#ifndef H_SE_FUNCS #define H_SE_FUNCS #include "lib/lua/lua.hpp" #include "IL2Client.h" void SE_funcs_register( lua_State *L ); void SE_register_client_funcs( lua_State *L, void *pvL2Client, void *ptrScriptEngine ); // function registration void SE_regclientfunc( lua_State *L, void *pvL2Client, lua_CFunction funcPtr, const char *funcName ); void SE_regScriptEngineFunc( lua_State *L, void *ptrScriptEngine, lua_CFunction funcPtr, const char *funcName ); // "system" functions int l2h_print( lua_State *L ); int l2h_console_enable( lua_State *L ); int l2h_delay( lua_State *L ); int l2h_soundAlert( lua_State *L ); int l2h_time( lua_State *L ); int l2h_timeMsec( lua_State *L ); IL2Client *L2C_func_getClient( lua_State *L ); // general user info int l2c_is_INGAME( lua_State *L ); int l2c_getHPMPCPWeight( lua_State *L ); int l2c_getStats( lua_State *L ); // chatting int l2c_say( lua_State *L ); int l2c_sayPm( lua_State *L ); int l2c_npcDlg( lua_State *L ); int l2c_npcDlgClear( lua_State *L ); int l2c_npcDlgExists( lua_State *L ); // movement int l2c_getPos( lua_State *L ); int l2c_moveTo( lua_State *L ); int l2c_moveToDelta( lua_State *L ); int l2c_getSitRun( lua_State *L ); int l2c_sitStand( lua_State *L ); int l2c_runWalk( lua_State *L ); // target, attack int l2c_action( lua_State *L ); int l2c_attack( lua_State *L ); int l2c_targetByName( lua_State *L ); int l2c_targetCancel( lua_State *L ); int l2c_getTarget( lua_State *L ); // skills int l2c_useSkill( lua_State *L ); int l2c_getSkillLevel( lua_State *L ); int l2c_getSkillReuseLeft( lua_State *L ); int l2c_isCastingNow( lua_State *L ); // items (in inventory) int l2c_autoSoulshot( lua_State *L ); int l2c_getItemCount( lua_State *L ); int l2c_useItem( lua_State *L ); int l2c_useItemByObjectId( lua_State *L ); int l2c_getPaperdollItem( lua_State *L ); // buffs int l2c_getBuffs( lua_State *L ); int l2c_buffCancel( lua_State *L ); // world information int l2c_getVisibleChars( lua_State *L ); int l2c_getVisibleMobs( lua_State *L ); int l2c_getVisibleNpcs( lua_State *L ); int l2c_getVisibleItems( lua_State *L ); // individual world object information, based on objectID int l2c_getCharObjectIdByName( lua_State *L ); int l2c_getNpcObjectIdByName( lua_State *L ); int l2c_getObjectInfoByObjectId( lua_State *L ); int l2c_isCharDead( lua_State *L ); // party int l2c_getParty( lua_State *L ); int l2c_getPartyMemberBuffs( lua_State *L ); int l2c_partySendInvite( lua_State *L ); int l2c_partyLeave( lua_State *L ); int l2c_partyKickMember( lua_State *L ); int l2c_partyChangeLeader( lua_State *L ); // botting config int l2ccfg_getInt( lua_State *L ); int l2ccfg_setInt( lua_State *L ); int l2ccfg_getStr( lua_State *L ); int l2ccfg_setStr( lua_State *L ); int l2ccfg_getAllConfig( lua_State *L ); // botting combat state int l2c_isCombatEnabled( lua_State *L ); int l2c_combatEnable( lua_State *L ); // handlers int sys_register_onChat( lua_State *L ); // dirty hacks int l2c_sendPacketHex( lua_State *L ); #endif