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Scriptname Game Hidden |
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; Adds the specified achievement to the player's profile |
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Function AddAchievement(int aiAchievementID) native global |
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; Add the specified number of perk points to the player |
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Function AddPerkPoints(int aiPerkPoints) native global |
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; Advance the given skill on the player by the provided amount of skill usage |
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Function AdvanceSkill(string asSkillName, float afMagnitude) native global |
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; Adds a ball-and-socket constraint between two rigid bodies, identified by their ref and node names |
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bool Function AddHavokBallAndSocketConstraint( ObjectReference arRefA, string arRefANode, ObjectReference arRefB, string arRefBNode, float afRefALocalOffsetX = 0.0, float afRefALocalOffsetY = 0.0, float afRefALocalOffsetZ = 0.0, float afRefBLocalOffsetX = 0.0, float afRefBLocalOffsetY = 0.0, float afRefBLocalOffsetZ = 0.0) native global |
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; Removes any constraint between two rigid bodies |
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bool Function RemoveHavokConstraints(ObjectReference arFirstRef, string arFirstRefNodeName, ObjectReference arSecondRef, string arSecondRefNodeName) native global |
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; Calculates how much a x point favor would cost the player |
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int Function CalculateFavorCost(int aiFavorPrice) native global |
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; Clears the prison variables on the player |
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Function ClearPrison() native global |
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; Clears temp effects from game |
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Function ClearTempEffects() native global |
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; Disables the user's controls |
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Function DisablePlayerControls(bool abMovement = true, bool abFighting = true, bool abCamSwitch = false, bool abLooking = false, \ |
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bool abSneaking = false, bool abMenu = true, bool abActivate = true, bool abJournalTabs = false, int aiDisablePOVType = 0) native global |
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; Enables the user's controls |
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Function EnablePlayerControls(bool abMovement = true, bool abFighting = true, bool abCamSwitch = true, bool abLooking = true, \ |
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bool abSneaking = true, bool abMenu = true, bool abActivate = true, bool abJournalTabs = true, int aiDisablePOVType = 0) native global |
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; Enables or disables the ability to fast travel |
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Function EnableFastTravel(bool abEnable = true) native global |
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; Fades out the game to black, or vice versa |
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Function FadeOutGame(bool abFadingOut, bool abBlackFade, float afSecsBeforeFade, float afFadeDuration) native global |
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; Fast-travels the player to the specified object's location |
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Function FastTravel(ObjectReference akDestination) native global |
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; Finds the closest reference of a given base object within a given radius of a location |
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ObjectReference Function FindClosestReferenceOfType(Form arBaseObject, float afX, float afY, float afZ, float afRadius) native global |
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; Finds a random reference of a given base object within a given radius of a location |
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ObjectReference Function FindRandomReferenceOfType(Form arBaseObject, float afX, float afY, float afZ, float afRadius) native global |
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; Finds the closest reference of any base object in the list within a given radius of a location |
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ObjectReference Function FindClosestReferenceOfAnyTypeInList(FormList arBaseObjects, float afX, float afY, float afZ, float afRadius) native global |
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; Finds a random reference of a any base object in the list within a given radius of a location |
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ObjectReference Function FindRandomReferenceOfAnyTypeInList(FormList arBaseObjects, float afX, float afY, float afZ, float afRadius) native global |
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; Finds the closest reference of a given base object within a given radius of a reference |
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ObjectReference Function FindClosestReferenceOfTypeFromRef(Form arBaseObject, ObjectReference arCenter, float afRadius) global |
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return FindClosestReferenceOfType(arBaseObject, arCenter.X, arCenter.Y, arCenter.Z, afRadius) |
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endFunction |
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; Finds a random reference of a given base object within a given radius of a reference |
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ObjectReference Function FindRandomReferenceOfTypeFromRef(Form arBaseObject, ObjectReference arCenter, float afRadius) global |
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return FindRandomReferenceOfType(arBaseObject, arCenter.X, arCenter.Y, arCenter.Z, afRadius) |
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endFunction |
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; Finds the closest reference of a given base object within a given radius of a reference |
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ObjectReference Function FindClosestReferenceOfAnyTypeInListFromRef(FormList arBaseObjects, ObjectReference arCenter, float afRadius) global |
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return FindClosestReferenceOfAnyTypeInList(arBaseObjects, arCenter.X, arCenter.Y, arCenter.Z, afRadius) |
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endFunction |
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; Finds a random reference of a given base object within a given radius of a reference |
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ObjectReference Function FindRandomReferenceOfAnyTypeInListFromRef(FormList arBaseObjects, ObjectReference arCenter, float afRadius) global |
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return FindRandomReferenceOfAnyTypeInList(arBaseObjects, arCenter.X, arCenter.Y, arCenter.Z, afRadius) |
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endFunction |
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; Finds the closest actor within a given radius of a location |
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Actor Function FindClosestActor(float afX, float afY, float afZ, float afRadius) native global |
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; Finds a random actor within a given radius of a location |
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Actor Function FindRandomActor(float afX, float afY, float afZ, float afRadius) native global |
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; Finds the closest actor within a given radius of a reference |
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Actor Function FindClosestActorFromRef(ObjectReference arCenter, float afRadius) global |
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return FindClosestActor(arCenter.X, arCenter.Y, arCenter.Z, afRadius) |
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endFunction |
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; Finds a random actor within a given radius of a reference |
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Actor Function FindRandomActorFromRef(ObjectReference arCenter, float afRadius) global |
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return FindRandomActor(arCenter.X, arCenter.Y, arCenter.Z, afRadius) |
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endFunction |
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; Make the player got to 3rd person camera mode |
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Function ForceThirdPerson() native global |
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; Make the player got to 1st person camera mode |
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Function ForceFirstPerson() native global |
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; Show the players first person geometry. |
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Function ShowFirstPersonGeometry( bool abShow = true ) native global |
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; Returns the form specified by the ID |
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Form Function GetForm(int aiFormID) native global |
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; Returns the form specified by the ID originating in the given file |
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Form Function GetFormFromFile(int aiFormID, string asFilename) native global |
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; Obtains the value of a game setting - one for each type of game setting |
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float Function GetGameSettingFloat(string asGameSetting) native global |
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int Function GetGameSettingInt(string asGameSetting) native global |
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string Function GetGameSettingString(string asGameSetting) native global |
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; Returns the player actor |
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Actor Function GetPlayer() native global |
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; Returns the reference the player is currently grabbing |
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ObjectReference Function GetPlayerGrabbedRef() native global |
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; Returns the horse last ridden by the player |
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Actor Function GetPlayersLastRiddenHorse() native global |
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; Returns the X position of the Sun. |
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float Function GetSunPositionX() native global |
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; Returns the Y position of the Sun. |
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float Function GetSunPositionY() native global |
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; Returns the Z position of the Sun. |
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float Function GetSunPositionZ() native global |
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; Returns the number of days spent in play |
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float Function GetRealHoursPassed() native global |
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; Increment the given skill on the player by the one point |
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Function IncrementSkill(string asSkillName) native global |
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; Increment the given skill on the player by the given number of points |
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Function IncrementSkillBy(string asSkillName, int aiCount) native global |
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; Modifies the specified MiscStat by the given amount. |
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Function IncrementStat(string asStatName, int aiModAmount = 1) native global |
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; Are the activation controls enabled? |
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bool Function IsActivateControlsEnabled() native global |
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; Are the camera switch controls enabled? |
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bool Function IsCamSwitchControlsEnabled() native global |
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; Is fast travel controls enabled? Returns false if EnableFastTravel(false) has been called |
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bool Function IsFastTravelControlsEnabled() native global |
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; Is fast travel enabled? |
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bool Function IsFastTravelEnabled() native global |
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; Are the fighting controls enabled? |
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bool Function IsFightingControlsEnabled() native global |
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; Are the journal menu controls enabled? |
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bool Function IsJournalControlsEnabled() native global |
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; Are the looking controls enabled? |
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bool Function IsLookingControlsEnabled() native global |
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; Are the menu controls enabled? |
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bool Function IsMenuControlsEnabled() native global |
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; Are the movement controls enabled? |
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bool Function IsMovementControlsEnabled() native global |
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; Is the player looking at the sun? |
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bool Function IsPlayerSungazing() native global |
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; Are the sneaking controls enabled? |
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bool Function IsSneakingControlsEnabled() native global |
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; Is the specified Word of Power Unlocked? |
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bool Function IsWordUnlocked(WordOfPower akWord) native global |
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; Plays a bink video - does not return until bink has finished, use with care! |
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Function PlayBink(string asFileName, bool abInterruptible = false, bool abMuteAudio = true, bool abMuteMusic = true, \ |
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bool abLetterbox = true ) native global |
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; Precaches character gen data. |
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Function PrecacheCharGen() native global |
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; Clears Precached character gen data. |
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Function PrecacheCharGenClear() native global |
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; Queries the given stat and returns its value |
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int Function QueryStat(string asStat) native global |
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; Forces the game back to the main menu |
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Function QuitToMainMenu() native global |
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; Request that an auto-save be made |
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Function RequestAutoSave() native global |
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; Requests the specified model |
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Function RequestModel(string asModelName) native global |
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; Request that a normal save be made |
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Function RequestSave() native global |
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; Has the player serve their prison time |
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Function ServeTime() native global |
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; Finds an actor in high who can detect the player to call werewolf crime on the player |
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Function SendWereWolfTransformation() native global |
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; Called as we enter/exit beast form |
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Function SetBeastForm(bool abEntering) native global |
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; Sets the camera target actor |
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Function SetCameraTarget(Actor arTarget) native global |
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; Sets or clears "cart mode" for the HUD |
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Function SetHudCartMode(bool abSetCartMode = true) native global |
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; Informs the game whether we are in CharGen or not |
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Function SetInChargen(bool abDisableSaving, bool abDisableWaiting, bool abShowControlsDisabledMessage) native global |
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; Enables or disables the AI driven flag on Player |
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Function SetPlayerAIDriven(bool abAIDriven = true) native global |
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; Enables or disables crime reporting on Player |
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Function SetPlayerReportCrime(bool abReportCrime = true) native global |
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; Set the players sitting camera rotation - in degrees, offset from the standard angle. |
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Function SetSittingRotation(float afValue) native global |
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; Shakes the object from the location of the passed-in object. If none, it will shake the camera from the player's location. |
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; Strength is clamped from 0 to 1 |
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; Duration in seconds. By default (0.0) use the game setting. |
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Function ShakeCamera(ObjectReference akSource = None, float afStrength = 0.5, float afDuration = 0.0) native global |
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; Shakes the controller for the specified length of time (in seconds). The strength values are clamped from 0 to 1 |
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Function ShakeController(float afSmallMotorStrength, float afBigMotorStreangth, float afDuration) native global |
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; Displays the race/sex menu |
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Function ShowRaceMenu() native global |
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Function ShowLimitedRaceMenu() native global |
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; Title Sequence menu functions |
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Function ShowTitleSequenceMenu() native global |
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Function HideTitleSequenceMenu() native global |
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Function StartTitleSequence(string asSequenceName) native global |
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; Allow or disallow player requests to have a flying mount land. |
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Function SetAllowFlyingMountLandingRequests(bool abAllow) native global |
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; Sets the Image Space Modifier that is triggered when the player gazes at the sun. |
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Function SetSunGazeImageSpaceModifier(ImageSpaceModifier apImod = NONE ) native global |
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; Displays the training menu based on passed in trainer actor |
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Function ShowTrainingMenu(Actor aTrainer) native global |
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; Teaches the specified word of power to the player |
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Function TeachWord(WordOfPower akWord) native global |
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; Trigger screen blood with the given count |
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Function TriggerScreenBlood(int aiValue) native global |
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; Unlocks the specified word of power so the player can use it |
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Function UnlockWord(WordOfPower akWord) native global |
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; Returns true if we're using a gamepad |
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bool Function UsingGamepad() native global |
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; SKSE 64 additions built 2020-07-29 17:24:48.495000 UTC |
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; Get/Set Perk Points |
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int Function GetPerkPoints() global native |
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Function SetPerkPoints(int perkPoints) global native |
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Function ModPerkPoints(int perkPoints) global native |
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; returns the number of active mods |
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int Function GetModCount() native global |
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; returns the index of the specified mod |
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int Function GetModByName(string name) native global |
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; returns the name of the mod at the specified modIndex |
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string Function GetModName(int modIndex) native global |
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; returns the author of the mod at the specified modIndex |
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string Function GetModAuthor(int modIndex) native global |
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; returns the description of the mod at the specified modIndex |
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string Function GetModDescription(int modIndex) native global |
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; gets the count of mods the specified mod depends upon |
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int Function GetModDependencyCount(int modIndex) native global |
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; gets the index of the nth mod dependency of the specfied mod |
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; int Function GetNthModDependency(int modIndex, int n) native global |
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bool Function IsPluginInstalled(string name) native global |
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; light mod functions |
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int Function GetLightModCount() native global |
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int Function GetLightModByName(string name) native global |
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string Function GetLightModName(int idx) native global |
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string Function GetLightModAuthor(int idx) native global |
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string Function GetLightModDescription(int idx) native global |
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int Function GetLightModDependencyCount(int idx) native global |
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int Function GetNthLightModDependency(int modIdx, int idx) native global |
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; GameSetting functions - SKSE 1.5.10 |
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Function SetGameSettingFloat(string setting, float value) global native |
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Function SetGameSettingInt(string setting, int value) global native |
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Function SetGameSettingBool(string setting, bool value) global native |
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Function SetGameSettingString(string setting, string value) global native |
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; save/load game |
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Function SaveGame(string name) native global |
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Function LoadGame(string name) native global |
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; TintMasks (AARRGGBB) |
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; Returns the total number of tints for the player |
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int Function GetNumTintMasks() native global |
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; Returns the color of the Nth tint mask |
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int Function GetNthTintMaskColor(int n) native global |
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; Returns the type of the Nth tint mask |
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int Function GetNthTintMaskType(int n) native global |
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; Sets the color of the Nth tint mask |
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Function SetNthTintMaskColor(int n, int color) native global |
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; Returns the texture path of the Nth tint mask |
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string Function GetNthTintMaskTexturePath(int n) native global |
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; Sets the texturepath of the Nth tint mask |
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Function SetNthTintMaskTexturePath(string path, int n) native global |
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; Types |
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; 0 - Frekles |
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; 1 - Lips |
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; 2 - Cheeks |
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; 3 - Eyeliner |
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; 4 - Upper Eyesocket |
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; 5 - Lower Eyesocket |
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; 6 - SkinTone |
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; 7 - Warpaint |
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; 8 - Frownlines |
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; 9 - Lower Cheeks |
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; 10 - Nose |
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; 11 - Chin |
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; 12 - Neck |
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; 13 - Forehead |
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; 14 - Dirt |
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; Returns how many indexes there are for this type |
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int Function GetNumTintsByType(int type) native global |
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; Returns the color for the particular tintMask type and index |
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int Function GetTintMaskColor(int type, int index) global native |
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; Sets the tintMask color for the particular type and index |
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Function SetTintMaskColor(int color, int type, int index) global native |
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; Returns the texture path for the particular tintMask type and index |
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string Function GetTintMaskTexturePath(int type, int index) global native |
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; Sets the tintMask texture for the particular type and index |
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Function SetTintMaskTexturePath(string path, int type, int index) global native |
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; Updates tintMask colors without updating the entire model |
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Function UpdateTintMaskColors() global native |
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; Updates the players hair color immediately |
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Function UpdateHairColor() global native |
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; Returns the character's current camera state |
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; 0 - first person |
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; 1 - auto vanity |
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; 2 - VATS |
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; 3 - free |
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; 4 - iron sights |
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; 5 - furniture |
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; 6 - transition |
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; 7 - tweenmenu |
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; 8 - third person 1 |
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; 9 - third person 2 |
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; 10 - horse |
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; 11 - bleedout |
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; 12 - dragon |
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int Function GetCameraState() global |
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return Camera.GetCameraState() |
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EndFunction |
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; set a misc stat value |
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; use QueryStat to read the value |
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Function SetMiscStat(string name, int value) global native |
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; Sets the players last ridden horse, None will clear the lastRiddenHorse |
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Function SetPlayersLastRiddenHorse(Actor horse) global native |
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|
||||||
|
; Returns the legendary level for the skill |
||||||
|
; -1 indicates the particular skill cannot have a legendary level |
||||||
|
; DEPRECATED |
||||||
|
int Function GetSkillLegendaryLevel(string actorValue) global |
||||||
|
return ActorValueInfo.GetActorValueInfoByName(actorValue).GetSkillLegendaryLevel() |
||||||
|
EndFunction |
||||||
|
|
||||||
|
; Sets the legendary level for the skill |
||||||
|
; DEPRECATED |
||||||
|
Function SetSkillLegendaryLevel(string actorValue, int level) global |
||||||
|
ActorValueInfo.GetActorValueInfoByName(actorValue).SetSkillLegendaryLevel(level) |
||||||
|
EndFunction |
||||||
|
|
||||||
|
; Returns the players experience for this level (not total experience) |
||||||
|
float Function GetPlayerExperience() global native |
||||||
|
|
||||||
|
; Sets the players experience, does not trigger level-up notification |
||||||
|
Function SetPlayerExperience(float exp) global native |
||||||
|
|
||||||
|
; Calculates the experience required for to level-up |
||||||
|
; (fXPLevelUpBase + currentLevel * fXPLevelUpMult) |
||||||
|
float Function GetExperienceForLevel(int currentLevel) global native |
||||||
|
|
||||||
|
; Returns true if in run mode, false if in walk mode |
||||||
|
; Does not reflect actual movement state, only the control mode |
||||||
|
bool Function GetPlayerMovementMode() global native |
||||||
|
|
||||||
|
; Updates the camera when changing Shoulder positions |
||||||
|
Function UpdateThirdPerson() global |
||||||
|
Camera.UpdateThirdPerson() |
||||||
|
EndFunction |
||||||
|
|
||||||
|
; Hotkeys 0-7 reflect keys 1-8 |
||||||
|
; Unbinds a favorited item bound to the specified hotkey |
||||||
|
Function UnbindObjectHotkey(int hotkey) global native |
||||||
|
|
||||||
|
; Returns the base form object that is bound to the specified hotkey |
||||||
|
Form Function GetHotkeyBoundObject(int hotkey) global native |
||||||
|
|
||||||
|
; Returns if base form is favorited by the player |
||||||
|
bool Function IsObjectFavorited(Form form) global native |
||||||
|
|
||||||
|
; Same as GetForm, but also works for formIds >= 0x80000000 |
||||||
|
Form Function GetFormEx(int formId) global native |
||||||
|
|
||||||
|
; Returns the object reference the player is in dialogue with |
||||||
|
ObjectReference Function GetDialogueTarget() global native |
||||||
|
|
||||||
|
; Returns the current crosshair ref |
||||||
|
ObjectReference Function GetCurrentCrosshairRef() global native |
||||||
|
|
||||||
|
; Returns the currently selected ref in the console |
||||||
|
ObjectReference Function GetCurrentConsoleRef() global native |
||||||
|
|
||||||
|
; Sets the player level |
||||||
|
Function SetPlayerLevel(int level) global native |
||||||
|
|
||||||
|
; Added by Enderal - Forgotten Stories |
||||||
|
; No longer used as of 2.0.12, keeping it in case some older mod calls it |
||||||
|
bool Function UnlockAchievement(string name) global |
||||||
|
return Steam.UnlockAchievement(name) |
||||||
|
EndFunction |
Loading…
Reference in new issue