-- TEN 1.11.1.1 API -- This file is auto-generated and for IntelliSense purposes only! -- Any changes made here will not be reflected in the engine. ---@meta ---Objects module for Tomb Engine ---@class Objects Objects = {} ---Constants for player weapon ammo types. ---To be used with Objects.LaraObject.GetAmmoType function. ---@enum AmmoType AmmoType = { ---Pistol ammo. PISTOLS = "PISTOLS", ---Revolver ammo. REVOLVER = "REVOLVER", ---Uzi ammo. UZI = "UZI", ---Normal shotgun shells. SHOTGUN_NORMAL = "SHOTGUN_NORMAL", ---Wide spread shotgun shells. SHOTGUN_WIDE = "SHOTGUN_WIDE", ---HK ammo. HK = "HK", ---Normal crossbow bolts. CROSSBOW_BOLT_NORMAL = "CROSSBOW_BOLT_NORMAL", ---Poison crossbow bolts. CROSSBOW_BOLT_POISON = "CROSSBOW_BOLT_POISON", ---Explosive crossbow bolts. CROSSBOW_BOLT_EXPLOSIVE = "CROSSBOW_BOLT_EXPLOSIVE", ---Normal grenades. GRENADE_NORMAL = "GRENADE_NORMAL", ---Fragmentation grenades. GRENADE_FRAG = "GRENADE_FRAG", ---Flash grenades. GRENADE_FLASH = "GRENADE_FLASH", ---Harpoon ammunition. HARPOON = "HARPOON", ---Rocket ammunition. ROCKET = "ROCKET", } ---Module-prefixed alias for AmmoType Objects.AmmoType = AmmoType ---Constants for player hand statuses. ---To be used with Objects.LaraObject.GetAmmoType function. ---@enum HandStatus HandStatus = { ---Hand is free. FREE = "FREE", ---Hand is busy. BUSY = "BUSY", ---Hand is drawing weapon. WEAPON_DRAW = "WEAPON_DRAW", ---Hand is undrawing weapon. WEAPON_UNDRAW = "WEAPON_UNDRAW", ---Hand has weapon ready. WEAPON_READY = "WEAPON_READY", ---Hand is in special state. SPECIAL = "SPECIAL", } ---Module-prefixed alias for HandStatus Objects.HandStatus = HandStatus ---Constants for player water statuses. ---To be used with Objects.LaraObject.GetWaterStatus function. ---@enum WaterStatus WaterStatus = { ---Player is in a dry room. DRY = "DRY", ---Player is wading the water. WADE = "WADE", ---Player is treading the water. TREADWATER = "TREADWATER", ---Player is underwater. UNDERWATER = "UNDERWATER", ---Player is using flycheat. FLYCHEAT = "FLYCHEAT", } ---Module-prefixed alias for WaterStatus Objects.WaterStatus = WaterStatus ---Constants for Weapon modes. ---To be used with Objects.LaraObject.SetWeaponMode function. ---Currently only works for HK Weapon. ---@enum WeaponMode WeaponMode = { ---Rapid fire mode. RAPID = "RAPID", ---Burst fire mode. BURST = "BURST", ---Sniper mode. SNIPER = "SNIPER", } ---Module-prefixed alias for WeaponMode Objects.WeaponMode = WeaponMode ---Constants for weapon types. ---To be used with Objects.LaraObject.GetWeaponType and Objects.LaraObject.SetWeaponType functions. ---
Note that this table also contains the flare and torch, as they are internally counted as "weapons" in the engine. ---@enum WeaponType WeaponType = { ---No weapon. NONE = "NONE", ---Pistols. PISTOLS = "PISTOLS", ---Uzi submachine guns. UZIS = "UZIS", ---Revolver. REVOLVER = "REVOLVER", ---Shotgun. SHOTGUN = "SHOTGUN", ---HK MP5. HK = "HK", ---Crossbow. CROSSBOW = "CROSSBOW", ---Flare. FLARE = "FLARE", ---Torch. TORCH = "TORCH", ---Grenade launcher. GRENADE_LAUNCHER = "GRENADE_LAUNCHER", ---Harpoon gun. HARPOON_GUN = "HARPOON_GUN", ---Rocket launcher. ROCKET_LAUNCHER = "ROCKET_LAUNCHER", } ---Module-prefixed alias for WeaponType Objects.WeaponType = WeaponType ---Constants for interaction type. ---To be used with Objects.Moveable.ShowInteractionHighlight and Objects.LaraObject.Interact functions. ---@enum InteractionType InteractionType = { ---Show PICKUP interaction icon. PICKUP = "PICKUP", ---Show USE interaction icon. USE = "USE", ---Show TALK interaction icon. TALK = "TALK", } ---Module-prefixed alias for InteractionType Objects.InteractionType = InteractionType ---Constants for moveable statuses. ---To be used with Objects.Moveable.GetStatus and Objects.Moveable.SetStatus functions. ---@enum MoveableStatus MoveableStatus = { ---Moveable is inactive (was never activated). INACTIVE = "INACTIVE", ---Moveable is active. ACTIVE = "ACTIVE", ---Moveable is deactivated (was previously active and later deactivated). DEACTIVATED = "DEACTIVATED", ---Moveable is invisible. INVISIBLE = "INVISIBLE", } ---Module-prefixed alias for MoveableStatus Objects.MoveableStatus = MoveableStatus ---Constants for object IDs. ---@enum ObjID ObjID = { ---Object ID. LARA = "LARA", ---Object ID. LARA_EXTRA_ANIMS = "LARA_EXTRA_ANIMS", ---Object ID. PISTOLS_ANIM = "PISTOLS_ANIM", ---Object ID. UZI_ANIM = "UZI_ANIM", ---Object ID. SHOTGUN_ANIM = "SHOTGUN_ANIM", ---Object ID. REVOLVER_ANIM = "REVOLVER_ANIM", ---Object ID. CROSSBOW_ANIM = "CROSSBOW_ANIM", ---Object ID. HK_ANIM = "HK_ANIM", ---Object ID. GRENADE_ANIM = "GRENADE_ANIM", ---Object ID. ROCKET_ANIM = "ROCKET_ANIM", ---Object ID. HARPOON_ANIM = "HARPOON_ANIM", ---Object ID. FLARE_ANIM = "FLARE_ANIM", ---Object ID. LARA_SKIN = "LARA_SKIN", ---Object ID. LARA_SKIN_JOINTS = "LARA_SKIN_JOINTS", ---Object ID. LARA_SCREAM = "LARA_SCREAM", ---Object ID. LARA_CROSSBOW_LASER = "LARA_CROSSBOW_LASER", ---Object ID. LARA_REVOLVER_LASER = "LARA_REVOLVER_LASER", ---Object ID. LARA_HOLSTERS = "LARA_HOLSTERS", ---Object ID. LARA_HOLSTERS_PISTOLS = "LARA_HOLSTERS_PISTOLS", ---Object ID. LARA_HOLSTERS_UZIS = "LARA_HOLSTERS_UZIS", ---Object ID. LARA_HOLSTERS_REVOLVER = "LARA_HOLSTERS_REVOLVER", ---Object ID. LARA_SPEECH_HEAD1 = "LARA_SPEECH_HEAD1", ---Object ID. LARA_SPEECH_HEAD2 = "LARA_SPEECH_HEAD2", ---Object ID. LARA_SPEECH_HEAD3 = "LARA_SPEECH_HEAD3", ---Object ID. LARA_SPEECH_HEAD4 = "LARA_SPEECH_HEAD4", ---Object ID. ACTOR1_SPEECH_HEAD1 = "ACTOR1_SPEECH_HEAD1", ---Object ID. ACTOR1_SPEECH_HEAD2 = "ACTOR1_SPEECH_HEAD2", ---Object ID. ACTOR2_SPEECH_HEAD1 = "ACTOR2_SPEECH_HEAD1", ---Object ID. ACTOR2_SPEECH_HEAD2 = "ACTOR2_SPEECH_HEAD2", ---Object ID. LARA_BINOCULARS_MESH = "LARA_BINOCULARS_MESH", ---Object ID. LARA_EXTRA_MESH1 = "LARA_EXTRA_MESH1", ---Object ID. LARA_EXTRA_MESH2 = "LARA_EXTRA_MESH2", ---Object ID. LARA_WATER_MESH = "LARA_WATER_MESH", ---Object ID. LARA_PETROL_MESH = "LARA_PETROL_MESH", ---Object ID. LARA_DIRT_MESH = "LARA_DIRT_MESH", ---Object ID. LARA_CROWBAR_ANIM = "LARA_CROWBAR_ANIM", ---Object ID. LARA_TORCH_ANIM = "LARA_TORCH_ANIM", ---Object ID. HAIR_PRIMARY = "HAIR_PRIMARY", ---Object ID. HAIR_SECONDARY = "HAIR_SECONDARY", ---Object ID. SNOWMOBILE_TRACKS = "SNOWMOBILE_TRACKS", ---Object ID. SNOWMOBILE_LARA_ANIMS = "SNOWMOBILE_LARA_ANIMS", ---Object ID. SNOWMOBILE = "SNOWMOBILE", ---Object ID. QUAD_LARA_ANIMS = "QUAD_LARA_ANIMS", ---Object ID. QUAD = "QUAD", ---Object ID. SPEEDBOAT_LARA_ANIMS = "SPEEDBOAT_LARA_ANIMS", ---Object ID. SPEEDBOAT = "SPEEDBOAT", ---Object ID. KAYAK_LARA_ANIMS = "KAYAK_LARA_ANIMS", ---Object ID. KAYAK = "KAYAK", ---Object ID. UPV_LARA_ANIMS = "UPV_LARA_ANIMS", ---Object ID. UPV = "UPV", ---Object ID. MINECART_LARA_ANIMS = "MINECART_LARA_ANIMS", ---Object ID. MINECART = "MINECART", ---Object ID. JEEP_LARA_ANIMS = "JEEP_LARA_ANIMS", ---Object ID. JEEP = "JEEP", ---Object ID. MOTORBIKE_LARA_ANIMS = "MOTORBIKE_LARA_ANIMS", ---Object ID. MOTORBIKE = "MOTORBIKE", ---Object ID. RUBBER_BOAT_LARA_ANIMS = "RUBBER_BOAT_LARA_ANIMS", ---Object ID. RUBBER_BOAT = "RUBBER_BOAT", ---Object ID. LARA_BIGGUN_ANIM = "LARA_BIGGUN_ANIM", ---Object ID. BIGGUN = "BIGGUN", ---Object ID. VEHICLE_SMASHABLE_FLOOR = "VEHICLE_SMASHABLE_FLOOR", ---Object ID. VEHICLE_SMASHABLE_WALL = "VEHICLE_SMASHABLE_WALL", ---Object ID. WOLF = "WOLF", ---Object ID. BEAR = "BEAR", ---Object ID. APE = "APE", ---Object ID. SMALL_SPIDER = "SMALL_SPIDER", ---Object ID. BIG_SPIDER = "BIG_SPIDER", ---Object ID. CROW = "CROW", ---Object ID. TIGER = "TIGER", ---Object ID. EAGLE = "EAGLE", ---Object ID. RAPTOR = "RAPTOR", ---Object ID. TYRANNOSAUR = "TYRANNOSAUR", ---Object ID. COBRA = "COBRA", ---Object ID. MONKEY = "MONKEY", ---Object ID. WHALE = "WHALE", ---Object ID. COMPSOGNATHUS = "COMPSOGNATHUS", ---Object ID. FISH_EMITTER = "FISH_EMITTER", ---Object ID. RAT = "RAT", ---Object ID. BIG_RAT = "BIG_RAT", ---Object ID. CROCODILE = "CROCODILE", ---Object ID. BAT = "BAT", ---Object ID. SPHINX = "SPHINX", ---Object ID. WILD_BOAR = "WILD_BOAR", ---Object ID. HARPY = "HARPY", ---Object ID. BIG_SCORPION = "BIG_SCORPION", ---Object ID. SMALL_SCORPION = "SMALL_SCORPION", ---Object ID. BABOON_NORMAL = "BABOON_NORMAL", ---Object ID. BABOON_INV = "BABOON_INV", ---Object ID. BABOON_SILENT = "BABOON_SILENT", ---Object ID. LITTLE_BEETLE = "LITTLE_BEETLE", ---Object ID. LOCUSTS = "LOCUSTS", ---Object ID. SHARK = "SHARK", ---Object ID. HUSKIE = "HUSKIE", ---Object ID. DOG = "DOG", ---Object ID. BATS_EMITTER = "BATS_EMITTER", ---Object ID. RATS_EMITTER = "RATS_EMITTER", ---Object ID. SPIDERS_EMITTER = "SPIDERS_EMITTER", ---Object ID. LION = "LION", ---Object ID. DOBERMAN = "DOBERMAN", ---Object ID. HAMMERHEAD = "HAMMERHEAD", ---Object ID. CROCODILE_GOD = "CROCODILE_GOD", ---Object ID. LOCUSTS_EMITTER = "LOCUSTS_EMITTER", ---Object ID. SCUBA_HARPOON = "SCUBA_HARPOON", ---Object ID. SCUBA_DIVER = "SCUBA_DIVER", ---Object ID. GOON_SILENCER1 = "GOON_SILENCER1", ---Object ID. GOON_SILENCER2 = "GOON_SILENCER2", ---Object ID. GOON_SILENCER3 = "GOON_SILENCER3", ---Object ID. BARRACUDA = "BARRACUDA", ---Object ID. WORKER_SHOTGUN = "WORKER_SHOTGUN", ---Object ID. WORKER_MACHINEGUN = "WORKER_MACHINEGUN", ---Object ID. WORKER_DUAL_REVOLVER = "WORKER_DUAL_REVOLVER", ---Object ID. WORKER_FLAMETHROWER = "WORKER_FLAMETHROWER", ---Object ID. MONK1 = "MONK1", ---Object ID. MONK2 = "MONK2", ---Object ID. KNIFETHROWER = "KNIFETHROWER", ---Object ID. KNIFETHROWER_KNIFE = "KNIFETHROWER_KNIFE", ---Object ID. MERCENARY_UZI = "MERCENARY_UZI", ---Object ID. MERCENARY_AUTOPISTOLS1 = "MERCENARY_AUTOPISTOLS1", ---Object ID. MERCENARY_AUTOPISTOLS2 = "MERCENARY_AUTOPISTOLS2", ---Object ID. SNOWMOBILE_GUN = "SNOWMOBILE_GUN", ---Object ID. SNOWMOBILE_DRIVER = "SNOWMOBILE_DRIVER", ---Object ID. FLAMETHROWER_BADDY = "FLAMETHROWER_BADDY", ---Object ID. TRIBESMAN_WITH_AX = "TRIBESMAN_WITH_AX", ---Object ID. TRIBESMAN_WITH_DARTS = "TRIBESMAN_WITH_DARTS", ---Object ID. MP_WITH_STICK = "MP_WITH_STICK", ---Object ID. MP_WITH_GUN = "MP_WITH_GUN", ---Object ID. BADDY1 = "BADDY1", ---Object ID. BADDY2 = "BADDY2", ---Object ID. SAS_CAIRO = "SAS_CAIRO", ---Object ID. SAS_DYING = "SAS_DYING", ---Object ID. SAS_CAPTAIN = "SAS_CAPTAIN", ---Object ID. SAS_DRAG_BLOKE = "SAS_DRAG_BLOKE", ---Object ID. GUIDE = "GUIDE", ---Object ID. VON_CROY = "VON_CROY", ---Object ID. TROOPS = "TROOPS", ---Object ID. SAS = "SAS", ---Object ID. SWAT = "SWAT", ---Object ID. SWAT_PLUS = "SWAT_PLUS", ---Object ID. GUARD1 = "GUARD1", ---Object ID. GUARD_LASER = "GUARD_LASER", ---Object ID. LARSON = "LARSON", ---Object ID. PIERRE = "PIERRE", ---Object ID. MAFIA = "MAFIA", ---Object ID. MAFIA2 = "MAFIA2", ---Object ID. GUARD2 = "GUARD2", ---Object ID. GUARD3 = "GUARD3", ---Object ID. GLADIATOR = "GLADIATOR", ---Object ID. CYBORG = "CYBORG", ---Object ID. SNIPER = "SNIPER", ---Object ID. CHEF = "CHEF", ---Object ID. KOLD = "KOLD", ---Object ID. WINGED_MUMMY = "WINGED_MUMMY", ---Object ID. CENTAUR_MUTANT = "CENTAUR_MUTANT", ---Object ID. DOPPELGANGER = "DOPPELGANGER", ---Object ID. NATLA = "NATLA", ---Object ID. GIANT_MUTANT = "GIANT_MUTANT", ---Object ID. PROJ_SHARD = "PROJ_SHARD", ---Object ID. PROJ_BOMB = "PROJ_BOMB", ---Object ID. YETI = "YETI", ---Object ID. BIRDMONSTER = "BIRDMONSTER", ---Object ID. MARCO_BARTOLI = "MARCO_BARTOLI", ---Object ID. DRAGON_FRONT = "DRAGON_FRONT", ---Object ID. DRAGON_BACK = "DRAGON_BACK", ---Object ID. DRAGON_BONE_FRONT = "DRAGON_BONE_FRONT", ---Object ID. DRAGON_BONE_BACK = "DRAGON_BONE_BACK", ---Object ID. SPHERE_OF_DOOM = "SPHERE_OF_DOOM", ---Object ID. SPHERE_OF_DOOM2 = "SPHERE_OF_DOOM2", ---Object ID. SPHERE_OF_DOOM3 = "SPHERE_OF_DOOM3", ---Object ID. COWBOY = "COWBOY", ---Object ID. SPEAR_GUARDIAN = "SPEAR_GUARDIAN", ---Object ID. SPEAR_GUARDIAN_STATUE = "SPEAR_GUARDIAN_STATUE", ---Object ID. SWORD_GUARDIAN = "SWORD_GUARDIAN", ---Object ID. SWORD_GUARDIAN_STATUE = "SWORD_GUARDIAN_STATUE", ---Object ID. SHIVA = "SHIVA", ---Object ID. SHIVA_STATUE = "SHIVA_STATUE", ---Object ID. WILLARD = "WILLARD", ---Object ID. CIVVY = "CIVVY", ---Object ID. MUTANT2 = "MUTANT2", ---Object ID. LIZARD = "LIZARD", ---Object ID. TONY_BOSS = "TONY_BOSS", ---Object ID. TONY_BOSS_FLAME = "TONY_BOSS_FLAME", ---Object ID. PUNA_BOSS = "PUNA_BOSS", ---Object ID. SOPHIA_LEIGH_BOSS = "SOPHIA_LEIGH_BOSS", ---Object ID. LASER_BOLT = "LASER_BOLT", ---Object ID. SKELETON = "SKELETON", ---Object ID. MUMMY = "MUMMY", ---Object ID. ENEMY_JEEP = "ENEMY_JEEP", ---Object ID. HORSE = "HORSE", ---Object ID. HORSEMAN = "HORSEMAN", ---Object ID. DEMIGOD1 = "DEMIGOD1", ---Object ID. DEMIGOD2 = "DEMIGOD2", ---Object ID. DEMIGOD3 = "DEMIGOD3", ---Object ID. SETHA = "SETHA", ---Object ID. KNIGHT_TEMPLAR = "KNIGHT_TEMPLAR", ---Object ID. AHMET = "AHMET", ---Object ID. BIG_BEETLE = "BIG_BEETLE", ---Object ID. JEAN_YVES = "JEAN_YVES", ---Object ID. WRAITH1 = "WRAITH1", ---Object ID. WRAITH2 = "WRAITH2", ---Object ID. WRAITH3 = "WRAITH3", ---Object ID. WRAITH4 = "WRAITH4", ---Object ID. LARA_DOUBLE = "LARA_DOUBLE", ---Object ID. HYDRA = "HYDRA", ---Object ID. LASERHEAD = "LASERHEAD", ---Object ID. SCIENTIST = "SCIENTIST", ---Object ID. MERCENARY = "MERCENARY", ---Object ID. WILLOWISP = "WILLOWISP", ---Object ID. INVISIBLE_GHOST = "INVISIBLE_GHOST", ---Object ID. REAPER = "REAPER", ---Object ID. BROWN_BEAST = "BROWN_BEAST", ---Object ID. ATTACK_SUB = "ATTACK_SUB", ---Object ID. IMP = "IMP", ---Object ID. IMP_ROCK = "IMP_ROCK", ---Object ID. GUNSHIP = "GUNSHIP", ---Object ID. AUTO_GUN_VCI = "AUTO_GUN_VCI", ---Object ID. ROMAN_GOD1 = "ROMAN_GOD1", ---Object ID. ROMAN_GOD2 = "ROMAN_GOD2", ---Object ID. LAGOON_WITCH = "LAGOON_WITCH", ---Object ID. BOSS_SHIELD = "BOSS_SHIELD", ---Object ID. BOSS_EXPLOSION_SHOCKWAVE = "BOSS_EXPLOSION_SHOCKWAVE", ---Object ID. BOSS_EXPLOSION_RING = "BOSS_EXPLOSION_RING", ---Object ID. CLAW_MUTANT = "CLAW_MUTANT", ---Object ID. WASP_MUTANT = "WASP_MUTANT", ---Object ID. TWIN_AUTO_GUN = "TWIN_AUTO_GUN", ---Object ID. SKATEBOARD = "SKATEBOARD", ---Object ID. SKATEBOARD_KID = "SKATEBOARD_KID", ---Object ID. WINSTON = "WINSTON", ---Object ID. SEAL_MUTANT = "SEAL_MUTANT", ---Object ID. SPRINGBOARD = "SPRINGBOARD", ---Object ID. ROLLING_SPINDLE = "ROLLING_SPINDLE", ---Object ID. DISK_SHOOTER = "DISK_SHOOTER", ---Object ID. DISK = "DISK", ---Object ID. WALL_MOUNTED_BLADE = "WALL_MOUNTED_BLADE", ---Object ID. STATUE_WITH_BLADE = "STATUE_WITH_BLADE", ---Object ID. COG = "COG", ---Object ID. SPIKEBALL = "SPIKEBALL", ---Object ID. FLOOR_4BLADES = "FLOOR_4BLADES", ---Object ID. CEILING_4BLADES = "CEILING_4BLADES", ---Object ID. CATWALK_BLADE = "CATWALK_BLADE", ---Object ID. SETH_BLADE = "SETH_BLADE", ---Object ID. PLINTH_BLADE = "PLINTH_BLADE", ---Object ID. SLICER_DICER = "SLICER_DICER", ---Object ID. BIRD_BLADE = "BIRD_BLADE", ---Object ID. CHAIN = "CHAIN", ---Object ID. PLOUGH = "PLOUGH", ---Object ID. STARGATE = "STARGATE", ---Object ID. SPIKY_FLOOR = "SPIKY_FLOOR", ---Object ID. SPIKY_WALL = "SPIKY_WALL", ---Object ID. SPIKY_CEILING = "SPIKY_CEILING", ---Object ID. TEETH_SPIKES = "TEETH_SPIKES", ---Object ID. JOBY_SPIKES = "JOBY_SPIKES", ---Object ID. SENTRY_GUN = "SENTRY_GUN", ---Object ID. MAPPER = "MAPPER", ---Object ID. MOVING_BLADE = "MOVING_BLADE", ---Object ID. ELEMENT_PUZZLE = "ELEMENT_PUZZLE", ---Object ID. LIGHTING_CONDUCTOR = "LIGHTING_CONDUCTOR", ---Object ID. HAMMER = "HAMMER", ---Object ID. OBELISK = "OBELISK", ---Object ID. WHEEL_OF_FORTUNE = "WHEEL_OF_FORTUNE", ---Object ID. GAME_PIECE1 = "GAME_PIECE1", ---Object ID. GAME_PIECE2 = "GAME_PIECE2", ---Object ID. GAME_PIECE3 = "GAME_PIECE3", ---Object ID. RAISING_COG = "RAISING_COG", ---Object ID. MINE = "MINE", ---Object ID. SCALES = "SCALES", ---Object ID. ROME_HAMMER = "ROME_HAMMER", ---Object ID. FLAME = "FLAME", ---Object ID. FLAME_EMITTER = "FLAME_EMITTER", ---Object ID. FLAME_EMITTER2 = "FLAME_EMITTER2", ---Object ID. FLAME_EMITTER3 = "FLAME_EMITTER3", ---Object ID. BURNING_ROOTS = "BURNING_ROOTS", ---Object ID. ROPE = "ROPE", ---Object ID. FIREROPE = "FIREROPE", ---Object ID. POLEROPE = "POLEROPE", ---Object ID. ELECTRICAL_CABLES = "ELECTRICAL_CABLES", ---Object ID. BURNING_FLOOR = "BURNING_FLOOR", ---Object ID. DARTS = "DARTS", ---Object ID. DART_EMITTER = "DART_EMITTER", ---Object ID. HOMING_DART_EMITTER = "HOMING_DART_EMITTER", ---Object ID. FALLING_CEILING = "FALLING_CEILING", ---Object ID. FALLING_BLOCK = "FALLING_BLOCK", ---Object ID. FALLING_BLOCK2 = "FALLING_BLOCK2", ---Object ID. CRUMBLING_FLOOR = "CRUMBLING_FLOOR", ---Object ID. TRAPDOOR1 = "TRAPDOOR1", ---Object ID. TRAPDOOR2 = "TRAPDOOR2", ---Object ID. TRAPDOOR3 = "TRAPDOOR3", ---Object ID. FLOOR_TRAPDOOR1 = "FLOOR_TRAPDOOR1", ---Object ID. FLOOR_TRAPDOOR2 = "FLOOR_TRAPDOOR2", ---Object ID. CEILING_TRAPDOOR1 = "CEILING_TRAPDOOR1", ---Object ID. CEILING_TRAPDOOR2 = "CEILING_TRAPDOOR2", ---Object ID. SCALING_TRAPDOOR = "SCALING_TRAPDOOR", ---Object ID. ROLLINGBALL = "ROLLINGBALL", ---Object ID. ROLLINGBARREL = "ROLLINGBARREL", ---Object ID. PROPELLER_H = "PROPELLER_H", ---Object ID. PROPELLER_V = "PROPELLER_V", ---Object ID. ONEBLOCK_PLATFORM = "ONEBLOCK_PLATFORM", ---Object ID. TWOBLOCK_PLATFORM = "TWOBLOCK_PLATFORM", ---Object ID. RAISING_BLOCK1 = "RAISING_BLOCK1", ---Object ID. RAISING_BLOCK2 = "RAISING_BLOCK2", ---Object ID. RAISING_BLOCK3 = "RAISING_BLOCK3", ---Object ID. RAISING_BLOCK4 = "RAISING_BLOCK4", ---Object ID. PUSHABLE_OBJECT1 = "PUSHABLE_OBJECT1", ---Object ID. PUSHABLE_OBJECT2 = "PUSHABLE_OBJECT2", ---Object ID. PUSHABLE_OBJECT3 = "PUSHABLE_OBJECT3", ---Object ID. PUSHABLE_OBJECT4 = "PUSHABLE_OBJECT4", ---Object ID. PUSHABLE_OBJECT5 = "PUSHABLE_OBJECT5", ---Object ID. PUSHABLE_OBJECT6 = "PUSHABLE_OBJECT6", ---Object ID. PUSHABLE_OBJECT7 = "PUSHABLE_OBJECT7", ---Object ID. PUSHABLE_OBJECT8 = "PUSHABLE_OBJECT8", ---Object ID. PUSHABLE_OBJECT9 = "PUSHABLE_OBJECT9", ---Object ID. PUSHABLE_OBJECT10 = "PUSHABLE_OBJECT10", ---Object ID. WRECKING_BALL = "WRECKING_BALL", ---Object ID. ZIPLINE_HANDLE = "ZIPLINE_HANDLE", ---Object ID. TORPEDO = "TORPEDO", ---Object ID. CHAFF = "CHAFF", ---Object ID. ELECTRIC_FENCE = "ELECTRIC_FENCE", ---Object ID. LIFT = "LIFT", ---Object ID. TIGHT_ROPE = "TIGHT_ROPE", ---Object ID. PARALLEL_BARS = "PARALLEL_BARS", ---Object ID. XRAY_CONTROLLER = "XRAY_CONTROLLER", ---Object ID. PORTAL = "PORTAL", ---Object ID. GEN_SLOT1 = "GEN_SLOT1", ---Object ID. GEN_SLOT2 = "GEN_SLOT2", ---Object ID. GEN_SLOT3 = "GEN_SLOT3", ---Object ID. GEN_SLOT4 = "GEN_SLOT4", ---Object ID. SEARCH_OBJECT1 = "SEARCH_OBJECT1", ---Object ID. SEARCH_OBJECT2 = "SEARCH_OBJECT2", ---Object ID. SEARCH_OBJECT3 = "SEARCH_OBJECT3", ---Object ID. SEARCH_OBJECT4 = "SEARCH_OBJECT4", ---Object ID. SARCOPHAGUS = "SARCOPHAGUS", ---Object ID. ENEMY_PIECE = "ENEMY_PIECE", ---Object ID. EXPANDING_PLATFORM = "EXPANDING_PLATFORM", ---Object ID. SQUISHY_BLOCK_HORIZONTAL = "SQUISHY_BLOCK_HORIZONTAL", ---Object ID. SQUISHY_BLOCK_VERTICAL = "SQUISHY_BLOCK_VERTICAL", ---Object ID. LASER_BEAM = "LASER_BEAM", ---Object ID. MINE_DETECTOR = "MINE_DETECTOR", ---Object ID. MAP = "MAP", ---Object ID. SECRET_MAP = "SECRET_MAP", ---Object ID. SETH_DOOR = "SETH_DOOR", ---Object ID. HORUS_STATUE = "HORUS_STATUE", ---Object ID. STATUE_PLINTH = "STATUE_PLINTH", ---Object ID. CLASSIC_ROLLING_BALL = "CLASSIC_ROLLING_BALL", ---Object ID. BIG_ROLLING_BALL = "BIG_ROLLING_BALL", ---Object ID. PUSHABLE_OBJECT_CLIMBABLE1 = "PUSHABLE_OBJECT_CLIMBABLE1", ---Object ID. PUSHABLE_OBJECT_CLIMBABLE2 = "PUSHABLE_OBJECT_CLIMBABLE2", ---Object ID. PUSHABLE_OBJECT_CLIMBABLE3 = "PUSHABLE_OBJECT_CLIMBABLE3", ---Object ID. PUSHABLE_OBJECT_CLIMBABLE4 = "PUSHABLE_OBJECT_CLIMBABLE4", ---Object ID. PUSHABLE_OBJECT_CLIMBABLE5 = "PUSHABLE_OBJECT_CLIMBABLE5", ---Object ID. PUSHABLE_OBJECT_CLIMBABLE6 = "PUSHABLE_OBJECT_CLIMBABLE6", ---Object ID. PUSHABLE_OBJECT_CLIMBABLE7 = "PUSHABLE_OBJECT_CLIMBABLE7", ---Object ID. PUSHABLE_OBJECT_CLIMBABLE8 = "PUSHABLE_OBJECT_CLIMBABLE8", ---Object ID. PUSHABLE_OBJECT_CLIMBABLE9 = "PUSHABLE_OBJECT_CLIMBABLE9", ---Object ID. PUSHABLE_OBJECT_CLIMBABLE10 = "PUSHABLE_OBJECT_CLIMBABLE10", ---Object ID. TRAIN = "TRAIN", ---Object ID. EXPLOSION = "EXPLOSION", ---Object ID. DAMOCLES_SWORD = "DAMOCLES_SWORD", ---Object ID. ELECTRIC_CLEANER = "ELECTRIC_CLEANER", ---Object ID. SLAMMING_DOORS = "SLAMMING_DOORS", ---Object ID. SWINGING_BLADE = "SWINGING_BLADE", ---Object ID. ELECTRIC_BALL = "ELECTRIC_BALL", ---Object ID. ELECTRIC_BALL_IMPACT_POINT = "ELECTRIC_BALL_IMPACT_POINT", ---Object ID. THOR_HAMMER_HANDLE = "THOR_HAMMER_HANDLE", ---Object ID. THOR_HAMMER_HEAD = "THOR_HAMMER_HEAD", ---Object ID. MOVING_LASER = "MOVING_LASER", ---Object ID. TURNING_WALL_BLADE = "TURNING_WALL_BLADE", ---Object ID. TURNING_CEILING_BLADE = "TURNING_CEILING_BLADE", ---Object ID. FIRE_PENDULUM = "FIRE_PENDULUM", ---Pickup Object ID. PUZZLE_ITEM1 = "PUZZLE_ITEM1", ---Pickup Object ID. PUZZLE_ITEM2 = "PUZZLE_ITEM2", ---Pickup Object ID. PUZZLE_ITEM3 = "PUZZLE_ITEM3", ---Pickup Object ID. PUZZLE_ITEM4 = "PUZZLE_ITEM4", ---Pickup Object ID. PUZZLE_ITEM5 = "PUZZLE_ITEM5", ---Pickup Object ID. PUZZLE_ITEM6 = "PUZZLE_ITEM6", ---Pickup Object ID. PUZZLE_ITEM7 = "PUZZLE_ITEM7", ---Pickup Object ID. PUZZLE_ITEM8 = "PUZZLE_ITEM8", ---Pickup Object ID. PUZZLE_ITEM9 = "PUZZLE_ITEM9", ---Pickup Object ID. PUZZLE_ITEM10 = "PUZZLE_ITEM10", ---Pickup Object ID. PUZZLE_ITEM11 = "PUZZLE_ITEM11", ---Pickup Object ID. PUZZLE_ITEM12 = "PUZZLE_ITEM12", ---Pickup Object ID. PUZZLE_ITEM13 = "PUZZLE_ITEM13", ---Pickup Object ID. PUZZLE_ITEM14 = "PUZZLE_ITEM14", ---Pickup Object ID. PUZZLE_ITEM15 = "PUZZLE_ITEM15", ---Pickup Object ID. PUZZLE_ITEM16 = "PUZZLE_ITEM16", ---Pickup Object ID. PUZZLE_ITEM1_COMBO1 = "PUZZLE_ITEM1_COMBO1", ---Pickup Object ID. PUZZLE_ITEM1_COMBO2 = "PUZZLE_ITEM1_COMBO2", ---Pickup Object ID. PUZZLE_ITEM2_COMBO1 = "PUZZLE_ITEM2_COMBO1", ---Pickup Object ID. PUZZLE_ITEM2_COMBO2 = "PUZZLE_ITEM2_COMBO2", ---Pickup Object ID. PUZZLE_ITEM3_COMBO1 = "PUZZLE_ITEM3_COMBO1", ---Pickup Object ID. PUZZLE_ITEM3_COMBO2 = "PUZZLE_ITEM3_COMBO2", ---Pickup Object ID. PUZZLE_ITEM4_COMBO1 = "PUZZLE_ITEM4_COMBO1", ---Pickup Object ID. PUZZLE_ITEM4_COMBO2 = "PUZZLE_ITEM4_COMBO2", ---Pickup Object ID. PUZZLE_ITEM5_COMBO1 = "PUZZLE_ITEM5_COMBO1", ---Pickup Object ID. PUZZLE_ITEM5_COMBO2 = "PUZZLE_ITEM5_COMBO2", ---Pickup Object ID. PUZZLE_ITEM6_COMBO1 = "PUZZLE_ITEM6_COMBO1", ---Pickup Object ID. PUZZLE_ITEM6_COMBO2 = "PUZZLE_ITEM6_COMBO2", ---Pickup Object ID. PUZZLE_ITEM7_COMBO1 = "PUZZLE_ITEM7_COMBO1", ---Pickup Object ID. PUZZLE_ITEM7_COMBO2 = "PUZZLE_ITEM7_COMBO2", ---Pickup Object ID. PUZZLE_ITEM8_COMBO1 = "PUZZLE_ITEM8_COMBO1", ---Pickup Object ID. PUZZLE_ITEM8_COMBO2 = "PUZZLE_ITEM8_COMBO2", ---Pickup Object ID. PUZZLE_ITEM9_COMBO1 = "PUZZLE_ITEM9_COMBO1", ---Pickup Object ID. PUZZLE_ITEM9_COMBO2 = "PUZZLE_ITEM9_COMBO2", ---Pickup Object ID. PUZZLE_ITEM10_COMBO1 = "PUZZLE_ITEM10_COMBO1", ---Pickup Object ID. PUZZLE_ITEM10_COMBO2 = "PUZZLE_ITEM10_COMBO2", ---Pickup Object ID. PUZZLE_ITEM11_COMBO1 = "PUZZLE_ITEM11_COMBO1", ---Pickup Object ID. PUZZLE_ITEM11_COMBO2 = "PUZZLE_ITEM11_COMBO2", ---Pickup Object ID. PUZZLE_ITEM12_COMBO1 = "PUZZLE_ITEM12_COMBO1", ---Pickup Object ID. PUZZLE_ITEM12_COMBO2 = "PUZZLE_ITEM12_COMBO2", ---Pickup Object ID. PUZZLE_ITEM13_COMBO1 = "PUZZLE_ITEM13_COMBO1", ---Pickup Object ID. PUZZLE_ITEM13_COMBO2 = "PUZZLE_ITEM13_COMBO2", ---Pickup Object ID. PUZZLE_ITEM14_COMBO1 = "PUZZLE_ITEM14_COMBO1", ---Pickup Object ID. PUZZLE_ITEM14_COMBO2 = "PUZZLE_ITEM14_COMBO2", ---Pickup Object ID. PUZZLE_ITEM15_COMBO1 = "PUZZLE_ITEM15_COMBO1", ---Pickup Object ID. PUZZLE_ITEM15_COMBO2 = "PUZZLE_ITEM15_COMBO2", ---Pickup Object ID. PUZZLE_ITEM16_COMBO1 = "PUZZLE_ITEM16_COMBO1", ---Pickup Object ID. PUZZLE_ITEM16_COMBO2 = "PUZZLE_ITEM16_COMBO2", ---Pickup Object ID. KEY_ITEM1 = "KEY_ITEM1", ---Pickup Object ID. KEY_ITEM2 = "KEY_ITEM2", ---Pickup Object ID. KEY_ITEM3 = "KEY_ITEM3", ---Pickup Object ID. KEY_ITEM4 = "KEY_ITEM4", ---Pickup Object ID. KEY_ITEM5 = "KEY_ITEM5", ---Pickup Object ID. KEY_ITEM6 = "KEY_ITEM6", ---Pickup Object ID. KEY_ITEM7 = "KEY_ITEM7", ---Pickup Object ID. KEY_ITEM8 = "KEY_ITEM8", ---Pickup Object ID. KEY_ITEM9 = "KEY_ITEM9", ---Pickup Object ID. KEY_ITEM10 = "KEY_ITEM10", ---Pickup Object ID. KEY_ITEM11 = "KEY_ITEM11", ---Pickup Object ID. KEY_ITEM12 = "KEY_ITEM12", ---Pickup Object ID. KEY_ITEM13 = "KEY_ITEM13", ---Pickup Object ID. KEY_ITEM14 = "KEY_ITEM14", ---Pickup Object ID. KEY_ITEM15 = "KEY_ITEM15", ---Pickup Object ID. KEY_ITEM16 = "KEY_ITEM16", ---Pickup Object ID. KEY_ITEM1_COMBO1 = "KEY_ITEM1_COMBO1", ---Pickup Object ID. KEY_ITEM1_COMBO2 = "KEY_ITEM1_COMBO2", ---Pickup Object ID. KEY_ITEM2_COMBO1 = "KEY_ITEM2_COMBO1", ---Pickup Object ID. KEY_ITEM2_COMBO2 = "KEY_ITEM2_COMBO2", ---Pickup Object ID. KEY_ITEM3_COMBO1 = "KEY_ITEM3_COMBO1", ---Pickup Object ID. KEY_ITEM3_COMBO2 = "KEY_ITEM3_COMBO2", ---Pickup Object ID. KEY_ITEM4_COMBO1 = "KEY_ITEM4_COMBO1", ---Pickup Object ID. KEY_ITEM4_COMBO2 = "KEY_ITEM4_COMBO2", ---Pickup Object ID. KEY_ITEM5_COMBO1 = "KEY_ITEM5_COMBO1", ---Pickup Object ID. KEY_ITEM5_COMBO2 = "KEY_ITEM5_COMBO2", ---Pickup Object ID. KEY_ITEM6_COMBO1 = "KEY_ITEM6_COMBO1", ---Pickup Object ID. KEY_ITEM6_COMBO2 = "KEY_ITEM6_COMBO2", ---Pickup Object ID. KEY_ITEM7_COMBO1 = "KEY_ITEM7_COMBO1", ---Pickup Object ID. KEY_ITEM7_COMBO2 = "KEY_ITEM7_COMBO2", ---Pickup Object ID. KEY_ITEM8_COMBO1 = "KEY_ITEM8_COMBO1", ---Pickup Object ID. KEY_ITEM8_COMBO2 = "KEY_ITEM8_COMBO2", ---Pickup Object ID. KEY_ITEM9_COMBO1 = "KEY_ITEM9_COMBO1", ---Pickup Object ID. KEY_ITEM9_COMBO2 = "KEY_ITEM9_COMBO2", ---Pickup Object ID. KEY_ITEM10_COMBO1 = "KEY_ITEM10_COMBO1", ---Pickup Object ID. KEY_ITEM10_COMBO2 = "KEY_ITEM10_COMBO2", ---Pickup Object ID. KEY_ITEM11_COMBO1 = "KEY_ITEM11_COMBO1", ---Pickup Object ID. KEY_ITEM11_COMBO2 = "KEY_ITEM11_COMBO2", ---Pickup Object ID. KEY_ITEM12_COMBO1 = "KEY_ITEM12_COMBO1", ---Pickup Object ID. KEY_ITEM12_COMBO2 = "KEY_ITEM12_COMBO2", ---Pickup Object ID. KEY_ITEM13_COMBO1 = "KEY_ITEM13_COMBO1", ---Pickup Object ID. KEY_ITEM13_COMBO2 = "KEY_ITEM13_COMBO2", ---Pickup Object ID. KEY_ITEM14_COMBO1 = "KEY_ITEM14_COMBO1", ---Pickup Object ID. KEY_ITEM14_COMBO2 = "KEY_ITEM14_COMBO2", ---Pickup Object ID. KEY_ITEM15_COMBO1 = "KEY_ITEM15_COMBO1", ---Pickup Object ID. KEY_ITEM15_COMBO2 = "KEY_ITEM15_COMBO2", ---Pickup Object ID. KEY_ITEM16_COMBO1 = "KEY_ITEM16_COMBO1", ---Pickup Object ID. KEY_ITEM16_COMBO2 = "KEY_ITEM16_COMBO2", ---Pickup Object ID. PICKUP_ITEM1 = "PICKUP_ITEM1", ---Pickup Object ID. PICKUP_ITEM2 = "PICKUP_ITEM2", ---Pickup Object ID. PICKUP_ITEM3 = "PICKUP_ITEM3", ---Pickup Object ID. PICKUP_ITEM4 = "PICKUP_ITEM4", ---Pickup Object ID. PICKUP_ITEM5 = "PICKUP_ITEM5", ---Pickup Object ID. PICKUP_ITEM6 = "PICKUP_ITEM6", ---Pickup Object ID. PICKUP_ITEM7 = "PICKUP_ITEM7", ---Pickup Object ID. PICKUP_ITEM8 = "PICKUP_ITEM8", ---Pickup Object ID. PICKUP_ITEM9 = "PICKUP_ITEM9", ---Pickup Object ID. PICKUP_ITEM10 = "PICKUP_ITEM10", ---Pickup Object ID. PICKUP_ITEM11 = "PICKUP_ITEM11", ---Pickup Object ID. PICKUP_ITEM12 = "PICKUP_ITEM12", ---Pickup Object ID. PICKUP_ITEM13 = "PICKUP_ITEM13", ---Pickup Object ID. PICKUP_ITEM14 = "PICKUP_ITEM14", ---Pickup Object ID. PICKUP_ITEM15 = "PICKUP_ITEM15", ---Pickup Object ID. PICKUP_ITEM16 = "PICKUP_ITEM16", ---Pickup Object ID. PICKUP_ITEM1_COMBO1 = "PICKUP_ITEM1_COMBO1", ---Pickup Object ID. PICKUP_ITEM1_COMBO2 = "PICKUP_ITEM1_COMBO2", ---Pickup Object ID. PICKUP_ITEM2_COMBO1 = "PICKUP_ITEM2_COMBO1", ---Pickup Object ID. PICKUP_ITEM2_COMBO2 = "PICKUP_ITEM2_COMBO2", ---Pickup Object ID. PICKUP_ITEM3_COMBO1 = "PICKUP_ITEM3_COMBO1", ---Pickup Object ID. PICKUP_ITEM3_COMBO2 = "PICKUP_ITEM3_COMBO2", ---Pickup Object ID. PICKUP_ITEM4_COMBO1 = "PICKUP_ITEM4_COMBO1", ---Pickup Object ID. PICKUP_ITEM4_COMBO2 = "PICKUP_ITEM4_COMBO2", ---Pickup Object ID. PICKUP_ITEM5_COMBO1 = "PICKUP_ITEM5_COMBO1", ---Pickup Object ID. PICKUP_ITEM5_COMBO2 = "PICKUP_ITEM5_COMBO2", ---Pickup Object ID. PICKUP_ITEM6_COMBO1 = "PICKUP_ITEM6_COMBO1", ---Pickup Object ID. PICKUP_ITEM6_COMBO2 = "PICKUP_ITEM6_COMBO2", ---Pickup Object ID. PICKUP_ITEM7_COMBO1 = "PICKUP_ITEM7_COMBO1", ---Pickup Object ID. PICKUP_ITEM7_COMBO2 = "PICKUP_ITEM7_COMBO2", ---Pickup Object ID. PICKUP_ITEM8_COMBO1 = "PICKUP_ITEM8_COMBO1", ---Pickup Object ID. PICKUP_ITEM8_COMBO2 = "PICKUP_ITEM8_COMBO2", ---Pickup Object ID. PICKUP_ITEM9_COMBO1 = "PICKUP_ITEM9_COMBO1", ---Pickup Object ID. PICKUP_ITEM9_COMBO2 = "PICKUP_ITEM9_COMBO2", ---Pickup Object ID. PICKUP_ITEM10_COMBO1 = "PICKUP_ITEM10_COMBO1", ---Pickup Object ID. PICKUP_ITEM10_COMBO2 = "PICKUP_ITEM10_COMBO2", ---Pickup Object ID. PICKUP_ITEM11_COMBO1 = "PICKUP_ITEM11_COMBO1", ---Pickup Object ID. PICKUP_ITEM11_COMBO2 = "PICKUP_ITEM11_COMBO2", ---Pickup Object ID. PICKUP_ITEM12_COMBO1 = "PICKUP_ITEM12_COMBO1", ---Pickup Object ID. PICKUP_ITEM12_COMBO2 = "PICKUP_ITEM12_COMBO2", ---Pickup Object ID. PICKUP_ITEM13_COMBO1 = "PICKUP_ITEM13_COMBO1", ---Pickup Object ID. PICKUP_ITEM13_COMBO2 = "PICKUP_ITEM13_COMBO2", ---Pickup Object ID. PICKUP_ITEM14_COMBO1 = "PICKUP_ITEM14_COMBO1", ---Pickup Object ID. PICKUP_ITEM14_COMBO2 = "PICKUP_ITEM14_COMBO2", ---Pickup Object ID. PICKUP_ITEM15_COMBO1 = "PICKUP_ITEM15_COMBO1", ---Pickup Object ID. PICKUP_ITEM15_COMBO2 = "PICKUP_ITEM15_COMBO2", ---Pickup Object ID. PICKUP_ITEM16_COMBO1 = "PICKUP_ITEM16_COMBO1", ---Pickup Object ID. PICKUP_ITEM16_COMBO2 = "PICKUP_ITEM16_COMBO2", ---Pickup Object ID. EXAMINE1 = "EXAMINE1", ---Pickup Object ID. EXAMINE2 = "EXAMINE2", ---Pickup Object ID. EXAMINE3 = "EXAMINE3", ---Pickup Object ID. EXAMINE4 = "EXAMINE4", ---Pickup Object ID. EXAMINE5 = "EXAMINE5", ---Pickup Object ID. EXAMINE6 = "EXAMINE6", ---Pickup Object ID. EXAMINE7 = "EXAMINE7", ---Pickup Object ID. EXAMINE8 = "EXAMINE8", ---Pickup Object ID. EXAMINE1_COMBO1 = "EXAMINE1_COMBO1", ---Pickup Object ID. EXAMINE1_COMBO2 = "EXAMINE1_COMBO2", ---Pickup Object ID. EXAMINE2_COMBO1 = "EXAMINE2_COMBO1", ---Pickup Object ID. EXAMINE2_COMBO2 = "EXAMINE2_COMBO2", ---Pickup Object ID. EXAMINE3_COMBO1 = "EXAMINE3_COMBO1", ---Pickup Object ID. EXAMINE3_COMBO2 = "EXAMINE3_COMBO2", ---Pickup Object ID. EXAMINE4_COMBO1 = "EXAMINE4_COMBO1", ---Pickup Object ID. EXAMINE4_COMBO2 = "EXAMINE4_COMBO2", ---Pickup Object ID. EXAMINE5_COMBO1 = "EXAMINE5_COMBO1", ---Pickup Object ID. EXAMINE5_COMBO2 = "EXAMINE5_COMBO2", ---Pickup Object ID. EXAMINE6_COMBO1 = "EXAMINE6_COMBO1", ---Pickup Object ID. EXAMINE6_COMBO2 = "EXAMINE6_COMBO2", ---Pickup Object ID. EXAMINE7_COMBO1 = "EXAMINE7_COMBO1", ---Pickup Object ID. EXAMINE7_COMBO2 = "EXAMINE7_COMBO2", ---Pickup Object ID. EXAMINE8_COMBO1 = "EXAMINE8_COMBO1", ---Pickup Object ID. EXAMINE8_COMBO2 = "EXAMINE8_COMBO2", ---Object ID. PUZZLE_HOLE1 = "PUZZLE_HOLE1", ---Object ID. PUZZLE_HOLE2 = "PUZZLE_HOLE2", ---Object ID. PUZZLE_HOLE3 = "PUZZLE_HOLE3", ---Object ID. PUZZLE_HOLE4 = "PUZZLE_HOLE4", ---Object ID. PUZZLE_HOLE5 = "PUZZLE_HOLE5", ---Object ID. PUZZLE_HOLE6 = "PUZZLE_HOLE6", ---Object ID. PUZZLE_HOLE7 = "PUZZLE_HOLE7", ---Object ID. PUZZLE_HOLE8 = "PUZZLE_HOLE8", ---Object ID. PUZZLE_HOLE9 = "PUZZLE_HOLE9", ---Object ID. PUZZLE_HOLE10 = "PUZZLE_HOLE10", ---Object ID. PUZZLE_HOLE11 = "PUZZLE_HOLE11", ---Object ID. PUZZLE_HOLE12 = "PUZZLE_HOLE12", ---Object ID. PUZZLE_HOLE13 = "PUZZLE_HOLE13", ---Object ID. PUZZLE_HOLE14 = "PUZZLE_HOLE14", ---Object ID. PUZZLE_HOLE15 = "PUZZLE_HOLE15", ---Object ID. PUZZLE_HOLE16 = "PUZZLE_HOLE16", ---Object ID. PUZZLE_DONE1 = "PUZZLE_DONE1", ---Object ID. PUZZLE_DONE2 = "PUZZLE_DONE2", ---Object ID. PUZZLE_DONE3 = "PUZZLE_DONE3", ---Object ID. PUZZLE_DONE4 = "PUZZLE_DONE4", ---Object ID. PUZZLE_DONE5 = "PUZZLE_DONE5", ---Object ID. PUZZLE_DONE6 = "PUZZLE_DONE6", ---Object ID. PUZZLE_DONE7 = "PUZZLE_DONE7", ---Object ID. PUZZLE_DONE8 = "PUZZLE_DONE8", ---Object ID. PUZZLE_DONE9 = "PUZZLE_DONE9", ---Object ID. PUZZLE_DONE10 = "PUZZLE_DONE10", ---Object ID. PUZZLE_DONE11 = "PUZZLE_DONE11", ---Object ID. PUZZLE_DONE12 = "PUZZLE_DONE12", ---Object ID. PUZZLE_DONE13 = "PUZZLE_DONE13", ---Object ID. PUZZLE_DONE14 = "PUZZLE_DONE14", ---Object ID. PUZZLE_DONE15 = "PUZZLE_DONE15", ---Object ID. PUZZLE_DONE16 = "PUZZLE_DONE16", ---Object ID. KEY_HOLE1 = "KEY_HOLE1", ---Object ID. KEY_HOLE2 = "KEY_HOLE2", ---Object ID. KEY_HOLE3 = "KEY_HOLE3", ---Object ID. KEY_HOLE4 = "KEY_HOLE4", ---Object ID. KEY_HOLE5 = "KEY_HOLE5", ---Object ID. KEY_HOLE6 = "KEY_HOLE6", ---Object ID. KEY_HOLE7 = "KEY_HOLE7", ---Object ID. KEY_HOLE8 = "KEY_HOLE8", ---Object ID. KEY_HOLE9 = "KEY_HOLE9", ---Object ID. KEY_HOLE10 = "KEY_HOLE10", ---Object ID. KEY_HOLE11 = "KEY_HOLE11", ---Object ID. KEY_HOLE12 = "KEY_HOLE12", ---Object ID. KEY_HOLE13 = "KEY_HOLE13", ---Object ID. KEY_HOLE14 = "KEY_HOLE14", ---Object ID. KEY_HOLE15 = "KEY_HOLE15", ---Object ID. KEY_HOLE16 = "KEY_HOLE16", ---Object ID. WATERSKIN1_EMPTY = "WATERSKIN1_EMPTY", ---Object ID. WATERSKIN1_1 = "WATERSKIN1_1", ---Object ID. WATERSKIN1_2 = "WATERSKIN1_2", ---Object ID. WATERSKIN1_3 = "WATERSKIN1_3", ---Object ID. WATERSKIN2_EMPTY = "WATERSKIN2_EMPTY", ---Object ID. WATERSKIN2_1 = "WATERSKIN2_1", ---Object ID. WATERSKIN2_2 = "WATERSKIN2_2", ---Object ID. WATERSKIN2_3 = "WATERSKIN2_3", ---Object ID. WATERSKIN2_4 = "WATERSKIN2_4", ---Object ID. WATERSKIN2_5 = "WATERSKIN2_5", ---Pickup Object ID. HAMMER_ITEM = "HAMMER_ITEM", ---Pickup Object ID. CROWBAR_ITEM = "CROWBAR_ITEM", ---Pickup Object ID. BURNING_TORCH_ITEM = "BURNING_TORCH_ITEM", ---Object ID. CLOCKWORK_BEETLE = "CLOCKWORK_BEETLE", ---Object ID. CLOCKWORK_BEETLE_COMBO1 = "CLOCKWORK_BEETLE_COMBO1", ---Object ID. CLOCKWORK_BEETLE_COMBO2 = "CLOCKWORK_BEETLE_COMBO2", ---Object ID. SWITCH_TYPE1 = "SWITCH_TYPE1", ---Object ID. SWITCH_TYPE2 = "SWITCH_TYPE2", ---Object ID. SWITCH_TYPE3 = "SWITCH_TYPE3", ---Object ID. SWITCH_TYPE4 = "SWITCH_TYPE4", ---Object ID. SWITCH_TYPE5 = "SWITCH_TYPE5", ---Object ID. SWITCH_TYPE6 = "SWITCH_TYPE6", ---Object ID. SWITCH_TYPE7 = "SWITCH_TYPE7", ---Object ID. SWITCH_TYPE8 = "SWITCH_TYPE8", ---Object ID. SWITCH_TYPE9 = "SWITCH_TYPE9", ---Object ID. SWITCH_TYPE10 = "SWITCH_TYPE10", ---Object ID. SWITCH_TYPE11 = "SWITCH_TYPE11", ---Object ID. SWITCH_TYPE12 = "SWITCH_TYPE12", ---Object ID. SWITCH_TYPE13 = "SWITCH_TYPE13", ---Object ID. SWITCH_TYPE14 = "SWITCH_TYPE14", ---Object ID. SWITCH_TYPE15 = "SWITCH_TYPE15", ---Object ID. SWITCH_TYPE16 = "SWITCH_TYPE16", ---Object ID. SHOOT_SWITCH1 = "SHOOT_SWITCH1", ---Object ID. SHOOT_SWITCH2 = "SHOOT_SWITCH2", ---Object ID. SHOOT_SWITCH3 = "SHOOT_SWITCH3", ---Object ID. SHOOT_SWITCH4 = "SHOOT_SWITCH4", ---Object ID. AIRLOCK_SWITCH = "AIRLOCK_SWITCH", ---Object ID. UNDERWATER_WALL_SWITCH1 = "UNDERWATER_WALL_SWITCH1", ---Object ID. UNDERWATER_WALL_SWITCH2 = "UNDERWATER_WALL_SWITCH2", ---Object ID. UNDERWATER_CEILING_SWITCH1 = "UNDERWATER_CEILING_SWITCH1", ---Object ID. UNDERWATER_CEILING_SWITCH2 = "UNDERWATER_CEILING_SWITCH2", ---Object ID. TURN_SWITCH = "TURN_SWITCH", ---Object ID. COG_SWITCH = "COG_SWITCH", ---Object ID. LEVER_SWITCH = "LEVER_SWITCH", ---Object ID. JUMP_SWITCH = "JUMP_SWITCH", ---Object ID. CROWBAR_SWITCH = "CROWBAR_SWITCH", ---Object ID. PULLEY = "PULLEY", ---Object ID. CROWDOVE_SWITCH = "CROWDOVE_SWITCH", ---Object ID. MINECART_SWITCH = "MINECART_SWITCH", ---Object ID. DOOR_TYPE1 = "DOOR_TYPE1", ---Object ID. DOOR_TYPE2 = "DOOR_TYPE2", ---Object ID. DOOR_TYPE3 = "DOOR_TYPE3", ---Object ID. DOOR_TYPE4 = "DOOR_TYPE4", ---Object ID. DOOR_TYPE5 = "DOOR_TYPE5", ---Object ID. DOOR_TYPE6 = "DOOR_TYPE6", ---Object ID. DOOR_TYPE7 = "DOOR_TYPE7", ---Object ID. DOOR_TYPE8 = "DOOR_TYPE8", ---Object ID. DOOR_TYPE9 = "DOOR_TYPE9", ---Object ID. DOOR_TYPE10 = "DOOR_TYPE10", ---Object ID. DOOR_TYPE11 = "DOOR_TYPE11", ---Object ID. DOOR_TYPE12 = "DOOR_TYPE12", ---Object ID. DOOR_TYPE13 = "DOOR_TYPE13", ---Object ID. DOOR_TYPE14 = "DOOR_TYPE14", ---Object ID. DOOR_TYPE15 = "DOOR_TYPE15", ---Object ID. DOOR_TYPE16 = "DOOR_TYPE16", ---Object ID. DOOR_TYPE17 = "DOOR_TYPE17", ---Object ID. DOOR_TYPE18 = "DOOR_TYPE18", ---Object ID. DOOR_TYPE19 = "DOOR_TYPE19", ---Object ID. DOOR_TYPE20 = "DOOR_TYPE20", ---Object ID. DOOR_TYPE21 = "DOOR_TYPE21", ---Object ID. DOOR_TYPE22 = "DOOR_TYPE22", ---Object ID. DOOR_TYPE23 = "DOOR_TYPE23", ---Object ID. DOOR_TYPE24 = "DOOR_TYPE24", ---Object ID. DOOR_TYPE25 = "DOOR_TYPE25", ---Object ID. DOOR_TYPE26 = "DOOR_TYPE26", ---Object ID. DOOR_TYPE27 = "DOOR_TYPE27", ---Object ID. DOOR_TYPE28 = "DOOR_TYPE28", ---Object ID. DOOR_TYPE29 = "DOOR_TYPE29", ---Object ID. DOOR_TYPE30 = "DOOR_TYPE30", ---Object ID. LIFT_DOORS1 = "LIFT_DOORS1", ---Object ID. LIFT_DOORS2 = "LIFT_DOORS2", ---Object ID. PUSHPULL_DOOR1 = "PUSHPULL_DOOR1", ---Object ID. PUSHPULL_DOOR2 = "PUSHPULL_DOOR2", ---Object ID. PUSHPULL_DOOR3 = "PUSHPULL_DOOR3", ---Object ID. PUSHPULL_DOOR4 = "PUSHPULL_DOOR4", ---Object ID. KICK_DOOR1 = "KICK_DOOR1", ---Object ID. KICK_DOOR2 = "KICK_DOOR2", ---Object ID. KICK_DOOR3 = "KICK_DOOR3", ---Object ID. KICK_DOOR4 = "KICK_DOOR4", ---Object ID. UNDERWATER_DOOR1 = "UNDERWATER_DOOR1", ---Object ID. UNDERWATER_DOOR2 = "UNDERWATER_DOOR2", ---Object ID. UNDERWATER_DOOR3 = "UNDERWATER_DOOR3", ---Object ID. UNDERWATER_DOOR4 = "UNDERWATER_DOOR4", ---Object ID. DOUBLE_DOORS1 = "DOUBLE_DOORS1", ---Object ID. DOUBLE_DOORS2 = "DOUBLE_DOORS2", ---Object ID. DOUBLE_DOORS3 = "DOUBLE_DOORS3", ---Object ID. DOUBLE_DOORS4 = "DOUBLE_DOORS4", ---Object ID. SEQUENCE_DOOR1 = "SEQUENCE_DOOR1", ---Object ID. SEQUENCE_SWITCH1 = "SEQUENCE_SWITCH1", ---Object ID. SEQUENCE_SWITCH2 = "SEQUENCE_SWITCH2", ---Object ID. SEQUENCE_SWITCH3 = "SEQUENCE_SWITCH3", ---Object ID. STEEL_DOOR = "STEEL_DOOR", ---Object ID. GOD_HEAD = "GOD_HEAD", ---Object ID. BREAKABLE_WALL = "BREAKABLE_WALL", ---Pickup Object ID. PISTOLS_ITEM = "PISTOLS_ITEM", ---Pickup Object ID. PISTOLS_AMMO_ITEM = "PISTOLS_AMMO_ITEM", ---Pickup Object ID. UZI_ITEM = "UZI_ITEM", ---Pickup Object ID. UZI_AMMO_ITEM = "UZI_AMMO_ITEM", ---Pickup Object ID. SHOTGUN_ITEM = "SHOTGUN_ITEM", ---Pickup Object ID. SHOTGUN_AMMO1_ITEM = "SHOTGUN_AMMO1_ITEM", ---Pickup Object ID. SHOTGUN_AMMO2_ITEM = "SHOTGUN_AMMO2_ITEM", ---Pickup Object ID. REVOLVER_ITEM = "REVOLVER_ITEM", ---Pickup Object ID. REVOLVER_AMMO_ITEM = "REVOLVER_AMMO_ITEM", ---Pickup Object ID. CROSSBOW_ITEM = "CROSSBOW_ITEM", ---Pickup Object ID. CROSSBOW_AMMO1_ITEM = "CROSSBOW_AMMO1_ITEM", ---Pickup Object ID. CROSSBOW_AMMO2_ITEM = "CROSSBOW_AMMO2_ITEM", ---Pickup Object ID. CROSSBOW_AMMO3_ITEM = "CROSSBOW_AMMO3_ITEM", ---Object ID. CROSSBOW_BOLT = "CROSSBOW_BOLT", ---Pickup Object ID. HK_ITEM = "HK_ITEM", ---Pickup Object ID. HK_AMMO_ITEM = "HK_AMMO_ITEM", ---Pickup Object ID. GRENADE_GUN_ITEM = "GRENADE_GUN_ITEM", ---Pickup Object ID. GRENADE_AMMO1_ITEM = "GRENADE_AMMO1_ITEM", ---Pickup Object ID. GRENADE_AMMO2_ITEM = "GRENADE_AMMO2_ITEM", ---Pickup Object ID. GRENADE_AMMO3_ITEM = "GRENADE_AMMO3_ITEM", ---Object ID. GRENADE = "GRENADE", ---Pickup Object ID. ROCKET_LAUNCHER_ITEM = "ROCKET_LAUNCHER_ITEM", ---Pickup Object ID. ROCKET_LAUNCHER_AMMO_ITEM = "ROCKET_LAUNCHER_AMMO_ITEM", ---Object ID. ROCKET = "ROCKET", ---Pickup Object ID. HARPOON_ITEM = "HARPOON_ITEM", ---Pickup Object ID. HARPOON_AMMO_ITEM = "HARPOON_AMMO_ITEM", ---Object ID. HARPOON = "HARPOON", ---Pickup Object ID. GOLDROSE_ITEM = "GOLDROSE_ITEM", ---Pickup Object ID. BIGMEDI_ITEM = "BIGMEDI_ITEM", ---Pickup Object ID. SMALLMEDI_ITEM = "SMALLMEDI_ITEM", ---Pickup Object ID. LASERSIGHT_ITEM = "LASERSIGHT_ITEM", ---Pickup Object ID. BINOCULARS_ITEM = "BINOCULARS_ITEM", ---Pickup Object ID. SILENCER_ITEM = "SILENCER_ITEM", ---Pickup Object ID. FLARE_ITEM = "FLARE_ITEM", ---Pickup Object ID. FLARE_INV_ITEM = "FLARE_INV_ITEM", ---Pickup Object ID. COMPASS_ITEM = "COMPASS_ITEM", ---Pickup Object ID. DIARY_ITEM = "DIARY_ITEM", ---Pickup Object ID. STOPWATCH_ITEM = "STOPWATCH_ITEM", ---Pickup Object ID. MEMCARD_LOAD_INV_ITEM = "MEMCARD_LOAD_INV_ITEM", ---Pickup Object ID. MEMCARD_SAVE_INV_ITEM = "MEMCARD_SAVE_INV_ITEM", ---Pickup Object ID. PC_LOAD_INV_ITEM = "PC_LOAD_INV_ITEM", ---Pickup Object ID. PC_SAVE_INV_ITEM = "PC_SAVE_INV_ITEM", ---Object ID. DIARY_OPEN = "DIARY_OPEN", ---Object ID. INVENTORY_PASSPORT = "INVENTORY_PASSPORT", ---Object ID. INVENTORY_SUNGLASSES = "INVENTORY_SUNGLASSES", ---Object ID. INVENTORY_KEYS = "INVENTORY_KEYS", ---Object ID. INVENTORY_HEADPHONES = "INVENTORY_HEADPHONES", ---Object ID. INVENTORY_PHOTO = "INVENTORY_PHOTO", ---Object ID. SMOKE_EMITTER_WHITE = "SMOKE_EMITTER_WHITE", ---Object ID. SMOKE_EMITTER_BLACK = "SMOKE_EMITTER_BLACK", ---Object ID. SMOKE_EMITTER = "SMOKE_EMITTER", ---Object ID. EARTHQUAKE = "EARTHQUAKE", ---Object ID. BUBBLES = "BUBBLES", ---Object ID. WATERFALLMIST = "WATERFALLMIST", ---Object ID. GUNSHELL = "GUNSHELL", ---Object ID. SHOTGUNSHELL = "SHOTGUNSHELL", ---Object ID. GUN_FLASH = "GUN_FLASH", ---Object ID. GUN_FLASH2 = "GUN_FLASH2", ---Object ID. COLOR_LIGHT = "COLOR_LIGHT", ---Object ID. BLINKING_LIGHT = "BLINKING_LIGHT", ---Object ID. PULSE_LIGHT = "PULSE_LIGHT", ---Object ID. STROBE_LIGHT = "STROBE_LIGHT", ---Object ID. ELECTRICAL_LIGHT = "ELECTRICAL_LIGHT", ---Object ID. LENS_FLARE = "LENS_FLARE", ---Object ID. ENERGY_BUBBLES = "ENERGY_BUBBLES", ---Object ID. PLANET_EFFECT = "PLANET_EFFECT", ---Object ID. BUTTERFLY = "BUTTERFLY", ---Object ID. AI_GUARD = "AI_GUARD", ---Object ID. AI_AMBUSH = "AI_AMBUSH", ---Object ID. AI_PATROL1 = "AI_PATROL1", ---Object ID. AI_MODIFY = "AI_MODIFY", ---Object ID. AI_FOLLOW = "AI_FOLLOW", ---Object ID. AI_PATROL2 = "AI_PATROL2", ---Object ID. AI_X1 = "AI_X1", ---Object ID. AI_X2 = "AI_X2", ---Object ID. LARA_START_POS = "LARA_START_POS", ---Object ID. TELEPORTER = "TELEPORTER", ---Object ID. LIFT_TELEPORTER = "LIFT_TELEPORTER", ---Object ID. LASER_BARRIER = "LASER_BARRIER", ---Object ID. STEAM_LASERS = "STEAM_LASERS", ---Object ID. FLOOR_LASERS = "FLOOR_LASERS", ---Object ID. KILL_ALL_TRIGGERS = "KILL_ALL_TRIGGERS", ---Object ID. TRIGGER_TRIGGERER = "TRIGGER_TRIGGERER", ---Object ID. HIGH_OBJECT1 = "HIGH_OBJECT1", ---Object ID. EMBER_EMITTER = "EMBER_EMITTER", ---Object ID. SMASH_OBJECT1 = "SMASH_OBJECT1", ---Object ID. SMASH_OBJECT2 = "SMASH_OBJECT2", ---Object ID. SMASH_OBJECT3 = "SMASH_OBJECT3", ---Object ID. SMASH_OBJECT4 = "SMASH_OBJECT4", ---Object ID. SMASH_OBJECT5 = "SMASH_OBJECT5", ---Object ID. SMASH_OBJECT6 = "SMASH_OBJECT6", ---Object ID. SMASH_OBJECT7 = "SMASH_OBJECT7", ---Object ID. SMASH_OBJECT8 = "SMASH_OBJECT8", ---Object ID. SMASH_OBJECT9 = "SMASH_OBJECT9", ---Object ID. SMASH_OBJECT10 = "SMASH_OBJECT10", ---Object ID. SMASH_OBJECT11 = "SMASH_OBJECT11", ---Object ID. SMASH_OBJECT12 = "SMASH_OBJECT12", ---Object ID. SMASH_OBJECT13 = "SMASH_OBJECT13", ---Object ID. SMASH_OBJECT14 = "SMASH_OBJECT14", ---Object ID. SMASH_OBJECT15 = "SMASH_OBJECT15", ---Object ID. SMASH_OBJECT16 = "SMASH_OBJECT16", ---Object ID. BODY_PART = "BODY_PART", ---Object ID. CAMERA_TARGET = "CAMERA_TARGET", ---Object ID. WATERFALL1 = "WATERFALL1", ---Object ID. WATERFALL2 = "WATERFALL2", ---Object ID. WATERFALL3 = "WATERFALL3", ---Object ID. WATERFALL4 = "WATERFALL4", ---Object ID. WATERFALL5 = "WATERFALL5", ---Object ID. WATERFALL6 = "WATERFALL6", ---Object ID. WATERFALLSS1 = "WATERFALLSS1", ---Object ID. WATERFALLSS2 = "WATERFALLSS2", ---Object ID. FISHTANK = "FISHTANK", ---Object ID. DOPPELGANGER_ORIGIN = "DOPPELGANGER_ORIGIN", ---Object ID. CORPSE = "CORPSE", ---Object ID. WRAITH_TRAP = "WRAITH_TRAP", ---Object ID. WATERFALL_EMITTER = "WATERFALL_EMITTER", ---Object ID. FIREFLY_EMITTER = "FIREFLY_EMITTER", ---Object ID. MESHSWAP1 = "MESHSWAP1", ---Object ID. MESHSWAP2 = "MESHSWAP2", ---Object ID. MESHSWAP3 = "MESHSWAP3", ---Object ID. MESHSWAP4 = "MESHSWAP4", ---Object ID. MESHSWAP5 = "MESHSWAP5", ---Object ID. MESHSWAP6 = "MESHSWAP6", ---Object ID. MESHSWAP7 = "MESHSWAP7", ---Object ID. MESHSWAP8 = "MESHSWAP8", ---Object ID. MESHSWAP9 = "MESHSWAP9", ---Object ID. MESHSWAP10 = "MESHSWAP10", ---Object ID. MESHSWAP_BADDY1 = "MESHSWAP_BADDY1", ---Object ID. MESHSWAP_BADDY2 = "MESHSWAP_BADDY2", ---Object ID. MESHSWAP_MAFIA2 = "MESHSWAP_MAFIA2", ---Object ID. MESHSWAP_IMP = "MESHSWAP_IMP", ---Object ID. MESHSWAP_CYBORG = "MESHSWAP_CYBORG", ---Object ID. MESHSWAP_ROMAN_GOD1 = "MESHSWAP_ROMAN_GOD1", ---Object ID. MESHSWAP_ROMAN_GOD2 = "MESHSWAP_ROMAN_GOD2", ---Object ID. MESHSWAP_MONKEY_MEDIPACK = "MESHSWAP_MONKEY_MEDIPACK", ---Object ID. MESHSWAP_MONKEY_KEY = "MESHSWAP_MONKEY_KEY", ---Object ID. MESHSWAP_WINSTON_ARMY_OUTFIT = "MESHSWAP_WINSTON_ARMY_OUTFIT", ---Object ID. ANIMATING1 = "ANIMATING1", ---Object ID. ANIMATING2 = "ANIMATING2", ---Object ID. ANIMATING3 = "ANIMATING3", ---Object ID. ANIMATING4 = "ANIMATING4", ---Object ID. ANIMATING5 = "ANIMATING5", ---Object ID. ANIMATING6 = "ANIMATING6", ---Object ID. ANIMATING7 = "ANIMATING7", ---Object ID. ANIMATING8 = "ANIMATING8", ---Object ID. ANIMATING9 = "ANIMATING9", ---Object ID. ANIMATING10 = "ANIMATING10", ---Object ID. ANIMATING11 = "ANIMATING11", ---Object ID. ANIMATING12 = "ANIMATING12", ---Object ID. ANIMATING13 = "ANIMATING13", ---Object ID. ANIMATING14 = "ANIMATING14", ---Object ID. ANIMATING15 = "ANIMATING15", ---Object ID. ANIMATING16 = "ANIMATING16", ---Object ID. ANIMATING17 = "ANIMATING17", ---Object ID. ANIMATING18 = "ANIMATING18", ---Object ID. ANIMATING19 = "ANIMATING19", ---Object ID. ANIMATING20 = "ANIMATING20", ---Object ID. ANIMATING21 = "ANIMATING21", ---Object ID. ANIMATING22 = "ANIMATING22", ---Object ID. ANIMATING23 = "ANIMATING23", ---Object ID. ANIMATING24 = "ANIMATING24", ---Object ID. ANIMATING25 = "ANIMATING25", ---Object ID. ANIMATING26 = "ANIMATING26", ---Object ID. ANIMATING27 = "ANIMATING27", ---Object ID. ANIMATING28 = "ANIMATING28", ---Object ID. ANIMATING29 = "ANIMATING29", ---Object ID. ANIMATING30 = "ANIMATING30", ---Object ID. ANIMATING31 = "ANIMATING31", ---Object ID. ANIMATING32 = "ANIMATING32", ---Object ID. ANIMATING33 = "ANIMATING33", ---Object ID. ANIMATING34 = "ANIMATING34", ---Object ID. ANIMATING35 = "ANIMATING35", ---Object ID. ANIMATING36 = "ANIMATING36", ---Object ID. ANIMATING37 = "ANIMATING37", ---Object ID. ANIMATING38 = "ANIMATING38", ---Object ID. ANIMATING39 = "ANIMATING39", ---Object ID. ANIMATING40 = "ANIMATING40", ---Object ID. ANIMATING41 = "ANIMATING41", ---Object ID. ANIMATING42 = "ANIMATING42", ---Object ID. ANIMATING43 = "ANIMATING43", ---Object ID. ANIMATING44 = "ANIMATING44", ---Object ID. ANIMATING45 = "ANIMATING45", ---Object ID. ANIMATING46 = "ANIMATING46", ---Object ID. ANIMATING47 = "ANIMATING47", ---Object ID. ANIMATING48 = "ANIMATING48", ---Object ID. ANIMATING49 = "ANIMATING49", ---Object ID. ANIMATING50 = "ANIMATING50", ---Object ID. ANIMATING51 = "ANIMATING51", ---Object ID. ANIMATING52 = "ANIMATING52", ---Object ID. ANIMATING53 = "ANIMATING53", ---Object ID. ANIMATING54 = "ANIMATING54", ---Object ID. ANIMATING55 = "ANIMATING55", ---Object ID. ANIMATING56 = "ANIMATING56", ---Object ID. ANIMATING57 = "ANIMATING57", ---Object ID. ANIMATING58 = "ANIMATING58", ---Object ID. ANIMATING59 = "ANIMATING59", ---Object ID. ANIMATING60 = "ANIMATING60", ---Object ID. ANIMATING61 = "ANIMATING61", ---Object ID. ANIMATING62 = "ANIMATING62", ---Object ID. ANIMATING63 = "ANIMATING63", ---Object ID. ANIMATING64 = "ANIMATING64", ---Object ID. ANIMATING65 = "ANIMATING65", ---Object ID. ANIMATING66 = "ANIMATING66", ---Object ID. ANIMATING67 = "ANIMATING67", ---Object ID. ANIMATING68 = "ANIMATING68", ---Object ID. ANIMATING69 = "ANIMATING69", ---Object ID. ANIMATING70 = "ANIMATING70", ---Object ID. ANIMATING71 = "ANIMATING71", ---Object ID. ANIMATING72 = "ANIMATING72", ---Object ID. ANIMATING73 = "ANIMATING73", ---Object ID. ANIMATING74 = "ANIMATING74", ---Object ID. ANIMATING75 = "ANIMATING75", ---Object ID. ANIMATING76 = "ANIMATING76", ---Object ID. ANIMATING77 = "ANIMATING77", ---Object ID. ANIMATING78 = "ANIMATING78", ---Object ID. ANIMATING79 = "ANIMATING79", ---Object ID. ANIMATING80 = "ANIMATING80", ---Object ID. ANIMATING81 = "ANIMATING81", ---Object ID. ANIMATING82 = "ANIMATING82", ---Object ID. ANIMATING83 = "ANIMATING83", ---Object ID. ANIMATING84 = "ANIMATING84", ---Object ID. ANIMATING85 = "ANIMATING85", ---Object ID. ANIMATING86 = "ANIMATING86", ---Object ID. ANIMATING87 = "ANIMATING87", ---Object ID. ANIMATING88 = "ANIMATING88", ---Object ID. ANIMATING89 = "ANIMATING89", ---Object ID. ANIMATING90 = "ANIMATING90", ---Object ID. ANIMATING91 = "ANIMATING91", ---Object ID. ANIMATING92 = "ANIMATING92", ---Object ID. ANIMATING93 = "ANIMATING93", ---Object ID. ANIMATING94 = "ANIMATING94", ---Object ID. ANIMATING95 = "ANIMATING95", ---Object ID. ANIMATING96 = "ANIMATING96", ---Object ID. ANIMATING97 = "ANIMATING97", ---Object ID. ANIMATING98 = "ANIMATING98", ---Object ID. ANIMATING99 = "ANIMATING99", ---Object ID. ANIMATING100 = "ANIMATING100", ---Object ID. ANIMATING101 = "ANIMATING101", ---Object ID. ANIMATING102 = "ANIMATING102", ---Object ID. ANIMATING103 = "ANIMATING103", ---Object ID. ANIMATING104 = "ANIMATING104", ---Object ID. ANIMATING105 = "ANIMATING105", ---Object ID. ANIMATING106 = "ANIMATING106", ---Object ID. ANIMATING107 = "ANIMATING107", ---Object ID. ANIMATING108 = "ANIMATING108", ---Object ID. ANIMATING109 = "ANIMATING109", ---Object ID. ANIMATING110 = "ANIMATING110", ---Object ID. ANIMATING111 = "ANIMATING111", ---Object ID. ANIMATING112 = "ANIMATING112", ---Object ID. ANIMATING113 = "ANIMATING113", ---Object ID. ANIMATING114 = "ANIMATING114", ---Object ID. ANIMATING115 = "ANIMATING115", ---Object ID. ANIMATING116 = "ANIMATING116", ---Object ID. ANIMATING117 = "ANIMATING117", ---Object ID. ANIMATING118 = "ANIMATING118", ---Object ID. ANIMATING119 = "ANIMATING119", ---Object ID. ANIMATING120 = "ANIMATING120", ---Object ID. ANIMATING121 = "ANIMATING121", ---Object ID. ANIMATING122 = "ANIMATING122", ---Object ID. ANIMATING123 = "ANIMATING123", ---Object ID. ANIMATING124 = "ANIMATING124", ---Object ID. ANIMATING125 = "ANIMATING125", ---Object ID. ANIMATING126 = "ANIMATING126", ---Object ID. ANIMATING127 = "ANIMATING127", ---Object ID. ANIMATING128 = "ANIMATING128", ---Object ID. LASERHEAD_BASE = "LASERHEAD_BASE", ---Object ID. LASERHEAD_TENTACLE = "LASERHEAD_TENTACLE", ---Object ID. BRIDGE_FLAT = "BRIDGE_FLAT", ---Object ID. BRIDGE_TILT1 = "BRIDGE_TILT1", ---Object ID. BRIDGE_TILT2 = "BRIDGE_TILT2", ---Object ID. BRIDGE_TILT3 = "BRIDGE_TILT3", ---Object ID. BRIDGE_TILT4 = "BRIDGE_TILT4", ---Object ID. BRIDGE_CUSTOM = "BRIDGE_CUSTOM", ---Object ID. HORIZON = "HORIZON", ---Sprite Object ID. SKY_GRAPHICS = "SKY_GRAPHICS", ---Sprite Object ID. DEFAULT_SPRITES = "DEFAULT_SPRITES", ---Sprite Object ID. MISC_SPRITES = "MISC_SPRITES", ---Sprite Object ID. CUSTOM_SPRITES = "CUSTOM_SPRITES", ---Sprite Object ID. FIRE_SPRITES = "FIRE_SPRITES", ---Sprite Object ID. SMOKE_SPRITES = "SMOKE_SPRITES", ---Sprite Object ID. SPARK_SPRITE = "SPARK_SPRITE", ---Sprite Object ID. DRIP_SPRITE = "DRIP_SPRITE", ---Sprite Object ID. EXPLOSION_SPRITES = "EXPLOSION_SPRITES", ---Sprite Object ID. MOTORBOAT_FOAM_SPRITES = "MOTORBOAT_FOAM_SPRITES", ---Sprite Object ID. RUBBER_BOAT_WAVE_SPRITES = "RUBBER_BOAT_WAVE_SPRITES", ---Sprite Object ID. SKIDOO_SNOW_TRAIL_SPRITES = "SKIDOO_SNOW_TRAIL_SPRITES", ---Sprite Object ID. KAYAK_PADDLE_TRAIL_SPRITE = "KAYAK_PADDLE_TRAIL_SPRITE", ---Object ID. KAYAK_WAKE_SPRTIES = "KAYAK_WAKE_SPRTIES", ---Object ID. BINOCULAR_GRAPHICS = "BINOCULAR_GRAPHICS", ---Sprite Object ID. LASERSIGHT_GRAPHICS = "LASERSIGHT_GRAPHICS", ---Sprite Object ID. CAUSTIC_TEXTURES = "CAUSTIC_TEXTURES", ---Sprite Object ID. BAR_BORDER_GRAPHICS = "BAR_BORDER_GRAPHICS", ---Sprite Object ID. HEALTH_BAR_TEXTURE = "HEALTH_BAR_TEXTURE", ---Sprite Object ID. AIR_BAR_TEXTURE = "AIR_BAR_TEXTURE", ---Sprite Object ID. DASH_BAR_TEXTURE = "DASH_BAR_TEXTURE", ---Sprite Object ID. SFX_BAR_TEXTURE = "SFX_BAR_TEXTURE", ---Sprite Object ID. WATERFALL_SPRITES = "WATERFALL_SPRITES", ---Sprite Object ID. FIREFLY_SPRITES = "FIREFLY_SPRITES", ---Sprite Object ID. CROSSHAIR_GRAPHICS = "CROSSHAIR_GRAPHICS", ---Sprite Object ID. SPEEDOMETER_GRAPHICS = "SPEEDOMETER_GRAPHICS", ---Sprite Object ID. CUSTOM_BAR_GRAPHICS = "CUSTOM_BAR_GRAPHICS", ---Sprite Object ID. CUSTOM_AMMO_GRAPHICS = "CUSTOM_AMMO_GRAPHICS", ---Sprite Object ID. DIARY_SPRITES = "DIARY_SPRITES", ---Sprite Object ID. DIARY_ENTRY_SPRITES = "DIARY_ENTRY_SPRITES", ---Sprite Object ID. SNOW_SPRITES = "SNOW_SPRITES", ---Sprite Object ID. RAIN_SPRITES = "RAIN_SPRITES", ---Sprite Object ID. INTERACTION_SPRITES = "INTERACTION_SPRITES", } ---Module-prefixed alias for ObjID Objects.ObjID = ObjID ---Constants for room flag IDs. ---Corresponds to room flags in Tomb Editor. ---To be used with Objects.Room.SetFlag and Objects.Room.GetFlag functions. ---@enum RoomFlagID RoomFlagID = { ---Water room flag. WATER = "WATER", ---Quicksand room flag. QUICKSAND = "QUICKSAND", ---Skybox room flag. SKYBOX = "SKYBOX", ---Wind room flag. WIND = "WIND", ---Cold room flag. COLD = "COLD", ---Damage room flag. DAMAGE = "DAMAGE", ---No lens flare room flag. NOLENSFLARE = "NOLENSFLARE", ---No caustics room flag (valid only for water rooms). NOCAUSTICS = "NOCAUSTICS", } ---Module-prefixed alias for RoomFlagID Objects.RoomFlagID = RoomFlagID ---Constants for room reverb types. ---Corresponds to room reverb setting set in Tomb Editor. ---To be used with Objects.Room.GetReverbType and Objects.Room.SetReverbType functions. ---@enum RoomReverb RoomReverb = { ---Outdoor / open environment reverb. OUTSIDE = "OUTSIDE", ---Small room reverb. SMALL = "SMALL", ---Medium room reverb. MEDIUM = "MEDIUM", ---Large room reverb. LARGE = "LARGE", ---Pipe / tunnel reverb. PIPE = "PIPE", } ---Module-prefixed alias for RoomReverb Objects.RoomReverb = RoomReverb ---AI object. ---@class AIObject AIObject = {} ---Module-prefixed alias for AIObject Objects.AIObject = AIObject ---Get the object's position. ---@return Vec3 # A copy of the object's position. function AIObject:GetPosition() end ---Set the object's position. ---@param position Vec3 # The new position of the object. function AIObject:SetPosition(position) end ---Get the object's Y-axis rotation. ---@return integer # The object's Y-axis rotation. function AIObject:GetRotationY() end ---Set the object's Y-axis rotation. ---@param rotation integer # The object's new Y-axis rotation. function AIObject:SetRotationY(rotation) end ---Get the object's unique string identifier. ---@return string # The object's name. function AIObject:GetName() end ---Set the object's unique string identifier. ---@param name string # The object's new name. function AIObject:SetName(name) end ---Get the current room of the object. ---@return Room # current room of the object. function AIObject:GetRoom() end ---Get the current room number of the object. ---@return integer # Number representing the current room of the object. function AIObject:GetRoomNumber() end ---Set room number of the object. ---This is used in conjunction with SetPosition to teleport the object to a new room. ---@param ID integer # The ID of the new room. function AIObject:SetRoomNumber(ID) end ---Retrieve the object ID. ---@return integer # A number representing the ID of the object. function AIObject:GetObjectID() end ---Change the object ID. ---This will change the type of AI object it is. ---Note that a baddy will gain the behaviour of the tile it's on _before_ said baddy is triggered. ---This means that changing the type of an AI object beneath a moveable will have no effect. ---Instead, this function can be used to change an object that the baddy isn't standing on. ---For example, you could have a pair of AI_GUARD objects, and change one or the other two AI_PATROL_1 based on whether the player has a certain item or not. ---@param ID ObjID # the new ID. function AIObject:SetObjectID(ID) end ---Constructor for AIObject ---@return AIObject # A new AIObject object. function AIObject.new() end ---Constructor for Objects.AIObject ---@return AIObject # A new AIObject object. function Objects.AIObject.new() end ---Constructor for AIObject (alias for AIObject.new) ---@return AIObject # A new AIObject object. function AIObject() end ---Constructor for Objects.AIObject (alias for Objects.AIObject.new) ---@return AIObject # A new AIObject object. function Objects.AIObject() end ---Basic cameras that can point at Lara or at a CAMERA_TARGET. ---@class Camera Camera = {} ---Module-prefixed alias for Camera Objects.Camera = Camera ---Get the camera's position. ---@return Vec3 # Camera's position. function Camera:GetPosition() end ---Set the camera's position. ---@param position Vec3 # The new position of the camera. function Camera:SetPosition(position) end ---Get the camera's unique string identifier. ---@return string # the camera's name. function Camera:GetName() end ---Set the camera's name (its unique string identifier). ---@param name string # The camera's new name. function Camera:SetName(name) end ---Get the current room of the camera. ---@return Room # Current room of the camera. function Camera:GetRoom() end ---Get the current room number of the camera. ---@return integer # Number representing the current room of the camera. function Camera:GetRoomNumber() end ---Set room of camera. ---This is used in conjunction with SetPosition to teleport the camera to a new room. ---@param ID integer # The ID of the new room. function Camera:SetRoomNumber(ID) end ---Activate the camera for the current game frame. ---@param target Moveable? # If you put a moveable, the camera will look at it. Otherwise, it will look at Lara. (optional) function Camera:Play(target) end ---Constructor for Camera ---@return Camera # A new Camera object. function Camera.new() end ---Constructor for Objects.Camera ---@return Camera # A new Camera object. function Objects.Camera.new() end ---Constructor for Camera (alias for Camera.new) ---@return Camera # A new Camera object. function Camera() end ---Constructor for Objects.Camera (alias for Objects.Camera.new) ---@return Camera # A new Camera object. function Objects.Camera() end ---Class for player-only functions. ---Do not try to create an object of this type. ---Use the built-in *Lara* variable instead. ---LaraObject inherits all the functions of Objects.Moveable|Moveable. ---@class LaraObject : Moveable LaraObject = {} ---Module-prefixed alias for LaraObject Objects.LaraObject = LaraObject ---Set the player's poison value. ---@param poison integer? # New poison value. _Default: 0, Maximum: 128._ (default: `0`) function LaraObject:SetPoison(poison) end ---Get the player's poison value. ---@return integer # Poison value. function LaraObject:GetPoison() end ---Set the player's air value. ---@param air integer? # New air value. _Maximum: 1800._ (default: `1800`) function LaraObject:SetAir(air) end ---Get the player's air value. ---@return integer # Air value. function LaraObject:GetAir() end ---Set the player's wetness value, causing drips. ---@param wetness integer? # New wetness value. _Maximum: 255._ (default: `64`) function LaraObject:SetWet(wetness) end ---Get the player's wetness value. ---@return integer # Wetness value. function LaraObject:GetWet() end ---Set the player's stamina value. ---@param New integer? # stamina value. _Maximum: 120._ (default: `120`) function LaraObject:SetStamina(New) end ---Get the player's stamina value. ---@return integer # Stamina value. function LaraObject:GetStamina() end ---Get the player's airborne status (set when jumping and falling). ---@return boolean # True if airborne, otherwise false. function LaraObject:GetAirborne() end ---Set the player's airborne status. ---@param airborne boolean # New airborne status. function LaraObject:SetAirborne(airborne) end ---Undraw a weapon if it is drawn and throw away a flare if currently holding one. function LaraObject:UndrawWeapon() end ---Discard a held torch. function LaraObject:DiscardTorch() end ---Get the player's hand status. ---@return HandStatus # Hand status. function LaraObject:GetHandStatus() end ---Set the player's hand status. ---@param status HandStatus # Status type to set. function LaraObject:SetHandStatus(status) end ---Get the player's weapon type. ---@return WeaponType # Current weapon type. function LaraObject:GetWeaponType() end ---Set the player's weapon type. ---@param weaponType WeaponType # New weapon type to set. ---@param activate boolean? # If `true`, also draw the weapons or set torch lit. If `false`, keep weapons holstered or leave torch unlit. (default: `false`) function LaraObject:SetWeaponType(weaponType, activate) end ---Get player lasersight status. ---@param weaponType WeaponType # Player weapon type. Only works for HK, Revolver and Crossbow. ---@return boolean # Returns true if lasersight is connected to specified weapon. function LaraObject:GetLaserSight(weaponType) end ---Set player lasersight status. ---@param weaponType WeaponType # Player weapon type to attach lasersight to. Only works for HK, Revolver and Crossbow. ---@param activate boolean? # If `true`, also draw the weapons. If `false`, keep weapons holstered. (default: `false`) function LaraObject:SetLaserSight(weaponType, activate) end ---Get player weapon ammo type. ---@param weaponType WeaponType? # Weapon to retrieve ammo type for. If omitted, the ammo type of the currently equipped weapon is returned. (optional) ---@return AmmoType # Player weapon ammo type. function LaraObject:GetAmmoType(weaponType) end ---Set player weapon ammo type. ---@param Player AmmoType # weapon ammo type. function LaraObject:SetAmmoType(Player) end ---Get current weapon's ammo count. ---@return integer # Current ammo count (-1 if infinite). function LaraObject:GetAmmoCount() end ---Get player HK weapon mode type. ---@return WeaponMode # Player HK weapon mode type. function LaraObject:GetWeaponMode() end ---Set player HK weapon mode type. ---@param weaponMode WeaponMode # Player HK weapon mode type. function LaraObject:SetWeaponMode(weaponMode) end ---Get current vehicle, if it exists. ---@return Moveable # Current vehicle (nil if no vehicle present). function LaraObject:GetVehicle() end ---Get the player's current targeted moveable (if it exists). ---@return Moveable # Target moveable (nil if the player is not currently targeting a moveable). function LaraObject:GetTarget() end ---Get the player's current interacted moveable (if it exists). ---@return Moveable # Interacted moveable (nil if the player is not interacting with a moveable). function LaraObject:GetInteractedMoveable() end ---Check if a held torch is lit. ---@return boolean # True if lit, otherwise false (also false if there is no torch in hand). function LaraObject:IsTorchLit() end ---Get player water status. ---@return WaterStatus # Current water status of player. function LaraObject:GetWaterStatus() end ---Get player water skin amount. ---@param flag boolean # use True get the amount for Big Waterskin. False for Small Waterskin. ---@return integer # Current capacity of specified water skin. For Smallwater skin (0 = Waterskin not present; 1 = Waterskin Empty; 2 = Waterskin 1L; 3 = WaterSkin 2L; 4 = Waterskin 3L). For Largewater skin (0 = Waterskin not present; 1 = Waterskin Empty; 2 = Waterskin 1L; 3 = WaterSkin 2L; 4 = Waterskin 3L; 5 = Waterskin 4L; 6 = Waterskin 5L) function LaraObject:GetWaterSkinStatus(flag) end ---Set player water skin amount. ---@param amount integer # Current capacity of specified water skin. For Smallwater skin (0 = Waterskin not present; 1 = Waterskin Empty; 2 = Waterskin 1L; 3 = WaterSkin 2L; 4 = Waterskin 3L). For Largewater skin (0 = Waterskin not present; 1 = Waterskin Empty; 2 = Waterskin 1L; 3 = WaterSkin 2L; 4 = Waterskin 3L; 5 = Waterskin 4L; 6 = Waterskin 5L) ---@param flag boolean # use True get the amount for Big Waterskin. False for Small Waterskin. function LaraObject:SetWaterSkinStatus(amount, flag) end ---Align the player with a moveable object for interaction. ---@param mov Moveable # Moveable object to align the player with. ---@param animNumber integer? # The animation to play after alignment is complete. (default: `197 (BUTTON_PUSH)`) ---@param offset Vec3? # Relative position offset from the moveable. (default: `Vec3(0, 0, 312)`) ---@param minOffsetConstraint Vec3? # Minimum relative offset constraint. (default: `Vec3(-256, -512, 0)`) ---@param maxOffsetConstraint Vec3? # Maximum relative offset constraint. (default: `Vec3(256, 0, 512)`) ---@param minRotConstraint Rotation? # Minimum relative rotation constraint. (default: `Rotation(-10, -40, -10)`) ---@param maxRotConstraint Rotation? # Maximum relative rotation constraint. (default: `Rotation(10, 40, 10)`) ---@param actionID ActionID? # Input action ID to trigger the alignment. (default: `Input.ActionID.ACTION`) ---@param objectID ObjID? # Object ID required in inventory for interaction. (optional) ---@param interactionType InteractionType? # Interaction icon type to show. (optional) function LaraObject:Interact(mov, animNumber, offset, minOffsetConstraint, maxOffsetConstraint, minRotConstraint, maxRotConstraint, actionID, objectID, interactionType) end ---Test the player against a moveable object for interaction. ---@param mov Moveable # Moveable object to align the player with. ---@param minOffsetConstraint Vec3? # Minimum relative offset constraint. (default: `Vec3(-256, -512, 0)`) ---@param maxOffsetConstraint Vec3? # Maximum relative offset constraint. (default: `Vec3(256, 0, 512)`) ---@param minRotConstraint Rotation? # Minimum relative rotation constraint. (default: `Rotation(-10, -40, -10)`) ---@param maxRotConstraint Rotation? # Maximum relative rotation constraint. (default: `Rotation(10, 40, 10)`) ---@return boolean # Returns true if the player is inside the specified bounds. function LaraObject:TestInteraction(mov, minOffsetConstraint, maxOffsetConstraint, minRotConstraint, maxRotConstraint) end ---Constructor for LaraObject ---@return LaraObject # A new LaraObject object. function LaraObject.new() end ---Constructor for Objects.LaraObject ---@return LaraObject # A new LaraObject object. function Objects.LaraObject.new() end ---Constructor for LaraObject (alias for LaraObject.new) ---@return LaraObject # A new LaraObject object. function LaraObject() end ---Constructor for Objects.LaraObject (alias for Objects.LaraObject.new) ---@return LaraObject # A new LaraObject object. function Objects.LaraObject() end ---Represents a moveable object in the game world. ---Examples include the player, traps, enemies, doors, and pickups. ---See also Objects.LaraObject for player-specific features. ---@class Moveable Moveable = {} ---Module-prefixed alias for Moveable Objects.Moveable = Moveable ---Used to generate a new moveable dynamically at runtime. ---For more information on each parameter, see the associated getters and setters. ---If you do not know what to set for these, most can just be ignored (see usage). ---@param objectID ObjID # Object ID. ---@param name string # Lua name. ---@param position Vec3 # Position in level. ---@param rotation Rotation? # Rotation about x, y, and z axes. (optional) ---@param roomNumber integer? # The room number the moveable is in. Needed if you are dealing with overlapping rooms and need to force certain room number. (optional) ---@param animNumber integer? # Animation number. (optional) ---@param frameNumber integer? # Frame number. (optional) ---@param hp integer? # Hit points. (optional) ---@param OCB integer? # Object code bits. (optional) ---@param AIBits table? # Table with six AI bits. (optional) ---@return Moveable # A new Moveable object. function Moveable.new(objectID, name, position, rotation, roomNumber, animNumber, frameNumber, hp, OCB, AIBits) end ---Used to generate a new moveable dynamically at runtime. ---For more information on each parameter, see the associated getters and setters. ---If you do not know what to set for these, most can just be ignored (see usage). ---@param objectID ObjID # Object ID. ---@param name string # Lua name. ---@param position Vec3 # Position in level. ---@param rotation Rotation? # Rotation about x, y, and z axes. (optional) ---@param roomNumber integer? # The room number the moveable is in. Needed if you are dealing with overlapping rooms and need to force certain room number. (optional) ---@param animNumber integer? # Animation number. (optional) ---@param frameNumber integer? # Frame number. (optional) ---@param hp integer? # Hit points. (optional) ---@param OCB integer? # Object code bits. (optional) ---@param AIBits table? # Table with six AI bits. (optional) ---@return Moveable # A new Moveable object. function Objects.Moveable.new(objectID, name, position, rotation, roomNumber, animNumber, frameNumber, hp, OCB, AIBits) end ---Retrieve the object ID from a moveable. ---@return ObjID # A number representing the object ID of the moveable. function Moveable:GetObjectID() end ---Change the moveable's object ID. ---This will literally change the moveable. ---@param objectID ObjID # The new ID. function Moveable:SetObjectID(objectID) end ---Set the name of the function to be called when the moveable is shot by Lara. ---Note that this will be triggered twice when shot with both pistols at once. ---@param function_ function # Callback function in `LevelFuncs` hierarchy to call when moveable is shot. function Moveable:SetOnHit(function_) end ---Set the name of the function to be called when the moveable is destroyed/killed. ---Note that enemy death often occurs at the end of an animation, and not at the exact moment the enemy's HP becomes zero. ---@param function_ function # Callback function in `LevelFuncs` hierarchy to call when moveable is killed. function Moveable:SetOnKilled(function_) end ---Set the function to be called when this moveable collides with another moveable. ---@param function_ function # Callback function to be called (must be in `LevelFuncs` hierarchy). This function can take two arguments; these will store the two Moveables taking part in the collision. function Moveable:SetOnCollidedWithObject(function_) end ---Set the function called when this moveable collides with room geometry (e.g. ---a wall or floor). ---This function can take an argument that holds the Moveable that collided with geometry. ---@param function_ function # Callback function to be called (must be in `LevelFuncs` hierarchy). function Moveable:SetOnCollidedWithRoom(function_) end ---Get the moveable's name (its unique string identifier). ---This corresponds with the "Lua Name" field in a moveable's properties in Tomb Editor. ---@return string # The moveable's name. function Moveable:GetName() end ---Set the moveable's name (its unique string identifier). ---It cannot be blank and cannot share a name with any other existing moveable. ---@param name string # The new moveable's name. ---@return boolean # true if name was successfully set, false otherwise (e.g. if another moveable has the name already). function Moveable:SetName(name) end ---Get the moveable's position. ---@return Vec3 # Moveable's position. function Moveable:GetPosition() end ---Set the moveable's position. ---@param position Vec3 # The new position of the moveable. ---@param updateRoom boolean? # Will room changes be automatically detected? Set to false if you are using overlapping rooms. (default: `true`) function Moveable:SetPosition(position, updateRoom) end ---Get the moveable's joint position with an optional relative offset. ---@param jointIndex integer # Index of a joint to get position. ---@param offset Vec3? # Offset relative to the joint. (optional) ---@return Vec3 # World position. function Moveable:GetJointPosition(jointIndex, offset) end ---Get the moveable's joint rotation. ---@param index integer # Index of a joint to get rotation. ---@return Rotation # Moveable's joint rotation. function Moveable:GetJointRotation(index) end ---Get the moveable's rotation. ---@return Rotation # Moveable's rotation. function Moveable:GetRotation() end ---Get the moveable's visual scale. ---@return Vec3 # Moveable's visual scale. function Moveable:GetScale() end ---Set the moveable's rotation. ---@param rotation Rotation # The moveable's new rotation. function Moveable:SetRotation(rotation) end ---Set the moveable's visual scale. ---Does not affect collision. ---@param scale Vec3 # New visual scale. function Moveable:SetScale(scale) end ---Get current HP (hit points / health points). ---@return integer # The amount of HP the moveable currently has. function Moveable:GetHP() end ---Set current HP (hit points / health points). ---Clamped to [0, 32767] for "intelligent" entities (i.e. ---anything with AI); clamped to [-32767, 32767] otherwise. ---@param HP integer # The amount of HP to give the moveable. function Moveable:SetHP(HP) end ---Get HP (hit points / health points) definded for that object ID. ---@return integer # The moveable's slot default hit points. function Moveable:GetSlotHP() end ---Get OCB (object code bit) of the moveable. ---@return integer # The moveable's current OCB value. function Moveable:GetOCB() end ---Set OCB (object code bit) of the moveable. ---@param OCB integer # The new value for the moveable's OCB. function Moveable:SetOCB(OCB) end ---Set the effect for this moveable. ---@param effect EffectID # Type of effect to assign. ---@param timeout number? # Time (in seconds) after which effect turns off. (optional) function Moveable:SetEffect(effect, timeout) end ---Set custom colored burn effect to moveable. ---@param color1 Color # The primary color of the effect (also used for lighting). ---@param color2 Color # The secondary color of the effect. ---@param timeout number? # Time (in seconds) after which effect turns off. (optional) function Moveable:SetCustomEffect(color1, color2, timeout) end ---Get current moveable effect. ---@return EffectID # Effect type currently assigned. function Moveable:GetEffect() end ---Get the value stored in ItemFlags[index]. ---@param index integer # Index of the ItemFlag, can be between 0 and 7. ---@return integer # The value contained in the ItemFlags[index]. function Moveable:GetItemFlags(index) end ---Stores a value in ItemFlags[index]. ---@param value integer # Value to store in the moveable's ItemFlags[index]. ---@param index integer # Index of the ItemFlag where to store the value. function Moveable:SetItemFlags(value, index) end ---Get the OCB of the AI object that the enemy is currently trying to reach. ---Used exclusively by: - SOPHIA_LEIGH - VON_CROY - The GUIDE, only if he has ItemFlags[2] bit 1 set. ---@return integer # The value contained in the LocationAI of the creature. function Moveable:GetLocationAI() end ---Updates the AI object OCB that the enemy should try to reach. ---Used exclusively by: - SOPHIA_LEIGH - VON_CROY - The GUIDE, only if he has ItemFlags[2] bit 1 set (otherwise, he ignore it and simply look for the next AI object OCB until he reaches the one set by the last call to flipeffect 30). ---@param value integer # Value to store. function Moveable:SetLocationAI(value) end ---Get the moveable's color. ---@return Color # Moveable's color. function Moveable:GetColor() end ---Set the moveable's color. ---@param color Color # The new color of the moveable. function Moveable:SetColor(color) end ---Get AIBits of a moveable. ---This will return a table with six values, each corresponding to an active behaviour. ---If the moveable is in a certain AI mode, the table will have a *1* in the corresponding cell. ---Otherwise, the cell will hold a *0*. ---1 - Guard 2 - Ambush 3 - Patrol 1 4 - Modify 5 - Follow 6 - Patrol 2. ---@return table # A table of AI bits. function Moveable:GetAIBits() end ---Set AIBits of a moveable. ---Use this to force a moveable into a certain AI mode or modes, as if a certain nullmesh (or more than one) had suddenly spawned beneath their feet. ---@param bits table # A table of AI bits. function Moveable:SetAIBits(bits) end ---Retrieve the index of the current state. ---This corresponds to the number shown in the item's state ID field in WadTool. ---@return integer # The index of the active state. function Moveable:GetState() end ---Retrieve the index of the target state. ---This corresponds to the state the moveable is trying to get into, which is sometimes different from the active state. ---@return integer # The index of the target state. function Moveable:GetTargetState() end ---Set the moveable's state to the one specified by the given index. ---Performs no bounds checking. ---*Ensure the number given is correct, else moveable may end up in corrupted animation state.*. ---@param index integer # The index of the desired state. function Moveable:SetState(index) end ---Retrieve the slot ID of the animation. ---In certain cases, moveable may play animations from another object slot. ---Use this function when you need to identify such cases. ---@return integer # Animation slot ID. function Moveable:GetAnimSlot() end ---Retrieve the index of the current animation. ---This corresponds to the number shown in the item's animation list in WadTool. ---@return integer # The index of the active animation. function Moveable:GetAnim() end ---Set the moveable's animation to the one specified by the given index. ---Performs no bounds checking. ---*Ensure the number given is correct, else moveable may end up in corrupted animation state.*. ---@param index integer # The index of the desired animation. ---@param slot integer? # Slot ID of the desired anim (if omitted, moveable's own slot ID is used). (optional) function Moveable:SetAnim(index, slot) end ---Retrieve frame number. ---This is the current frame of the moveable's active animation. ---@return integer # The current frame of the active animation. function Moveable:GetFrame() end ---Get the moveable's velocity. ---In most cases, only Z and Y components are used as forward and vertical velocity. ---In some cases, primarily NPCs, X component is used as side velocity. ---@return Vec3 # Current moveable velocity. function Moveable:GetVelocity() end ---Set the moveable's velocity to specified value. ---In most cases, only Z and Y components are used as forward and vertical velocity. ---In some cases, primarily NPCs, X component is used as side velocity. ---@param velocity Vec3 # Velocity represented as vector. function Moveable:SetVelocity(velocity) end ---Set frame number. ---This will move the animation to the given frame. ---The number of frames in an animation can be seen under the heading "End frame" in the WadTool animation editor. ---If the animation has no frames, the only valid argument is -1. ---@param frame integer # The new frame number. function Moveable:SetFrame(frame) end ---Get the end frame number of the moveable's active animation. ---This is the "End Frame" set in WADTool for the animation.(). ---@return integer # End frame number of the active animation. function Moveable:GetEndFrame() end ---Determine whether the moveable is active or not. ---@return boolean # True if the moveable is active. function Moveable:GetActive() end ---Get the hit status of the moveable. ---@return boolean # true if the moveable was hit by something in the last gameplay frame, false otherwise. function Moveable:GetHitStatus() end ---Get the current room of the moveable. ---@return Room # Current room of the moveable. function Moveable:GetRoom() end ---Get the current room number of the moveable. ---@return integer # Number representing the current room of the moveable. function Moveable:GetRoomNumber() end ---Set the room ID of a moveable. ---Use this if not using SetPosition's automatic room update - for example, when dealing with overlapping rooms. ---@param roomID integer # New room's ID. function Moveable:SetRoomNumber(roomID) end ---Get the moveable's status. ---@return MoveableStatus # Status. function Moveable:GetStatus() end ---Set the moveable's status. ---@param status MoveableStatus # The new status of the moveable. function Moveable:SetStatus(status) end ---Get number of meshes for a particular moveable. ---Returns number of meshes in an object. ---@return integer # Number of meshes. function Moveable:GetMeshCount() end ---Get visibility state of a specified mesh of a moveable. ---Returns true if specified mesh is visible on a moveable, and false if it is not visible. ---@param index integer # Index of a mesh. ---@return boolean # Visibility status. function Moveable:GetMeshVisible(index) end ---Makes specified mesh visible or invisible. ---Use this to show or hide a specified mesh of a moveable. ---@param index integer # Index of a mesh. ---@param isVisible boolean # true if you want the mesh to be visible, false otherwise. function Moveable:SetMeshVisible(index, isVisible) end ---Shatters specified mesh and makes it invisible. ---Note that you can re-enable mesh later by using SetMeshVisible(). ---@param index integer # Index of a mesh to shatter. function Moveable:ShatterMesh(index) end ---Get state of specified mesh swap of a moveable. ---Returns true if specified mesh is swapped on a moveable, and false if it is not swapped. ---@param index integer # Index of a mesh. ---@return boolean # Mesh swap status. function Moveable:GetMeshSwapped(index) end ---Set state of specified mesh swap of a moveable. ---Use this to swap specified mesh of a moveable. ---@param index integer # Index of a mesh. ---@param objectID integer # ID of a slot to get meshswap from. ---@param swapIndex integer? # Index of a mesh from meshswap slot to use. In WadTool, you have to set vertex weights for this mesh according to original mesh index to avoid rendering issues. (optional) function Moveable:SwapMesh(index, objectID, swapIndex) end ---Unset specified mesh swap of a moveable. ---Use this to bring back original unswapped mesh. ---@param index integer # Index of a mesh to unswap. function Moveable:UnswapMesh(index) end ---Swap skinned mesh of a moveable. ---Use this to replace one skinned mesh with another. ---@param objectID integer # ID of a slot to get skinned meshswap from. ---@param swapIndex integer? # If set, swaps skinned mesh with bone mesh with a specified index. Use if you have several skinned meshes (e.g. outfits) in a single slot. (optional) function Moveable:SwapSkinnedMesh(objectID, swapIndex) end ---Unset skinned mesh swap of a moveable. ---Use this to bring back original unswapped skinned mesh. function Moveable:UnswapSkinnedMesh() end ---Enable the item, as if a trigger for it had been stepped on. ---@param timeout number? # Time (in seconds) after which moveable automatically disables. (optional) function Moveable:Enable(timeout) end ---Disable the item, as if an antitrigger for it had been stepped on. ---For example, it will close an open door or extinguish a flame emitter. ---Note that this will not trigger an OnKilled callback. function Moveable:Disable() end ---Explode this moveable. ---Also kills and disables it. function Moveable:Explode() end ---Shatter this moveable. ---Also kills and disables it. function Moveable:Shatter() end ---Get the item's collision state. ---@return boolean # Item's collision state. function Moveable:GetCollidable() end ---Set the item's collision. ---@param collidable boolean # true if the caller should be collidable, false if no collision should occur. function Moveable:SetCollidable(collidable) end ---Get the item's visibility state. ---@return boolean # Item's visibility state. function Moveable:GetVisible() end ---Set the item's visibility. ---An invisible item will have collision turned off, as if it no longer exists in the game world. ---@param visible boolean # true if the caller should become visible, false if it should become invisible. function Moveable:SetVisible(visible) end ---Test if the moveable is in a valid state. ---Indicates that it has not been destroyed through Lua or killed by Lara. ---@return boolean # true if the moveable is still not destroyed. function Moveable:GetValid() end ---Destroy the moveable. ---This will mean it can no longer be used, except to re-initialize it with another moveable. function Moveable:Destroy() end ---Attach camera to the moveable's current position, and target another moveable. ---The camera's position and target position will be maintained until this function is called again. ---Use View.ResetObjCamera to restore the regular camera. ---@param mesh integer # Mesh of the moveable to which the camera will be attached. ---@param target Moveable # Moveable to target. ---@param targetMesh integer # Mesh of the moveable to target. function Moveable:AttachObjCamera(mesh, target, targetMesh) end ---Borrow animation from an object. ---@param objectID ObjID # Object ID to take animation and state ID from. ---@param animNumber integer # Animation from object. ---@param stateID integer # State from object. function Moveable:AnimFromObject(objectID, animNumber, stateID) end ---Show interaction highlight for the object for current game frame. ---Can be useful if you have scripted an interaction with it. ---@param interactionType InteractionType? # Interaction icon type to show. (optional) function Moveable:ShowInteractionHighlight(interactionType) end ---Suppresses interaction highlight for the object for current game frame. ---Can be useful when you need to manually block interaction highlight for a particular object or in a particular area. function Moveable:HideInteractionHighlight() end ---Constructor function for Moveable (alias for Moveable.new) ---@param objectID ObjID # Object ID. ---@param name string # Lua name. ---@param position Vec3 # Position in level. ---@param rotation Rotation? # Rotation about x, y, and z axes. (optional) ---@param roomNumber integer? # The room number the moveable is in. Needed if you are dealing with overlapping rooms and need to force certain room number. (optional) ---@param animNumber integer? # Animation number. (optional) ---@param frameNumber integer? # Frame number. (optional) ---@param hp integer? # Hit points. (optional) ---@param OCB integer? # Object code bits. (optional) ---@param AIBits table? # Table with six AI bits. (optional) ---@return Moveable # A new Moveable object. function Moveable(objectID, name, position, rotation, roomNumber, animNumber, frameNumber, hp, OCB, AIBits) end ---Constructor function for Objects.Moveable (alias for Objects.Moveable.new) ---@param objectID ObjID # Object ID. ---@param name string # Lua name. ---@param position Vec3 # Position in level. ---@param rotation Rotation? # Rotation about x, y, and z axes. (optional) ---@param roomNumber integer? # The room number the moveable is in. Needed if you are dealing with overlapping rooms and need to force certain room number. (optional) ---@param animNumber integer? # Animation number. (optional) ---@param frameNumber integer? # Frame number. (optional) ---@param hp integer? # Hit points. (optional) ---@param OCB integer? # Object code bits. (optional) ---@param AIBits table? # Table with six AI bits. (optional) ---@return Moveable # A new Moveable object. function Objects.Moveable(objectID, name, position, rotation, roomNumber, animNumber, frameNumber, hp, OCB, AIBits) end ---Room object. ---@class Room Room = {} ---Module-prefixed alias for Room Objects.Room = Room ---Get the room's number. ---If room is in flipped state, it will indicate the flipped room number. ---@return integer # Room number. function Room:GetRoomNumber() end ---Get the room's unique string identifier. ---@return string # Room name. function Room:GetName() end ---Get the room's ambient light color. ---@return Color # Ambient light color. function Room:GetColor() end ---Get the room's reverb type. ---@return RoomReverb # Reverb type. function Room:GetReverbType() end ---Set the room's unique string identifier. ---@param name string # New name. function Room:SetName(name) end ---Set the room's reverb type. ---@param reverb RoomReverb # Reverb type. function Room:SetReverbType(reverb) end ---Set the room's specified flag. ---@param flagID RoomFlagID # Room flag ID. ---@param value boolean # Boolean to set the flag to. function Room:SetFlag(flagID, value) end ---Get the room's specified flag value (true or false). ---@param flagID RoomFlagID # Room flag ID. function Room:GetFlag(flagID) end ---Check if the specified tag is set for the room. ---@param tag string # Text tag to check (case sensitive). ---@return boolean # Boolean of the tag's presence. function Room:IsTagPresent(tag) end ---Check if the room is active. ---@return boolean # Boolean of the room's active status. function Room:GetActive() end ---Constructor for Room ---@return Room # A new Room object. function Room.new() end ---Constructor for Objects.Room ---@return Room # A new Room object. function Objects.Room.new() end ---Constructor for Room (alias for Room.new) ---@return Room # A new Room object. function Room() end ---Constructor for Objects.Room (alias for Objects.Room.new) ---@return Room # A new Room object. function Objects.Room() end ---Represents a sink object. ---@class Sink Sink = {} ---Module-prefixed alias for Sink Objects.Sink = Sink ---Get this sink's unique string identifier. ---@return string # Name. function Sink:GetName() end ---Get this sink's world position. ---@return Vec3 # World position. function Sink:GetPosition() end ---Get this sink's strength. ---@return integer # Strength. function Sink:GetStrength() end ---Set this sink's unique string identifier. ---@param name string # New name. function Sink:SetName(name) end ---Set this sink's world position. ---@param pos Vec3 # New world position. function Sink:SetPosition(pos) end ---Set this sink's strength. ---Higher numbers provide stronger currents. ---Clamped to the range [1, 32]. ---@param strength integer # New strength. function Sink:SetStrength(strength) end ---Constructor for Sink ---@return Sink # A new Sink object. function Sink.new() end ---Constructor for Objects.Sink ---@return Sink # A new Sink object. function Objects.Sink.new() end ---Constructor for Sink (alias for Sink.new) ---@return Sink # A new Sink object. function Sink() end ---Constructor for Objects.Sink (alias for Objects.Sink.new) ---@return Sink # A new Sink object. function Objects.Sink() end ---Sound source. ---@class SoundSource SoundSource = {} ---Module-prefixed alias for SoundSource Objects.SoundSource = SoundSource ---Get the sound source's position. ---@return Vec3 # Sound source's position. function SoundSource:GetPosition() end ---Set the sound source's position. ---@param position Vec3 # The new position of the sound source. function SoundSource:SetPosition(position) end ---Get the sound source's unique string identifier. ---@return string # The sound source's name. function SoundSource:GetName() end ---Set the sound source's unique string identifier. ---@param name string # The sound source's new name. function SoundSource:SetName(name) end ---Get the sound source's sound ID. ---@return integer # The ID of the sound. function SoundSource:GetSoundID() end ---Set the sound source's ID. ---@param name integer # The sound source's new sound ID. function SoundSource:SetSoundID(name) end ---Constructor for SoundSource ---@return SoundSource # A new SoundSource object. function SoundSource.new() end ---Constructor for Objects.SoundSource ---@return SoundSource # A new SoundSource object. function Objects.SoundSource.new() end ---Constructor for SoundSource (alias for SoundSource.new) ---@return SoundSource # A new SoundSource object. function SoundSource() end ---Constructor for Objects.SoundSource (alias for Objects.SoundSource.new) ---@return SoundSource # A new SoundSource object. function Objects.SoundSource() end ---Represents a static object in the game world. ---@class Static Static = {} ---Module-prefixed alias for Static Objects.Static = Static ---Get this static's unique string identifier. ---@return string # Name string. function Static:GetName() end ---Get this static's slot ID. ---@return integer # Slot ID. function Static:GetSlot() end ---Get this static's world position. ---@return Vec3 # World position. function Static:GetPosition() end ---Get this static's world rotation. ---@return Rotation # World rotation. function Static:GetRotation() end ---Get this static's world scale. ---@return Vec3 # World scale. function Static:GetScale() end ---Get this static's color. ---@return Color # Color. function Static:GetColor() end ---Get this static's hit points. ---Used only with shatterable statics. ---@return integer # Hit points. function Static:GetHP() end ---Get this static's visibility status. ---@return boolean # Status. true means visible, false otherwise. function Static:GetActive() end ---Get this static's collision status. ---@return boolean # Collision status. true if can be collided with, false otherwise. function Static:GetCollidable() end ---Get this static's solid collision status. ---@return boolean # Solid Status. true if solid, false if soft. function Static:GetSolid() end ---Set this static's unique identifier string. ---@param name string # New name. function Static:SetName(name) end ---Set this static's slot ID. ---@param slotID integer # New slot ID. function Static:SetSlot(slotID) end ---Set this static's world position. ---@param pos Vec3 # New world position. function Static:SetPosition(pos) end ---Set this static's rotation. ---@param rot Rotation # New rotation. function Static:SetRotation(rot) end ---Set this static's world scale. ---@param scale Vec3 # New world scale. function Static:SetScale(scale) end ---Set this static's color. ---@param color Color # New color. function Static:SetColor(color) end ---Set this static's hit points. ---Used only with shatterable statics. ---@param hitPoints integer # New hit points. function Static:SetHP(hitPoints) end ---Set this static's solid collision status. ---@param status boolean # New status, true is solid, false is soft. function Static:SetSolid(status) end ---Set this static's collision status. ---@param collidable boolean # New collision status. true if can be collided with, false: no collision. function Static:SetCollidable(collidable) end ---Enable this static. ---Used when previously shattered disabled manually. function Static:Enable() end ---Disable this static. function Static:Disable() end ---Shatter this static. function Static:Shatter() end ---Constructor for Static ---@return Static # A new Static object. function Static.new() end ---Constructor for Objects.Static ---@return Static # A new Static object. function Objects.Static.new() end ---Constructor for Static (alias for Static.new) ---@return Static # A new Static object. function Static() end ---Constructor for Objects.Static (alias for Objects.Static.new) ---@return Static # A new Static object. function Objects.Static() end ---Activator volume. ---@class Volume Volume = {} ---Module-prefixed alias for Volume Objects.Volume = Volume ---Get the unique string identifier of this volume. ---@return string # Name. function Volume:GetName() end ---Get the position of this volume. ---@return Vec3 # Position. function Volume:GetPosition() end ---Get the rotation of this volume. ---@return Rotation # Rotation. function Volume:GetRotation() end ---Get this scale of this volume. ---@return Vec3 # Scale. function Volume:GetScale() end ---Set the unique string identifier of this volume. ---@param name string # New name. function Volume:SetName(name) end ---Set the position of this volume. ---@param pos Vec3 # New position. function Volume:SetPosition(pos) end ---Set the rotation of this volume. ---@param rot Rotation # New rotation. function Volume:SetRotation(rot) end ---Set the scale of the volume. ---@param scale Vec3 # New scale. function Volume:SetScale(scale) end ---Determine if this volume is active. ---@return boolean # Boolean representing active status. function Volume:GetActive() end ---Determine if a moveable is inside this volume. ---@param moveable Moveable # Moveable to be checked for containment. ---@return boolean # Boolean representing containment status. function Volume:IsMoveableInside(moveable) end ---Enable this volume. function Volume:Enable() end ---Disable this volume. function Volume:Disable() end ---Clear the activators for this volume, allowing it to trigger again. function Volume:ClearActivators() end ---Constructor for Volume ---@return Volume # A new Volume object. function Volume.new() end ---Constructor for Objects.Volume ---@return Volume # A new Volume object. function Objects.Volume.new() end ---Constructor for Volume (alias for Volume.new) ---@return Volume # A new Volume object. function Volume() end ---Constructor for Objects.Volume (alias for Objects.Volume.new) ---@return Volume # A new Volume object. function Objects.Volume() end ---Get a Moveable by its name. ---@param name string # The unique name of the moveable as set in, or generated by, Tomb Editor. ---@return Moveable # A non-owning Moveable referencing the item. function Objects.GetMoveableByName(name) end ---Get moveables by their slot. ---@param slot ObjID # The unique slot of the moveable, e.g. `Objects.ObjID.ANIMATING1`. ---@return table # Table of moveables referencing the given slot. function Objects.GetMoveablesBySlot(slot) end ---Get a Static by its name. ---@param name string # The unique name of the static mesh as set in, or generated by, Tomb Editor. ---@return Static # A non-owning Static referencing the static mesh. function Objects.GetStaticByName(name) end ---Get statics by their slot. ---@param slot integer # The unique numerical slot of the static mesh. ---@return table # Table of static meshes referencing the given slot. function Objects.GetStaticsBySlot(slot) end ---Get a Camera by its name. ---@param name string # The unique name of the camera as set in, or generated by, Tomb Editor. ---@return Camera # A non-owning Camera referencing the camera. function Objects.GetCameraByName(name) end ---Get a Sink by its name. ---@param name string # The unique name of the sink as set in, or generated by, Tomb Editor. ---@return Sink # A non-owning Sink referencing the sink. function Objects.GetSinkByName(name) end ---Get a SoundSource by its name. ---@param name string # The unique name of the sound source as set in, or generated by, Tomb Editor. ---@return SoundSource # A non-owning SoundSource referencing the sound source. function Objects.GetSoundSourceByName(name) end ---Get an AIObject by its name. ---@param name string # The unique name of the AIObject as set in, or generated by, Tomb Editor. ---@return AIObject # A non-owning AIObject referencing the AI object. function Objects.GetAIObjectByName(name) end ---Get a Volume by its name. ---@param name string # The unique name of the volume as set in, or generated by, Tomb Editor. ---@return Volume # A non-owning Volume referencing the volume. function Objects.GetVolumeByName(name) end ---Get a Room by its name. ---@param name string # The unique name of the room as set in Tomb Editor. ---@return Room # A non-owning Room referencing the room. function Objects.GetRoomByName(name) end ---Get a Room by its number. ---@param name string # The unique number of the room returned by GetRoomNumber functions. ---@return Room # A non-owning Room referencing the room. function Objects.GetRoomByNumber(name) end ---Get rooms by tag. ---@param tag string # Tag to select rooms by. ---@return table # Table of rooms containing the given tag. function Objects.GetRoomsByTag(tag) end ---Check if a given script name is in use by any object type. ---@param name string # The name to check. ---@return boolean # True if name is in use and an object with a given name is present, false if not. function Objects.IsNameInUse(name) end ---Converts moveable Object ID to a string with internal slot name. ---@param objectID ObjID # Moveable object ID. ---@return string # Internal slot name. function Objects.GetSlotName(objectID) end return Objects