/* ES+ BEGIN VERSION 1.1 */ float Math_RandFloat(float afMin,float afMax){return RandFloat(afMin,afMax);} int Math_RandInt(int alMin,int alMax){return RandInt(alMin,alMax);} float Math_Sin(float afX){return MathSin(afX);} float Math_Cos(float afX){return MathCos(afX);} float Math_Tan(float afX){return MathTan(afX);} float Math_Asin(float afX){return MathAsin(afX);} float Math_Acos(float afX){return MathAcos(afX);} float Math_Atan(float afX){return MathAtan(afX);} float Math_Atan2(float afX,float afY){return MathAtan2(afX,afY);} float Math_Sqrt(float afX){return MathSqrt(afX);} float Math_Pow(float afBase,float afExp){return MathPow(afBase,afExp);} float Math_Min(float afA,float afB){return MathMin(afA,afB);} float Math_Max(float afA,float afB){return MathMax(afA,afB);} float Math_Clamp(float afX,float afMin,float afMax){return MathClamp(afX,afMin,afMax);} float Math_Abs(float afX){return MathAbs(afX);} bool String_Contains(string&asString,string&asSubString){return StringContainer(asString,asSubString);} string String_Sub(string&asString,int alStart,int alCount){return StringSub(asString,alStart,alCount);} int String_ToInt(string&in asString){return StringToInt(asString);} float String_ToFloat(string&in asString){return StringToFloat(asString);} bool String_ToBool(string&in asString){return StringToBool(asString);} void Debug_Print(string&asString){Print(asString);} void Debug_AddMessage(string&asString,bool abCheckForDuplicates){AddDebugMessage(asString,abCheckForDuplicates);} void Debug_ProgLog(string&asLevel,string&asMessage){ProgLog(asLevel,asMessage);} bool Debug_GetEnabled(){return ScriptDebugOn();} void Script_SetLocalVarInt(string&asName,int alVal){SetLocalVarInt(asName,alVal);} void Script_AddLocalVarInt(string&asName,int alVal){AddLocalVarInt(asName,alVal);} int Script_GetLocalVarInt(string&asName){return GetLocalVarInt(asName);} void Script_SetLocalVarFloat(string&asName,float afVal){SetLocalVarFloat(asName,afVal);} void Script_AddLocalVarFloat(string&asName,float afVal){AddLocalVarFloat(asName,afVal);} float Script_GetLocalVarFloat(string&asName){return GetLocalVarFloat(asName);} void Script_SetLocalVarString(string&asName,const string&asVal){SetLocalVarString(asName,asVal);} void Script_AddLocalVarString(string&asName,string&asVal){AddLocalVarString(asName,asVal);} string Script_GetLocalVarString(string&asName){return GetLocalVarString(asName);} void Script_SetGlobalVarInt(string&asName,int alVal){SetGlobalVarInt(asName,alVal);} void Script_AddGlobalVarInt(string&asName,int alVal){AddGlobalVarInt(asName,alVal);} int Script_GetGlobalVarInt(string&asName){return GetGlobalVarInt(asName);} void Script_SetGlobalVarFloat(string&asName,float afVal){SetGlobalVarFloat(asName,afVal);} void Script_AddGlobalVarFloat(string&asName,float afVal){AddGlobalVarFloat(asName,afVal);} float Script_GetGlobalVarFloat(string&asName){return GetGlobalVarFloat(asName);} void Script_SetGlobalVarString(string&asName,const string&asVal){SetGlobalVarString(asName,asVal);} void Script_AddGlobalVarString(string&asName,string&asVal){AddGlobalVarString(asName,asVal);} string Script_GetGlobalVarString(string&asName){return GetGlobalVarString(asName);} void ParticleSystem_Preload(string&asPSFile){PreloadParticleSystem(asPSFile);} void ParticleSystem_CreateAtEntity(string&asPSName,string&asPSFile,string&asEntity,bool abSavePS){CreateParticleSystemAtEntity(asPSName,asPSFile,asEntity,abSavePS);} void ParticleSystem_CreateAtEntityExt(string&asPSName,string&asPSFile,string&asEntity,bool abSavePS,float afR,float afG,float afB,float afA,bool abFadeAtDistance,float afFadeMinEnd,float afFadeMinStart,float afFadeMaxStart,float afFadeMaxEnd){CreateParticleSystemAtEntityExt(asPSName,asPSFile,asEntity,abSavePS,afR,afG,afB,afA,abFadeAtDistance,afFadeMinEnd,afFadeMinStart,afFadeMaxStart,afFadeMaxEnd);} void ParticleSystem_Destroy(string&asName){DestroyParticleSystem(asName);} void ParticleSystem_StartPlayerSpawnPS(string&asPSFile){StartPlayerSpawnPS(asPSFile);} void ParticleSystem_StopPlayerSpawnPS(){StopPlayerSpawnPS();} void Sound_Preload(string&a){PreloadSound(a);} void Sound_PlayAtEntity(string&a,string&b,string&c,float d,bool e){PlaySoundAtEntity(a,b,c,d,e);} void Sound_FadeIn(string&a,float b,bool c){FadeInSound(a,b,c);} void Sound_Stop(string&a,float b){StopSound(a,b);} void Sound_PlayMusic(string&a,bool b,float c,float d,int e,bool f){PlayMusic(a,b,c,d,e,f);} void Sound_StopMusic(float a,int b){StopMusic(a,b);} void Sound_FadeGlobalVolume(float a,float b){FadeGlobalSoundVolume(a,b);} void Sound_FadeGlobalSpeed(float a,float b){FadeGlobalSoundSpeed(a,b);} void Sound_AddEffectVoice(string&asVoiceFile,string&asEffectFile,string&asTextCat,string&asTextEntry,bool abUsePosition,string&asPosEntity,float afMinDistance,float afMaxDistance){AddEffectVoice(asVoiceFile,asEffectFile,asTextCat,asTextEntry,abUsePosition,asPosEntity,afMinDistance,afMaxDistance);} void Sound_StopAllEffectVoices(float afFadeOutTime){StopAllEffectVoices(afFadeOutTime);} bool Sound_GetEffectVoiceActive(){return GetEffectVoiceActive();} void Sound_SetEffectVoiceOverCallback(string&asFunc){SetEffectVoiceOverCallback(asFunc);} void Sound_PlayGuiSound(string&asSoundFile,float afVolume){PlayGuiSound(asSoundFile,afVolume);} void Light_SetVisible(string&a,bool b){SetLightVisible(a,b);} void Light_FadeTo(string&asLightName,float afR,float afG,float afB,float afA,float afRadius,float afTime){FadeLightTo(asLightName,afR,afG,afB,afA,afRadius,afTime);} void Light_SetFlickerActive(string&asLightName,bool abActive){SetLightFlickerActive(asLightName,abActive);} void Game_StartCredits(string&asMusic,bool abLoopMusic,string&asTextCat,string&asTextEntry,int alEndNum){StartCredits(asMusic,abLoopMusic,asTextCat,asTextEntry,alEndNum);} void Game_StartDemoEnd(){StartDemoEnd();} void Game_AutoSave(){AutoSave();} void Game_SetupLoadScreen(string&asTextCat,string&asTextEntry,int alRandomNum,string&asImageFile){SetupLoadScreen(asTextCat,asTextEntry,alRandomNum,asImageFile);} void Game_SetDeathHint(string&asTextCategory,string&asTextEntry){SetDeathHint(asTextCategory,asTextEntry);} void Game_DisableDeathStartSound(){DisableDeathStartSound();} void Game_GiveHint(string&asName,string&asMessageCat,string&asMessageEntry,float afTimeShown){GiveHint(asName,asMessageCat,asMessageEntry,afTimeShown);} void Game_RemoveHint(string&asName){RemoveHint(asName);} void Game_BlockHint(string&asName){BlockHint(asName);} void Game_UnblockHint(string&asName){UnBlockHint(asName);} void Game_CreateDataCache(){CreateDataCache();} void Game_DestroyDataCache(){DestroyDataCache();} void Map_CheckPoint(string&asName,string&asStartPos,string&asCallback,string&asDeathHintCat,string&asDeathHintEntry){CheckPoint(asName,asStartPos,asCallback,asDeathHintCat,asDeathHintEntry);} void Map_Change(string&asMapName,string&asStartPos,string&asStartSound,string&asEndSound){ChangeMap(asMapName,asStartPos,asStartSound,asEndSound);} void Map_ClearSavedMaps(){ClearSavedMaps();} void Map_SetDisplayNameEntry(string&asNameEntry){SetMapDisplayNameEntry(asNameEntry);} void Map_SetSkyboxActive(bool abActive){SetSkyBoxActive(abActive);} void Map_SetSkyboxTexture(string&asTexture){SetSkyboxTexture(asTexture);} void Map_SetSkyboxColor(float afR,float afG,float afB,float afA){SetSkyboxColor(afR,afG,afB,afA);} void Map_SetFogActive(bool abActive){SetFogActive(abActive);} void Map_SetFogColor(float afR,float afG,float afB,float afA){SetFogColor(afR,afG,afB,afA);} void Map_SetFogProperties(float afStart,float afEnd,float afFalloffExp,bool abCulling){SetFogProperties(afStart,afEnd,afFalloffExp,abCulling);} void Timer_Add(string&asName,float afTime,string&asFunction){AddTimer(asName,afTime,asFunction);} void Timer_Remove(string&asName){RemoveTimer(asName);} float Timer_GetTimeLeft(string&asName){return GetTimerTimeLefT(asName);} void Effect_FadeOut(float afTime){FadeOut(afTime);} void Effect_FadeIn(float afTime){FadeIn(afTime);} void Effect_FadeImageTrailTo(float afAmount,float afSpeed){FadeImageTrailTo(afAmount,afSpeed);} void Effect_FadeSepiaColorTo(float afAmount,float afSpeed){FadeSepiaColorTo(afAmount,afSpeed);} void Effect_FadeRadialBlurTo(float afSize,float afSpeed){FadeRadialBlurTo(afSize,afSpeed);} void Effect_SetRadialBlurStartDist(float afStartDist){SetRadialBlurStartDist(afStartDist);} void Effect_StartFlash(float afFadeIn,float afWhite,float afFadeOut){StartEffectFlash(afFadeIn,afWhite,afFadeOut);} void Effect_StartEmotionFlash(string&asTextCat,string&asTextEntry,string&asSound){StartEffectEmotionFlash(asTextCat,asTextEntry,asSound);} bool Effect_GetFlashbackIsActive(){return GetFlashbackIsActive();} void Effect_StartScreenShake(float afAmount,float afTime,float afFadeInTime,float afFadeOutTime){StartScreenShake(afAmount,afTime,afFadeInTime,afFadeOutTime);} void Effect_SetInDarknessEffectsActive(bool abX){SetInDarknessEffectsActive(abX);} void Effect_SetInsanitySetEnabled(string&asSet,bool abX){SetInsanitySetEnabled(asSet,abX);} void Effect_StartInsanityEvent(string&in asEventName){StartInsanityEvent(asEventName);} void Effect_StartRandomInsanityEvent(){StartRandomInsanityEvent();} void Effect_StopCurrentInsanityEvent(){StopCurrentInsanityEvent();} bool Effect_GetInsanityEventActive(){return InsanityEventIsActive();} void Effect_FadeFOVMulTo(float afX,float afSpeed){FadePlayerFOVMulTo(afX,afSpeed);} void Effect_FadeAspectMulTo(float afX,float afSpeed){FadePlayerAspectMulTo(afX,afSpeed);} void Effect_FadePlayerRollTo(float afX,float afSpeedMul,float afMaxSpeed){FadePlayerRollTo(afX,afSpeedMul,afMaxSpeed);} void Effect_MovePlayerHeadPos(float afX,float afY,float afZ,float afSpeed,float afSlowDownDist){MovePlayerHeadPos(afX,afY,afZ,afSpeed,afSlowDownDist);} void Effect_SetMessage(string&asTextCategory,string&asTextEntry,float afTime){SetMessage(asTextCategory,asTextEntry,afTime);} void Player_SetActive(bool abActive){SetPlayerActive(abActive);} void Player_ChangeStateToNormal(){ChangePlayerStateToNormal();} void Player_SetCrouching(bool abCrouch){SetPlayerCrouching(abCrouch);} void Player_AddPlayerBodyForce(float afX,float afY,float afZ,bool abUseLocalCoords){AddPlayerBodyForce(afX,afY,afZ,abUseLocalCoords);} void Player_ShowCrossHairIcons(bool abX){ShowPlayerCrossHairIcons(abX);} void Player_SetSanity(float afSanity){SetPlayerSanity(afSanity);} void Player_AddSanity(float afSanity){AddPlayerSanity(afSanity);} float Player_GetSanity(){return GetPlayerSanity();} void Player_SetHealth(float afHealth){SetPlayerHealth(afHealth);} void Player_AddPlayerHealth(float afHealth){AddPlayerHealth(afHealth);} float Player_GetHealth(){return GetPlayerHealth();} void Player_SetLampOil(float afOil){SetPlayerLampOil(afOil);} void Player_AddLampOil(float afOil){AddPlayerLampOil(afOil);} float Player_GetLampOil(){return GetPlayerLampOil();} float Player_GetSpeed(){return GetPlayerSpeed();} float Player_GetYSpeed(){return GetPlayerYSpeed();} void Player_SetSanityDrainDisabled(bool abX){SetSanityDrainDisabled(abX);} void Player_GiveSanityBoost(){GiveSanityBoost();} void Player_GiveSanityBoostSmall(){GiveSanityBoostSmall();} void Player_GiveSanityDamage(float afAmount,bool abUseEffect){GiveSanityDamage(afAmount,abUseEffect);} void Player_GiveDamage(float afAmount,string&asType,bool abSpinHead,bool abLethal){GivePlayerDamage(afAmount,asType,abSpinHead,abLethal);} void Player_StartLookAt(string&asEntityName,float afSpeedMul,float afMaxSpeed,string&asAtTargetCallback){StartPlayerLookAt(asEntityName,afSpeedMul,afMaxSpeed,asAtTargetCallback);} void Player_StopLookAt(){StopPlayerLookAt();} void Player_SetMoveSpeedMul(float afMul){SetPlayerMoveSpeedMul(afMul);} void Player_SetRunSpeedMul(float afMul){SetPlayerRunSpeedMul(afMul);} void Player_SetLookSpeedMul(float afMul){SetPlayerLookSpeedMul(afMul);} void Player_SetJumpForceMul(float afMul){SetPlayerJumpForceMul(afMul);} void Player_SetJumpDisabled(bool abX){SetPlayerJumpDisabled(abX);} void Player_SetCrouchDisabled(bool abX){SetPlayerCrouchDisabled(abX);} void Player_Teleport(string&asStartPosName){TeleportPlayer(asStartPosName);} void Player_SetLanternActive(bool abX,bool abUseEffects){SetLanternActive(abX,abUseEffects);} void Player_SetLanternDisabled(bool abX){SetLanternDisabled(abX);} bool Player_GetLanternActive(){return GetLanternActive();} void Player_SetLanternLitCallback(string&asCallback){SetLanternLitCallback(asCallback);} void Player_MoveForward(float afAmount){MovePlayerForward(afAmount);} void Player_SetFallDamageDisabled(bool abX){SetPlayerFallDamageDisabled(abX);} void Player_SetPos(float afX,float afY,float afZ){SetPlayerPos(afX,afY,afZ);} float Player_GetPosX(){return GetPlayerPosX();} float Player_GetPosY(){return GetPlayerPosY();} float Player_GetPosZ(){return GetPlayerPosZ();} void Journal_AddNote(string&asNameAndTextEntry,string&asImage){AddNote(asNameAndTextEntry,asImage);} void Journal_AddDiary(string&asNameAndTextEntry,string&asImage){AddDiary(asNameAndTextEntry,asImage);} void Journal_ReturnOpen(bool abOpenJournal){ReturnOpenJournal(abOpenJournal);} void Journal_AddQuest(string&asName,string&asNameAndTextEntry){AddQuest(asName,asNameAndTextEntry);} void Journal_CompleteQuest(string&asName,string&asNameAndTextEntry){CompleteQuest(asName,asNameAndTextEntry);} bool Journal_GetQuestIsCompleted(string&asName){return QuestIsCompleted(asName);} bool Journal_GetQuestIsAdded(string&asName){return QuestIsAdded(asName);} void Journal_SetNumberOfQuestsInMap(int alNumberOfQuests){SetNumberOfQuestsInMap(alNumberOfQuests);} void Inventory_Exit(){ExitInventory();} void Inventory_SetDisabled(bool abX){SetInventoryDisabled(abX);} void Inventory_SetMessage(string&asTextCategory,string&asTextEntry,float afTime){SetInventoryMessage(asTextCategory,asTextEntry,afTime);} void Inventory_GiveItem(string&asName,string&asType,string&asSubTypeName,string&asImageName,float afAmount){GiveItem(asName,asType,asSubTypeName,asImageName,afAmount);} void Inventory_GiveItemFromFile(string&asName,string&asFileName){GiveItemFromFile(asName,asFileName);} void Inventory_RemoveItem(string&asName){RemoveItem(asName);} bool Inventory_HasItem(string&asName){return HasItem(asName);} void Inventory_AddCombineCallback(string&asName,string&asItemA,string&asItemB,string&asFunction,bool abAutoRemove){AddCombineCallback(asName,asItemA,asItemB,asFunction,abAutoRemove);} void Inventory_RemoveCombineCallback(string&asName){RemoveCombineCallback(asName);} void Inventory_AddUseItemCallback(string&asName,string&asItem,string&asEntity,string&asFunction,bool abAutoDestroy){AddUseItemCallback(asName,asItem,asEntity,asFunction,abAutoDestroy);} void Inventory_RemoveUseItemCallback(string&asName){RemoveUseItemCallback(asName);} void Entity_SetActive(string&asName,bool abActive){SetEntityActive(asName,abActive);} void Entity_SetVisible(string&asName,bool abVisible){SetEntityVisible(asName,abVisible);} bool Entity_GetExists(string&asName){return GetEntityExists(asName);} void Entity_SetCustomFocusCrossHair(string&asName,string&asCrossHair){SetEntityCustomFocusCrossHair(asName,asCrossHair);} void Entity_CreateAtArea(string&asEntityName,string&asEntityFile,string&asAreaName,bool abFullGameSave){CreateEntityAtArea(asEntityName,asEntityFile,asAreaName,abFullGameSave);} void Entity_Replace(string&in asName,string&in asBodyName,string&in asNewEntityName,string&in asNewEntityFile,bool abFullGameSave){ReplaceEntity(asName,asBodyName,asNewEntityName,asNewEntityFile,abFullGameSave);} void Entity_PlaceAtEntity(string&in asName,string&in asTargetEntity,string&in asTargetBodyName,bool abUseRotation){PlaceEntityAtEntity(asName,asTargetEntity,asTargetBodyName,abUseRotation);} void Entity_SetPos(string&in asName,float afX,float afY,float afZ){SetEntityPos(asName,afX,afY,afZ);} float Entity_GetPosX(string&in asName){GetEntityPosX(asName);} float Entity_GetPosY(string&in asName){GetEntityPosY(asName);} float Entity_GetPosZ(string&in asName){GetEntityPosZ(asName);} void Entity_SetPlayerLookAtCallback(string&asName,string&asCallback,bool abRemoveWhenLookedAt){SetEntityPlayerLookAtCallback(asName,asCallback,abRemoveWhenLookedAt);} void Entity_SetPlayerInteractCallback(string&asName,string&asCallback,bool abRemoveOnInteraction){SetEntityPlayerInteractCallback(asName,asCallback,abRemoveOnInteraction);} void Entity_SetCallbackFunc(string&asName,string&asCallback){SetEntityCallbackFunc(asName,asCallback);} void Entity_SetConnectionStateChangeCallback(string&asName,string&asCallback){SetEntityConnectionStateChangeCallback(asName,asCallback);} void Entity_SetInteractionDisabled(string&asName,bool abDisabled){SetEntityInteractionDisabled(asName,abDisabled);} void Entity_BreakJoint(string&asName){BreakJoint(asName);} void Entity_AddCollideCallback(string&asParentName,string&asChildName,string&asFunction,bool abDeleteOnCollide,int alStates){AddEntityCollideCallback(asParentName,asChildName,asFunction,abDeleteOnCollide,alStates);} void Entity_RemoveCollideCallback(string&asParentName,string&asChildName){RemoveEntityCollideCallback(asParentName,asChildName);} bool Entity_GetCollide(string&asEntityA,string&asEntityB){return GetEntitiesCollide(asEntityA,asEntityB);} void Entity_SetBodyMass(string&in asName,float afMass){SetBodyMass(asName,afMass);} float Entity_GetBodyMass(string&in asName){return GetBodyMass(asName);} void Entity_SetEffectActive(string&asName,bool abActive,bool abFadeAndPlaySounds){SetPropEffectActive(asName,abActive,abFadeAndPlaySounds);} void Entity_SetActiveAndFade(string&asName,bool abActive,float afFadeTime){SetPropActiveAndFade(asName,abActive,afFadeTime);} void Entity_SetStaticPhysics(string&asName,bool abX){SetPropStaticPhysics(asName,abX);} bool Entity_GetInteractedWith(string&asName){return GetPropIsInteractedWith(asName);} void Entity_RotateToSpeed(string&asName,float afAcc,float afGoalSpeed,float afAxisX,float afAxisY,float afAxisZ,bool abResetSpeed,string&asOffsetArea){RotatePropToSpeed(asName,afAcc,afGoalSpeed,afAxisX,afAxisY,afAxisZ,abResetSpeed,asOffsetArea);} void Entity_StopMovement(string&asName){StopPropMovement(asName);} void Entity_AttachEntity(string&asPropName,string&asAttachName,string&asAttachFile,float afPosX,float afPosY,float afPosZ,float afRotX,float afRotY,float afRotZ){AttachPropToProp(asPropName,asAttachName,asAttachFile,afPosX,afPosY,afPosZ,afRotX,afRotY,afRotZ);} void Entity_RemoveAttachedEntity(string&asPropName,string&asAttachName){RemoveAttachedPropFromProp(asPropName,asAttachName);} void Entity_SetHealth(string&asName,float afHealth){SetPropHealth(asName,afHealth);} void Entity_AddHealth(string&asName,float afHealth){AddPropHealth(asName,afHealth);} float Entity_GetHealth(string&asName){return GetPropHealth(asName);} void Entity_Reset(string&asName){ResetProp(asName);} void Entity_PlayAnimation(string&asProp,string&asAnimation,float afFadeTime,bool abLoop,string&asCallback){PlayPropAnimation(asProp,asAnimation,afFadeTime,abLoop,asCallback);} void Entity_AddForce(string&asName,float afX,float afY,float afZ,string&asCoordSystem){AddPropForce(asName,afX,afY,afZ,asCoordSystem);} void Entity_AddImpulse(string&asName,float afX,float afY,float afZ,string&asCoordSystem){AddPropImpulse(asName,afX,afY,afZ,asCoordSystem);} void Entity_AddBodyForce(string&asName,float afX,float afY,float afZ,string&asCoordSystem){AddBodyForce(asName,afX,afY,afZ,asCoordSystem);} void Entity_AddBodyImpulse(string&asName,float afX,float afY,float afZ,string&asCoordSystem){AddBodyImpulse(asName,afX,afY,afZ,asCoordSystem);} void Entity_ConnectWithRope(string&asName,string&asPropName,string&asRopeName,bool abInteractOnly,float afSpeedMul,float afToMinSpeed,float afToMaxSpeed,bool abInvert,int alStatesUsed){InteractConnectPropWithRope(asName,asPropName,asRopeName,abInteractOnly,afSpeedMul,afToMinSpeed,afToMaxSpeed,abInvert,alStatesUsed);} void Entity_ConnectWithMoveObject(string&asName,string&asPropName,string&asMoveObjectName,bool abInteractOnly,bool abInvert,int alStatesUsed){InteractConnectPropWithMoveObject(asName,asPropName,asMoveObjectName,abInteractOnly,abInvert,alStatesUsed);} void Entity_ConnectEntities(string&asName,string&asMainEntity,string&asConnectEntity,bool abInvertStateSent,int alStatesUsed,string&asCallbackFunc){ConnectEntities(asName,asMainEntity,asConnectEntity,abInvertStateSent,alStatesUsed,asCallbackFunc);} void Entity_SetLampLit(string&asName,bool abLit,bool abEffects){SetLampLit(asName,abLit,abEffects);} void Entity_SetSwingDoorLocked(string&asName,bool abLocked,bool abEffects){SetSwingDoorLocked(asName,abLocked,abEffects);} void Entity_SetSwingDoorClosed(string&asName,bool abClosed,bool abEffects){SetSwingDoorClosed(asName,abClosed,abEffects);} bool Entity_GetSwingDoorLocked(string&asName){return GetSwingDoorLocked(asName);} bool Entity_GetSwingDoorClosed(string&asName){return GetSwingDoorClosed(asName);} void Entity_SetSwingDoorDisableAutoClose(string&asName,bool abDisableAutoClose){SetSwingDoorDisableAutoClose(asName,abDisableAutoClose);} int Entity_GetSwingDoorState(string&asName){return GetSwingDoorState(asName);} void Entity_SetLevelDoorLocked(string&asName,bool abLocked){SetLevelDoorLocked(asName,abLocked);} void Entity_SetLevelDoorLockedSound(string&asName,string&asSound){SetLevelDoorLockedSound(asName,asSound);} void Entity_SetLevelDoorLockedText(string&asName,string&asTextCat,string&asTextEntry){SetLevelDoorLockedText(asName,asTextCat,asTextEntry);} void Entity_SetMoveObjectState(string&asName,float afState){SetMoveObjectState(asName,afState);} void Entity_SetMoveObjectStateExt(string&asName,float afState,float afAcc,float afMaxSpeed,float afSlowdownDist,bool abResetSpeed){SetMoveObjectStateExt(asName,afState,afAcc,afMaxSpeed,afSlowdownDist,abResetSpeed);} void Entity_SetObjectStuckState(string&asName,int alState){SetPropObjectStuckState(asName,alState);} void Entity_SetWheelStuckState(string&asName,int alState,bool abEffects){SetWheelStuckState(asName,alState,abEffects);} void Entity_SetLeverStuckState(string&asName,int alState,bool abEffects){SetLeverStuckState(asName,alState,abEffects);} void Entity_SetWheelAngle(string&asName,float afAngle,bool abAutoMove){SetWheelAngle(asName,afAngle,abAutoMove);} void Entity_SetWheelInteractionDisablesStuck(string&asName,bool abX){SetWheelInteractionDisablesStuck(asName,abX);} void Entity_SetLeverInteractionDisablesStuck(string&asName,bool abX){SetLeverInteractionDisablesStuck(asName,abX);} int Entity_GetLeverState(string&asName){return GetLeverState(asName);} void Entity_SetMultiSliderStuckState(string&asName,int alStuckState,bool abEffects){SetMultiSliderStuckState(asName,alStuckState,abEffects);} void Entity_SetMultiSliderCallback(string&asName,string&asCallback){SetMultiSliderCallback(asName,asCallback);} void Entity_SetButtonSwitchedOn(string&asName,bool abSwitchedOn,bool abEffects){SetButtonSwitchedOn(asName,abSwitchedOn,abEffects);} void Entity_SetAllowStickyAreaAttachment(bool abX){SetAllowStickyAreaAttachment(abX);} void Entity_AttachToStickyArea(string&asAreaName,string&asProp){AttachPropToStickyArea(asAreaName,asProp);} void Entity_AttachBodyToStickyArea(string&asAreaName,string&asBody){AttachBodyToStickyArea(asAreaName,asBody);} void Entity_DetachFromStickyArea(string&asAreaName){DetachFromStickyArea(asAreaName);} void NPC_SetAwake(string&asName,bool abAwake,bool abEffects){SetNPCAwake(asName,abAwake,abEffects);} void NPC_SetFollowPlayer(string&asName,bool abX){SetNPCFollowPlayer(asName,abX);} void Enemy_SetDisabled(string&asName,bool abDisabled){SetEnemyDisabled(asName,abDisabled);} void Enemy_SetIsHallucination(string&asName,bool abX){SetEnemyIsHallucination(asName,abX);} void Enemy_FadeToSmoke(string&asName,bool abPlaySound){FadeEnemyToSmoke(asName,abPlaySound);} void Enemy_ShowPlayerPosition(string&asName){ShowEnemyPlayerPosition(asName);} void Enemy_AlertPlayerPresence(string&in asName){AlertEnemyOfPlayerPresence(asName);} void Enemy_SetTriggersDisabled(string&asName,bool abX){SetEnemyDisableTriggers(asName,abX);} void Enemy_AddPatrolNode(string&asName,string&asNodeName,float afWaitTime,string&asAnimation){AddEnemyPatrolNode(asName,asNodeName,afWaitTime,asAnimation);} void Enemy_ClearPatrolNodes(string&asEnemyName){ClearEnemyPatrolNodes(asEnemyName);} void Enemy_SetSanityDecreaseActive(string&in asName,bool abX){SetEnemySanityDecreaseActive(asName,abX);} void Enemy_TeleportToNode(string&in asEnemyName,string&in asNodeName,bool abChangeY){TeleportEnemyToNode(asEnemyName,asNodeName,abChangeY);} void Enemy_TeleportToEntity(string&in asEnemyName,string&in asTargetEntity,string&in asTargetBody,bool abChangeY){TeleportEnemyToEntity(asEnemyName,asTargetEntity,asTargetBody,abChangeY);} void Enemy_ChangeManPigPose(string&in asName,string&in asPoseType){ChangeManPigPose(asName,asPoseType);} void Enemy_SetTeslaPigFadeDisabled(string&in asName,bool abX){SetTeslaPigFadeDisabled(asName,abX);} void Enemy_SetTeslaPigSoundDisabled(string&in asName,bool abX){SetTeslaPigSoundDisabled(asName,abX);} void Enemy_SetTeslaPigEasyEscapeDisabled(string&in asName,bool abX){SetTeslaPigEasyEscapeDisabled(asName,abX);} void Enemy_ForceTeslaPigSighting(string&in asName){ForceTeslaPigSighting(asName);} string Enemy_GetStateName(string&in asName){return GetEnemyStateName(asName);} /* ES+ END */