diff --git a/Editor/AGS.Editor/Resources/agsdefns.sh b/Editor/AGS.Editor/Resources/agsdefns.sh index dbf212a565..15098636e8 100644 --- a/Editor/AGS.Editor/Resources/agsdefns.sh +++ b/Editor/AGS.Editor/Resources/agsdefns.sh @@ -2690,11 +2690,11 @@ enum StopMovementStyle builtin managed struct Character { /// Adds the specified item to the character's inventory. - import function AddInventory(InventoryItem *item, int addAtIndex=SCR_NO_VALUE); + import void AddInventory(InventoryItem *item, int addAtIndex=SCR_NO_VALUE); /// Manually adds a waypoint to the character's movement path. - import function AddWaypoint(int x, int y); + import void AddWaypoint(int x, int y); /// Animates the character using its current locked view. - import function Animate(int loop, int delay, RepeatStyle=eOnce, BlockingStyle=eBlock, Direction=eForwards + import void Animate(int loop, int delay, RepeatStyle=eOnce, BlockingStyle=eBlock, Direction=eForwards #ifdef SCRIPT_API_v3507 , int frame=0 #endif @@ -2704,30 +2704,30 @@ builtin managed struct Character { ); #ifdef SCRIPT_API_v340 /// Moves the character to another room. If this is the player character, the game will also switch to that room. - import function ChangeRoom(int room, int x=SCR_NO_VALUE, int y=SCR_NO_VALUE, CharacterDirection direction=eDirectionNone); + import void ChangeRoom(int room, int x=SCR_NO_VALUE, int y=SCR_NO_VALUE, CharacterDirection direction=eDirectionNone); #else // !SCRIPT_API_v340 /// Moves the character to another room. If this is the player character, the game will also switch to that room. - import function ChangeRoom(int room, int x=SCR_NO_VALUE, int y=SCR_NO_VALUE); + import void ChangeRoom(int room, int x=SCR_NO_VALUE, int y=SCR_NO_VALUE); #endif // !SCRIPT_API_v340 /// Moves the character to another room, using the old-style position variable - import function ChangeRoomAutoPosition(int room, int position=0); + import void ChangeRoomAutoPosition(int room, int position=0); /// Changes the character's normal walking view. - import function ChangeView(int view); + import void ChangeView(int view); /// Turns this character to face the other character. - import function FaceCharacter(Character* , BlockingStyle=eBlock); + import void FaceCharacter(Character* , BlockingStyle=eBlock); /// Turns this character to face the specified location in the room. - import function FaceLocation(int x, int y, BlockingStyle=eBlock); + import void FaceLocation(int x, int y, BlockingStyle=eBlock); /// Turns this character to face the specified object. - import function FaceObject(Object* , BlockingStyle=eBlock); + import void FaceObject(Object* , BlockingStyle=eBlock); /// Starts this character following the other character. - import function FollowCharacter(Character*, int dist=10, int eagerness=97); + import void FollowCharacter(Character*, int dist=10, int eagerness=97); /// Returns the character that is at the specified position on the screen. import static Character* GetAtScreenXY(int x, int y); // $AUTOCOMPLETESTATICONLY$ #ifdef SCRIPT_API_v361 import static Character* GetByName(const string scriptName); // $AUTOCOMPLETESTATICONLY$ #endif // SCRIPT_API_v361 /// Gets a numeric custom property for this character. - import function GetProperty(const string property); + import int GetProperty(const string property); #ifndef STRICT_STRINGS import void GetPropertyText(const string property, string buffer); #endif // !STRICT_STRINGS @@ -2736,74 +2736,74 @@ builtin managed struct Character { /// Checks whether the character currently has the specified inventory item. import bool HasInventory(InventoryItem *item); /// Checks whether this character is in collision with the other character. - import function IsCollidingWithChar(Character*); + import bool IsCollidingWithChar(Character*); /// Checks whether this character is in collision with the object. - import function IsCollidingWithObject(Object* ); + import bool IsCollidingWithObject(Object* ); #ifdef SCRIPT_API_v341 /// Locks the character to this view, ready for doing animations. - import function LockView(int view, StopMovementStyle=eStopMoving); + import void LockView(int view, StopMovementStyle=eStopMoving); /// Locks the character to this view, and aligns it against one side of the existing sprite. - import function LockViewAligned(int view, int loop, HorizontalAlignment, StopMovementStyle=eStopMoving); + import void LockViewAligned(int view, int loop, HorizontalAlignment, StopMovementStyle=eStopMoving); /// Locks the character to the specified view frame - import function LockViewFrame(int view, int loop, int frame, StopMovementStyle=eStopMoving); + import void LockViewFrame(int view, int loop, int frame, StopMovementStyle=eStopMoving); /// Locks the character to is view, with high-resolution position adjustment. - import function LockViewOffset(int view, int xOffset, int yOffset, StopMovementStyle=eStopMoving); + import void LockViewOffset(int view, int xOffset, int yOffset, StopMovementStyle=eStopMoving); #else // !SCRIPT_API_v341 /// Locks the character to this view, ready for doing animations. - import function LockView(int view); + import void LockView(int view); /// Locks the character to this view, and aligns it against one side of the existing sprite. - import function LockViewAligned(int view, int loop, Alignment); + import void LockViewAligned(int view, int loop, Alignment); /// Locks the character to the specified view frame - import function LockViewFrame(int view, int loop, int frame); + import void LockViewFrame(int view, int loop, int frame); /// Locks the character to is view, with high-resolution position adjustment. - import function LockViewOffset(int view, int xOffset, int yOffset); + import void LockViewOffset(int view, int xOffset, int yOffset); #endif // !SCRIPT_API_v341 /// Removes the item from this character's inventory. - import function LoseInventory(InventoryItem *item); + import void LoseInventory(InventoryItem *item); /// Moves the character to the destination, without playing his walking animation. - import function Move(int x, int y, BlockingStyle=eNoBlock, WalkWhere=eWalkableAreas); + import void Move(int x, int y, BlockingStyle=eNoBlock, WalkWhere=eWalkableAreas); /// Moves the character to the nearest walkable area. - import function PlaceOnWalkableArea(); + import void PlaceOnWalkableArea(); /// Removes an existing colour tint from the character. - import void RemoveTint(); + import void RemoveTint(); /// Runs one of the character's interaction events. - import function RunInteraction(CursorMode); + import void RunInteraction(CursorMode); /// Says the specified text using the character's speech settings. - import function Say(const string message, ...); + import void Say(const string message, ...); #ifdef SCRIPT_API_v361 /// Says the specified text at the specified position on the screen using the character's speech settings. - import function SayAt(int x, int y, int width, const string message, ...); + import void SayAt(int x, int y, int width, const string message, ...); /// Displays the text as lucasarts-style speech but does not block the game. import Overlay* SayBackground(const string message, ...); #else // !SCRIPT_API_v361 /// Says the specified text at the specified position on the screen using the character's speech settings. - import function SayAt(int x, int y, int width, const string message); + import void SayAt(int x, int y, int width, const string message); /// Displays the text as lucasarts-style speech but does not block the game. import Overlay* SayBackground(const string message); #endif // !SCRIPT_API_v361 /// Makes this character the player character. - import function SetAsPlayer(); + import void SetAsPlayer(); /// Changes the character's idle view. - import function SetIdleView(int view, int delay); + import void SetIdleView(int view, int delay); /// Changes the character's movement speed. - import function SetWalkSpeed(int x, int y); + import void SetWalkSpeed(int x, int y); /// Stops the character from moving. - import function StopMoving(); + import void StopMoving(); /// The specified text is displayed in a thought-bubble GUI. - import function Think(const string message, ...); + import void Think(const string message, ...); /// Tints the character to the specified colour. import void Tint(int red, int green, int blue, int saturation, int luminance); #ifdef SCRIPT_API_v341 /// Unlocks the view after an animation has finished. - import function UnlockView(StopMovementStyle=eStopMoving); + import void UnlockView(StopMovementStyle=eStopMoving); #else // !SCRIPT_API_v341 /// Unlocks the view after an animation has finished. - import function UnlockView(); + import void UnlockView(); #endif // !SCRIPT_API_v341 /// Moves the character to the destination, automatically playing his walking animation. - import function Walk(int x, int y, BlockingStyle=eNoBlock, WalkWhere=eWalkableAreas); + import void Walk(int x, int y, BlockingStyle=eNoBlock, WalkWhere=eWalkableAreas); /// Moves the character in a straight line as far as possible towards the co-ordinates. Useful for keyboard movement. - import function WalkStraight(int x, int y, BlockingStyle=eNoBlock); + import void WalkStraight(int x, int y, BlockingStyle=eNoBlock); /// Gets/sets the character's current inventory item. null if no item selected. import attribute InventoryItem* ActiveInventory; /// Gets whether the character is currently animating. @@ -2897,15 +2897,15 @@ builtin managed struct Character { #endif // SCRIPT_API_v334 #ifdef SCRIPT_API_v340 /// Turns this character to face the specified direction. - import function FaceDirection(CharacterDirection direction, BlockingStyle=eBlock); + import void FaceDirection(CharacterDirection direction, BlockingStyle=eBlock); /// Sets an integer custom property for this character. import bool SetProperty(const string property, int value); /// Sets a text custom property for this character. import bool SetTextProperty(const string property, const string value); /// Checks whether an event handler has been registered for clicking on this character in the specified cursor mode. - import bool IsInteractionAvailable(CursorMode); + import bool IsInteractionAvailable(CursorMode); /// Sets the individual light level for this character. - import function SetLightLevel(int light_level); + import void SetLightLevel(int light_level); /// Gets the X coordinate of the character's final moving destination; or current position if character is not moving. readonly import attribute int DestinationX; /// Gets the Y coordinate of the character's final moving destination; or current position if character is not moving.