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1245 lines (1027 loc) · 45.4 KB
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---@meta
-- ═══════════════════════════════════════════════════════════════════════════
-- UE4-5 Quest Modloader — EmmyLua/LuaLS Type Annotations
-- Generated for IDE autocomplete, type checking, and documentation.
-- Place in your workspace root alongside your mod scripts.
-- ═══════════════════════════════════════════════════════════════════════════
-- ╔═════════════════════════════════════════════════════════════════════════╗
-- ║ GLOBAL VARIABLES ║
-- ╚═════════════════════════════════════════════════════════════════════════╝
---@type integer Major version of UE4SS compatibility layer
UE4SS_VERSION_MAJOR = 0
---@type integer Minor version of UE4SS compatibility layer
UE4SS_VERSION_MINOR = 0
---@type integer Hotfix version of UE4SS compatibility layer
UE4SS_VERSION_HOTFIX = 0
---@type string Modloader version string
MODLOADER_VERSION = ""
-- ╔═════════════════════════════════════════════════════════════════════════╗
-- ║ USERTYPES ║
-- ╚═════════════════════════════════════════════════════════════════════════╝
---@class UObject
---Wrapped UObject pointer. Access properties via `obj.PropertyName` or `obj:Get("PropertyName")`.
---Write properties via `obj.PropertyName = value` or `obj:Set("PropertyName", value)`.
---Call UFunctions via `obj:Call("FunctionName", ...)`.
---@field ptr lightuserdata Raw UObject pointer (internal)
local UObject = {}
---Get a property value by name (via reflection)
---@param name string Property name
---@return any
function UObject:Get(name) end
---Set a property value by name (via reflection)
---@param name string Property name
---@param value any Value to write
---@return boolean success
function UObject:Set(name, value) end
---Call a UFunction on this object via ProcessEvent
---@param funcName string UFunction name
---@param ... any Function arguments (primitives, tables for structs, UObjects)
---@return any returnValue Return value from the function, or nil
function UObject:Call(funcName, ...) end
---Queue a UFunction call on the game thread (fire-and-forget, throttled)
---@param funcName string UFunction name
---@param ... any Function arguments
---@return boolean dispatched
function UObject:CallBg(funcName, ...) end
---Check if this UObject pointer is still valid
---@return boolean
function UObject:IsValid() end
---Get the short name (e.g. "PlayerController_C_0")
---@return string
function UObject:GetName() end
---Get the full object path (e.g. "/Game/Maps/Level.Level:PersistentLevel.PlayerController_C_0")
---@return string
function UObject:GetFullName() end
---Get the UClass of this object (as UObject wrapper)
---@return UObject
function UObject:GetClass() end
---Get the class name string
---@return string
function UObject:GetClassName() end
---Get the raw address of this UObject
---@return integer
function UObject:GetAddress() end
---@class UStruct
---Typed struct field access via reflection. Returned by `obj:Get("StructProp")`.
---Access fields: `struct.X`, `struct.Y`. Write: `struct.X = 100`.
local UStruct = {}
---Check if struct data and type are valid
---@return boolean
function UStruct:IsValid() end
---Get the UE type name (e.g. "FVector", "IntPoint", "FRotator")
---@return string
function UStruct:GetTypeName() end
---Get the struct size in bytes
---@return integer
function UStruct:GetSize() end
---Check if this struct owns its data (owning copy vs live reference)
---@return boolean
function UStruct:IsOwning() end
---Create a deep copy of this struct (owning)
---@return UStruct
function UStruct:Clone() end
---Copy data from another struct or table into this struct
---@param source UStruct|table Source data
---@return boolean success
function UStruct:CopyFrom(source) end
---Get all field names and their type strings
---@return table<string, string> {FieldName = "TypeName", ...}
function UStruct:GetFields() end
---@class TArray
---UE4 TArray wrapper. 1-indexed access: `arr[1]`, `arr[2]`, etc.
---Write elements: `arr[1] = newValue`. Length: `#arr`.
local TArray = {}
---Get the number of elements
---@return integer
function TArray:GetArrayNum() end
---@return integer
function TArray:Num() end
---Get the capacity (max allocated slots)
---@return integer
function TArray:GetArrayMax() end
---Get the raw address of the TArray struct
---@return integer
function TArray:GetArrayAddress() end
---Get the raw address of the data pointer
---@return integer
function TArray:GetArrayDataAddress() end
---Check if the array has zero elements
---@return boolean
function TArray:IsEmpty() end
---Check if the array pointer is valid
---@return boolean
function TArray:IsValid() end
---Iterate all elements. Callback receives (1-based index, element). Return true to break.
---@param callback fun(index: integer, element: any): boolean?
function TArray:ForEach(callback) end
---Set all element count to 0 (does NOT free memory)
function TArray:Empty() end
---Set all element count to 0 (does NOT free memory). Alias for Empty().
function TArray:Clear() end
---Append an element. Requires Num < Max (pre-allocated capacity). Returns new 1-based index or 0 on failure.
---@param value any
---@return integer newIndex 1-based index of new element, or 0
function TArray:Add(value) end
---Append an FName element. Takes string or LuaFName. Returns 1-based index or 0.
---@param value string|FName
---@return integer
function TArray:AddFName(value) end
---Remove element at 1-based index, shifts remaining down. Returns true if removed.
---@param index integer 1-based index
---@return boolean
function TArray:RemoveAt(index) end
---Insert value at 1-based index, shifts existing up. Requires capacity. Returns true if inserted.
---@param index integer 1-based index
---@param value any
---@return boolean
function TArray:Insert(index, value) end
---Swap two elements by 1-based indices.
---@param idx1 integer 1-based index
---@param idx2 integer 1-based index
---@return boolean
function TArray:Swap(idx1, idx2) end
---Check if the array contains a value (by string comparison)
---@param target any
---@return boolean
function TArray:Contains(target) end
---Find the 1-based index of the first matching value, or 0 if not found
---@param target any
---@return integer index 1-based, or 0
function TArray:IndexOf(target) end
---Convert entire array to a Lua table
---@return any[]
function TArray:ToTable() end
---@class TMap
---UE4 TMap wrapper. Sparse array iteration with hash table.
local TMap = {}
---Check if the map pointer is valid
---@return boolean
function TMap:IsValid() end
---Iterate all key-value pairs. Callback receives (key, value). Return true to break.
---@param callback fun(key: any, value: any): boolean?
function TMap:ForEach(callback) end
---Set an existing key's value. Does NOT add new entries. Returns true if key found.
---@param key any
---@param value any
---@return boolean
function TMap:SetByKey(key, value) end
---Get a value by key, or nil if not found
---@param key any
---@return any?
function TMap:GetByKey(key) end
---Get all keys as a Lua table
---@return any[]
function TMap:Keys() end
---Get all values as a Lua table
---@return any[]
function TMap:Values() end
---Get all entries as {key=..., value=...} pairs
---@return {key: any, value: any}[]
function TMap:ToTable() end
---Check if a key exists in the map
---@param key any
---@return boolean
function TMap:ContainsKey(key) end
---Get the number of valid entries
---@return integer
function TMap:Num() end
---Check if the map has no valid entries
---@return boolean
function TMap:IsEmpty() end
---Get internal debug info string
---@return string
function TMap:GetDebugInfo() end
---@class FName
---UE4 FName wrapper (ComparisonIndex + Number)
---@field comparison_index integer
---@field number integer
local FName = {}
---Convert to string representation
---@return string
function FName:to_string() end
---@class FText
---UE4 FText wrapper
local FText = {}
---Convert to string
---@return string
function FText:to_string() end
---@class FString
---UE4 FString wrapper
local FString = {}
---Convert to string
---@return string
function FString:to_string() end
-- ╔═════════════════════════════════════════════════════════════════════════╗
-- ║ LOGGING ║
-- ╚═════════════════════════════════════════════════════════════════════════╝
---Log an info message
---@param msg string
function Log(msg) end
---Log a warning message
---@param msg string
function LogWarn(msg) end
---Log an error message
---@param msg string
function LogError(msg) end
---Print to log (UE4SS-compatible, supports multiple args)
---@param ... any
function print(...) end
-- ╔═════════════════════════════════════════════════════════════════════════╗
-- ║ OBJECT FINDING & CONSTRUCTION ║
-- ╚═════════════════════════════════════════════════════════════════════════╝
---Find the first instance of a class by short name (e.g. "PlayerController_C")
---@param className string Short class name
---@return UObject?
function FindFirstOf(className) end
---Find all instances of a class by short name.
---When use_isa=true, also returns subclass instances (walks the UClass hierarchy).
---@param className string Short class name
---@param use_isa boolean? When true, matches subclasses too (slower, full GUObjectArray scan)
---@return UObject[]?
function FindAllOf(className, use_isa) end
---Find first object by class/type name.
---When include_subclasses=true (default), matches via IsA super-chain.
---@param className string Short class/type name
---@param include_subclasses boolean? default true
---@return UObject?
function FindObjectByType(className, include_subclasses) end
---Find a UClass by name. Returns UObject wrapping the UClass.
---@param className string
---@return UObject?
function FindClass(className) end
---Find an object by name (searches GUObjectArray)
---@param name string
---@return UObject?
function FindObject(name) end
---Find object by full path (StaticFindObject)
---@param path string Full object path
---@return UObject?
function StaticFindObject(path) end
---Load a UClass by base class name and path
---@param baseClassName string
---@param path string
---@return UObject?
function StaticLoadClass(baseClassName, path) end
---Load an object by base class name and path
---@param baseClassName string
---@param path string
---@return UObject?
function StaticLoadObject(baseClassName, path) end
---Get the Class Default Object for a class
---@param className string
---@return UObject?
function GetCDO(className) end
---Get the current UWorld context
---@return UObject?
function GetWorldContext() end
---Construct a new UObject via StaticConstructObject
---@param className string Class name or path
---@param outer? UObject Optional outer object
---@param name? string Optional object name
---@return UObject?
function ConstructObject(className, outer, name) end
---Create a new UObject via NewObject (simpler than ConstructObject)
---@param className string
---@param outer? UObject
---@return UObject?
function NewObject(className, outer) end
---Create a UMG widget via WidgetBlueprintLibrary::Create
---@param className string|UObject Widget class name or UClass
---@param owner? UObject Owning player controller
---@return UObject?
function CreateWidget(className, owner) end
---Spawn an actor in the current world
---@param className string
---@param location? {X: number, Y: number, Z: number}
---@param rotation? {Pitch: number, Yaw: number, Roll: number}
---@return UObject?
function SpawnActor(className, location, rotation) end
---Destroy an actor
---@param actor UObject
---@return boolean
function DestroyActor(actor) end
---Mark an object as pending kill
---@param obj UObject
---@return boolean
function MarkPendingKill(obj) end
---Create an invalid/null UObject wrapper
---@return UObject
function CreateInvalidObject() end
---Wrap a raw pointer into a UObject wrapper
---@param ptr lightuserdata
---@return UObject?
function UObjectFromPtr(ptr) end
---Find objects by class with optional flag filtering (UE4SS-compatible)
---@param numToFind? integer Max objects to return
---@param className string
---@param requiredFlags? integer
---@param bannedFlags? integer
---@return UObject[]?
function FindObjects(numToFind, className, requiredFlags, bannedFlags) end
---Load an asset by path
---@param path string
---@return UObject?
function LoadAsset(path) end
---Load an exported object by path
---@param path string
---@return UObject?
function LoadExport(path) end
-- ╔═════════════════════════════════════════════════════════════════════════╗
-- ║ HOOKS & CALLBACKS ║
-- ╚═════════════════════════════════════════════════════════════════════════╝
---Register a pre+post hook on a UFunction path. Returns (preId, postId).
---@param funcPath string "ClassName:FunctionName" format
---@param callback fun(self: UObject, ...: any): string? Return "BLOCK" to prevent execution
---@return integer preId, integer postId
function RegisterHook(funcPath, callback) end
---Register only a pre-hook on a UFunction path
---@param funcPath string "ClassName:FunctionName"
---@param callback fun(self: UObject, ...: any): string?
---@return integer hookId
function RegisterPreHook(funcPath, callback) end
---Register only a post-hook on a UFunction path
---@param funcPath string "ClassName:FunctionName"
---@param callback fun(self: UObject, ...: any)
---@return integer hookId
function RegisterPostHook(funcPath, callback) end
---Register a ProcessEvent-level hook for a class
---@param className string
---@param funcName string
---@param preCallback? fun(obj: UObject, funcName: string, parms: lightuserdata): string?
---@param postCallback? fun(obj: UObject, funcName: string, parms: lightuserdata)
function RegisterProcessEventHook(className, funcName, preCallback, postCallback) end
---Unregister a hook by ID
---@param id integer
function UnregisterHook(id) end
---HarmonyX-style Hook API with Prefix/Postfix callbacks
---@param funcPath string "ClassName:FunctionName"
---@param opts {Prefix?: fun(instance: UObject, parms: table): string?, Postfix?: fun(instance: UObject, parms: table, result: any)}
---@return table hookInfo {id, Unhook: function}
function Hook(funcPath, opts) end
---Register a native (C++) function hook by symbol name
---@param symbolName string
---@param preCallback? fun(...)
---@param postCallback? fun(...)
---@param signature? string Function signature for parameter parsing
---@return boolean success
function RegisterNativeHook(symbolName, preCallback, postCallback, signature) end
---Register a native hook at a specific address
---@param addr lightuserdata
---@param hookName string
---@param preCallback? fun(...)
---@param postCallback? fun(...)
---@param signature? string
---@return boolean success
function RegisterNativeHookAt(addr, hookName, preCallback, postCallback, signature) end
---Register a callback for when new objects of a class are created
---@param classNameOrObj string|UObject
---@param callback fun(newObj: UObject)
---@return integer hookId
function NotifyOnNewObject(classNameOrObj, callback) end
-- ╔═════════════════════════════════════════════════════════════════════════╗
-- ║ CAST & INTROSPECTION ║
-- ╚═════════════════════════════════════════════════════════════════════════╝
---Cast a UObject to a specific class type (validates class hierarchy)
---@param obj UObject
---@param className string
---@return UObject?
function Cast(obj, className) end
---Unsafe cast — wraps any lightuserdata as UObject without validation
---@param obj lightuserdata|UObject
---@return UObject?
function UnsafeCast(obj) end
---Check if a UObject is an instance of a class
---@param obj UObject
---@param className string
---@return boolean
function IsA(obj, className) end
---Get the full class hierarchy as a table of class names
---@param obj UObject
---@return string[]
function GetClassHierarchy(obj) end
---Get all properties of an object as {name, type, offset, size, ...} entries
---@param obj UObject
---@return table[]
function GetAllProperties(obj) end
---Get all UFunctions of an object as {name, params, ...} entries
---@param obj UObject
---@return table[]
function GetAllFunctions(obj) end
---Cast a ProcessEvent parms buffer into named fields
---@param parms lightuserdata Raw parms pointer from hook
---@param funcPath string "ClassName:FunctionName"
---@return table parsedParms {ParamName = value, ...}
function CastParms(parms, funcPath) end
---Rebuild class reflection data for a given class name
---@param className string
---@return table? classInfo
function RebuildClass(className) end
-- ╔═════════════════════════════════════════════════════════════════════════╗
-- ║ ENUM API ║
-- ╚═════════════════════════════════════════════════════════════════════════╝
---Global table of all game enums. Access: `Enums.ECollisionChannel.ECC_WorldStatic`
---@type table<string, table<string, integer>>
Enums = {}
---Find a UEnum by name (returns lightuserdata)
---@param name string
---@return lightuserdata?
function FindEnum(name) end
---Get enum values as a Lua table {Name = Value, ...}
---@param name string
---@return table<string, integer>?
function GetEnumTable(name) end
---Get all known enum names
---@return string[]
function GetEnumNames() end
---Append a new value to a live UEnum object in memory
---@param enumName string
---@param valueName string
---@param value integer
---@return boolean success
function AppendEnumValue(enumName, valueName, value) end
-- ╔═════════════════════════════════════════════════════════════════════════╗
-- ║ TYPE CONSTRUCTORS ║
-- ╚═════════════════════════════════════════════════════════════════════════╝
---Create an FName from string or comparison index
---@param nameOrIndex string|integer
---@return FName
function FName(nameOrIndex) end
---Create an FText from string
---@param str string
---@return FText
function FText(str) end
-- ╔═════════════════════════════════════════════════════════════════════════╗
-- ║ DELAYED ACTIONS & GAME THREAD ║
-- ╚═════════════════════════════════════════════════════════════════════════╝
---Execute a function after a delay (milliseconds)
---@param delayMs number
---@param callback fun()
---@return integer handle
function ExecuteWithDelay(delayMs, callback) end
---Execute a function on the next tick (async)
---@param callback fun()
---@return integer handle
function ExecuteAsync(callback) end
---Loop a function at interval (milliseconds). Return true from callback to stop.
---@param delayMs number
---@param callback fun(): boolean?
---@return integer handle
function LoopAsync(delayMs, callback) end
---Execute on game thread after delay
---@param delayMs number
---@param callback fun()
---@return integer handle
function ExecuteInGameThreadWithDelay(delayMs, callback) end
---Loop on game thread at interval
---@param delayMs number
---@param callback fun(): boolean?
---@return integer handle
function LoopInGameThread(delayMs, callback) end
---Execute after N frames
---@param frames integer
---@param callback fun()
---@return integer handle
function ExecuteWithDelayFrames(frames, callback) end
---Loop every N frames
---@param frames integer
---@param callback fun(): boolean?
---@return integer handle
function LoopAsyncFrames(frames, callback) end
---Loop on game thread every N frames
---@param frames integer
---@param callback fun(): boolean?
---@return integer handle
function LoopInGameThreadFrames(frames, callback) end
---Execute on game thread after N frames delay
---@param frames integer
---@param callback fun()
---@return integer handle
function ExecuteInGameThreadWithDelayFrames(frames, callback) end
---Cancel a pending delayed action by handle
---@param handle integer
function CancelDelayedAction(handle) end
---Check if a delayed action handle is still active
---@param handle integer
---@return boolean
function IsDelayedActionValid(handle) end
---Queue a function to run on the game thread (next PE tick)
---@param callback fun()
function ExecuteInGameThread(callback) end
---Queue a UFunction call to execute on the game thread (fire-and-forget)
---@param obj UObject
---@param funcName string|fun()
---@return boolean dispatched
function CallAsync(obj, funcName) end
-- ╔═════════════════════════════════════════════════════════════════════════╗
-- ║ MEMORY ACCESS (for byte/instruction patching ONLY) ║
-- ╚═════════════════════════════════════════════════════════════════════════╝
---@param addr lightuserdata
---@return integer
function ReadU8(addr) end
---@param addr lightuserdata
---@return integer
function ReadU16(addr) end
---@param addr lightuserdata
---@return integer
function ReadU32(addr) end
---@param addr lightuserdata
---@return number
function ReadU64(addr) end
---@param addr lightuserdata
---@return number
function ReadF32(addr) end
---@param addr lightuserdata
---@return number
function ReadF64(addr) end
---@param addr lightuserdata
---@return lightuserdata
function ReadPtr(addr) end
---@param addr lightuserdata
---@return integer
function ReadS32(addr) end
---@param addr lightuserdata
---@return number
function ReadFloat(addr) end
---@param addr lightuserdata
---@return lightuserdata
function ReadPointer(addr) end
---@param addr lightuserdata
---@param val integer
function WriteU8(addr, val) end
---@param addr lightuserdata
---@param val integer
function WriteU16(addr, val) end
---@param addr lightuserdata
---@param val integer
function WriteU32(addr, val) end
---@param addr lightuserdata
---@param val number
function WriteU64(addr, val) end
---@param addr lightuserdata
---@param val number
function WriteF32(addr, val) end
---@param addr lightuserdata
---@param val number
function WriteF64(addr, val) end
---@param addr lightuserdata
---@param val lightuserdata
function WritePtr(addr, val) end
---@param addr lightuserdata
---@param val integer
function WriteS32(addr, val) end
---@param addr lightuserdata
---@param val number
function WriteFloat(addr, val) end
---Get the base address of the main game library (libUE4.so / libUnreal.so)
---@return lightuserdata
function GetLibBase() end
---Find a dynamic symbol by name
---@param name string
---@return lightuserdata?
function FindSymbol(name) end
---Resolve a symbol by name with optional fallback offset
---@param name string
---@param fallbackOffset? integer
---@return lightuserdata?
function Resolve(name, fallbackOffset) end
---Find a byte pattern in the game binary
---@param pattern string IDA-style pattern (e.g. "48 8B 05 ?? ?? ?? ??")
---@return lightuserdata?
function FindPattern(pattern) end
---Calculate offset from base pointer
---@param base lightuserdata
---@param offset integer
---@return lightuserdata
function Offset(base, offset) end
---Allocate raw memory
---@param size integer
---@return lightuserdata
function AllocateMemory(size) end
---Free raw memory at address
---@param addr integer Address as number
function FreeMemory(addr) end
---Convert pointer to hex string
---@param addr lightuserdata
---@return string
function ToHex(addr) end
---Check if a pointer is null
---@param addr lightuserdata
---@return boolean
function IsNull(addr) end
---Check if a pointer is valid (mapped and readable)
---@param addr lightuserdata
---@return boolean
function IsValidPtr(addr) end
-- ╔═════════════════════════════════════════════════════════════════════════╗
-- ║ CONSOLE & CHEATS ║
-- ╚═════════════════════════════════════════════════════════════════════════╝
---Execute a console command string
---@param cmd string
---@return string result
function ConsoleCommand(cmd) end
---Execute multiple console commands
---@param ... string
function ConsoleCommands(...) end
---Execute a console command via UEngine::Exec
---@param cmdString string
---@return string result
function ExecConsoleCommand(cmdString) end
---Get the CheatManager UObject
---@return UObject?
function GetCheatManager() end
---Check if a CheatManager is available
---@return boolean
function HasCheatManager() end
---Enable cheats asynchronously
---@param playerController? UObject
---@return boolean success
function EnableCheatsAsync(playerController) end
---@return boolean success
function CheatGod() end
---@return boolean success
function CheatFly() end
---@return boolean success
function CheatGhost() end
---@return boolean success
function CheatWalk() end
---@return boolean success
function CheatTeleport() end
---@param rate number Slomo rate (1.0 = normal)
---@return boolean success
function CheatSlomo(rate) end
---@param factor number Size factor
---@return boolean success
function CheatChangeSize(factor) end
---@param amount number Damage amount
---@return boolean success
function CheatDamageTarget(amount) end
---@return boolean success
function CheatDestroyTarget() end
---@param className string Actor class to summon
---@return boolean success
function CheatSummon(className) end
---@return boolean success
function CheatPause() end
---@return boolean success
function CheatToggleDebugCamera() end
---Set view mode (Wireframe, Lit, Unlit, etc.)
---@param mode string
---@return boolean success
function SetViewMode(mode) end
---@return boolean success
function ViewModeWireframe() end
---@return boolean success
function ViewModeLit() end
---@return boolean success
function ViewModeUnlit() end
---@return boolean success
function ViewModeDetailLighting() end
---@return boolean success
function ViewModeLightingOnly() end
---@return boolean success
function ViewModeShaderComplexity() end
---@return boolean success
function ViewModeCollision() end
---Set a show flag
---@param flagName string
---@param value integer
---@return boolean success
function SetShowFlag(flagName, value) end
---Toggle an engine stat display
---@param statName string
---@return boolean success
function ToggleStat(statName) end
---@return boolean success
function StatFPS() end
---@return boolean success
function StatUnit() end
---@return boolean success
function StatUnitGraph() end
---@return boolean success
function StatEngine() end
---@return boolean success
function StatGame() end
---Set a console variable
---@param name string CVar name
---@param value string CVar value
---@return boolean success
function SetCVar(name, value) end
---Get a console variable value
---@param name string CVar name
---@return string value
function GetCVar(name) end
-- ╔═════════════════════════════════════════════════════════════════════════╗
-- ║ PROCESSEVENT TRACE ║
-- ╚═════════════════════════════════════════════════════════════════════════╝
---Start recording ProcessEvent calls (optional class/func filter)
---@param filter? string
function PETraceStart(filter) end
function PETraceStop() end
function PETraceClear() end
---@return boolean
function PETraceIsActive() end
---@return string
function PETraceStatus() end
---@param n? integer Top N by call count
---@return string
function PETraceTop(n) end
---@param n? integer Top N by total time
---@return string
function PETraceTopByTime(n) end
---@return string
function PETraceDump() end
---@param enable boolean
function PETraceDetailed(enable) end
---Watch for specific PE calls by pattern. Callback(className, funcName) per call.
---@param pattern string
---@param callback fun(className: string, funcName: string)
---@return integer watchId
function PETraceWatch(pattern, callback) end
---@param watchId integer
function PETraceUnwatch(watchId) end
function PETraceClearWatches() end
-- ╔═════════════════════════════════════════════════════════════════════════╗
-- ║ SDK DUMP & INTROSPECTION ║
-- ╚═════════════════════════════════════════════════════════════════════════╝
---Dump the SDK to disk (classes, enums, structs)
function DumpSDK() end
---Re-dump the SDK (incremental)
function RedumpSDK() end
---Force full re-dump from scratch
function ForceRedump() end
---Get total object count in GUObjectArray
---@return integer
function GetObjectCount() end
---Get live (non-null) object count
---@return integer
function GetLiveObjectCount() end
---Get SDK counts {classes, enums, structs, functions}
---@return table
function GetSDKCounts() end
---Dump dynamic symbol table
---@param customPath? string
---@return integer count
function DumpSymbols(customPath) end
---Dump GNames table
---@param customPath? string
---@return integer count
function DumpGNames(customPath) end
---Dump GObjects table
---@param customPath? string
---@return integer count
function DumpGObjects(customPath) end
---Iterate all objects in GUObjectArray. Callback receives (obj, name) — return true to break.
---@param callback fun(obj: UObject, name: string): boolean?
function ForEachUObject(callback) end
---Get all rebuilt class names
---@return string[]
function GetKnownClasses() end
---Dump all functions matching optional filter
---@param filter? string
---@return string
function DumpAllFunctions(filter) end
---Dump all properties matching optional filter
---@param filter? string
---@return string
function DumpAllProperties(filter) end
---Dump console commands
---@return table
function DumpConsoleCommands() end
-- ╔═════════════════════════════════════════════════════════════════════════╗
-- ║ FILE I/O ║
-- ╚═════════════════════════════════════════════════════════════════════════╝
---Read a text file from the sandbox
---@param path string
---@return string?
function ReadTextFile(path) end
---Write a text file to the sandbox
---@param path string
---@param content string
---@return boolean success
function WriteTextFile(path, content) end
---Check if a file exists in the sandbox
---@param path string
---@return boolean
function FileExists(path) end
---Get the mod directory path for a given mod name
---@param modName string
---@return string
function GetModDir(modName) end
---Get the data directory path
---@return string
function GetDataDir() end
-- ╔═════════════════════════════════════════════════════════════════════════╗
-- ║ PAK MOUNTING ║
-- ╚═════════════════════════════════════════════════════════════════════════╝
---Mount a .pak file from the mods directory
---@param pakName string Pak filename
---@return boolean success
function MountPak(pakName) end
-- ╔═════════════════════════════════════════════════════════════════════════╗
-- ║ GAME INFO ║
-- ╚═════════════════════════════════════════════════════════════════════════╝
---Get game/engine info table
---@return table {package_name, engine_version, ...}
function GetGameInfo() end
---Get sandbox file paths
---@return table {data_dir, mod_dir, log_dir, ...}