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