/***********************************************************************/ /** © 2015 CD PROJEKT S.A. All rights reserved. /** THE WITCHER® is a trademark of CD PROJEKT S. A. /** The Witcher game is based on the prose of Andrzej Sapkowski. /***********************************************************************/ exec function acticon( contentToActivate : name ) { theGame.DebugActivateContent( contentToActivate ); } import class CGame extends CObject { import final function DebugActivateContent( contentToActivate : name ); import final function IsFinalBuild() : bool; import final function IsActive() : bool; import final function IsPaused() : bool; import final function IsPausedForReason( reason : string ) : bool; import final function IsStopped() : bool; import final function IsLoadingScreenVideoPlaying() : bool; import final function Pause( reason : string ); import final function Unpause( reason : string ); import final function PauseCutscenes(); import final function UnpauseCutscenes(); import final function ExitGame(); import final function IsActivelyPaused() : bool; import final function SetActivePause( flag : bool ); import final function GetEngineTime() : EngineTime; import final function GetEngineTimeAsSeconds() : Float; import final function GetTimeScale( optional forCamera : Bool ) : float; import final function SetTimeScale( timeScale : float, sourceName : name, priority : Int32, optional affectCamera : Bool, optional dontSave : Bool ); import final function RemoveTimeScale( sourceName : name ); import final function RemoveAllTimeScales(); import final function SetOrRemoveTimeScale( timeScale : float, sourceName : name, priority : Int32, optional affectCamera : Bool ); import final function LogTimeScales(); import final function GetLocalTimeAsMilliseconds() : int; import final function GetGameTime() : GameTime; import final function SetGameTime( time : GameTime, callEvents : bool ); import final function SetHoursPerMinute( f : float ); import final function GetHoursPerMinute() : float; import final function GetDifficultyLevel() : int; import final function SetDifficultyLevel( amount : int ); event OnDifficultyChanged(newDifficulty : int); import final function IsVibrationEnabled() : bool; import final function SetVibrationEnabled( enabled : bool ); import final function VibrateController( lowFreq, highFreq, duration : float ); import final function StopVibrateController(); import final function GetCurrentVibrationFreq( out lowFreq : float, out highFreq : float ); import final function RemoveSpecificRumble( lowFreq : float, highFreq : float ); import final function IsSpecificRumbleActive( lowFreq : float, highFreq : float ) : bool; import final function OverrideRumbleDuration( lowFreq : float, highFreq : float, newDuration : float ); import final function IsPadConnected() : bool; import final function CreateEntity( entityTemplate : CEntityTemplate, pos : Vector, optional rot : EulerAngles, optional useAppearancesFromIncludes : bool , optional forceBehaviorPose : bool , optional doNotAdjustPlacement : bool , optional persistanceMode : EPersistanceMode , optional tagList : array< name > ) : CEntity; import final function GetNodeByTag( tag : name ) : CNode; import final function GetEntityByTag( tag : name ) : CEntity; import final function GetEntitiesByTag( tag : name, out entities : array ); import final function GetNodesByTag( tag : name, out nodes : array ); import final function GetNodesByTags( tagsList : array, out nodes : array, optional matchAll : bool ); import final function GetWorld() : CWorld; import final function IsFreeCameraEnabled() : bool; import final function EnableFreeCamera( flag : bool ); import final function GetFreeCameraPosition() : Vector; import function MoveFreeCamera(position : Vector, rotation : EulerAngles); import final function IsShowFlagEnabled( showFlag : EShowFlags ) : bool; import final function SetShowFlag( showFlag : EShowFlags, enabled : bool ); import final function PlayCutsceneAsync( csName : string, actorNames : array, actorEntities : array, csPos : Vector, csRot : EulerAngles, optional cameraNum : int ) : bool; import final function IsCurrentlyPlayingNonGameplayScene() : bool; import final function IsStreaming() : bool; import final latent function PlayCutscene( csName : string, actorNames : array, actorEntities : array, csPos : Vector, csRot : EulerAngles, optional cameraNum : int ) : bool; import final latent function FadeOut( optional fadeTime : float , optional fadeColor : Color ); import final latent function FadeIn( optional fadeTime : float ); import final function FadeOutAsync( optional fadeTime : float , optional fadeColor : Color ); import final function FadeInAsync( optional fadeTime : float ); import final function IsFading() : bool; import final function IsBlackscreen() : bool; import final function HasBlackscreenRequested() : bool; import final function SetFadeLock( lockName : string ); import final function ResetFadeLock( lockName : string ); import final function UnlockAchievement( achName : name ) : bool; import final function LockAchievement( achName : name ) : bool; import final function NoticeAchievementProgress( achName : name, countNew : int, optional towards : int ) : bool; import final function GetUnlockedAchievements( out unlockedAchievments : array< name > ); import final function GetAllAchievements( out unlockedAchievments : array< name > ); import final function IsAchievementUnlocked( achievement : name ) : bool; import final function ToggleUserProfileManagerInputProcessing( enabled : bool ); import final function IsCheatEnabled( cheatFeature : ECheats ) : bool; import final function ReloadGameplayConfig(); import final function GetGameplayChoice() : bool; import final function GetGameplayConfigFloatValue( propName : name ) : float; import final function GetGameplayConfigBoolValue( propName : name ) : bool; import final function GetGameplayConfigIntValue( propName : name ) : int; import final function GetGameplayConfigEnumValue( propName : name ) : int; import final function SetAIObjectsLooseTime( time : float ); import final function AddInitialFact( factName : string ); import final function RemoveInitialFact( faceName : string ); import final function ClearInitialFacts(); import final function GetCurrentViewportResolution( out width : int, out height : int ) : void; import final function SetSingleShotLoadingScreen( contextName : name, optional initString : string, optional videoToPlay : string ); import final function ToggleRTEnabled() : void; import final function GetHDRSupported() : bool; import final function SetHDRMenuActive( hdrMenuActive: bool) : void; import final function IsIntelGPU() : bool; import final function GetRTEnabled() : bool; import final function GetRTSupported() : bool; import final function GetHairWorksEnabled() : bool; import final function GetDLSSEnabled() : bool; import final function GetFSREnabled() : bool; import final function GetTAAEnabled() : bool; import final function GetXESSEnabled() : bool; import final function GetRTAOEnabled() : bool; import final function GetRTREnabled() : bool; import final function GetDLSSGEnabled() : bool; import final function GetDLSSGSupported() : bool; import final function GetReflexEnabled() : bool; import final function GetReflexSupported() : bool; import final function GetMotionBlurEnabled() : bool; import final function GetGameResource() : CGameResource; import final function GetPhotomodeEnabled() : bool; import final function SetPhotomodeEnabled( photomodeEnabled: bool ) : void; public function GetToggleButtonCaption() : string { if (theGame.GetRTEnabled()) { return GetLocStringByKeyExt("panel_video_performance_mode"); } else { return GetLocStringByKeyExt("panel_video_quality_mode"); } } import final function IsHdrSupported() : bool; import final function IsRayTracingSupported() : bool; }; import function RadialBlurSetup( blurSourcePos : Vector, blurAmount, sineWaveAmount, sineWaveSpeed, sineWaveFreq : float ); import function RadialBlurDisable(); import function FullscreenBlurSetup( intensity : float ); import class CCreateEntityHelper { import function SetPostAttachedCallback( caller : IScriptable, funcName : name ); import function IsCreating() : bool; import function Reset(); import function GetCreatedEntity() : CEntity; } import class CR4CreateEntityHelper extends CCreateEntityHelper { }