature ​

ts
get bleeding(): number;

Intensity of actor bleeding. 0 - no bleeding.

Remarks ​

Assignment applies a delta through CScriptGameObject::SetBleeding, not an absolute value.

Returns ​

number

Set Signature ​

ts
set bleeding(delta: number): void;

Intensity of actor bleeding. 0 - no bleeding.

Remarks ​

Assignment applies a delta through CScriptGameObject::SetBleeding, not an absolute value.

Parameters ​
ParameterType
deltanumber
Returns ​

void

Implementation of ​

ts
game_object.bleeding

health ​

Get Signature ​

ts
get health(): number;

Object health value from 0 to 1.

Remarks ​

Assignment applies a delta through CScriptGameObject::SetHealth, not an absolute value. Use set_health_ex when the script must set exact health.

Returns ​

number

Set Signature ​

ts
set health(delta: number): void;

Object health value from 0 to 1.

Remarks ​

Assignment applies a delta through CScriptGameObject::SetHealth, not an absolute value. Use set_health_ex when the script must set exact health.

Parameters ​
ParameterType
deltanumber
Returns ​

void

Implementation of ​

ts
game_object.health

morale ​

Get Signature ​

ts
get morale(): number;

Creature morale value.

Remarks ​

Assignment applies a delta through CScriptGameObject::SetMorale, not an absolute value.

Returns ​

number

Set Signature ​

ts
set morale(delta: number): void;

Creature morale value.

Remarks ​

Assignment applies a delta through CScriptGameObject::SetMorale, not an absolute value.

Parameters ​
ParameterType
deltanumber
Returns ​

void

Implementation of ​

ts
game_object.morale

power ​

Get Signature ​

ts
get power(): number;

Actor stamina/power value.

Remarks ​

Assignment applies a delta through CScriptGameObject::SetPower, not an absolute value.

Returns ​

number

Set Signature ​

ts
set power(delta: number): void;

Actor stamina/power value.

Remarks ​

Assignment applies a delta through CScriptGameObject::SetPower, not an absolute value.

Parameters ​
ParameterType
deltanumber
Returns ​

void

Implementation of ​

ts
game_object.power

psy_health ​

Get Signature ​

ts
get psy_health(): number;

Psy health value.

Remarks ​

Assignment applies a delta through CScriptGameObject::SetPsyHealth, not an absolute value.

Returns ​

number

Set Signature ​

ts
set psy_health(delta: number): void;

Psy health value.

Remarks ​

Assignment applies a delta through CScriptGameObject::SetPsyHealth, not an absolute value.

Parameters ​
ParameterType
deltanumber
Returns ​

void

Implementation of ​

ts
game_object.psy_health

radiation ​

Get Signature ​

ts
get radiation(): number;

Actor radiation value.

Remarks ​

Assignment applies a delta through CScriptGameObject::SetRadiation, not an absolute value.

Returns ​

number

Set Signature ​

ts
set radiation(delta: number): void;

Actor radiation value.

Remarks ​

Assignment applies a delta through CScriptGameObject::SetRadiation, not an absolute value.

Parameters ​
ParameterType
deltanumber
Returns ​

void

Implementation of ​

ts
game_object.radiation

satiety ​

Get Signature ​

ts
get satiety(): number;

Actor satiety value.

Remarks ​

Assignment applies a delta through CScriptGameObject::ChangeSatiety, not an absolute value.

Returns ​

number

Set Signature ​

ts
set satiety(delta: number): void;

Actor satiety value.

Remarks ​

Assignment applies a delta through CScriptGameObject::ChangeSatiety, not an absolute value.

Parameters ​
ParameterType
deltanumber
Returns ​

void

Implementation of ​

ts
game_object.satiety

Constructors ​

Constructor ​

ts
new MockGameObject(config?: IMockGameObjectConfig): MockGameObject;

Parameters ​

ParameterType
configIMockGameObjectConfig

Returns ​

MockGameObject

Methods ​

asGameObject() ​

ts
asGameObject(): game_object;

Returns ​

game_object


asMock() ​

ts
static asMock(object: game_object): MockGameObject;

Parameters ​

ParameterType
objectgame_object

Returns ​

MockGameObject


callCallback() ​

ts
static callCallback(
   object: game_object, 
   id: TXR_callback, ...
   args: any[]): void;

Parameters ​

ParameterType
objectgame_object
idTXR_callback
...argsany[]

Returns ​

void


clamp() ​

ts
static clamp(
   value: number, 
   min: number, 
   max: number): number;

Parameters ​

ParameterType
valuenumber
minnumber
maxnumber

Returns ​

number


create() ​

ts
static create(config?: IMockGameObjectConfig): MockGameObject;

Parameters ​

ParameterType
configIMockGameObjectConfig

Returns ​

MockGameObject


createActor() ​

ts
static createActor(config?: IMockGameObjectConfig): MockGameObject;

Parameters ​

ParameterType
configIMockGameObjectConfig

Returns ​

MockGameObject


mock() ​

ts
static mock(config?: IMockGameObjectConfig): game_object;

Parameters ​

ParameterType
configIMockGameObjectConfig

Returns ​

game_object


mockActor() ​

ts
static mockActor(config?: IMockGameObjectConfig): game_object;

Parameters ​

ParameterType
configIMockGameObjectConfig

Returns ​

game_object


mockCar() ​

ts
static mockCar(config?: IMockGameObjectConfig, carConfig?: IMockCCarConfig): game_object;

Create a game object backed by a car, with clsid and get_car wired to a MockCCar instance.

Parameters ​

ParameterTypeDescription
configIMockGameObjectConfigConfiguration of the game object mock.
carConfigIMockCCarConfigConfiguration of the attached car mock.

Returns ​

game_object

Game object acting as a car holder.


mockHelicopter() ​

ts
static mockHelicopter(config?: IMockGameObjectConfig): game_object;

Parameters ​

ParameterType
configIMockGameObjectConfig

Returns ​

game_object


mockStalker() ​

ts
static mockStalker(base?: IMockGameObjectConfig): game_object;

Parameters ​

ParameterType
baseIMockGameObjectConfig

Returns ​

game_object


mockWithClassId() ​

ts
static mockWithClassId(clsid: number): game_object;

Parameters ​

ParameterType
clsidnumber

Returns ​

game_object


mockWithSection() ​

ts
static mockWithSection(section: string): game_object;

Parameters ​

ParameterType
sectionstring

Returns ​

game_object

Properties ​

accessible ​

ts
accessible: Mock<() => boolean>;

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

position

Target position to check.

Returns ​

If target position is accessible by the object.

Implementation of ​

ts
game_object.accessible

accessible_nearest ​

ts
accessible_nearest: MockedFunction<(vertex_position: vector, target_position: vector) => LuaMultiReturn<[number, vector]>>;

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

vertex_position

Position to test from.

Param ​

target_position

Desired target position.

Returns ​

Level vertex id and accessible position.

Implementation of ​

ts
game_object.accessible_nearest

accuracy ​

ts
accuracy: MockedFunction<() => number>;

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Returns ​

Weapon accuracy for this inventory owner.

Implementation of ​

ts
game_object.accuracy

action ​

ts
action: Mock<() => null>;

Get current entity action.

Remarks ​

Requires this object to be a scripted entity. Other object types log a script error and return a default value or do nothing.

Returns ​

Current action, or null when no action is active.

Implementation of ​

ts
game_object.action

action_by_index ​

ts
action_by_index: MockedFunction<(index: number) => Nullable<entity_action>>;

Get queued action by index.

Remarks ​

Requires this object to be a scripted entity. Other object types log a script error and return a default value or do nothing.

Param ​

index

Action index.

Returns ​

Action object, or null.

Implementation of ​

ts
game_object.action_by_index

action_count ​

ts
action_count: MockedFunction<() => number>;

Get queued action count.

Remarks ​

Requires this object to be a scripted entity. Other object types log a script error and return a default value or do nothing.

Returns ​

Number of queued actions.

Implementation of ​

ts
game_object.action_count

activate_slot ​

ts
activate_slot: Mock<UnknownFunction>;

Activate an inventory slot.

Param ​

index

Slot id.

Implementation of ​

ts
game_object.activate_slot

active_detector ​

ts
active_detector: Mock<() => null>;

Get active detector item.

Source ​

src/xrGame/script_game_object_inventory_owner.cpp, CScriptGameObject::active_detector.

Remarks ​

Requires this object to be a CInventoryOwner. The binding reads the detector slot and returns the detector only while it is working. Missing inventory owner, empty detector slot, or inactive detector returns null.

Returns ​

Working detector item, or null.

Implementation of ​

ts
game_object.active_detector

active_item ​

ts
active_item: Mock<() => null>;

Get active inventory item.

Source ​

src/xrGame/script_game_object3.cpp, CScriptGameObject::GetActiveItem.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return null.

Returns ​

Active inventory item, or null when no item is active.

Implementation of ​

ts
game_object.active_item

active_slot ​

ts
active_slot: MockedFunction<<T>() => T>;

Returns ​

Active item slot of game object.

Implementation of ​

ts
game_object.active_slot

active_sound_count ​

ts
active_sound_count: MockedFunction<{
  (): number;
  (only_playing: boolean): number;
}>;

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Returns ​

Number of active sounds registered on this object.

Implementation of ​

ts
game_object.active_sound_count

active_zone_contact ​

ts
active_zone_contact: MockedFunction<(zone_id: number) => boolean>;

Check whether the object contacts an active zone.

Remarks ​

Intended for alive objects that track zone contacts. Zone ids are runtime object ids, not story ids.

Param ​

zone_id

Zone object id.

Returns ​

Whether contact is active.

Implementation of ​

ts
game_object.active_zone_contact

actor_look_at_point ​

ts
actor_look_at_point: MockedFunction<(position: vector) => void>;

Force actor look direction toward a point.

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Param ​

position

Point to look at.

Implementation of ​

ts
game_object.actor_look_at_point

add_animation ​

ts
add_animation: Mock<UnknownFunction>;

Queue animation by name.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

animation

Animation name.

Param ​

hand_usage

Whether the animation uses hands.

Param ​

use_movement_controller

Whether movement controller should drive the animation.

Implementation of ​

ts
game_object.add_animation

add_combat_sound ​

ts
add_combat_sound: MockedFunction<(prefix: string, max_count: number, type: TXR_snd_type, priority: number, mask: number, internal_type: number, bone: string) => number>;

Register a combat sound.

Source ​

src/xrGame/script_game_object4.cpp, CScriptGameObject::add_combat_sound.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return 0.

Param ​

prefix

Sound prefix.

Param ​

max_count

Maximum samples in the sound collection.

Param ​

type

AI sound category.

Param ​

priority

Sound priority.

Param ​

mask

Sound synchronization mask.

Param ​

internal_type

Internal stalker sound id.

Param ​

bone

Bone name used for playback placement.

Returns ​

Registered sound id, or 0 when this object is not a stalker.

Implementation of ​

ts
game_object.add_combat_sound

add_restrictions ​

ts
add_restrictions: Mock<(outAdd: string, inAdd: string) => void>;

Add movement restrictions.

Remarks ​

Requires an object with AI path restriction support. Inventory-only objects and static props do not have meaningful in/out restriction lists.

Param ​

out_restriction

Restrictor name used as outside boundary.

Param ​

in_restriction

Restrictor name used as inside boundary.

Implementation of ​

ts
game_object.add_restrictions

add_sound ​

ts
add_sound: MockedFunction<{
  (prefix: string, max_count: number, type: TXR_snd_type, priority: number, mask: number, internal_type: number): number;
  (prefix: string, max_count: number, type: TXR_snd_type, priority: number, mask: number, internal_type: number, bone: string): number;
}>;

Register an NPC sound.

Source ​

src/xrGame/script_game_object4.cpp, CScriptGameObject::add_sound.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

prefix

Sound prefix.

Param ​

max_count

Maximum samples in the sound collection.

Param ​

type

AI sound category.

Param ​

priority

Sound priority.

Param ​

mask

Sound synchronization mask.

Param ​

internal_type

Internal monster sound id.

Returns ​

Registered sound id, or 0 when this object is not a custom monster.

Implementation of ​

ts
game_object.add_sound

add_upgrade ​

ts
add_upgrade: MockedFunction<(upgrade_section: string) => boolean>;

Add an upgrade section.

Since ​

OpenXRay 2023-10-19, a6016f10, PR #1463

Param ​

upgrade_section

Section of upgrade to add.

Returns ​

Whether upgrade is installed successfully or not.

Implementation of ​

ts
game_object.add_upgrade

aim_bone_id ​

ts
aim_bone_id: MockedFunction<{
  (): string;
  (bone: string): void;
}>;

Get aimed bone id.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Bone name.

Implementation of ​

ts
game_object.aim_bone_id

aim_time ​

ts
aim_time: Mock<(_weapon: game_object, _aimTime?: number) => number>;

Get aim time for a target.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

object

Target object.

Returns ​

Aim time.

Implementation of ​

ts
game_object.aim_time

alive ​

ts
alive: Mock<() => boolean>;

Returns ​

Whether game object is alive.

Implementation of ​

ts
game_object.alive

allow_break_talk_dialog ​

ts
allow_break_talk_dialog: MockedFunction<(value: boolean) => void>;

Allow or block breaking the current actor talk dialog.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

value

Whether the dialog may be interrupted.

Implementation of ​

ts
game_object.allow_break_talk_dialog

allow_sprint ​

ts
allow_sprint: MockedFunction<(is_allowed: boolean) => void>;

Enable or disable actor sprint.

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Param ​

is_allowed

Whether sprint is allowed.

Implementation of ​

ts
game_object.allow_sprint

ammo_box_size ​

ts
ammo_box_size: MockedFunction<() => number>;

Get configured ammo box size for this ammo item.

Since ​

OpenXRay 2022-12-25, 3afded2f, PR #1190

Remarks ​

Requires this object to be a CWeaponAmmo item. Other object types log a script error and return 0.

Returns ​

Configured ammo box size.

Implementation of ​

ts
game_object.ammo_box_size

ammo_get_count ​

ts
ammo_get_count: MockedFunction<() => number>;

Get current ammo count in this ammo box.

Since ​

OpenXRay 2022-12-25, 3afded2f, PR #1190

Remarks ​

Requires this object to be a CWeaponAmmo item. Other object types log a script error and return 0.

Returns ​

Ammo count in this ammo box.

Implementation of ​

ts
game_object.ammo_get_count

ammo_set_count ​

ts
ammo_set_count: MockedFunction<(count: number) => void>;

Set ammo count for this ammo box.

Since ​

OpenXRay 2022-12-25, 3afded2f, PR #1190

Remarks ​

Requires this object to be a CWeaponAmmo item. Other object types log a script error and do nothing.

Param ​

count

Ammo count.

Implementation of ​

ts
game_object.ammo_set_count

animation_count ​

ts
animation_count: Mock<() => number>;

Get animation count.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Animation count.

Implementation of ​

ts
game_object.animation_count

animation_slot ​

ts
animation_slot: Mock<() => number>;

Get current animation slot.

Remarks ​

Meaningful for animated alive objects. For objects without animation controller state, the engine can return a default value.

Returns ​

Animation slot id.

Implementation of ​

ts
game_object.animation_slot

apply_loophole_direction_distance ​

ts
apply_loophole_direction_distance: MockedFunction<{
  (): number;
  (distance: number): void;
}>;

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Returns ​

Distance used when applying smart-cover loophole direction.

Implementation of ​

ts
game_object.apply_loophole_direction_distance

attach_vehicle ​

ts
attach_vehicle: MockedFunction<(vehicle: game_object, force: boolean) => void>;

Attach actor to a vehicle or holder.

Since ​

OpenXRay 2015-06-16, 0fe21c14

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Param ​

vehicle

Vehicle object.

Param ​

force

Whether attach should be forced.

Implementation of ​

ts
game_object.attach_vehicle

attachable_item_enabled ​

ts
attachable_item_enabled: MockedFunction<() => boolean>;

Remarks ​

Requires this object to be an attachable item. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether this attachable item is enabled.

Implementation of ​

ts
game_object.attachable_item_enabled

attachable_item_load_attach ​

ts
attachable_item_load_attach: MockedFunction<(section: string) => void>;

Reload attach position for this attachable item from a section.

Remarks ​

Requires this object to be an attachable item. Other object types log a script error and return a default value or do nothing.

Param ​

section

Config section with attach data.

Implementation of ​

ts
game_object.attachable_item_load_attach

base_in_restrictions ​

ts
base_in_restrictions: MockedFunction<() => string>;

Returns ​

Base incoming restriction list.

Implementation of ​

ts
game_object.base_in_restrictions

base_out_restrictions ​

ts
base_out_restrictions: MockedFunction<() => string>;

Get base outside restrictions.

Remarks ​

Requires an object with AI path restriction support.

Returns ​

Restriction list.

Implementation of ​

ts
game_object.base_out_restrictions

belt_count ​

ts
belt_count: MockedFunction<() => number>;

Get actor belt slot count.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Number of items on the belt.

Implementation of ​

ts
game_object.belt_count

berserk ​

ts
berserk: MockedFunction<() => void>;

Switch monster into berserk state.

Remarks ​

Requires a custom monster. It is not a generic combat command for stalkers or the actor.

Implementation of ​

ts
game_object.berserk

best_cover ​

ts
best_cover: MockedFunction<(position: vector, enemy_position: vector, min_distance: number, max_distance: number, deviation: number) => cover_point>;

Find the best cover from one position against another.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

position

Search origin.

Param ​

enemy_position

Threat position.

Param ​

min_distance

Minimum distance.

Param ​

max_distance

Maximum distance.

Param ​

deviation

Allowed direction deviation.

Returns ​

Cover point.

Implementation of ​

ts
game_object.best_cover

best_danger ​

ts
best_danger: Mock<() => null>;

Get most relevant danger object.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Returns ​

Danger object, or null.

Implementation of ​

ts
game_object.best_danger

best_enemy ​

ts
best_enemy: Mock<() => null>;

Get best enemy selected by monster memory.

Source ​

src/xrGame/script_game_object2.cpp, CScriptGameObject::GetBestEnemy.

Remarks ​

Requires this object to be a CCustomMonster. The binding reads the selected enemy from monster memory and returns null when the object is not a monster or no enemy is selected.

Returns ​

Selected enemy object, or null.

Implementation of ​

ts
game_object.best_enemy

best_item ​

ts
best_item: Mock<() => null>;

Get best remembered item for this object.

Source ​

src/xrGame/script_game_object2.cpp, CScriptGameObject::GetBestItem.

Remarks ​

Requires this object to be a CCustomMonster. This is the selected item from monster memory, not the best item in the object's inventory. Non-monster objects or monsters without a selected item return null.

Returns ​

Best remembered item, or null.

Implementation of ​

ts
game_object.best_item

best_weapon ​

ts
best_weapon: Mock<() => null>;

Get best available weapon for this object.

Source ​

src/xrGame/script_game_object2.cpp, CScriptGameObject::best_weapon.

Remarks ​

Requires this object to be a CAI_Stalker. The binding reads the stalker object handler's best weapon candidate and returns it only when the item still belongs to this object. Non-stalker objects, missing candidates, and candidates owned by another object return null.

Returns ​

Best weapon candidate, or null.

Implementation of ​

ts
game_object.best_weapon

bind_object ​

ts
bind_object: Mock<UnknownFunction>;

Attach a Lua binder to this object.

Param ​

binder

Binder instance adopted by the engine.

Implementation of ​

ts
game_object.bind_object

binded_object ​

ts
binded_object: MockedFunction<() => object_binder>;

Get attached Lua binder.

Returns ​

Bound object binder.

Implementation of ​

ts
game_object.binded_object

body_state ​

ts
body_state: MockedFunction<() => TXR_body_state>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Current stalker body state.

Implementation of ​

ts
game_object.body_state

bone_position ​

ts
bone_position: MockedFunction<(bone: string) => vector>;

Get model bone world position.

Remarks ​

Requires this object to have a renderable visual. Objects without a visual can log an engine error or return a default value.

Param ​

bone

Bone name.

Returns ​

Bone position.

Implementation of ​

ts
game_object.bone_position

bone_visible ​

ts
bone_visible: MockedFunction<(bone: string) => boolean>;

Check whether a bone is visible.

Since ​

OpenXRay 2015-07-07, 6e703b4c

Remarks ​

Requires this object to have a renderable visual. Objects without a visual can log an engine error or return a default value.

Param ​

bone

Bone name.

Returns ​

Whether bone is visible.

Implementation of ​

ts
game_object.bone_visible

burer_get_force_gravi_attack ​

ts
burer_get_force_gravi_attack: Mock<() => boolean>;

Remarks ​

Requires this object to be a burer. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether this burer is forced to use a gravity attack.

Implementation of ​

ts
game_object.burer_get_force_gravi_attack

burer_set_force_gravi_attack ​

ts
burer_set_force_gravi_attack: Mock<UnknownFunction>;

Toggle burer gravity attack override.

Remarks ​

Requires this object to be a burer. Other object types log a script error and return a default value or do nothing.

Param ​

value

Whether forced gravity attack is enabled.

Implementation of ​

ts
game_object.burer_set_force_gravi_attack

buy_condition ​

ts
buy_condition: Mock<UnknownFunction>;

Set trade buy conditions from an ini section.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

ini_file

Trade config.

Param ​

section

Condition section.

Implementation of ​

ts
game_object.buy_condition

buy_item_condition_factor ​

ts
buy_item_condition_factor: Mock<UnknownFunction>;

Set item condition factor used by buying logic.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

factor

Condition factor.

Implementation of ​

ts
game_object.buy_item_condition_factor

buy_supplies ​

ts
buy_supplies: Mock<UnknownFunction>;

Buy supplies described by a config section.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

ini

Trade config.

Param ​

section

Supply section.

Implementation of ​

ts
game_object.buy_supplies

callbacks ​

ts
callbacks: Partial<Record<TXR_callback, (this: void, ...args: any[]) => any>> = {};

callCallback ​

ts
callCallback: Mock<(id: TXR_callback, ...args: any[]) => any>;

can_add_upgrade ​

ts
can_add_upgrade: MockedFunction<(upgrade_section: string) => boolean>;

Check whether an upgrade can be added.

Since ​

OpenXRay 2023-10-19, a6016f10, PR #1463

Param ​

upgrade_section

Section of upgrade to check.

Returns ​

Whether upgrade can be added.

Implementation of ​

ts
game_object.can_add_upgrade

can_install_upgrade ​

ts
can_install_upgrade: MockedFunction<(upgrade_section: string) => boolean>;

Check whether an upgrade can be installed.

Since ​

OpenXRay 2023-10-19, a6016f10, PR #1463

Param ​

upgrade_section

Section of upgrade to check.

Returns ​

Whether upgrade can be installed.

Implementation of ​

ts
game_object.can_install_upgrade

can_script_capture ​

ts
can_script_capture: MockedFunction<() => boolean>;

Check whether scripts can capture this object.

Remarks ​

Requires this object to be a scripted entity. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether script capture is allowed.

Implementation of ​

ts
game_object.can_script_capture

can_select_weapon ​

ts
can_select_weapon: MockedFunction<{
  (): boolean;
  (is_enabled: boolean): void;
}>;

Check whether this object can select a weapon.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether weapon selection is enabled.

Implementation of ​

ts
game_object.can_select_weapon

can_throw_grenades ​

ts
can_throw_grenades: MockedFunction<{
  (): boolean;
  (is_enabled: boolean): void;
}>;

Check whether this object can throw grenades.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether grenade throwing is enabled.

Implementation of ​

ts
game_object.can_throw_grenades

cast_Actor ​

ts
cast_Actor: MockedFunction<() => Nullable<CActor>>;

Cast this object to an actor wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Actor wrapper, or null.

Implementation of ​

ts
game_object.cast_Actor

cast_Ammo ​

ts
cast_Ammo: MockedFunction<() => Nullable<CWeaponAmmo>>;

Cast this object to an ammo wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Ammo wrapper, or null.

Implementation of ​

ts
game_object.cast_Ammo

cast_Artefact ​

ts
cast_Artefact: MockedFunction<() => Nullable<CArtefact>>;

Cast this object to an artefact wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Artefact wrapper, or null.

Implementation of ​

ts
game_object.cast_Artefact

cast_Car ​

ts
cast_Car: MockedFunction<() => Nullable<CCar>>;

Cast this object to a car wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Car wrapper, or null.

Implementation of ​

ts
game_object.cast_Car

cast_CustomZone ​

ts
cast_CustomZone: MockedFunction<() => Nullable<CCustomZone>>;

Cast this object to a custom zone wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Custom zone wrapper, or null.

Implementation of ​

ts
game_object.cast_CustomZone

cast_EntityAlive ​

ts
cast_EntityAlive: MockedFunction<() => Nullable<CEntityAlive>>;

Cast this object to an alive entity wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Alive entity wrapper, or null.

Implementation of ​

ts
game_object.cast_EntityAlive

cast_Explosive ​

ts
cast_Explosive: MockedFunction<() => Nullable<explosive>>;

Cast this object to an explosive wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Explosive wrapper, or null.

Implementation of ​

ts
game_object.cast_Explosive

cast_GameObject ​

ts
cast_GameObject: MockedFunction<() => Nullable<CGameObject>>;

Cast this object to a base game object wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Game object wrapper, or null.

Implementation of ​

ts
game_object.cast_GameObject

cast_Heli ​

ts
cast_Heli: MockedFunction<() => Nullable<CHelicopter>>;

Cast this object to a helicopter wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Helicopter wrapper, or null.

Implementation of ​

ts
game_object.cast_Heli

cast_HolderCustom ​

ts
cast_HolderCustom: MockedFunction<() => Nullable<holder>>;

Cast this object to a holder wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Holder wrapper, or null.

Implementation of ​

ts
game_object.cast_HolderCustom

cast_InventoryItem ​

ts
cast_InventoryItem: MockedFunction<() => Nullable<CInventoryItem>>;

Cast this object to an inventory item wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Inventory item wrapper, or null.

Implementation of ​

ts
game_object.cast_InventoryItem

cast_InventoryOwner ​

ts
cast_InventoryOwner: MockedFunction<() => Nullable<CInventoryOwner>>;

Cast this object to an inventory owner wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Inventory owner wrapper, or null.

Implementation of ​

ts
game_object.cast_InventoryOwner

cast_Monster ​

ts
cast_Monster: MockedFunction<() => Nullable<CCustomMonster>>;

Cast this object to a custom monster wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Custom monster wrapper, or null.

Implementation of ​

ts
game_object.cast_Monster

cast_PhysicsShellHolder ​

ts
cast_PhysicsShellHolder: MockedFunction<() => Nullable<CPhysicsShellHolder>>;

Cast this object to a physics shell holder wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Physics shell holder wrapper, or null.

Implementation of ​

ts
game_object.cast_PhysicsShellHolder

cast_ScriptZone ​

ts
cast_ScriptZone: MockedFunction<() => Nullable<ce_script_zone>>;

Cast this object to a script zone wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Script zone wrapper, or null.

Implementation of ​

ts
game_object.cast_ScriptZone

cast_SpaceRestrictor ​

ts
cast_SpaceRestrictor: MockedFunction<() => Nullable<CSpaceRestrictor>>;

Cast this object to a space restrictor wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Space restrictor wrapper, or null.

Implementation of ​

ts
game_object.cast_SpaceRestrictor

cast_Stalker ​

ts
cast_Stalker: MockedFunction<() => Nullable<CAI_Stalker>>;

Cast this object to a stalker wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Stalker wrapper, or null.

Implementation of ​

ts
game_object.cast_Stalker

cast_Weapon ​

ts
cast_Weapon: MockedFunction<() => Nullable<CWeapon>>;

Cast this object to a weapon wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Weapon wrapper, or null.

Implementation of ​

ts
game_object.cast_Weapon

cast_WeaponMagazined ​

ts
cast_WeaponMagazined: MockedFunction<() => Nullable<CWeaponMagazined>>;

Cast this object to a magazined weapon wrapper.

Remarks ​

Returns the requested wrapper only when the runtime object has that engine type; otherwise the cast result may be null at runtime.

Returns ​

Magazined weapon wrapper, or null.

Implementation of ​

ts
game_object.cast_WeaponMagazined

center ​

ts
center: Mock<() => vector>;

Get object center position.

Returns ​

Center position.

Implementation of ​

ts
game_object.center

change_character_rank ​

ts
change_character_rank: MockedFunction<(delta: number) => void>;

Add a delta to character rank.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

delta

Rank delta.

Implementation of ​

ts
game_object.change_character_rank

change_character_reputation ​

ts
change_character_reputation: Mock<UnknownFunction>;

Add a delta to character reputation.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

delta

Reputation delta.

Implementation of ​

ts
game_object.change_character_reputation

change_goodwill ​

ts
change_goodwill: MockedFunction<(delta_goodwill: number, to_object: game_object) => void>;

Add a delta to goodwill toward another object.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

delta_goodwill

Goodwill delta.

Param ​

to_object

Target object.

Implementation of ​

ts
game_object.change_goodwill

change_team ​

ts
change_team: Mock<UnknownFunction>;

Change team, squad, and group ids.

Remarks ​

Intended for alive AI objects. It changes runtime relation grouping, not smart-terrain squad membership.

Param ​

team_id

Team id.

Param ​

squad_id

Squad id.

Param ​

group_id

Group id.

Implementation of ​

ts
game_object.change_team

character_community ​

ts
character_community: MockedFunction<<T>() => T>;

Returns ​

Object community like monolith, stalker or zombied.

Implementation of ​

ts
game_object.character_community

character_icon ​

ts
character_icon: <T>() => T;

Get character icon id.

Type Parameters ​

Type Parameter
T

Returns ​

T

Icon id.

Implementation of ​

ts
game_object.character_icon

character_name ​

ts
character_name: MockedFunction<<T>() => T>;

Get localized character name.

Returns ​

Character display name.

Implementation of ​

ts
game_object.character_name

character_rank ​

ts
character_rank: MockedFunction<() => number>;

Get character rank value.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Rank value.

Implementation of ​

ts
game_object.character_rank

character_reputation ​

ts
character_reputation: MockedFunction<() => number>;

Get character reputation.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Reputation value.

Implementation of ​

ts
game_object.character_reputation

clear_animations ​

ts
clear_animations: Mock<UnknownFunction>;

Remove queued animations.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.clear_animations

clear_callbacks ​

ts
clear_callbacks: Mock<() => void>;

Clear all callbacks registered on this object.

Implementation of ​

ts
game_object.clear_callbacks

clear_game_news ​

ts
clear_game_news: MockedFunction<() => void>;

Clear queued game news for this inventory owner.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.clear_game_news

clear_override_animation ​

ts
clear_override_animation: Mock<UnknownFunction>;

Clear override animation.

Implementation of ​

ts
game_object.clear_override_animation

clsid ​

ts
clsid: Mock<() => TXR_class_id>;

Get engine class id.

Returns ​

Class id constant.

Implementation of ​

ts
game_object.clsid

command ​

ts
command: Mock<UnknownFunction>;

Add action for game object entity. Depending on priority pushes it to back or front of actions list.

Remarks ​

Requires this object to be a scripted entity. Other object types log a script error and return a default value or do nothing.

Param ​

entity_action

Action to perform.

Param ​

is_high_priority

Whether it is high priority action.

Implementation of ​

ts
game_object.command

community ​

ts
community: Mock<() => string>;

community_goodwill ​

ts
community_goodwill: MockedFunction<(from_community: string) => number>;

Get goodwill toward a community.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

from_community

Community id.

Returns ​

Goodwill value.

Implementation of ​

ts
game_object.community_goodwill

condition ​

ts
condition: MockedFunction<() => number>;

Get item condition.

Remarks ​

Requires an inventory item or another object with condition/durability data.

Returns ​

Condition value.

Implementation of ​

ts
game_object.condition

cost ​

ts
cost: MockedFunction<() => number>;

Get object cost.

Remarks ​

Requires an inventory item or tradeable object. Non-item objects can report an engine default.

Returns ​

Cost.

Implementation of ​

ts
game_object.cost

critically_wounded ​

ts
critically_wounded: Mock<() => boolean>;

Check whether NPC is critically wounded.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether object is critically wounded.

Implementation of ​

ts
game_object.critically_wounded

deadbody_can_take ​

ts
deadbody_can_take: MockedFunction<(value: boolean) => void>;

Allow or block taking items from this dead body.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

value

Whether taking items is allowed.

Implementation of ​

ts
game_object.deadbody_can_take

deadbody_can_take_status ​

ts
deadbody_can_take_status: MockedFunction<() => boolean>;

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether items can be taken from this dead body.

Implementation of ​

ts
game_object.deadbody_can_take_status

deadbody_closed ​

ts
deadbody_closed: MockedFunction<(value: boolean) => void>;

Mark this dead body inventory as opened or closed.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

value

Whether the dead body is closed.

Implementation of ​

ts
game_object.deadbody_closed

deadbody_closed_status ​

ts
deadbody_closed_status: MockedFunction<() => boolean>;

Check whether dead body inventory is closed.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether looting is closed.

Implementation of ​

ts
game_object.deadbody_closed_status

death_sound_enabled ​

ts
death_sound_enabled: MockedFunction<{
  (): boolean;
  (value: boolean): void;
}>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether death sounds are enabled.

Implementation of ​

ts
game_object.death_sound_enabled

death_time ​

ts
death_time: MockedFunction<() => number>;

Get object death time.

Returns ​

Death time.

Implementation of ​

ts
game_object.death_time

debug_planner ​

ts
debug_planner: Mock<UnknownFunction>;

Sets provided planner as debugged for stalker object. As result, when console command ai_dbg_stalker on is toggled, GOAP state of planner is displayed. Requires mixed build engine.

Param ​

planner

Action planner to show in stalker stats when debugging is enabled.

Implementation of ​

ts
game_object.debug_planner

detach_vehicle ​

ts
detach_vehicle: MockedFunction<(force: boolean) => void>;

Detach actor from the current vehicle or holder.

Since ​

OpenXRay 2015-06-16, 0fe21c14

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Param ​

force

Whether detach should be forced.

Implementation of ​

ts
game_object.detach_vehicle

detail_path_type ​

ts
detail_path_type: MockedFunction<() => TXR_detail_path_type>;

Get current detail path type used by the object's movement manager.

Source ​

src/xrGame/script_game_object3.cpp, CScriptGameObject::detail_path_type.

Remarks ​

Requires this object to be a CAI_Stalker. Non-stalker objects log an engine script error and return move.line. In the verified xray source, the wrapper also returns move.line for stalkers instead of reading the current movement manager value.

Returns ​

Detail path type id.

Implementation of ​

ts
game_object.detail_path_type

direction ​

ts
direction: Mock<() => vector>;

Get object facing direction.

Remarks ​

Returns the current engine transform direction. For AI-facing goals, prefer sight or movement APIs.

Returns ​

Direction vector.

Implementation of ​

ts
game_object.direction

disable_anomaly ​

ts
disable_anomaly: Mock<UnknownFunction>;

Disable this anomaly object.

Remarks ​

Requires this object to be a custom zone. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.disable_anomaly

disable_hit_marks ​

ts
disable_hit_marks: MockedFunction<{
  (): boolean;
  (value: boolean): void;
}>;

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Returns ​

Whether hit marks are disabled.

Implementation of ​

ts
game_object.disable_hit_marks

disable_info_portion ​

ts
disable_info_portion: Mock<(it: string) => boolean>;

Remove an info portion from this object.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

info_portion

Info portion id.

Returns ​

Whether the info portion was removed.

Implementation of ​

ts
game_object.disable_info_portion

disable_inv_upgrade ​

ts
disable_inv_upgrade: MockedFunction<() => void>;

Disable inventory upgrades for this object.

Implementation of ​

ts
game_object.disable_inv_upgrade

disable_show_hide_sounds ​

ts
disable_show_hide_sounds: MockedFunction<(value: boolean) => void>;

Enable or disable weapon show, hide and reload sounds for this inventory owner.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

value

Whether those sounds should play.

Implementation of ​

ts
game_object.disable_show_hide_sounds

disable_talk ​

ts
disable_talk: Mock<UnknownFunction>;

Disable actor dialog with this object.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.disable_talk

disable_trade ​

ts
disable_trade: Mock<UnknownFunction>;

Disable trade with this object.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.disable_trade

disabledInventoryUpgrades ​

ts
disabledInventoryUpgrades: Set<string>;

dont_has_info ​

ts
dont_has_info: Mock<(it: string) => boolean>;

Check that this object does not have an info portion.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

info_portion

Info portion id.

Returns ​

Whether the info portion is absent.

Implementation of ​

ts
game_object.dont_has_info

drop_item ​

ts
drop_item: Mock<(it: game_object) => void>;

Drop item from inventory.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

item

Game object to drop.

Implementation of ​

ts
game_object.drop_item

drop_item_and_teleport ​

ts
drop_item_and_teleport: Mock<UnknownFunction>;

Drop an item and teleport it to a position.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

item

Item to drop.

Param ​

position

Target position.

Implementation of ​

ts
game_object.drop_item_and_teleport

eat ​

ts
eat: Mock<UnknownFunction>;

Consume an inventory item.

Remarks ​

Requires this object to be an eatable inventory item. Other object types log a script error and return a default value or do nothing.

Param ​

item

Item to eat or use.

Implementation of ​

ts
game_object.eat

enable_anomaly ​

ts
enable_anomaly: Mock<UnknownFunction>;

Enable this anomaly zone.

Remarks ​

Requires this object to be a custom zone. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.enable_anomaly

enable_attachable_item ​

ts
enable_attachable_item: Mock<UnknownFunction>;

Method for inventory items to set them enabled / disabled for stalkers. As result, medkit or detector can be activated by stalker.

Remarks ​

Requires this object to be an attachable item. Other object types log a script error and return a default value or do nothing.

Param ​

is_enabled

Whether item should be enabled for usage by owning object.

Implementation of ​

ts
game_object.enable_attachable_item

enable_inv_upgrade ​

ts
enable_inv_upgrade: MockedFunction<() => void>;

Enable inventory upgrades for this object.

Implementation of ​

ts
game_object.enable_inv_upgrade

enable_level_changer ​

ts
enable_level_changer: Mock<UnknownFunction>;

Switch client level changed enabled state.

Remarks ​

Requires this object to be a level changer. Other object types do nothing.

Param ​

is_enabled

Whether level changer should be enabled.

Implementation of ​

ts
game_object.enable_level_changer

enable_memory_object ​

ts
enable_memory_object: MockedFunction<(object: game_object, is_enabled: boolean) => void>;

Enable or disable memory tracking for an object.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

object

Object to update.

Param ​

is_enabled

Whether memory object is enabled.

Implementation of ​

ts
game_object.enable_memory_object

enable_night_vision ​

ts
enable_night_vision: Mock<UnknownFunction>;

Enable or disable night vision on actor equipment.

Remarks ​

Requires this object to be a torch item. Other object types log a script error and return a default value or do nothing.

Param ​

is_enabled

Whether night vision is enabled.

Implementation of ​

ts
game_object.enable_night_vision

enable_talk ​

ts
enable_talk: Mock<UnknownFunction>;

Enable actor talk interaction with this inventory owner.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.enable_talk

enable_torch ​

ts
enable_torch: Mock<UnknownFunction>;

Enable or disable torch.

Remarks ​

Requires this object to be a torch item. Other object types log a script error and return a default value or do nothing.

Param ​

is_enabled

Whether torch is enabled.

Implementation of ​

ts
game_object.enable_torch

enable_trade ​

ts
enable_trade: Mock<UnknownFunction>;

Enable actor trade interaction with this inventory owner.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.enable_trade

enable_vision ​

ts
enable_vision: MockedFunction<(value: boolean) => void>;

Enable or disable visual memory for this monster.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

value

Whether vision is enabled.

Implementation of ​

ts
game_object.enable_vision

explode ​

ts
explode: Mock<UnknownFunction>;

Trigger object explosion.

Remarks ​

Requires an explosive object or object with an explosive component. The id is passed to native explosion logic and is not validated by TypeScript.

Param ​

id

Explosion id or initiator id.

Implementation of ​

ts
game_object.explode

external_sound_start ​

ts
external_sound_start: MockedFunction<(sound: string) => void>;

Start an external object sound.

Remarks ​

Requires this object to be a trader-capable inventory owner. Other object types log a script error and return a default value or do nothing.

Param ​

sound

Sound name.

Implementation of ​

ts
game_object.external_sound_start

external_sound_stop ​

ts
external_sound_stop: MockedFunction<() => void>;

Stop the current external trader sound.

Remarks ​

Requires this object to be a trader-capable inventory owner. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.external_sound_stop

extrapolate_length ​

ts
extrapolate_length: MockedFunction<{
  (): number;
  (value: number): void;
}>;

Returns ​

Movement path extrapolation length.

Implementation of ​

ts
game_object.extrapolate_length

fake_death_fall_down ​

ts
fake_death_fall_down: MockedFunction<() => boolean>;

Remarks ​

Requires this object to be a zombie. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether this zombie should fall down in fake-death state.

Implementation of ​

ts
game_object.fake_death_fall_down

fake_death_stand_up ​

ts
fake_death_stand_up: MockedFunction<() => void>;

Force a fake-dead monster to stand up.

Remarks ​

Requires this object to be a zombie. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.fake_death_stand_up

find_best_cover ​

ts
find_best_cover: MockedFunction<(position: vector) => cover_point>;

Find the best cover from a threat position.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

position

Threat position.

Returns ​

Cover point.

Implementation of ​

ts
game_object.find_best_cover

force_set_goodwill ​

ts
force_set_goodwill: Mock<UnknownFunction>;

Set goodwill toward another object without applying a delta.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

goodwill

Goodwill value.

Param ​

to_object

Target object.

Implementation of ​

ts
game_object.force_set_goodwill

force_set_position ​

ts
force_set_position: MockedFunction<(position: vector, activate: boolean) => void>;

Move object with a physics shell to a position immediately.

Since ​

OpenXRay 2015-07-07, 6e703b4c

Remarks ​

Requires this object to be a physics-shell holder. Objects without a shell return or log a script error. When activate is true, the engine activates the physics shell before forcing the transform.

Param ​

position

Target position.

Param ​

activate

Whether to activate the physics shell before moving it.

Implementation of ​

ts
game_object.force_set_position

force_stand_sleep_animation ​

ts
force_stand_sleep_animation: MockedFunction<(index: number) => void>;

Force a bloodsucker stand/sleep animation variant.

Remarks ​

Requires this object to be a bloodsucker. Other object types log a script error and return a default value or do nothing.

Param ​

index

Animation index.

Implementation of ​

ts
game_object.force_stand_sleep_animation

force_visibility_state ​

ts
force_visibility_state: MockedFunction<(state: TXR_bloodsucker_visibility_state) => void>;

For bloodsuckers specifically set current visibility state.

Remarks ​

Requires this object to be a bloodsucker. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.force_visibility_state

fov ​

ts
fov: Mock<() => number>;

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Returns ​

Current object field of view.

Implementation of ​

ts
game_object.fov

game_vertex_id ​

ts
game_vertex_id: Mock<() => number>;

Get current game graph vertex id.

Returns ​

Game vertex id.

Implementation of ​

ts
game_object.game_vertex_id

general_goodwill ​

ts
general_goodwill: Mock<(to: game_object) => number>;

Return formula: personal_goodwill + reputation_goodwill + rank_goodwill + community_goodwill + community_to_community.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

target

Target client object.

Returns ​

Goodwill level from object to target.

Implementation of ​

ts
game_object.general_goodwill

get_actor_jump_speed ​

ts
get_actor_jump_speed: MockedFunction<() => number>;

Get actor jump speed.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Returns ​

Actor jump speed.

Implementation of ​

ts
game_object.get_actor_jump_speed

get_actor_max_walk_weight ​

ts
get_actor_max_walk_weight: MockedFunction<() => number>;

Get actor maximum walk weight.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Returns ​

Actor maximum walk weight.

Implementation of ​

ts
game_object.get_actor_max_walk_weight

get_actor_max_weight ​

ts
get_actor_max_weight: MockedFunction<() => number>;

Get actor maximum carry weight.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Returns ​

Actor maximum carry weight.

Implementation of ​

ts
game_object.get_actor_max_weight

get_actor_relation_flags ​

ts
get_actor_relation_flags: MockedFunction<() => flags32>;

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Actor relation flags stored for this character.

Implementation of ​

ts
game_object.get_actor_relation_flags

get_actor_run_coef ​

ts
get_actor_run_coef: MockedFunction<() => number>;

Get actor run speed coefficient.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Returns ​

Actor run speed coefficient.

Implementation of ​

ts
game_object.get_actor_run_coef

get_actor_runback_coef ​

ts
get_actor_runback_coef: MockedFunction<() => number>;

Get actor backward run speed coefficient.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Returns ​

Actor backward run speed coefficient.

Implementation of ​

ts
game_object.get_actor_runback_coef

get_actor_sprint_koef ​

ts
get_actor_sprint_koef: MockedFunction<() => number>;

Get actor sprint speed coefficient.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Returns ​

Actor sprint speed coefficient.

Implementation of ​

ts
game_object.get_actor_sprint_koef

get_additional_max_walk_weight ​

ts
get_additional_max_walk_weight: MockedFunction<() => number>;

Get additional maximum walk weight.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Returns ​

Additional maximum walk weight.

Implementation of ​

ts
game_object.get_additional_max_walk_weight

get_additional_max_weight ​

ts
get_additional_max_weight: MockedFunction<() => number>;

Get additional maximum carry weight.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Returns ​

Additional maximum carry weight.

Implementation of ​

ts
game_object.get_additional_max_weight

get_ammo_count_for_type ​

ts
get_ammo_count_for_type: MockedFunction<(type: number) => number>;

Get inventory ammo count for a weapon ammo type.

Since ​

OpenXRay 2016-02-25, 46c1c78c

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

type

Ammo type index.

Returns ​

Matching ammo count.

Implementation of ​

ts
game_object.get_ammo_count_for_type

get_ammo_in_magazine ​

ts
get_ammo_in_magazine: Mock<() => number>;

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Returns ​

Ammo count currently loaded in this weapon magazine.

Implementation of ​

ts
game_object.get_ammo_in_magazine

get_ammo_total ​

ts
get_ammo_total: MockedFunction<() => number>;

Get total suitable ammo count.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Ammo count.

Implementation of ​

ts
game_object.get_ammo_total

get_ammo_type ​

ts
get_ammo_type: MockedFunction<() => number>;

Get active ammo type.

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Returns ​

Ammo type id.

Implementation of ​

ts
game_object.get_ammo_type

get_anomaly_power ​

ts
get_anomaly_power: MockedFunction<() => number>;

Remarks ​

Requires this object to be a custom zone. Other object types log a script error and return a default value or do nothing.

Returns ​

Current anomaly power.

Implementation of ​

ts
game_object.get_anomaly_power

get_artefact ​

ts
get_artefact: Mock<() => null>;

Cast this object to an artefact.

Remarks ​

Requires this object to be an artefact. Other object types log a script error and return a default value or do nothing.

Returns ​

Artefact object, or null when this object is not an artefact.

Implementation of ​

ts
game_object.get_artefact

get_artefact_bleeding ​

ts
get_artefact_bleeding: MockedFunction<() => number>;

Remarks ​

Requires this object to be an artefact. Other object types log a script error and return a default value or do nothing.

Returns ​

Artefact bleeding restore rate.

Implementation of ​

ts
game_object.get_artefact_bleeding

get_artefact_health ​

ts
get_artefact_health: MockedFunction<() => number>;

Remarks ​

Requires this object to be an artefact. Other object types log a script error and return a default value or do nothing.

Returns ​

Artefact health restore rate.

Implementation of ​

ts
game_object.get_artefact_health

get_artefact_power ​

ts
get_artefact_power: MockedFunction<() => number>;

Remarks ​

Requires this object to be an artefact. Other object types log a script error and return a default value or do nothing.

Returns ​

Artefact power restore rate.

Implementation of ​

ts
game_object.get_artefact_power

get_artefact_radiation ​

ts
get_artefact_radiation: MockedFunction<() => number>;

Remarks ​

Requires this object to be an artefact. Other object types log a script error and return a default value or do nothing.

Returns ​

Artefact radiation restore rate.

Implementation of ​

ts
game_object.get_artefact_radiation

get_artefact_satiety ​

ts
get_artefact_satiety: MockedFunction<() => number>;

Remarks ​

Requires this object to be an artefact. Other object types log a script error and return a default value or do nothing.

Returns ​

Artefact satiety restore rate.

Implementation of ​

ts
game_object.get_artefact_satiety

get_attached_vehicle ​

ts
get_attached_vehicle: MockedFunction<() => Nullable<game_object>>;

Get vehicle currently attached to the actor.

Since ​

OpenXRay 2015-07-07, 6e703b4c

Remarks ​

Requires this object to be the actor. Other object types log a script error or return null.

Returns ​

Vehicle currently attached to the actor, or null.

Implementation of ​

ts
game_object.get_attached_vehicle

get_bone_id ​

ts
get_bone_id: Mock<() => number>;

Get model bone id by name.

Remarks ​

Requires this object to have a renderable visual. Objects without a visual can log an engine error or return a default value.

Param ​

bone

Bone name.

Returns ​

Bone id.

Implementation of ​

ts
game_object.get_bone_id

get_campfire ​

ts
get_campfire: Mock<() => null>;

Cast this object to a campfire.

Remarks ​

Requires this object to be a campfire zone. Other object types log a script error.

Returns ​

Campfire object, or null when this object is not a campfire.

Implementation of ​

ts
game_object.get_campfire

get_car ​

ts
get_car: Mock<() => CCar>;

Remarks ​

Requires this object to be a car. Other object types log a script error.

Returns ​

This object as a car.

Implementation of ​

ts
game_object.get_car

get_corpse ​

ts
get_corpse: MockedFunction<() => Nullable<game_object>>;

Get current corpse selected by this monster.

Source ​

src/xrGame/script_game_object3.cpp, CScriptGameObject::GetCorpse.

Remarks ​

Requires this object to be a CCustomMonster. The binding ignores destroyed corpse objects and returns null when no usable corpse is selected.

Returns ​

Corpse selected by this monster, or null.

Implementation of ​

ts
game_object.get_corpse

get_current_direction ​

ts
get_current_direction: MockedFunction<() => vector>;

Get current movement direction.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Direction vector.

Implementation of ​

ts
game_object.get_current_direction

get_current_holder ​

ts
get_current_holder: MockedFunction<() => Nullable<holder>>;

Returns ​

Current holder used by the actor, or null.

Implementation of ​

ts
game_object.get_current_holder

get_current_outfit ​

ts
get_current_outfit: MockedFunction<() => Nullable<game_object>>;

Get currently equipped outfit.

Source ​

src/xrGame/script_game_object3.cpp, CScriptGameObject::GetCurrentOutfit.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return null.

Returns ​

Currently equipped outfit, or null when none is equipped.

Implementation of ​

ts
game_object.get_current_outfit

get_current_outfit_protection ​

ts
get_current_outfit_protection: MockedFunction<(hit_type: number) => number>;

Get protection value from the currently equipped outfit.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

hit_type

Hit type id.

Returns ​

Protection value.

Implementation of ​

ts
game_object.get_current_outfit_protection

get_current_point_index ​

ts
get_current_point_index: Mock<() => number>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Current patrol path point index.

Implementation of ​

ts
game_object.get_current_point_index

get_dest_smart_cover ​

ts
get_dest_smart_cover: MockedFunction<() => cover_point>;

Get destination smart cover.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Returns ​

Cover point.

Implementation of ​

ts
game_object.get_dest_smart_cover

get_dest_smart_cover_name ​

ts
get_dest_smart_cover_name: MockedFunction<() => Nullable<string>>;

Get destination smart cover name.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Returns ​

Cover name, or null.

Implementation of ​

ts
game_object.get_dest_smart_cover_name

get_enemy ​

ts
get_enemy: Mock<() => null>;

Get current enemy selected by this monster.

Source ​

src/xrGame/script_game_object3.cpp, CScriptGameObject::GetEnemy.

Remarks ​

Requires this object to be an alive CCustomMonster. The binding ignores destroyed enemy objects and returns null when the monster is dead, has no current enemy, or is not a monster.

Returns ​

Current enemy object, or null.

Implementation of ​

ts
game_object.get_enemy

get_enemy_strength ​

ts
get_enemy_strength: MockedFunction<() => number>;

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Returns ​

Current enemy strength estimate.

Implementation of ​

ts
game_object.get_enemy_strength

get_force_anti_aim ​

ts
get_force_anti_aim: Mock<() => boolean>;

Remarks ​

Requires this object to be a base monster. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether this monster is forced to use anti-aim behavior.

Implementation of ​

ts
game_object.get_force_anti_aim

get_hanging_lamp ​

ts
get_hanging_lamp: Mock<() => hanging_lamp>;

Cast this object to a hanging lamp.

Remarks ​

Requires this object to be a hanging lamp. Other object types log a script error.

Returns ​

Hanging lamp object.

Implementation of ​

ts
game_object.get_hanging_lamp

get_helicopter ​

ts
get_helicopter: Mock<() => CHelicopter>;

Remarks ​

Requires this object to be a helicopter. Other object types log a script error.

Returns ​

This object as a helicopter.

Implementation of ​

ts
game_object.get_helicopter

get_holder_class ​

ts
get_holder_class: MockedFunction<() => holder>;

Cast this object to a holder.

Remarks ​

Requires this object to be a holder object. Other object types log a script error or return null.

Returns ​

Holder object.

Implementation of ​

ts
game_object.get_holder_class

get_info_time ​

ts
get_info_time: MockedFunction<(info: string) => CTime>;

Get time when an info portion was received.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

info

Info portion id.

Returns ​

Game time.

Implementation of ​

ts
game_object.get_info_time

get_luminocity ​

ts
get_luminocity: MockedFunction<() => number>;

Get object luminocity.

Since ​

OpenXRay 2015-07-07, 6e703b4c

Remarks ​

Requires this object to have a renderable visual. Objects without a visual can log an engine error or return a default value.

Returns ​

Object luminocity.

Implementation of ​

ts
game_object.get_luminocity

get_luminocity_hemi ​

ts
get_luminocity_hemi: MockedFunction<() => number>;

Get object hemisphere luminocity.

Since ​

OpenXRay 2015-07-07, 6e703b4c

Remarks ​

Requires this object to have a renderable visual. Objects without a visual can log an engine error or return a default value.

Returns ​

Hemispheric luminocity for this object.

Implementation of ​

ts
game_object.get_luminocity_hemi

get_main_weapon_type ​

ts
get_main_weapon_type: MockedFunction<() => number>;

Get weapon main type.

Since ​

OpenXRay 2016-02-25, 46c1c78c

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Returns ​

Main weapon type id.

Implementation of ​

ts
game_object.get_main_weapon_type

get_max_uses ​

ts
get_max_uses: MockedFunction<() => number>;

Get maximum item uses.

Since ​

OpenXRay 2015-08-27, 7840b0fe

Remarks ​

Requires this object to be an eatable inventory item. Other object types log a script error and return a default value or do nothing.

Returns ​

Maximum uses.

Implementation of ​

ts
game_object.get_max_uses

get_monster_hit_info ​

ts
get_monster_hit_info: Mock<() => MonsterHitInfo>;

Get latest monster hit information.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Returns ​

Monster hit info.

Implementation of ​

ts
game_object.get_monster_hit_info

get_movement_speed ​

ts
get_movement_speed: Mock<() => vector>;

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Returns ​

Current movement speed vector.

Implementation of ​

ts
game_object.get_movement_speed

get_physics_object ​

ts
get_physics_object: Mock<() => null>;

Get physics object wrapper.

Remarks ​

Requires this object to own a physics shell or physics holder. Other object types return null or do nothing.

Returns ​

Physics object, or null when this object is not a physics object.

Implementation of ​

ts
game_object.get_physics_object

get_physics_shell ​

ts
get_physics_shell: Mock<() => null>;

Remarks ​

Requires this object to own a physics shell or physics holder. Other object types return null or do nothing.

Returns ​

Physics shell for this object, or null.

Implementation of ​

ts
game_object.get_physics_shell

get_remaining_uses ​

ts
get_remaining_uses: MockedFunction<() => number>;

Get remaining item uses.

Since ​

OpenXRay 2015-08-27, 7840b0fe

Remarks ​

Requires this object to be an eatable inventory item. Other object types log a script error and return a default value or do nothing.

Returns ​

Remaining uses.

Implementation of ​

ts
game_object.get_remaining_uses

get_restrictor_type ​

ts
get_restrictor_type: MockedFunction<() => TXR_restrictor_type | 255>;

Remarks ​

Requires this object to be a space restrictor. Other object types return 255.

Returns ​

Space-restrictor category, or 255 when this object is not a space restrictor.

Implementation of ​

ts
game_object.get_restrictor_type

get_script ​

ts
get_script: Mock<() => boolean>;

Remarks ​

Requires this object to be a scripted entity. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether object is controlled by lua script.

Implementation of ​

ts
game_object.get_script

get_script_name ​

ts
get_script_name: Mock<() => string>;

Remarks ​

Requires this object to be a scripted entity. Other object types log a script error and return a default value or do nothing.

Returns ​

Name of lua script controlling monster object.

Implementation of ​

ts
game_object.get_script_name

get_smart_cover_description ​

ts
get_smart_cover_description: MockedFunction<() => string>;

Get current smart cover description.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Smart cover description.

Implementation of ​

ts
game_object.get_smart_cover_description

get_sound_info ​

ts
get_sound_info: MockedFunction<() => SoundInfo>;

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Returns ​

Last known monster sound info.

Implementation of ​

ts
game_object.get_sound_info

get_spatial_type ​

ts
get_spatial_type: MockedFunction<() => number>;

Get object spatial type flags.

Since ​

OpenXRay 2016-05-31, 15edbfd9

Remarks ​

Requires this object to be registered in spatial object logic. Other object types can log an engine error or return a default value.

Returns ​

Spatial registration type mask.

Implementation of ​

ts
game_object.get_spatial_type

get_start_dialog ​

ts
get_start_dialog: MockedFunction<() => void>;

Get current start dialog id.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.get_start_dialog

get_state ​

ts
get_state: MockedFunction<() => number>;

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Returns ​

Current HUD item state.

Implementation of ​

ts
game_object.get_state

get_task ​

ts
get_task: Mock<() => null>;

Get task by id.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

task_id

Task id.

Param ​

only_in_process

Whether to return only active tasks.

Returns ​

Task object, or null.

Implementation of ​

ts
game_object.get_task

get_task_state ​

ts
get_task_state: MockedFunction<(task_id: string) => TXR_TaskState>;

Get task state by id.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

task_id

Task id.

Returns ​

Task state id, or task.task_dummy when this object is not an inventory owner or the task is missing.

Implementation of ​

ts
game_object.get_task_state

get_total_weight ​

ts
get_total_weight: MockedFunction<() => number>;

Get actor total carried weight.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Total inventory weight for this inventory owner.

Implementation of ​

ts
game_object.get_total_weight

get_visibility_state ​

ts
get_visibility_state: MockedFunction<() => number>;

Remarks ​

Requires this object to be a bloodsucker. Other object types log a script error and return a default value or do nothing.

Returns ​

Current bloodsucker visibility state.

Implementation of ​

ts
game_object.get_visibility_state

get_visual_name ​

ts
get_visual_name: MockedFunction<<T>() => T>;

Returns ​

Visual name assigned to this object.

Implementation of ​

ts
game_object.get_visual_name

get_weapon_substate ​

ts
get_weapon_substate: MockedFunction<() => number>;

Get weapon substate.

Since ​

OpenXRay 2016-02-25, 46c1c78c

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Returns ​

Current weapon substate.

Implementation of ​

ts
game_object.get_weapon_substate

get_weapon_type ​

ts
get_weapon_type: MockedFunction<() => number>;

Get weapon type.

Since ​

OpenXRay 2016-02-25, 46c1c78c

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Returns ​

Weapon type id.

Implementation of ​

ts
game_object.get_weapon_type

give_game_news ​

ts
give_game_news: Mock<UnknownFunction>;

Display in-game UI notification.

Since ​

OpenXRay 2023-04-17, a9d0a11a, PR #392

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

title

Notification title.

Param ​

text

Notification text.

Param ​

icon_texture

Notification icon texture.

Param ​

delay

Delay before show notification.

Param ​

show_time

Time to show notification before hiding it.

Param ​

type

Type of the notification (eNews = 0, eTalk = 1).

Implementation of ​

ts
game_object.give_game_news

give_info_portion ​

ts
give_info_portion: Mock<(it: string) => boolean>;

Add an info portion to this object.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

info_portion

Info portion id.

Returns ​

Whether the info portion was added.

Implementation of ​

ts
game_object.give_info_portion

give_money ​

ts
give_money: Mock<(value: number) => number>;

Add money to this object.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

amount

Money amount.

Implementation of ​

ts
game_object.give_money

give_talk_message ​

ts
give_talk_message: MockedFunction<(title: string, text: string, icon: string) => void>;

Show a talk message.

Since ​

OpenXRay 2019-06-27, 1ea203d0, PR #392

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

title

Message title.

Param ​

text

Message text.

Param ​

icon

Message icon.

Implementation of ​

ts
game_object.give_talk_message

give_talk_message2 ​

ts
give_talk_message2: Mock<UnknownFunction>;

Show talk dialog message with icon.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

title

Title of the message.

Param ​

text

Text of the message.

Param ​

icon_texture_name

Icon to display in message image.

Param ​

selector

Path in form XML to message template.

Implementation of ​

ts
game_object.give_talk_message2

give_task ​

ts
give_task: Mock<UnknownFunction>;

Give game task for an object, usually it is actor object.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

task

Task object to give.

Param ​

time_to_complete

Time allowed to complete the task.

Param ​

check_existing

Whether an existing task should be reused.

Param ​

timer_ttl

Timer lifetime.

Implementation of ​

ts
game_object.give_task

goodwill ​

ts
goodwill: MockedFunction<(target: game_object) => number>;

Returns level of goodwill stored for an object. No strict formulas, just get actual value.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

target

Target client object.

Returns ​

Goodwill level to target object.

Implementation of ​

ts
game_object.goodwill

group ​

ts
group: Mock<() => number>;

Get object group id.

Returns ​

Group id.

Implementation of ​

ts
game_object.group

group_throw_time_interval ​

ts
group_throw_time_interval: MockedFunction<{
  (): number;
  (interval: number): void;
}>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Current delay between group grenade throws.

Implementation of ​

ts
game_object.group_throw_time_interval

has_ammo_type ​

ts
has_ammo_type: MockedFunction<(type: string) => boolean>;

Check whether weapon supports an ammo type.

Since ​

OpenXRay 2016-02-25, 46c1c78c

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Param ​

type

Ammo section.

Returns ​

Whether ammo type is supported.

Implementation of ​

ts
game_object.has_ammo_type

has_info ​

ts
has_info: Mock<(it: string) => boolean>;

Check whether this object has an info portion.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

info_portion

Info portion id.

Returns ​

Whether the info portion is present.

Implementation of ​

ts
game_object.has_info

has_upgrade ​

ts
has_upgrade: MockedFunction<(upgrade_section: string) => boolean>;

Param ​

upgrade_section

Section of upgrade to check.

Returns ​

Whether upgrade is installed.

Implementation of ​

ts
game_object.has_upgrade

has_upgrade_group ​

ts
has_upgrade_group: MockedFunction<(upgrade_group_section: string) => boolean>;

Check whether an upgrade group is installed.

Since ​

OpenXRay 2023-10-19, a6016f10, PR #1463

Param ​

upgrade_group_section

Section of upgrade group to check.

Returns ​

Whether upgrade group is installed.

Implementation of ​

ts
game_object.has_upgrade_group

has_upgrade_group_by_upgrade_id ​

ts
has_upgrade_group_by_upgrade_id: MockedFunction<(upgrade_section: string) => boolean>;

Check whether an upgrade's parent group is installed.

Since ​

OpenXRay 2023-10-19, a6016f10, PR #1463

Param ​

upgrade_section

Section of upgrade to check parent group.

Returns ​

Whether upgrade parent group is installed.

Implementation of ​

ts
game_object.has_upgrade_group_by_upgrade_id

head_orientation ​

ts
head_orientation: MockedFunction<() => vector>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Current head orientation for this creature.

Implementation of ​

ts
game_object.head_orientation

hide_weapon ​

ts
hide_weapon: MockedFunction<() => void>;

Hide the actor weapon model.

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Implementation of ​

ts
game_object.hide_weapon

hit ​

ts
hit: Mock<UnknownFunction>;

Apply a hit descriptor to this object.

Param ​

hit

Hit descriptor.

Implementation of ​

ts
game_object.hit

id ​

ts
id: Mock<() => number>;

Get engine object id.

Returns ​

Runtime object id.

Implementation of ​

ts
game_object.id

idle_max_time ​

ts
idle_max_time: MockedFunction<{
  (): number;
  (time: number): void;
}>;

Get maximum idle time.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Returns ​

Idle time in milliseconds.

Implementation of ​

ts
game_object.idle_max_time

idle_min_time ​

ts
idle_min_time: MockedFunction<{
  (): number;
  (value: number): void;
}>;

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Returns ​

Minimum idle time for smart-cover animation.

Implementation of ​

ts
game_object.idle_min_time

ignore_monster_threshold ​

ts
ignore_monster_threshold: MockedFunction<{
  (): number;
  (threshold: number): void;
}>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Monster ignore threshold used by this stalker's enemy memory.

Implementation of ​

ts
game_object.ignore_monster_threshold

in_current_loophole_fov ​

ts
in_current_loophole_fov: Mock<() => boolean>;

Check whether a position is inside the current loophole field of view.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Param ​

position

Position to test.

Returns ​

Whether position is inside field of view.

Implementation of ​

ts
game_object.in_current_loophole_fov

in_current_loophole_range ​

ts
in_current_loophole_range: MockedFunction<(position: vector) => boolean>;

Check whether a point is in range of the current smart-cover loophole.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Param ​

position

Point to test.

Returns ​

Whether the point is in current loophole range.

Implementation of ​

ts
game_object.in_current_loophole_range

in_loophole_fov ​

ts
in_loophole_fov: MockedFunction<(cover_name: string, loophole_name: string, position: vector) => boolean>;

Check whether a position is inside a named loophole field of view.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Param ​

cover_name

Smart cover name.

Param ​

loophole_name

Loophole name.

Param ​

position

Position to test.

Returns ​

Whether position is inside field of view.

Implementation of ​

ts
game_object.in_loophole_fov

in_loophole_range ​

ts
in_loophole_range: MockedFunction<(cover_id: string, loophole_id: string, position: vector) => boolean>;

Check whether a point is in range of a smart-cover loophole.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Param ​

cover_id

Smart-cover id.

Param ​

loophole_id

Loophole id.

Param ​

position

Point to test.

Returns ​

Whether the point is in loophole range.

Implementation of ​

ts
game_object.in_loophole_range

in_restrictions ​

ts
in_restrictions: Mock<() => string>;

Remarks ​

Requires an object with AI path restriction support.

Returns ​

Active input restriction names.

Implementation of ​

ts
game_object.in_restrictions

in_smart_cover ​

ts
in_smart_cover: Mock<() => boolean>;

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether this stalker is currently in a smart cover.

Implementation of ​

ts
game_object.in_smart_cover

inactualize_game_path ​

ts
inactualize_game_path: MockedFunction<() => void>;

Mark game path cache as outdated.

Implementation of ​

ts
game_object.inactualize_game_path

inactualize_level_path ​

ts
inactualize_level_path: MockedFunction<() => void>;

Mark level path cache as outdated.

Implementation of ​

ts
game_object.inactualize_level_path

inactualize_patrol_path ​

ts
inactualize_patrol_path: Mock<UnknownFunction>;

Mark patrol path cache as outdated.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.inactualize_patrol_path

info_add ​

ts
info_add: Mock<(it: string) => boolean>;

Available only in debug mode. Sets information for game object for debug.

Remarks ​

Intended for engine/debug overlays. Release builds may ignore it or compile out the visible effect.

Implementation of ​

ts
game_object.info_add

info_clear ​

ts
info_clear: Mock<() => void>;

Reset debugging information about object. Available only for debug builds.

Implementation of ​

ts
game_object.info_clear

inside ​

ts
inside: Mock<() => boolean>;

Check whether a position is inside this space restrictor.

Param ​

position

Position to test.

Returns ​

Whether the position is inside.

Implementation of ​

ts
game_object.inside

install_upgrade ​

ts
install_upgrade: MockedFunction<(upgrade_section: string) => boolean>;

Install an upgrade section.

Since ​

OpenXRay 2023-10-19, a6016f10, PR #1463

Param ​

upgrade_section

Section of upgrade to install.

Returns ​

Whether upgrade is installed successfully or not.

Implementation of ​

ts
game_object.install_upgrade

inv_box_can_take ​

ts
inv_box_can_take: MockedFunction<(value: boolean) => boolean>;

Set whether items can be taken from this inventory box.

Remarks ​

Requires this object to be an inventory box. Other object types log a script error and return a default value or do nothing.

Param ​

value

Whether taking items is allowed.

Returns ​

New take permission state.

Implementation of ​

ts
game_object.inv_box_can_take

inv_box_can_take_status ​

ts
inv_box_can_take_status: MockedFunction<() => boolean>;

Remarks ​

Requires this object to be an inventory box. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether items can be taken from this inventory box.

Implementation of ​

ts
game_object.inv_box_can_take_status

inv_box_closed ​

ts
inv_box_closed: MockedFunction<(is_closed: boolean, reason: string) => boolean>;

Close or open this inventory box.

Remarks ​

Requires this object to be an inventory box. Other object types log a script error and return a default value or do nothing.

Param ​

is_closed

Whether the box is closed.

Param ​

reason

Script reason stored for the close state.

Returns ​

Whether the close state was applied.

Implementation of ​

ts
game_object.inv_box_closed

inv_box_closed_status ​

ts
inv_box_closed_status: MockedFunction<() => boolean>;

Remarks ​

Requires this object to be an inventory box. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether this inventory box is closed.

Implementation of ​

ts
game_object.inv_box_closed_status

inventory_for_each ​

ts
inventory_for_each: MockedFunction<(cb: (this: void) => void) => void>;

Iterate inventory items.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

cb

Callback called for each item.

Implementation of ​

ts
game_object.inventory_for_each

invulnerable ​

ts
invulnerable: MockedFunction<{
  (): boolean;
  (value: boolean): void;
}>;

Returns ​

Whether this monster ignores damage.

Implementation of ​

ts
game_object.invulnerable

is_active_task ​

ts
is_active_task: MockedFunction<(task: CGameTask) => boolean>;

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

task

Task object to check.

Returns ​

Whether this task is active.

Implementation of ​

ts
game_object.is_active_task

is_actor ​

ts
is_actor: MockedFunction<() => boolean>;

Check whether this object is the actor.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is the actor.

Implementation of ​

ts
game_object.is_actor

is_ammo ​

ts
is_ammo: MockedFunction<() => boolean>;

Check whether this object is ammo.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is ammo.

Implementation of ​

ts
game_object.is_ammo

is_anomaly ​

ts
is_anomaly: MockedFunction<() => boolean>;

Check whether this object is an anomaly.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is an anomaly zone.

Implementation of ​

ts
game_object.is_anomaly

is_artefact ​

ts
is_artefact: MockedFunction<() => boolean>;

Check whether this object is an artefact.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is an artefact.

Implementation of ​

ts
game_object.is_artefact

is_body_turning ​

ts
is_body_turning: MockedFunction<() => boolean>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether the object is currently turning its body.

Implementation of ​

ts
game_object.is_body_turning

is_custom_monster ​

ts
is_custom_monster: MockedFunction<() => boolean>;

Check whether this object is a custom monster.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is a custom monster.

Implementation of ​

ts
game_object.is_custom_monster

is_door_blocked_by_npc ​

ts
is_door_blocked_by_npc: Mock<() => boolean>;

Check whether a door is blocked by an NPC.

Remarks ​

Requires this object to be a door object managed by NPC door logic. Other object types do nothing or report an engine script error.

Returns ​

Whether a door is blocked.

Implementation of ​

ts
game_object.is_door_blocked_by_npc

is_door_locked_for_npc ​

ts
is_door_locked_for_npc: MockedFunction<() => boolean>;

Remarks ​

Requires this object to be a door object managed by NPC door logic. Other object types do nothing or report an engine script error.

Returns ​

Whether this door is locked for NPC navigation.

Implementation of ​

ts
game_object.is_door_locked_for_npc

is_entity_alive ​

ts
is_entity_alive: MockedFunction<() => boolean>;

Check whether this object is an alive entity.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is an alive entity.

Implementation of ​

ts
game_object.is_entity_alive

is_grenade_launcher ​

ts
is_grenade_launcher: MockedFunction<() => boolean>;

Check whether this object is a grenade launcher addon.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is a grenade launcher addon.

Implementation of ​

ts
game_object.is_grenade_launcher

is_hud_item ​

ts
is_hud_item: MockedFunction<() => boolean>;

Check whether this object is a HUD item.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is a HUD item.

Implementation of ​

ts
game_object.is_hud_item

is_inv_box_empty ​

ts
is_inv_box_empty: Mock<() => boolean>;

Remarks ​

Requires this object to be an inventory box. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether this inventory box has no items.

Implementation of ​

ts
game_object.is_inv_box_empty

is_inv_upgrade_enabled ​

ts
is_inv_upgrade_enabled: MockedFunction<() => boolean>;

Returns ​

Whether inventory upgrade interaction is enabled.

Implementation of ​

ts
game_object.is_inv_upgrade_enabled

is_inventory_box ​

ts
is_inventory_box: MockedFunction<() => boolean>;

Check whether this object is an inventory box.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is an inventory box.

Implementation of ​

ts
game_object.is_inventory_box

is_inventory_item ​

ts
is_inventory_item: MockedFunction<() => boolean>;

Check whether this object is an inventory item.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is an inventory item.

Implementation of ​

ts
game_object.is_inventory_item

is_inventory_owner ​

ts
is_inventory_owner: MockedFunction<() => boolean>;

Check whether this object is an inventory owner.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is an inventory owner.

Implementation of ​

ts
game_object.is_inventory_owner

is_level_changer_enabled ​

ts
is_level_changer_enabled: MockedFunction<() => boolean>;

Remarks ​

Requires this object to be a level changer. Other object types do nothing.

Returns ​

Whether this level changer is enabled.

Implementation of ​

ts
game_object.is_level_changer_enabled

is_monster ​

ts
is_monster: MockedFunction<() => boolean>;

Check whether this object is a monster.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is a monster.

Implementation of ​

ts
game_object.is_monster

is_on_belt ​

ts
is_on_belt: MockedFunction<(object: game_object) => boolean>;

Check whether an item is on belt.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

object

Item object.

Returns ​

Whether item is on belt.

Implementation of ​

ts
game_object.is_on_belt

is_outfit ​

ts
is_outfit: MockedFunction<() => boolean>;

Check whether this object is an outfit.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is an outfit.

Implementation of ​

ts
game_object.is_outfit

is_scope ​

ts
is_scope: MockedFunction<() => boolean>;

Check whether this object is a scope addon.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is a scope addon.

Implementation of ​

ts
game_object.is_scope

is_silencer ​

ts
is_silencer: MockedFunction<() => boolean>;

Check whether this object is a silencer addon.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is a silencer addon.

Implementation of ​

ts
game_object.is_silencer

is_space_restrictor ​

ts
is_space_restrictor: MockedFunction<() => boolean>;

Check whether this object is a space restrictor.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is a space restrictor.

Implementation of ​

ts
game_object.is_space_restrictor

is_stalker ​

ts
is_stalker: MockedFunction<() => boolean>;

Check whether this object is a stalker.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is a stalker.

Implementation of ​

ts
game_object.is_stalker

is_talk_enabled ​

ts
is_talk_enabled: Mock<() => boolean>;

Check whether actor dialog is enabled.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether talking is enabled.

Implementation of ​

ts
game_object.is_talk_enabled

is_talking ​

ts
is_talking: Mock<() => boolean>;

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether object is currently talking with actor and talk dialog is active.

Implementation of ​

ts
game_object.is_talking

is_there_items_to_pickup ​

ts
is_there_items_to_pickup: Mock<() => boolean>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether nearby items are available for pickup.

Implementation of ​

ts
game_object.is_there_items_to_pickup

is_trade_enabled ​

ts
is_trade_enabled: MockedFunction<() => boolean>;

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether trade interaction is enabled.

Implementation of ​

ts
game_object.is_trade_enabled

is_trader ​

ts
is_trader: MockedFunction<() => boolean>;

Check whether this object is a trader.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is a trader.

Implementation of ​

ts
game_object.is_trader

is_weapon ​

ts
is_weapon: MockedFunction<() => boolean>;

Check whether this object is a weapon.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is a weapon.

Implementation of ​

ts
game_object.is_weapon

is_weapon_gl ​

ts
is_weapon_gl: MockedFunction<() => boolean>;

Check whether this object is a grenade-launcher weapon.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is a weapon with grenade launcher support.

Implementation of ​

ts
game_object.is_weapon_gl

is_weapon_going_to_be_strapped ​

ts
is_weapon_going_to_be_strapped: Mock<() => boolean>;

Check whether a weapon is being strapped.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

weapon

Weapon to check.

Returns ​

Whether weapon is being strapped.

Implementation of ​

ts
game_object.is_weapon_going_to_be_strapped

is_weapon_magazined ​

ts
is_weapon_magazined: MockedFunction<() => boolean>;

Check whether this object is a magazined weapon.

Since ​

OpenXRay 2017-08-15, 565b39e5

Returns ​

Whether this object is a magazined weapon.

Implementation of ​

ts
game_object.is_weapon_magazined

isDeadBodyCanTake ​

ts
isDeadBodyCanTake: boolean = true;

isDeadBodyClosed ​

ts
isDeadBodyClosed: boolean = false;

isDoorLockedForNpc ​

ts
isDoorLockedForNpc: boolean = false;

isInventoryBoxCanTake ​

ts
isInventoryBoxCanTake: boolean = true;

isInventoryBoxClosed ​

ts
isInventoryBoxClosed: boolean = false;

isInvulnerable ​

ts
isInvulnerable: boolean = false;

isMarkedDropped ​

ts
isMarkedDropped: boolean = false;

isVisible ​

ts
isVisible: boolean = true;

isVisualMemoryEnabled ​

ts
isVisualMemoryEnabled: boolean = true;

item_in_slot ​

ts
item_in_slot: Mock<() => null>;

Get item in inventory slot.

Source ​

src/xrGame/script_game_object_inventory_owner.cpp, CScriptGameObject::item_in_slot.

Remarks ​

Requires this object to be a CInventoryOwner. Compatibility mode can shift slot ids by one for legacy minus-one slot ordering. Empty slots and non-inventory owners return null.

Param ​

slot

Inventory slot id.

Returns ​

Item in slot, or null.

Implementation of ​

ts
game_object.item_in_slot

item_on_belt ​

ts
item_on_belt: MockedFunction<(slot: number) => Nullable<game_object>>;

Get item on belt by belt container index.

Since ​

OpenXRay 2015-10-07, 658f68a2

Source ​

src/xrGame/script_game_object_inventory_owner.cpp, CScriptGameObject::ItemOnBelt.

Remarks ​

Requires this object to be a CInventoryOwner. Empty belt cells, non-inventory owners, and invalid belt indices return null after logging a script error where applicable.

Param ​

slot

Belt container index.

Returns ​

Item on belt, or null.

Implementation of ​

ts
game_object.item_on_belt

iterate_feel_touch ​

ts
iterate_feel_touch: MockedFunction<(callback: (this: void, object_id: number) => void) => void>;

Iterate object ids from this object's Feel::Touch contact list.

Since ​

OpenXRay 2016-05-31, 15edbfd9

Remarks ​

Requires this object to implement Feel::Touch. Objects without touch sensing do nothing. The callback receives each touched object's server id, not a game_object wrapper.

Param ​

callback

Callback invoked for each touched object id.

Implementation of ​

ts
game_object.iterate_feel_touch

iterate_installed_upgrades ​

ts
iterate_installed_upgrades: Mock<(cb: (upgrade: string, item: game_object) => boolean | void) => void>;

Iterate over all item upgrades.

Since ​

OpenXRay 2023-10-19, a6016f10, PR #1463

Param ​

callback

Callback to call on each iteration to check installed upgrades.

Implementation of ​

ts
game_object.iterate_installed_upgrades

iterate_inventory ​

ts
iterate_inventory: Mock<(cb: (owner: game_object, item: game_object) => boolean | void, owner: game_object) => void>;

Iterate over game object inventory. Runs supplied callback for each item in inventory of the object. If callback returns true, the cycle breaks.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

cb

Callback to run for each item.

Param ​

object

Target object to run callback for (actually unused by the engine).

Implementation of ​

ts
game_object.iterate_inventory

iterate_inventory_box ​

ts
iterate_inventory_box: MockedFunction<(cb: (this: void, box: game_object, item: game_object) => void, object: game_object) => void>;

Iterate items inside an inventory box.

Remarks ​

Requires this object to be an inventory box. Other object types log a script error and return a default value or do nothing.

Param ​

cb

Callback called for each box item.

Param ​

object

Inventory box object.

Implementation of ​

ts
game_object.iterate_inventory_box

jump ​

ts
jump: Mock<UnknownFunction>;

Force this monster to jump toward a point.

Remarks ​

Requires this object to be a bloodsucker. Other object types log a script error and return a default value or do nothing.

Param ​

target

Jump target.

Param ​

factor

Jump tuning factor used by the monster controller.

Implementation of ​

ts
game_object.jump

kill ​

ts
kill: Mock<UnknownFunction>;

Kill a target object.

Remarks ​

Requires this object to be an alive entity. The argument is recorded as the target affected by the kill call.

Param ​

object

Target object.

Implementation of ​

ts
game_object.kill

level_vertex_id ​

ts
level_vertex_id: Mock<() => number>;

Get current level vertex id.

Returns ​

Level vertex id.

Implementation of ​

ts
game_object.level_vertex_id

location_on_path ​

ts
location_on_path: Mock<(_distance: number, _position: vector) => number>;

Sample a future position on the current movement path.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

distance

Distance along the path.

Param ​

position

Output position.

Returns ​

Level vertex id for the sampled position.

Implementation of ​

ts
game_object.location_on_path

lock_door_for_npc ​

ts
lock_door_for_npc: MockedFunction<() => void>;

Lock this door for NPC navigation.

Remarks ​

Requires this object to be a door object managed by NPC door logic. Other object types do nothing or report an engine script error.

Implementation of ​

ts
game_object.lock_door_for_npc

lookout_max_time ​

ts
lookout_max_time: MockedFunction<{
  (): number;
  (value: number): void;
}>;

Get maximum lookout time.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Returns ​

Lookout time in milliseconds.

Implementation of ​

ts
game_object.lookout_max_time

lookout_min_time ​

ts
lookout_min_time: MockedFunction<{
  (): number;
  (time: number): void;
}>;

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Returns ​

Minimum time spent looking out from smart cover.

Implementation of ​

ts
game_object.lookout_min_time

make_item_active ​

ts
make_item_active: Mock<UnknownFunction>;

Make an inventory item active.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

item

Item to activate.

Implementation of ​

ts
game_object.make_item_active

make_object_visible_somewhen ​

ts
make_object_visible_somewhen: Mock<UnknownFunction>;

Make another object temporarily visible to this object's memory.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

object

Object to reveal.

Implementation of ​

ts
game_object.make_object_visible_somewhen

mark_item_dropped ​

ts
mark_item_dropped: MockedFunction<(object: game_object) => void>;

Mark an inventory item as dropped.

Param ​

object

Item object.

Implementation of ​

ts
game_object.mark_item_dropped

marked_dropped ​

ts
marked_dropped: MockedFunction<(object: game_object) => boolean>;

Check whether an item was marked as dropped by this object.

Param ​

object

Item object.

Returns ​

Whether the item is marked as dropped.

Implementation of ​

ts
game_object.marked_dropped

mass ​

ts
mass: MockedFunction<() => number>;

Returns ​

Physics mass of this object.

Implementation of ​

ts
game_object.mass

max_health ​

ts
max_health: MockedFunction<() => number>;

Returns ​

Maximum health for this entity.

Implementation of ​

ts
game_object.max_health

max_ignore_monster_distance ​

ts
max_ignore_monster_distance: MockedFunction<{
  (): number;
  (value: number): void;
}>;

Get maximum distance at which monsters can be ignored.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Distance.

Implementation of ​

ts
game_object.max_ignore_monster_distance

memory_hit_objects ​

ts
memory_hit_objects: MockedFunction<() => LuaIterable<hit_memory_object>>;

Iterate native hit-memory records for this monster.

Source ​

src/xrGame/script_game_object_script3.cpp, memory_hit_objects binding with return_stl_iterator().

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. The binding returns a Lua iterator over the native xr_vector<MemorySpace::CHitObject> collection.

Returns ​

Iterable hit-memory records.

Implementation of ​

ts
game_object.memory_hit_objects

memory_position ​

ts
memory_position: Mock<() => vector>;

Get remembered position of another object.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

object

Remembered object.

Returns ​

Last remembered position.

Implementation of ​

ts
game_object.memory_position

memory_sound_objects ​

ts
memory_sound_objects: MockedFunction<() => LuaIterable<sound_memory_object>>;

Iterate sound-memory records for this monster.

Source ​

src/xrGame/script_game_object_script3.cpp, memory_sound_objects binding with return_stl_iterator().

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. The binding returns a Lua iterator over the native xr_vector<MemorySpace::CSoundObject> collection.

Returns ​

Iterable sound-memory records.

Implementation of ​

ts
game_object.memory_sound_objects

memory_time ​

ts
memory_time: Mock<(_another: game_object) => number>;

Get time since this object remembered another object.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

another

Object to query.

Returns ​

Memory time.

Implementation of ​

ts
game_object.memory_time

memory_visible_objects ​

ts
memory_visible_objects: MockedFunction<() => LuaIterable<visible_memory_object>>;

Get visible objects from memory.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Returns ​

Iterable visible memory objects.

Implementation of ​

ts
game_object.memory_visible_objects

mental_state ​

ts
mental_state: MockedFunction<() => TXR_mental_state>;

Get current stalker mental state.

Source ​

src/xrGame/script_game_object3.cpp, CScriptGameObject::mental_state.

Remarks ​

Requires this object to be a CAI_Stalker. Non-stalker objects log an engine script error and return anim.danger.

Returns ​

Current mental state.

Implementation of ​

ts
game_object.mental_state

money ​

ts
money: Mock<() => number>;

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Money owned by this inventory owner.

Implementation of ​

ts
game_object.money

motivation_action_manager ​

ts
motivation_action_manager: Mock<() => MockActionPlanner>;

Remarks ​

Requires this object to be a scripted entity. Other object types log a script error and return a default value or do nothing.

Returns ​

Motivation action planner for this object.

Implementation of ​

ts
game_object.motivation_action_manager

movement_enabled ​

ts
movement_enabled: MockedFunction<{
  (): boolean;
  (value: boolean): void;
}>;

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether movement is enabled for this inventory owner.

Implementation of ​

ts
game_object.movement_enabled

movement_target_reached ​

ts
movement_target_reached: MockedFunction<() => boolean>;

Check whether current movement target is reached.

Returns ​

Whether movement target is reached.

Implementation of ​

ts
game_object.movement_target_reached

movement_type ​

ts
movement_type: MockedFunction<() => TXR_movement_type>;

Get current stalker movement type.

Source ​

src/xrGame/script_game_object3.cpp, CScriptGameObject::movement_type.

Remarks ​

Requires this object to be a CAI_Stalker. Non-stalker objects log an engine script error and return move.stand.

Returns ​

Current movement type.

Implementation of ​

ts
game_object.movement_type

name ​

ts
name: Mock<() => string>;

Get runtime object name.

Returns ​

Object name.

Implementation of ​

ts
game_object.name

night_vision_enabled ​

ts
night_vision_enabled: Mock<() => boolean>;

Remarks ​

Requires this object to be a torch item. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether night vision is enabled on this torch item.

Implementation of ​

ts
game_object.night_vision_enabled

not_yet_visible_objects ​

ts
not_yet_visible_objects: MockedFunction<() => LuaIterable<not_yet_visible_object>>;

Iterate visual-memory candidates that are being detected but are not visible yet.

Source ​

src/xrGame/script_game_object_script3.cpp, not_yet_visible_objects binding with return_stl_iterator().

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. The binding returns a Lua iterator over the native visual memory manager collection. Use memory_visible_objects() for fully visible remembered objects.

Returns ​

Iterable pending-visibility records.

Implementation of ​

ts
game_object.not_yet_visible_objects

object ​

ts
object: Mock<(key: string | number) => game_object | null>;

Get inventory object by index or name.

Source ​

src/xrGame/script_game_object_script2.cpp, object bindings.

Remarks ​

Requires this object to be a CInventoryOwner. Numeric lookup uses the engine inventory index, not a runtime object id. String lookup searches inventory item names. Both overloads return null when the item is missing or the inventory entry cannot be cast back to a game object.

Param ​

value

Inventory index or item name.

Returns ​

Matching inventory item, or null.

Implementation of ​

ts
game_object.object

object_count ​

ts
object_count: Mock<() => number>;

Get inventory object count.

Returns ​

Inventory item count.

Implementation of ​

ts
game_object.object_count

objectActionManager ​

ts
objectActionManager: MockActionPlanner;

objectAlive ​

ts
objectAlive: boolean;

objectAmmoCount ​

ts
objectAmmoCount: number = 0;

objectAmmoElapsed ​

ts
objectAmmoElapsed: number = 0;

objectAmmoType ​

ts
objectAmmoType: number = 0;

objectBleeding ​

ts
objectBleeding: number;

objectCenter ​

ts
objectCenter: vector;

objectCharacterRank ​

ts
objectCharacterRank: number | null;

objectClsid ​

ts
objectClsid: TXR_class_id;

objectCommunity ​

ts
objectCommunity: string;

objectDirection ​

ts
objectDirection: vector;

objectGameVertexId ​

ts
objectGameVertexId: number;

objectHealth ​

ts
objectHealth: number;

objectId ​

ts
objectId: number;

objectInfoPortions ​

ts
objectInfoPortions: string[];

objectInRestrictions ​

ts
objectInRestrictions: string[];

objectInventory ​

ts
objectInventory: Map<string | number, game_object>;

objectLevelVertexId ​

ts
objectLevelVertexId: number;

objectMaxUses ​

ts
objectMaxUses: number = 1;

objectMoney ​

ts
objectMoney: number;

objectMorale ​

ts
objectMorale: number;

objectName ​

ts
objectName: string;

objectOutRestrictions ​

ts
objectOutRestrictions: string[];

objectPosition ​

ts
objectPosition: vector;

objectPower ​

ts
objectPower: number;

objectPsyHealth ​

ts
objectPsyHealth: number;

objectRadiation ​

ts
objectRadiation: number;

objectRank ​

ts
objectRank: number;

objectRemainingUses ​

ts
objectRemainingUses: number = 1;

objectRestrictorType ​

ts
objectRestrictorType: number = 0;

objectSatiety ​

ts
objectSatiety: number;

objectSection ​

ts
objectSection: string;

objectSniperUpdateRate ​

ts
objectSniperUpdateRate: boolean;

objectSpatialType ​

ts
objectSpatialType: number = 0;

objectSpawnIni ​

ts
objectSpawnIni: ini_file | null;

objectTaskStates ​

ts
objectTaskStates: Map<string, number>;

objectUpgradesSet ​

ts
objectUpgradesSet: Set<string>;

objectVisual ​

ts
objectVisual: string = "object_visual_name";

objectWeight ​

ts
objectWeight: number = 0;

on_door_is_closed ​

ts
on_door_is_closed: MockedFunction<() => void>;

Notify this door that it has closed.

Remarks ​

Requires this object to be a door object managed by NPC door logic. Other object types do nothing or report an engine script error.

Implementation of ​

ts
game_object.on_door_is_closed

on_door_is_open ​

ts
on_door_is_open: MockedFunction<() => void>;

Notify this door that it has opened.

Remarks ​

Requires this object to be a door object managed by NPC door logic. Other object types do nothing or report an engine script error.

Implementation of ​

ts
game_object.on_door_is_open

out_restrictions ​

ts
out_restrictions: Mock<() => string>;

Returns ​

Current outgoing restriction list.

Implementation of ​

ts
game_object.out_restrictions

parent ​

ts
parent: Mock<() => null>;

Get parent object.

Source ​

src/xrGame/script_game_object_use.cpp, CScriptGameObject::Parent.

Remarks ​

Returns null when the object has no parent game object.

Returns ​

Parent object, or null when no parent exists.

Implementation of ​

ts
game_object.parent

path_completed ​

ts
path_completed: MockedFunction<() => boolean>;

Check whether current path is complete.

Returns ​

Whether path was completed.

Implementation of ​

ts
game_object.path_completed

path_type ​

ts
path_type: MockedFunction<() => TXR_game_object_path>;

Get current movement path type.

Source ​

src/xrGame/script_game_object3.cpp, CScriptGameObject::path_type.

Remarks ​

Requires this object to be a CAI_Stalker. Non-stalker objects log an engine script error and return game_object.no_path.

Returns ​

Current movement path type.

Implementation of ​

ts
game_object.path_type

patrol ​

ts
patrol: MockedFunction<() => Nullable<string>>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Current patrol path name, or null when no patrol path is active.

Implementation of ​

ts
game_object.patrol

patrol_path_make_inactual ​

ts
patrol_path_make_inactual: Mock<() => null>;

Mark the current patrol path as needing recalculation.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.patrol_path_make_inactual

phantom_set_enemy ​

ts
phantom_set_enemy: MockedFunction<(object: game_object) => void>;

Set enemy target for this phantom.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be a phantom. Other object types log a script error or do nothing.

Param ​

object

Enemy object.

Implementation of ​

ts
game_object.phantom_set_enemy

play_cycle ​

ts
play_cycle: Mock<UnknownFunction>;

Play a model animation cycle.

Param ​

animation

Animation name.

Param ​

mix_in

Whether to blend with current animation.

Implementation of ​

ts
game_object.play_cycle

play_hud_motion ​

ts
play_hud_motion: MockedFunction<(motion: string, mix_in: boolean, state: number) => number>;

Play a HUD animation if it exists.

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Param ​

motion

HUD motion name.

Param ​

mix_in

Whether to blend with the current animation.

Param ​

state

State to use for playback.

Returns ​

Playback motion id, or 0 when no matching motion exists.

Implementation of ​

ts
game_object.play_hud_motion

play_sound ​

ts
play_sound: Mock<UnknownFunction>;

Play an NPC sound by internal sound type.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

sound_type

Internal sound type.

Param ​

max_start_time

Optional maximum start delay.

Param ​

min_start_time

Optional minimum start delay.

Param ​

max_stop_time

Optional maximum stop time.

Param ​

min_stop_time

Optional minimum stop time.

Param ​

id

Optional sound id.

Implementation of ​

ts
game_object.play_sound

poltergeist_get_actor_ignore ​

ts
poltergeist_get_actor_ignore: Mock<() => boolean>;

Remarks ​

Requires this object to be a poltergeist. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether this poltergeist ignores the actor.

Implementation of ​

ts
game_object.poltergeist_get_actor_ignore

poltergeist_set_actor_ignore ​

ts
poltergeist_set_actor_ignore: Mock<UnknownFunction>;

Set whether this poltergeist ignores the actor.

Remarks ​

Requires this object to be a poltergeist. Other object types log a script error and return a default value or do nothing.

Param ​

value

Whether actor should be ignored.

Implementation of ​

ts
game_object.poltergeist_set_actor_ignore

position ​

ts
position: Mock<() => vector>;

Get current world position.

Returns ​

Position vector.

Implementation of ​

ts
game_object.position

profile_name ​

ts
profile_name: MockedFunction<() => string>;

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Specific character profile name.

Implementation of ​

ts
game_object.profile_name

range ​

ts
range: MockedFunction<() => number>;

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Returns ​

Current vision or weapon range for this object.

Implementation of ​

ts
game_object.range

rank ​

ts
rank: Mock<() => number>;

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Character rank.

Implementation of ​

ts
game_object.rank

register_door_for_npc ​

ts
register_door_for_npc: MockedFunction<() => void>;

Register this door as usable by NPC navigation.

Remarks ​

Requires this object to be a door object managed by NPC door logic. Other object types do nothing or report an engine script error.

Implementation of ​

ts
game_object.register_door_for_npc

register_in_combat ​

ts
register_in_combat: MockedFunction<() => void>;

Register this stalker in its squad combat registry.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.register_in_combat

relation ​

ts
relation: MockedFunction<(object: game_object) => TXR_relation>;

Get relation to another object.

Param ​

object

Target object.

Returns ​

Relation id.

Implementation of ​

ts
game_object.relation

release_stand_sleep_animation ​

ts
release_stand_sleep_animation: Mock<UnknownFunction>;

Release forced standing sleep animation.

Remarks ​

Requires this object to be a bloodsucker. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.release_stand_sleep_animation

remove_all_restrictions ​

ts
remove_all_restrictions: MockedFunction<() => void>;

Clear all space restrictions from this object.

Implementation of ​

ts
game_object.remove_all_restrictions

remove_danger ​

ts
remove_danger: MockedFunction<(object: danger_object) => void>;

Remove a danger event from this stalker's danger memory.

Since ​

OpenXRay 2022-12-02, 48a5ff60, PR #1015

Remarks ​

Requires this object to be a CAI_Stalker. Non-stalker objects return without changing memory. Pass a danger object previously obtained from best_danger() or another engine danger-memory lookup.

Param ​

object

Danger event to remove.

Implementation of ​

ts
game_object.remove_danger

remove_home ​

ts
remove_home: Mock<UnknownFunction>;

Clear the monster home restriction.

Remarks ​

Requires a custom monster with home movement state. It does not remove smart-terrain ownership.

Implementation of ​

ts
game_object.remove_home

remove_memory_hit_object ​

ts
remove_memory_hit_object: MockedFunction<(object: hit_memory_object) => void>;

Remove a hit-memory record from this stalker's memory manager.

Since ​

OpenXRay 2022-12-02, 48a5ff60, PR #1015

Remarks ​

Requires this object to be a CAI_Stalker. Non-stalker objects return without changing memory. Pass a record previously obtained from memory_hit_objects() or compatible engine memory lookup.

Param ​

object

Hit-memory record to remove.

Implementation of ​

ts
game_object.remove_memory_hit_object

remove_memory_sound_object ​

ts
remove_memory_sound_object: MockedFunction<(object: sound_memory_object) => void>;

Remove a sound-memory record from this stalker's memory manager.

Since ​

OpenXRay 2022-12-02, 48a5ff60, PR #1015

Remarks ​

Requires this object to be a CAI_Stalker. Non-stalker objects return without changing memory. Pass a record previously obtained from memory_sound_objects() or compatible engine memory lookup.

Param ​

object

Sound-memory record to remove.

Implementation of ​

ts
game_object.remove_memory_sound_object

remove_memory_visible_object ​

ts
remove_memory_visible_object: MockedFunction<(object: visible_memory_object) => void>;

Remove a visual-memory record from this stalker's memory manager.

Since ​

OpenXRay 2022-12-02, 48a5ff60, PR #1015

Remarks ​

Requires this object to be a CAI_Stalker. Non-stalker objects return without changing memory. Pass a record previously obtained from memory_visible_objects() or compatible engine memory lookup.

Param ​

object

Visual-memory record to remove.

Implementation of ​

ts
game_object.remove_memory_visible_object

remove_restrictions ​

ts
remove_restrictions: Mock<(outRemove: string, inRemove: string) => void>;

Remove movement restrictions from this object.

Remarks ​

Requires an object with AI path restriction support. Names must match restrictions previously added or configured for the object.

Param ​

out_restrictions

Out restriction names.

Param ​

in_restrictions

In restriction names.

Implementation of ​

ts
game_object.remove_restrictions

remove_sound ​

ts
remove_sound: MockedFunction<(sound_type: number) => void>;

Stop and remove an NPC sound by internal sound type.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

sound_type

Internal sound type.

Implementation of ​

ts
game_object.remove_sound

reset_action_queue ​

ts
reset_action_queue: MockedFunction<() => void>;

Clear queued entity actions.

Remarks ​

Requires this object to be a scripted entity. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.reset_action_queue

reset_bone_protections ​

ts
reset_bone_protections: MockedFunction<(immunity_section: string, bones_section: string) => void>;

Reset stalker bone protections from immunity and bones sections.

Since ​

OpenXRay 2022-12-02, 5ba7bd86, PR #1016

Remarks ​

Requires this object to be a CAI_Stalker. Non-stalker objects log a script error and do nothing. The engine reads the provided config sections and updates the stalker's per-bone protections from the model user data.

Param ​

immunity_section

Immunity section name, or an empty string to use the model default.

Param ​

bones_section

Bones protection section name.

Implementation of ​

ts
game_object.reset_bone_protections

restore_default_start_dialog ​

ts
restore_default_start_dialog: MockedFunction<() => void>;

Restore the default start dialog for this object.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.restore_default_start_dialog

restore_ignore_monster_threshold ​

ts
restore_ignore_monster_threshold: Mock<UnknownFunction>;

Restore default monster ignore threshold.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.restore_ignore_monster_threshold

restore_max_ignore_monster_distance ​

ts
restore_max_ignore_monster_distance: Mock<UnknownFunction>;

Restore default monster-ignore distance.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.restore_max_ignore_monster_distance

restore_sound_threshold ​

ts
restore_sound_threshold: MockedFunction<() => void>;

Restore default sound threshold.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.restore_sound_threshold

restore_weapon ​

ts
restore_weapon: MockedFunction<() => void>;

Let the actor draw weapons again after a forced hide.

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Implementation of ​

ts
game_object.restore_weapon

run_talk_dialog ​

ts
run_talk_dialog: MockedFunction<(object: game_object, disable_break: boolean) => void>;

Start actor talk dialog with another inventory owner.

Since ​

OpenXRay 2023-04-17, 2b71746f

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Throws ​

The engine asserts if the dialog partner is not an inventory owner.

Param ​

object

Dialog partner.

Param ​

disable_break

Whether the dialog cannot be interrupted.

Implementation of ​

ts
game_object.run_talk_dialog

safe_cover ​

ts
safe_cover: MockedFunction<(position: vector, radius: number, min_distance: number) => cover_point>;

Find a safe cover near a position.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

position

Search position.

Param ​

radius

Search radius.

Param ​

min_distance

Minimum distance from position.

Returns ​

Cover point.

Implementation of ​

ts
game_object.safe_cover

script ​

ts
script: Mock<UnknownFunction>;

Enable or disable script control.

Remarks ​

Requires this object to be a scripted entity. Other object types log a script error and return a default value or do nothing.

Param ​

script_control

Whether script control is enabled.

Param ​

script_name

Script control name.

Implementation of ​

ts
game_object.script

section ​

ts
section: MockedFunction<<T>() => T>;

Returns ​

Config section name of this object.

Implementation of ​

ts
game_object.section

see ​

ts
see: Mock<() => boolean>;

Check whether this object can see another object.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

object

Object to test.

Returns ​

Whether the object is visible.

Implementation of ​

ts
game_object.see

sell_condition ​

ts
sell_condition: Mock<UnknownFunction>;

Load sell condition factors from an ini section.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

ini_file

Source ini file.

Param ​

section

Section name.

Implementation of ​

ts
game_object.sell_condition

set__force ​

ts
set__force: MockedFunction<(force: vector, magnitude: number, impulse: number) => void>;

Apply a physics force to this object.

Remarks ​

Requires this object to own a physics shell or physics holder. Other object types return null or do nothing.

Param ​

force

Force vector.

Param ​

magnitude

Force magnitude.

Param ​

impulse

Impulse factor.

Implementation of ​

ts
game_object.set__force

set_active_task ​

ts
set_active_task: Mock<UnknownFunction>;

Mark a task as active.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

task

Task to activate.

Implementation of ​

ts
game_object.set_active_task

set_actor_direction ​

ts
set_actor_direction: Mock<(it: number) => void>;

Set actor yaw direction.

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Param ​

direction

Direction angle.

Implementation of ​

ts
game_object.set_actor_direction

set_actor_jump_speed ​

ts
set_actor_jump_speed: MockedFunction<(speed: number) => void>;

Set actor jump speed.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Param ​

speed

Jump speed.

Implementation of ​

ts
game_object.set_actor_jump_speed

set_actor_max_walk_weight ​

ts
set_actor_max_walk_weight: MockedFunction<(weight: number) => void>;

Set actor maximum walk weight.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Param ​

weight

Maximum walk weight.

Implementation of ​

ts
game_object.set_actor_max_walk_weight

set_actor_max_weight ​

ts
set_actor_max_weight: MockedFunction<(weight: number) => void>;

Set actor maximum carry weight.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Param ​

weight

Maximum carry weight.

Implementation of ​

ts
game_object.set_actor_max_weight

set_actor_position ​

ts
set_actor_position: Mock<(it: vector) => void>;

Move the actor to a position.

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Param ​

position

New actor position.

Implementation of ​

ts
game_object.set_actor_position

set_actor_relation_flags ​

ts
set_actor_relation_flags: MockedFunction<(value: flags32) => void>;

Set actor relation flags for this object.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

value

Relation flags.

Implementation of ​

ts
game_object.set_actor_relation_flags

set_actor_run_coef ​

ts
set_actor_run_coef: MockedFunction<(coef: number) => void>;

Set actor run speed coefficient.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Param ​

coef

Run coefficient.

Implementation of ​

ts
game_object.set_actor_run_coef

set_actor_runback_coef ​

ts
set_actor_runback_coef: MockedFunction<(coef: number) => void>;

Set actor backward run speed coefficient.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Param ​

coef

Backward run coefficient.

Implementation of ​

ts
game_object.set_actor_runback_coef

set_actor_sprint_koef ​

ts
set_actor_sprint_koef: MockedFunction<(coef: number) => void>;

Set actor sprint speed coefficient.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Param ​

coef

Sprint coefficient.

Implementation of ​

ts
game_object.set_actor_sprint_koef

set_additional_max_walk_weight ​

ts
set_additional_max_walk_weight: MockedFunction<(weight: number) => void>;

Set additional maximum walk weight.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Param ​

weight

Additional walk weight.

Implementation of ​

ts
game_object.set_additional_max_walk_weight

set_additional_max_weight ​

ts
set_additional_max_weight: MockedFunction<(weight: number) => void>;

Set additional maximum carry weight.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Param ​

weight

Additional carry weight.

Implementation of ​

ts
game_object.set_additional_max_weight

set_alien_control ​

ts
set_alien_control: MockedFunction<(is_enabled: boolean) => void>;

Enable or disable bloodsucker alien control.

Remarks ​

Requires this object to be a bloodsucker. Other object types log a script error and return a default value or do nothing.

Param ​

is_enabled

Whether alien control is active.

Implementation of ​

ts
game_object.set_alien_control

set_ammo_elapsed ​

ts
set_ammo_elapsed: Mock<(value: number) => void>;

Set ammo count in current magazine.

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Param ​

count

Ammo count.

Implementation of ​

ts
game_object.set_ammo_elapsed

set_ammo_type ​

ts
set_ammo_type: MockedFunction<(type: number) => void>;

Set active ammo type for this weapon.

Since ​

OpenXRay 2016-02-25, 46c1c78c

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Param ​

type

Ammo type index.

Implementation of ​

ts
game_object.set_ammo_type

set_anomaly_power ​

ts
set_anomaly_power: MockedFunction<(power: number) => void>;

Set anomaly power.

Remarks ​

Requires this object to be a custom zone. Other object types log a script error and return a default value or do nothing.

Param ​

power

New anomaly power.

Implementation of ​

ts
game_object.set_anomaly_power

set_artefact_bleeding ​

ts
set_artefact_bleeding: MockedFunction<(rate: number) => void>;

Set artefact bleeding restore rate.

Remarks ​

Requires this object to be an artefact. Other object types log a script error and return a default value or do nothing.

Param ​

rate

Restore rate.

Implementation of ​

ts
game_object.set_artefact_bleeding

set_artefact_health ​

ts
set_artefact_health: MockedFunction<(rate: number) => void>;

Set artefact health restore rate.

Remarks ​

Requires this object to be an artefact. Other object types log a script error and return a default value or do nothing.

Param ​

rate

Restore rate.

Implementation of ​

ts
game_object.set_artefact_health

set_artefact_power ​

ts
set_artefact_power: MockedFunction<(rate: number) => void>;

Set artefact power restore rate.

Remarks ​

Requires this object to be an artefact. Other object types log a script error and return a default value or do nothing.

Param ​

rate

Restore rate.

Implementation of ​

ts
game_object.set_artefact_power

set_artefact_radiation ​

ts
set_artefact_radiation: MockedFunction<(rate: number) => void>;

Set artefact radiation restore rate.

Remarks ​

Requires this object to be an artefact. Other object types log a script error and return a default value or do nothing.

Param ​

rate

Restore rate.

Implementation of ​

ts
game_object.set_artefact_radiation

set_artefact_satiety ​

ts
set_artefact_satiety: MockedFunction<(rate: number) => void>;

Set artefact satiety restore rate.

Remarks ​

Requires this object to be an artefact. Other object types log a script error and return a default value or do nothing.

Param ​

rate

Restore rate.

Implementation of ​

ts
game_object.set_artefact_satiety

set_body_state ​

ts
set_body_state: Mock<UnknownFunction>;

Set target body state for stalker movement.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

state

Body state.

Implementation of ​

ts
game_object.set_body_state

set_bone_visible ​

ts
set_bone_visible: MockedFunction<(name: string, visible: boolean, recursive: boolean) => void>;

Set bone visibility on this object visual.

Since ​

OpenXRay 2015-07-07, 6e703b4c

Remarks ​

Requires this object to have a renderable visual. Objects without a visual can log an engine error or return a default value.

Param ​

name

Bone name.

Param ​

visible

Whether the bone is visible.

Param ​

recursive

Whether child bones are affected.

Implementation of ​

ts
game_object.set_bone_visible

set_callback ​

ts
set_callback: MockedFunction<{
  (type: TXR_callback, cb: Nillable<never>): void;
<T>  (type: 0, cb?: Nillable<(this: void) => void>, object?: Nillable<T>): void;
<T>  (type: 1, cb?: Nillable<(this: void) => void>, object?: Nillable<T>): void;
<T>  (type: 2, cb?: Nillable<(this: void, item: game_object, money_direction: boolean, money: number, partner: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 3, cb?: Nillable<(this: void, money_get: number, money_put: number) => void>, object?: Nillable<T>): void;
<T>  (type: 4, cb?: Nillable<(this: void, zone: game_object, object: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 5, cb?: Nillable<(this: void, zone: game_object, object: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 6, cb?: Nillable<(this: void, object: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 7, cb?: Nillable<(this: void, object: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 8, cb?: (this: void, target: game_object, killer: game_object) => void, object?: Nillable<T>): void;
<T>  (type: 9, cb?: Nillable<(this: void, object: game_object, action_type: number, point_index: number) => void>, object?: Nillable<T>): void;
<T>  (type: 11, cb?: Nillable<(this: void, npc: game_object, info_id: string) => void>, object?: Nillable<T>): void;
<T>  (type: 52, cb?: Nillable<(this: void, npc: game_object, info_id: string) => void>, object?: Nillable<T>): void;
<T>  (type: 12, cb?: Nillable<(this: void, actor: game_object, group: string, name: string, article_type: number) => void>, object?: Nillable<T>): void;
<T>  (type: 13, cb?: Nillable<(this: void, task: CGameTask, state: TXR_TaskState) => void>, object?: Nillable<T>): void;
<T>  (type: 13, cb?: Nillable<(this: void, task: CGameTask, objective: SGameTaskObjective, state: TXR_TaskState) => void>, object?: Nillable<T>): void;
<T>  (type: 14, cb?: Nillable<(this: void, spot_type: string, id: number) => void>, object?: Nillable<T>): void;
<T>  (type: 15, cb?: Nillable<(this: void, object: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 15, cb?: Nillable<(this: void, object: game_object, who: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 16, cb?: Nillable<(this: void, object: game_object, damage: number, direction: vector, who: game_object, bone_id: number) => void>, object?: Nillable<T>): void;
<T>  (type: 17, cb?: Nillable<(this: void, object: game_object, source_id: number, sound_type: TXR_snd_type, position: vector, sound_power: number) => void>, object?: Nillable<T>): void;
<T>  (type: 18, cb?: Nillable<(this: void, object: game_object, action_type: TXR_action_type, target_point_index: -1) => void>, object?: Nillable<T>): void;
<T>  (type: 19, cb?: Nillable<(this: void, object: game_object, action_type: TXR_action_type) => void>, object?: Nillable<T>): void;
<T>  (type: 20, cb?: Nillable<(this: void, object: game_object, action_type: TXR_action_type) => void>, object?: Nillable<T>): void;
<T>  (type: 21, cb?: Nillable<(this: void, object: game_object, action_type: TXR_action_type) => void>, object?: Nillable<T>): void;
<T>  (type: 22, cb?: Nillable<(this: void, object: game_object, action_type: TXR_action_type) => void>, object?: Nillable<T>): void;
<T>  (type: 23, cb?: Nillable<(this: void, object: game_object, action_type: TXR_action_type) => void>, object?: Nillable<T>): void;
<T>  (type: 24, cb?: Nillable<(this: void, object: game_object, action_type: TXR_action_type) => void>, object?: Nillable<T>): void;
<T>  (type: 26, cb?: Nillable<(this: void, distance: number, current_position: vector, vertex_id: number) => void>, object?: Nillable<T>): void;
<T>  (type: 27, cb?: Nillable<(this: void, damage: number, impulse: number, hit_type: number, who_id: number) => void>, object?: Nillable<T>): void;
<T>  (type: 28, cb?: Nillable<(this: void, object: game_object, item: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 29, cb?: Nillable<(this: void, object: game_object, item: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 30, cb?: Nillable<(this: void, skip_multi_anim_check?: boolean) => void>, object?: Nillable<object>): void;
<T>  (type: 31, cb?: Nillable<(this: void) => void>, object?: Nillable<T>): void;
<T>  (type: 32, cb?: Nillable<(this: void) => void>, object?: Nillable<T>): void;
<T>  (type: 33, cb?: Nillable<(this: void) => void>, object?: Nillable<T>): void;
<T>  (type: 34, cb?: Nillable<(this: void, object: game_object, box: game_object, item: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 35, cb?: Nillable<(this: void, object: game_object, suitable_ammo_total: number) => void>, object?: Nillable<T>): void;
<T>  (type: 36, cb?: Nillable<(this: void, object: game_object, hud_section: string, current_motion: string, state: number, animation_slot: number) => void>, object?: Nillable<T>): void;
<T>  (type: 123, cb?: Nillable<(this: void, key: number) => void>, object?: Nillable<T>): void;
<T>  (type: 124, cb?: Nillable<(this: void, key: number) => void>, object?: Nillable<T>): void;
<T>  (type: 125, cb?: Nillable<(this: void, key: number) => void>, object?: Nillable<T>): void;
<T>  (type: 127, cb?: Nillable<(this: void, dx: number, dy: number) => void>, object?: Nillable<T>): void;
<T>  (type: 126, cb?: Nillable<(this: void, y: number, x: number) => void>, object?: Nillable<T>): void;
<T>  (type: 48, cb?: Nillable<(this: void, key: number, state: AnyObject) => void>, object?: Nillable<T>): void;
<T>  (type: 49, cb?: Nillable<(this: void, key: number, state: AnyObject) => void>, object?: Nillable<T>): void;
<T>  (type: 50, cb?: Nillable<(this: void, key: number, state: AnyObject) => void>, object?: Nillable<T>): void;
<T>  (type: 51, cb?: Nillable<(this: void, change: vector) => void>, object?: Nillable<T>): void;
<T>  (type: 37, cb?: Nillable<(this: void, object: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 38, cb?: Nillable<(this: void, object: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 39, cb?: Nillable<(this: void, object: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 40, cb?: Nillable<(this: void, owner: game_object, weapon: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 41, cb?: Nillable<(this: void, owner: game_object, weapon: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 42, cb?: Nillable<(this: void, owner: game_object, weapon: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 43, cb?: Nillable<(this: void, object: game_object, suitable_ammo_total: number) => void>, object?: Nillable<T>): void;
<T>  (type: 44, cb?: Nillable<(this: void, killer_id: number) => void>, object?: Nillable<T>): void;
<T>  (type: 45, cb?: Nillable<(this: void, vehicle: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 46, cb?: Nillable<(this: void, vehicle: game_object) => void>, object?: Nillable<T>): void;
<T>  (type: 47, cb?: Nillable<(this: void, vehicle: game_object) => void>, object?: Nillable<T>): void;
}>;

Clear one callback registration.

Remarks ​

Uses the no-functor CScriptGameObject::SetCallback(type) overload, which clears the callback slot.

Param ​

type

Callback type to clear.

Param ​

cb

Nullish value used to select the clear overload.

Implementation of ​

ts
game_object.set_callback

set_capture_anim ​

ts
set_capture_anim: MockedFunction<(object: game_object, animation: string, position: vector, factor: number) => void>;

Configure bloodsucker capture animation jump.

Remarks ​

Requires this object to be a bloodsucker. Other object types log a script error and return a default value or do nothing.

Param ​

object

Target object.

Param ​

animation

Capture animation name.

Param ​

position

Jump position.

Param ​

factor

Jump force factor.

Implementation of ​

ts
game_object.set_capture_anim

set_character_community ​

ts
set_character_community: MockedFunction<(community: string, rank: number, goodwill: number) => void>;

Set character community.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

community

Community id.

Param ​

rank

Rank value used by relation logic.

Param ​

goodwill

Goodwill value.

Implementation of ​

ts
game_object.set_character_community

set_character_icon ​

ts
set_character_icon: MockedFunction<(icon: string) => void>;

Set character icon texture id.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

icon

Icon id.

Implementation of ​

ts
game_object.set_character_icon

set_character_rank ​

ts
set_character_rank: MockedFunction<(rank: number) => void>;

Set character rank.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

rank

Rank value.

Implementation of ​

ts
game_object.set_character_rank

set_character_reputation ​

ts
set_character_reputation: MockedFunction<(reputation: number) => void>;

Set character reputation.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

reputation

Reputation value.

Implementation of ​

ts
game_object.set_character_reputation

set_collision_off ​

ts
set_collision_off: MockedFunction<(value: boolean) => void>;

Enable or disable bloodsucker collision override.

Remarks ​

Requires this object to be a bloodsucker. Other object types log a script error and return a default value or do nothing.

Param ​

value

Whether collision is disabled.

Implementation of ​

ts
game_object.set_collision_off

set_community_goodwill ​

ts
set_community_goodwill: Mock<UnknownFunction>;

Set goodwill toward a community.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

community

Community id.

Param ​

goodwill

Goodwill value.

Implementation of ​

ts
game_object.set_community_goodwill

set_condition ​

ts
set_condition: Mock<UnknownFunction>;

Set item condition.

Param ​

condition

New condition value.

Implementation of ​

ts
game_object.set_condition

set_const_force ​

ts
set_const_force: Mock<UnknownFunction>;

Apply constant force for a time interval.

Remarks ​

Requires this object to own a physics shell or physics holder. Other object types return null or do nothing.

Param ​

direction

Force direction.

Param ​

power

Force power.

Param ​

time_interval

Duration in milliseconds.

Implementation of ​

ts
game_object.set_const_force

set_custom_panic_threshold ​

ts
set_custom_panic_threshold: MockedFunction<(threshold: number) => void>;

Set custom panic threshold for this base monster.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

threshold

Panic threshold.

Implementation of ​

ts
game_object.set_custom_panic_threshold

set_default_panic_threshold ​

ts
set_default_panic_threshold: MockedFunction<() => void>;

Restore the default panic threshold.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.set_default_panic_threshold

set_desired_direction ​

ts
set_desired_direction: Mock<UnknownFunction>;

Clear desired movement direction for this stalker.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.set_desired_direction

set_desired_position ​

ts
set_desired_position: Mock<UnknownFunction>;

Clear desired movement position for this stalker.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.set_desired_position

set_dest_game_vertex_id ​

ts
set_dest_game_vertex_id: Mock<UnknownFunction>;

Set destination game graph vertex.

Remarks ​

Requires an AI object with movement path state. The vertex id must be valid in the game graph.

Param ​

value

Game vertex id.

Implementation of ​

ts
game_object.set_dest_game_vertex_id

set_dest_level_vertex_id ​

ts
set_dest_level_vertex_id: Mock<UnknownFunction>;

Set destination level vertex.

Remarks ​

Requires an AI object with movement path state. The vertex id must be valid in the current level graph.

Param ​

vertex_id

Target level vertex id.

Implementation of ​

ts
game_object.set_dest_level_vertex_id

set_dest_loophole ​

ts
set_dest_loophole: Mock<UnknownFunction>;

Clear desired smart-cover loophole.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.set_dest_loophole

set_dest_smart_cover ​

ts
set_dest_smart_cover: Mock<UnknownFunction>;

Clear destination smart cover.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.set_dest_smart_cover

set_detail_path_type ​

ts
set_detail_path_type: Mock<UnknownFunction>;

Set detail path type used by movement.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

type

Detail path type id.

Implementation of ​

ts
game_object.set_detail_path_type

set_enemy ​

ts
set_enemy: MockedFunction<(object: game_object) => void>;

Set current enemy object.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

object

Enemy object.

Implementation of ​

ts
game_object.set_enemy

set_enemy_callback ​

ts
set_enemy_callback: MockedFunction<{
  (cb: null): void;
<T>  (cb: (this: T, object: game_object, enemy: game_object) => boolean, object: T): void;
}>;

Clear the custom enemy selector callback.

Implementation of ​

ts
game_object.set_enemy_callback

set_fastcall ​

ts
set_fastcall: Mock<UnknownFunction>;

Set a fast update callback for this object.

Param ​

cb

Callback called from the object's fast update path.

Param ​

context

Lua context used as callback this.

Implementation of ​

ts
game_object.set_fastcall

set_force_anti_aim ​

ts
set_force_anti_aim: Mock<UnknownFunction>;

Force or release anti-aim behavior for this base monster.

Remarks ​

Requires this object to be a base monster. Other object types log a script error and return a default value or do nothing.

Param ​

value

Whether anti-aim is forced.

Implementation of ​

ts
game_object.set_force_anti_aim

set_fov ​

ts
set_fov: MockedFunction<(fov: number) => void>;

Set field of view.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

fov

Field of view angle.

Implementation of ​

ts
game_object.set_fov

set_goodwill ​

ts
set_goodwill: MockedFunction<(goodwill: number, object: game_object) => void>;

Set goodwill toward another object.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

goodwill

Goodwill value.

Param ​

object

Target object.

Implementation of ​

ts
game_object.set_goodwill

set_health_ex ​

ts
set_health_ex: Mock<(value: number) => void>;

Directly set entity health instead of applying a health property delta.

Since ​

OpenXRay 2015-02-01, a91ff26a

Remarks ​

This binding exists because the normal health property setter routes through conditions().ChangeHealth.

Implementation of ​

ts
game_object.set_health_ex

set_home ​

ts
set_home: Mock<UnknownFunction>;

Set monster home by patrol path name.

Param ​

name

Patrol path name, or null to clear home.

Param ​

min_radius

Minimum home radius.

Param ​

max_radius

Maximum home radius.

Param ​

is_aggressive

Whether home is aggressive.

Param ​

mid_radius

Middle home radius.

Implementation of ​

ts
game_object.set_home

set_invisible ​

ts
set_invisible: Mock<UnknownFunction>;

Force bloodsucker invisibility state.

Remarks ​

Requires this object to be a bloodsucker. Other object types log a script error and return a default value or do nothing.

Param ​

is_invisible

Whether the object should be invisible.

Implementation of ​

ts
game_object.set_invisible

set_item ​

ts
set_item: Mock<UnknownFunction>;

Set item used by an action.

Param ​

action_id

Action id.

Param ​

object

Item object, or null.

Param ​

min_queue_size

Optional minimum queue size.

Param ​

max_queue_size

Optional maximum queue size.

Implementation of ​

ts
game_object.set_item

set_level_changer_invitation ​

ts
set_level_changer_invitation: Mock<UnknownFunction>;

Set level changer invitation hint text.

Remarks ​

Requires this object to be a level changer. Other object types do nothing.

Param ​

hint

Text to show when trying to change level.

Implementation of ​

ts
game_object.set_level_changer_invitation

set_main_weapon_type ​

ts
set_main_weapon_type: MockedFunction<(type: number) => void>;

Set main weapon type id.

Since ​

OpenXRay 2016-02-25, 46c1c78c

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Param ​

type

Main weapon type id.

Implementation of ​

ts
game_object.set_main_weapon_type

set_manual_invisibility ​

ts
set_manual_invisibility: Mock<UnknownFunction>;

Enable or disable manual bloodsucker invisibility control.

Remarks ​

Requires this object to be a bloodsucker. Other object types log a script error and return a default value or do nothing.

Param ​

value

Whether manual invisibility control is enabled.

Implementation of ​

ts
game_object.set_manual_invisibility

set_mental_state ​

ts
set_mental_state: Mock<UnknownFunction>;

Set mental animation state.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

state

Target mental state.

Implementation of ​

ts
game_object.set_mental_state

set_movement_selection_type ​

ts
set_movement_selection_type: Mock<UnknownFunction>;

Set movement target selection type.

Source ​

src/xrGame/script_game_object3.cpp, CScriptGameObject::set_movement_selection_type.

Remarks ​

Requires this object to be a CAI_Stalker. The native wrapper logs an error for non-stalker objects but then still dereferences the missing stalker pointer, so this should only be called after the runtime type is known.

Param ​

type

Selection type id.

Implementation of ​

ts
game_object.set_movement_selection_type

set_movement_type ​

ts
set_movement_type: Mock<UnknownFunction>;

Set target movement type for this stalker.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

movement_type

Movement type.

Implementation of ​

ts
game_object.set_movement_type

set_nonscript_usable ​

ts
set_nonscript_usable: Mock<UnknownFunction>;

Set whether this usable object may be used by non-script logic.

Param ​

is_usable

Whether non-script usage is allowed.

Implementation of ​

ts
game_object.set_nonscript_usable

set_npc_position ​

ts
set_npc_position: Mock<UnknownFunction>;

Move an NPC to a position.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

position

New NPC position.

Implementation of ​

ts
game_object.set_npc_position

set_override_animation ​

ts
set_override_animation: MockedFunction<(animation: string) => void>;

Force an override animation.

Param ​

animation

Animation name.

Implementation of ​

ts
game_object.set_override_animation

set_path_type ​

ts
set_path_type: Mock<UnknownFunction>;

Set path planning type.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

type

Path type.

Implementation of ​

ts
game_object.set_path_type

set_patrol_extrapolate_callback ​

ts
set_patrol_extrapolate_callback: Mock<UnknownFunction>;

Set or clear the patrol extrapolation callback.

Param ​

cb

Callback called with current patrol point index.

Param ​

object

Optional Lua context.

Implementation of ​

ts
game_object.set_patrol_extrapolate_callback

set_patrol_path ​

ts
set_patrol_path: Mock<UnknownFunction>;

Set movement patrol path.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

path_name

Patrol path name.

Param ​

start_type

Patrol start type.

Param ​

route_type

Patrol route type.

Param ​

random

Whether path point selection is random.

Implementation of ​

ts
game_object.set_patrol_path

set_previous_point ​

ts
set_previous_point: MockedFunction<(point: number) => void>;

Set previous patrol point index.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

point

Point index.

Implementation of ​

ts
game_object.set_previous_point

set_queue_size ​

ts
set_queue_size: MockedFunction<(size: number) => void>;

Set weapon fire queue size.

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Param ​

size

Queue size.

Implementation of ​

ts
game_object.set_queue_size

set_range ​

ts
set_range: MockedFunction<(range: number) => void>;

Set monster vision range.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

range

New range.

Implementation of ​

ts
game_object.set_range

set_relation ​

ts
set_relation: Mock<UnknownFunction>;

Set relation to another object.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

relation

Relation id.

Param ​

object

Target object.

Implementation of ​

ts
game_object.set_relation

set_remaining_uses ​

ts
set_remaining_uses: MockedFunction<(remaining: number) => void>;

Set remaining item uses count.

Since ​

OpenXRay 2015-08-27, 7840b0fe

Remarks ​

Requires this object to be an eatable inventory item. Other object types log a script error and return a default value or do nothing.

Param ​

remaining

Count of remaining uses for item before destroy.

Implementation of ​

ts
game_object.set_remaining_uses

set_restrictor_type ​

ts
set_restrictor_type: MockedFunction<(type: TXR_restrictor_type) => void>;

Set space-restrictor category.

Remarks ​

Requires this object to be a space restrictor. Other object types silently do nothing.

Param ​

type

Restrictor type.

Implementation of ​

ts
game_object.set_restrictor_type

set_sight ​

ts
set_sight: MockedFunction<{
  (type: TXR_SightType, torso_look: boolean, path: boolean): void;
  (type: TXR_SightType, target: Nillable<vector>, look_over_delay: number): void;
  (type: TXR_SightType, target: vector, torso_look: boolean, fire_object: boolean): void;
  (type: TXR_SightType, target: vector, torso_look: boolean): void;
  (type: TXR_SightType, target: vector): void;
  (object: game_object, torso_look?: boolean, fire_object?: boolean, no_pitch?: boolean): void;
}>;

Set the NPC sight mode from a sight type and movement-facing options.

Param ​

type

Sight mode.

Param ​

torso_look

Whether the torso should turn toward the sight target.

Param ​

path

Whether to use the current path direction.

Implementation of ​

ts
game_object.set_sight

set_smart_cover_target ​

ts
set_smart_cover_target: Mock<UnknownFunction>;

Clear smart cover target.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.set_smart_cover_target

set_smart_cover_target_default ​

ts
set_smart_cover_target_default: Mock<UnknownFunction>;

Enable or disable default smart cover target.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Param ​

is_enabled

Whether default target is enabled.

Implementation of ​

ts
game_object.set_smart_cover_target_default

set_smart_cover_target_fire ​

ts
set_smart_cover_target_fire: Mock<UnknownFunction>;

Use smart cover fire target.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.set_smart_cover_target_fire

set_smart_cover_target_fire_no_lookout ​

ts
set_smart_cover_target_fire_no_lookout: Mock<UnknownFunction>;

Make the smart-cover target mode fire without lookout.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.set_smart_cover_target_fire_no_lookout

set_smart_cover_target_idle ​

ts
set_smart_cover_target_idle: Mock<UnknownFunction>;

Make smart-cover target selection prefer idle positions.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.set_smart_cover_target_idle

set_smart_cover_target_lookout ​

ts
set_smart_cover_target_lookout: Mock<UnknownFunction>;

Use smart cover lookout target.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.set_smart_cover_target_lookout

set_smart_cover_target_selector ​

ts
set_smart_cover_target_selector: Mock<UnknownFunction>;

Set or clear smart-cover target selection callback.

Param ​

cb

Callback that receives this object when a smart-cover target is selected.

Param ​

object

Optional Lua context.

Implementation of ​

ts
game_object.set_smart_cover_target_selector

set_sound_mask ​

ts
set_sound_mask: Mock<UnknownFunction>;

Set active sound mask for this monster.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

mask

Sound mask.

Implementation of ​

ts
game_object.set_sound_mask

set_sound_threshold ​

ts
set_sound_threshold: MockedFunction<(threshold: number) => void>;

Set sound memory threshold for this monster.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

threshold

Sound threshold.

Implementation of ​

ts
game_object.set_sound_threshold

set_spatial_type ​

ts
set_spatial_type: MockedFunction<(type: number) => void>;

Set spatial registration type for this object.

Since ​

OpenXRay 2016-05-31, 15edbfd9

Remarks ​

Requires this object to be registered in spatial object logic. Other object types can log an engine error or return a default value.

Param ​

type

Spatial type mask.

Implementation of ​

ts
game_object.set_spatial_type

set_start_dialog ​

ts
set_start_dialog: Mock<UnknownFunction>;

Set start dialog id for this phrase dialog manager.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

dialog_id

Dialog id.

Implementation of ​

ts
game_object.set_start_dialog

set_start_point ​

ts
set_start_point: MockedFunction<(point: number) => void>;

Set start patrol point index.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Param ​

point

Point index.

Implementation of ​

ts
game_object.set_start_point

set_sympathy ​

ts
set_sympathy: Mock<UnknownFunction>;

Set sympathy value used by relation logic.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

value

Sympathy value.

Implementation of ​

ts
game_object.set_sympathy

set_task_state ​

ts
set_task_state: MockedFunction<(state: TXR_TaskState, task_id: string) => void>;

Set the state of a task by id.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

state

New task state.

Param ​

task_id

Task id.

Implementation of ​

ts
game_object.set_task_state

set_tip_text ​

ts
set_tip_text: Mock<UnknownFunction>;

Set tip text when actor is near and hovering aim over target. As example, talk, loot and other kind of labels is possible when using this method.

Param ​

text

Text to set as tip.

Implementation of ​

ts
game_object.set_tip_text

set_tip_text_default ​

ts
set_tip_text_default: MockedFunction<() => void>;

Restore default usable-object tip text.

Implementation of ​

ts
game_object.set_tip_text_default

set_trader_global_anim ​

ts
set_trader_global_anim: MockedFunction<(animation: string) => void>;

Set trader global animation.

Remarks ​

Requires this object to be a trader-capable inventory owner. Other object types log a script error and return a default value or do nothing.

Param ​

animation

Animation name.

Implementation of ​

ts
game_object.set_trader_global_anim

set_trader_head_anim ​

ts
set_trader_head_anim: MockedFunction<(animation: string) => void>;

Set trader head animation.

Remarks ​

Requires this object to be a trader-capable inventory owner. Other object types log a script error and return a default value or do nothing.

Param ​

animation

Animation name.

Implementation of ​

ts
game_object.set_trader_head_anim

set_trader_sound ​

ts
set_trader_sound: MockedFunction<(animation: string, sound: string) => void>;

Set trader sound for an animation state.

Remarks ​

Requires this object to be a trader-capable inventory owner. Other object types log a script error and return a default value or do nothing.

Param ​

animation

Trader animation name.

Param ​

sound

Sound name.

Implementation of ​

ts
game_object.set_trader_sound

set_vis_state ​

ts
set_vis_state: MockedFunction<(state: number) => void>;

Set bloodsucker visibility state as a raw engine value.

Remarks ​

Requires this object to be a bloodsucker. Other object types log a script error and return a default value or do nothing.

Param ​

state

Visibility state.

Implementation of ​

ts
game_object.set_vis_state

set_visual_memory_enabled ​

ts
set_visual_memory_enabled: MockedFunction<(enabled: boolean) => void>;

Enable or disable visual memory for this object.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

enabled

Whether visual memory is enabled.

Implementation of ​

ts
game_object.set_visual_memory_enabled

set_visual_name ​

ts
set_visual_name: Mock<(name: string) => void>;

Set visual name for this object.

Remarks ​

Requires this object to have a renderable visual. Objects without a visual can log an engine error or return a default value.

Param ​

name

Visual name.

Implementation of ​

ts
game_object.set_visual_name

set_weapon_type ​

ts
set_weapon_type: MockedFunction<(type: number) => void>;

Set weapon type id.

Since ​

OpenXRay 2016-02-25, 46c1c78c

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Param ​

type

Weapon type id.

Implementation of ​

ts
game_object.set_weapon_type

set_weight ​

ts
set_weight: Mock<(value: number) => void>;

Set carried object weight.

Since ​

OpenXRay 2016-04-12, 1a206d71

Param ​

weight

New weight.

Implementation of ​

ts
game_object.set_weight

show_condition ​

ts
show_condition: MockedFunction<(ini_file: ini_file, section: string) => void>;

Set trade show condition.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

ini_file

Trade config.

Param ​

section

Condition section.

Implementation of ​

ts
game_object.show_condition

sight ​

ts
sight: TXR_SightType = MockSightParameters.eSightTypeDummy;

sight_params ​

ts
sight_params: Mock<() => MockSightParameters>;

Remarks ​

Requires a stalker or another AI object with a sight manager.

Returns ​

Current sight parameters.

Implementation of ​

ts
game_object.sight_params

skip_transfer_enemy ​

ts
skip_transfer_enemy: MockedFunction<(value: boolean) => void>;

Enable or disable enemy transfer skipping.

Remarks ​

Requires a custom monster. It controls whether the monster shares enemy information through monster feel logic.

Param ​

value

Whether enemy transfer should be skipped.

Implementation of ​

ts
game_object.skip_transfer_enemy

sniper_fire_mode ​

ts
sniper_fire_mode: MockedFunction<{
  (): boolean;
  (value: boolean): void;
}>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether stalker sniper fire mode is enabled.

Implementation of ​

ts
game_object.sniper_fire_mode

sniper_update_rate ​

ts
sniper_update_rate: MockedFunction<{
  (): boolean;
  (value: boolean): void;
}>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether sniper update rate is enabled.

Implementation of ​

ts
game_object.sniper_update_rate

sound_prefix ​

ts
sound_prefix: MockedFunction<{
  (): string;
  (prefix: string): void;
}>;

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Returns ​

Current sound voice prefix used by the object sound player.

Implementation of ​

ts
game_object.sound_prefix

sound_voice_prefix ​

ts
sound_voice_prefix: MockedFunction<() => string>;

Get voice sound prefix.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Voice sound prefix.

Implementation of ​

ts
game_object.sound_voice_prefix

spawn_ini ​

ts
spawn_ini: Mock<() => ini_file | null>;

Returns ​

Spawn ini attached to this object, or null.

Implementation of ​

ts
game_object.spawn_ini

special_danger_move ​

ts
special_danger_move: Mock<() => boolean>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether special danger movement is enabled.

Implementation of ​

ts
game_object.special_danger_move

squad ​

ts
squad: Mock<() => number>;

Returns ​

Game object squad id.

Implementation of ​

ts
game_object.squad

start_particles ​

ts
start_particles: Mock<UnknownFunction>;

Start particles attached to a bone.

Remarks ​

Requires the bone to exist on this object's visual. Use stop_particles() with the same effect and bone when the script owns the effect lifetime.

Param ​

name

Particle effect name.

Param ​

bone

Bone name.

Implementation of ​

ts
game_object.start_particles

start_trade ​

ts
start_trade: MockedFunction<(object: game_object) => void>;

Start trade with another object.

Since ​

OpenXRay 2016-04-12, 1a206d71

Remarks ​

Requires this object to be the actor and the argument to be an inventory owner. Invalid object types do nothing or log an engine script error.

Param ​

object

Trade partner.

Implementation of ​

ts
game_object.start_trade

start_upgrade ​

ts
start_upgrade: MockedFunction<(object: game_object) => void>;

Start upgrade interaction with another object.

Since ​

OpenXRay 2016-04-12, 1a206d71

Remarks ​

Requires this object to be the actor and the argument to be an inventory owner. Invalid object types do nothing or log an engine script error.

Param ​

object

Upgrade partner.

Implementation of ​

ts
game_object.start_upgrade

stop_particles ​

ts
stop_particles: Mock<UnknownFunction>;

Stop particles attached to a bone.

Remarks ​

Requires the effect to have been started on this object and the bone to exist on its visual.

Param ​

name

Particle effect name.

Param ​

bone

Bone name.

Implementation of ​

ts
game_object.stop_particles

stop_talk ​

ts
stop_talk: Mock<UnknownFunction>;

Stop the current actor talk dialog.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.stop_talk

story_id ​

ts
story_id: MockedFunction<() => number>;

Get story id assigned to this object.

Returns ​

Story id, or engine default when no story id is assigned.

Implementation of ​

ts
game_object.story_id

suitable_smart_cover ​

ts
suitable_smart_cover: MockedFunction<(object: game_object) => boolean>;

Check whether a smart-cover object is suitable for this stalker.

Remarks ​

Requires this object to be a stalker using smart-cover movement. Other object types log a script error and return a default value or do nothing.

Param ​

object

Smart-cover object.

Returns ​

Whether the cover is suitable.

Implementation of ​

ts
game_object.suitable_smart_cover

switch_state ​

ts
switch_state: MockedFunction<(state: number) => void>;

Switch HUD item state.

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Param ​

state

New HUD item state.

Implementation of ​

ts
game_object.switch_state

switch_to_talk ​

ts
switch_to_talk: MockedFunction<() => void>;

Open talk dialog with this object.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.switch_to_talk

switch_to_trade ​

ts
switch_to_trade: MockedFunction<() => void>;

Open trade dialog with this object.

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Implementation of ​

ts
game_object.switch_to_trade

switch_to_upgrade ​

ts
switch_to_upgrade: MockedFunction<() => void>;

Switch the opened talk menu to upgrade mode.

Remarks ​

Requires this object to be the actor. Other object types log a script error or do nothing.

Implementation of ​

ts
game_object.switch_to_upgrade

sympathy ​

ts
sympathy: MockedFunction<() => number>;

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Sympathy value used by relation logic.

Implementation of ​

ts
game_object.sympathy

take_items_enabled ​

ts
take_items_enabled: MockedFunction<{
  (): boolean;
  (value: boolean): void;
}>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether this NPC may take items.

Implementation of ​

ts
game_object.take_items_enabled

target_body_state ​

ts
target_body_state: Mock<() => 1>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Target body state requested by the movement manager.

Implementation of ​

ts
game_object.target_body_state

target_mental_state ​

ts
target_mental_state: Mock<() => 1>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Target mental state requested by the movement manager.

Implementation of ​

ts
game_object.target_mental_state

target_movement_type ​

ts
target_movement_type: Mock<() => 1>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Target movement type requested by the movement manager.

Implementation of ​

ts
game_object.target_movement_type

team ​

ts
team: Mock<() => number>;

Returns ​

Object team id.

Implementation of ​

ts
game_object.team

torch_enabled ​

ts
torch_enabled: Mock<() => boolean>;

Remarks ​

Requires this object to be a torch item. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether actor torch is enabled.

Implementation of ​

ts
game_object.torch_enabled

transfer_item ​

ts
transfer_item: Mock<(item: game_object, to: game_object) => void>;

Transfer an item to another inventory owner.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

item

Item to transfer.

Param ​

to

Recipient object.

Implementation of ​

ts
game_object.transfer_item

transfer_money ​

ts
transfer_money: Mock<UnknownFunction>;

Transfer money from another object to this object.

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Param ​

amount

Money amount.

Param ​

from

Source object.

Implementation of ​

ts
game_object.transfer_money

unload_magazine ​

ts
unload_magazine: MockedFunction<() => void>;

Unload the active weapon magazine into inventory.

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.unload_magazine

unlock_door_for_npc ​

ts
unlock_door_for_npc: MockedFunction<() => void>;

Unlock this door for NPC navigation.

Remarks ​

Requires this object to be a door object managed by NPC door logic. Other object types do nothing or report an engine script error.

Implementation of ​

ts
game_object.unlock_door_for_npc

unregister_door_for_npc ​

ts
unregister_door_for_npc: MockedFunction<() => void>;

Unregister this door from NPC door management.

Remarks ​

Requires this object to be a door object managed by NPC door logic. Other object types do nothing or report an engine script error.

Implementation of ​

ts
game_object.unregister_door_for_npc

unregister_in_combat ​

ts
unregister_in_combat: MockedFunction<() => void>;

Remove this stalker from its squad combat registry.

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Implementation of ​

ts
game_object.unregister_in_combat

use ​

ts
use: MockedFunction<(object: game_object) => void>;

Use an object.

Since ​

OpenXRay 2016-04-12, 1a206d71

Remarks ​

Requires this object to support the requested use interaction. Unsupported object pairs do nothing or report an engine script error.

Param ​

object

Object to use.

Implementation of ​

ts
game_object.use

use_smart_covers_only ​

ts
use_smart_covers_only: MockedFunction<{
  (): boolean;
  (value: boolean): void;
}>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether smart-cover selection is restricted to smart covers only.

Implementation of ​

ts
game_object.use_smart_covers_only

vertex_in_direction ​

ts
vertex_in_direction: MockedFunction<(level_vertex_id: number, direction: vector, max_distance: number) => number>;

Find the farthest accessible level vertex in a direction.

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Param ​

level_vertex_id

Starting level vertex id.

Param ​

direction

Direction to search in.

Param ​

max_distance

Maximum search distance.

Returns ​

Found level vertex id, or the start vertex if none is valid.

Implementation of ​

ts
game_object.vertex_in_direction

visibility_threshold ​

ts
visibility_threshold: MockedFunction<() => number>;

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Returns ​

Visibility threshold used by this object.

Implementation of ​

ts
game_object.visibility_threshold

vision_enabled ​

ts
vision_enabled: MockedFunction<() => boolean>;

Remarks ​

Requires this object to be a CCustomMonster or one of its subclasses. Items, actors, and other objects log a script error and return a default value or do nothing.

Returns ​

Whether visual memory is enabled for this monster.

Implementation of ​

ts
game_object.vision_enabled

weapon_addon_attach ​

ts
weapon_addon_attach: MockedFunction<(object: game_object) => void>;

Attach a weapon addon from an inventory object.

Since ​

OpenXRay 2015-01-06, 8f694c78

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Param ​

object

Addon object.

Implementation of ​

ts
game_object.weapon_addon_attach

weapon_addon_detach ​

ts
weapon_addon_detach: MockedFunction<(addon: string) => void>;

Detach a weapon addon by section name.

Since ​

OpenXRay 2015-01-06, 8f694c78

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Param ​

addon

Addon section name.

Implementation of ​

ts
game_object.weapon_addon_detach

weapon_grenadelauncher_status ​

ts
weapon_grenadelauncher_status: MockedFunction<() => number>;

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Returns ​

Grenade launcher attachment status for the active weapon.

Implementation of ​

ts
game_object.weapon_grenadelauncher_status

weapon_in_grenade_mode ​

ts
weapon_in_grenade_mode: MockedFunction<() => boolean>;

Check whether weapon is in grenade launcher fire mode.

Since ​

OpenXRay 2016-09-14, 4f312ea6

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether this weapon is in grenade launcher fire mode.

Implementation of ​

ts
game_object.weapon_in_grenade_mode

weapon_is_grenadelauncher ​

ts
weapon_is_grenadelauncher: MockedFunction<() => boolean>;

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether the active weapon has an attached grenade launcher.

Implementation of ​

ts
game_object.weapon_is_grenadelauncher

weapon_is_scope ​

ts
weapon_is_scope: MockedFunction<() => boolean>;

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether the active weapon has a scope attached.

Implementation of ​

ts
game_object.weapon_is_scope

weapon_is_silencer ​

ts
weapon_is_silencer: MockedFunction<() => boolean>;

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether the active weapon has an attached silencer.

Implementation of ​

ts
game_object.weapon_is_silencer

weapon_scope_status ​

ts
weapon_scope_status: MockedFunction<() => number>;

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Returns ​

Scope attachment status for the active weapon.

Implementation of ​

ts
game_object.weapon_scope_status

weapon_silencer_status ​

ts
weapon_silencer_status: MockedFunction<() => number>;

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Returns ​

Active weapon silencer status.

Implementation of ​

ts
game_object.weapon_silencer_status

weapon_strapped ​

ts
weapon_strapped: Mock<() => boolean>;

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether the active weapon is strapped.

Implementation of ​

ts
game_object.weapon_strapped

weapon_unstrapped ​

ts
weapon_unstrapped: Mock<() => boolean>;

Remarks ​

Requires this object to be a weapon. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether the active weapon is unstrapped.

Implementation of ​

ts
game_object.weapon_unstrapped

weight ​

ts
weight: Mock<() => number>;

Get object weight.

Since ​

OpenXRay 2015-10-07, 658f68a2

Remarks ​

Requires this object to be a CInventoryOwner. Other object types log a script error and return a default value or do nothing.

Returns ​

Inventory weight for this object.

Implementation of ​

ts
game_object.weight

who_hit_name ​

ts
who_hit_name: MockedFunction<() => string>;

Returns ​

Name of the object that last hit this object.

Implementation of ​

ts
game_object.who_hit_name

who_hit_section_name ​

ts
who_hit_section_name: MockedFunction<() => string>;

Returns ​

Section name of the object that last hit this object.

Implementation of ​

ts
game_object.who_hit_section_name

wounded ​

ts
wounded: MockedFunction<{
  (): boolean;
  (value: boolean): void;
}>;

Remarks ​

Requires this object to be a CAI_Stalker. Other object types log a script error and return a default value or do nothing.

Returns ​

Whether this stalker is marked as wounded.

Implementation of ​

ts
game_object.wounded

action_type_count ​

ts
readonly static action_type_count: number = 6;

Engine enum value for game_object.action_type_count.


alifeMovementTypeMask ​

ts
readonly static alifeMovementTypeMask: number = 0;

Engine enum value for game_object.alifeMovementTypeMask.


alifeMovementTypeRandom ​

ts
readonly static alifeMovementTypeRandom: number = 1;

Engine enum value for game_object.alifeMovementTypeRandom.


animation ​

ts
readonly static animation: number = 2;

Engine enum value for game_object.animation.


dialog_pda_msg ​

ts
readonly static dialog_pda_msg: number = 0;

Engine enum value for game_object.dialog_pda_msg.


dummy ​

ts
readonly static dummy: number = -1;

Engine enum value for game_object.dummy.


enemy ​

ts
readonly static enemy: number = 2;

Engine enum value for game_object.enemy.


friend ​

ts
readonly static friend: number = 0;

Engine enum value for game_object.friend.


game_path ​

ts
readonly static game_path: number = 0;

Engine enum value for game_object.game_path.


info_pda_msg ​

ts
readonly static info_pda_msg: number = 1;

Engine enum value for game_object.info_pda_msg.


level_path ​

ts
readonly static level_path: number = 1;

Engine enum value for game_object.level_path.


movement ​

ts
readonly static movement: number = 0;

Engine enum value for game_object.movement.


neutral ​

ts
readonly static neutral: number = 1;

Engine enum value for game_object.neutral.


no_path ​

ts
readonly static no_path: number = 3;

Engine enum value for game_object.no_path.


no_pda_msg ​

ts
readonly static no_pda_msg: number = 2;

Engine enum value for game_object.no_pda_msg.


object ​

ts
readonly static object: number = 5;

Engine enum value for game_object.object.


particle ​

ts
readonly static particle: number = 4;

Engine enum value for game_object.particle.


patrol_path ​

ts
readonly static patrol_path: number = 2;

Engine enum value for game_object.patrol_path.


REGISTRY ​

ts
static REGISTRY: Map<number, game_object>;

relation_attack ​

ts
readonly static relation_attack: number = 1;

Engine enum value for game_object.relation_attack.


relation_fight_help_human ​

ts
readonly static relation_fight_help_human: number = 2;

Engine enum value for game_object.relation_fight_help_human.


relation_fight_help_monster ​

ts
readonly static relation_fight_help_monster: number = 4;

Engine enum value for game_object.relation_fight_help_monster.


relation_kill ​

ts
readonly static relation_kill: number = 0;

Engine enum value for game_object.relation_kill.


sound ​

ts
readonly static sound: number = 3;

Engine enum value for game_object.sound.


watch ​

ts
readonly static watch: number = 1;

Engine enum value for game_object.watch.