Emu/source/WorldServer/LuaFunctions.h
Emagi 020058b395 LUA Functions Added, AttackAllowed, IsInRaid, InSameRaid, GetRaid
AttackAllowed(Spawn, Target, Distance, RangeAttack)
    Distance default is 0.0f and just checks if you can attack the target.
    Otherwise distance greater than 0.0f relates to the distance between the Spawn and Target which you first obtain using GetDistance(Spawn, Target).
    RangeAttack is a boolean (default: false) when true we use range info for the ranged attack min/max distance versus max distance melee combat range.

IsInRaid(Spawn, IsLeaderGroup) - Establishes if the Spawn is currently in a raid.    IsLeaderGroup is boolean (default: false) returns true if Spawn is the leader group of the raid.

InSameRaid(Spawn, Target, IsLeaderGroup) - determines if Spawn and Target are within the same raid groups.  IsLeaderGroup is boolean (default: false) returns true if Spawn is the leader group of the raid.

GetRaid(Spawn, PlayersOnly) - gets the array of all the members in the raid.  PlayersOnly is boolean (default: false), if true we return only clients/players in the list for the raid.
2025-07-27 17:40:05 -04:00

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/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2005 - 2026 EQ2EMulator Development Team (http://www.eq2emu.com formerly http://www.eq2emulator.net)
This file is part of EQ2Emulator.
EQ2Emulator is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
EQ2Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef LUA_FUNCTIONS_H
#define LUA_FUNCTIONS_H
#include <lua.hpp>
#include <vector>
#include <string>
#include <map>
using namespace std;
vector<string> ParseString(string strVal, char delim=',');
vector<unsigned int> ParseStringToInt32(string strVal, char delim=',');
map<string, signed int> ParseStringMap(string strVal, char delim=',');
map<unsigned int, unsigned short> ParseIntMap(string strVal, char delim = ',');
map<unsigned int, signed int> ParseSInt32Map(string strVal, char delim = ',');
//Sets
int EQ2Emu_lua_SetCurrentHP(lua_State* state);
int EQ2Emu_lua_SetMaxHP(lua_State* state);
int EQ2Emu_lua_SetMaxHPBase(lua_State* state);
int EQ2Emu_lua_SetCurrentPower(lua_State* state);
int EQ2Emu_lua_SetMaxPower(lua_State* state);
int EQ2Emu_lua_SetMaxPowerBase(lua_State* state);
int EQ2Emu_lua_ModifyMaxHP(lua_State* state);
int EQ2Emu_lua_ModifyMaxPower(lua_State* state);
int EQ2Emu_lua_SetHeading(lua_State* state);
int EQ2Emu_lua_SetModelType(lua_State* state);
int EQ2Emu_lua_SetAdventureClass(lua_State* state);
int EQ2Emu_lua_SetTradeskillClass(lua_State* state);
int EQ2Emu_lua_SetMount(lua_State* state);
int EQ2Emu_lua_SetMountColor(lua_State* state);
int EQ2Emu_lua_SetSpeed(lua_State* state);
int EQ2Emu_lua_SetPosition(lua_State* state);
int EQ2Emu_lua_AddSpellBonus(lua_State* state);
int EQ2Emu_lua_RemoveSpellBonus(lua_State* state);
int EQ2Emu_lua_AddSkillBonus(lua_State* state);
int EQ2Emu_lua_RemoveSkillBonus(lua_State* state);
int EQ2Emu_lua_AddControlEffect(lua_State* state);
int EQ2Emu_lua_RemoveControlEffect(lua_State* state);
int EQ2Emu_lua_HasControlEffect(lua_State* state);
int EQ2Emu_lua_GetBaseAggroRadius(lua_State* state);
int EQ2Emu_lua_GetAggroRadius(lua_State* state);
int EQ2Emu_lua_SetAggroRadius(lua_State* state);
int EQ2Emu_lua_SetDeity(lua_State* state);
int EQ2Emu_lua_GetDeity(lua_State* state);
int EQ2Emu_lua_SetInt(lua_State* state);
int EQ2Emu_lua_SetWis(lua_State* state);
int EQ2Emu_lua_SetSta(lua_State* state);
int EQ2Emu_lua_SetStr(lua_State* state);
int EQ2Emu_lua_SetAgi(lua_State* state);
int EQ2Emu_lua_SetIntBase(lua_State* state);
int EQ2Emu_lua_SetWisBase(lua_State* state);
int EQ2Emu_lua_SetStaBase(lua_State* state);
int EQ2Emu_lua_SetStrBase(lua_State* state);
int EQ2Emu_lua_SetAgiBase(lua_State* state);
int EQ2Emu_lua_SetLootCoin(lua_State* state);
int EQ2Emu_lua_HasCoin(lua_State* state);
int EQ2Emu_lua_SetQuestYellow(lua_State* state);
//Gets
int EQ2Emu_lua_GetLevel(lua_State* state);
int EQ2Emu_lua_GetDifficulty(lua_State* state);
int EQ2Emu_lua_GetCurrentHP(lua_State* state);
int EQ2Emu_lua_GetMaxHP(lua_State* state);
int EQ2Emu_lua_GetMaxHPBase(lua_State* state);
int EQ2Emu_lua_GetCurrentPower(lua_State* state);
int EQ2Emu_lua_GetName(lua_State* state);
int EQ2Emu_lua_GetMaxPower(lua_State* state);
int EQ2Emu_lua_GetMaxPowerBase(lua_State* state);
int EQ2Emu_lua_GetDistance(lua_State* state);
int EQ2Emu_lua_GetX(lua_State* state);
int EQ2Emu_lua_GetY(lua_State* state);
int EQ2Emu_lua_GetZ(lua_State* state);
int EQ2Emu_lua_GetHeading(lua_State* state);
int EQ2Emu_lua_GetModelType(lua_State* state);
int EQ2Emu_lua_GetRace(lua_State* state);
int EQ2Emu_lua_GetRaceName(lua_State* state);
int EQ2Emu_lua_GetMount(lua_State* state);
int EQ2Emu_lua_GetClass(lua_State* state);
int EQ2Emu_lua_GetClassName(lua_State* state);
int EQ2Emu_lua_GetArchetypeName(lua_State* state);
int EQ2Emu_lua_GetSpeed(lua_State* state);
int EQ2Emu_lua_HasMoved(lua_State* state);
int EQ2Emu_lua_GetInt(lua_State* state);
int EQ2Emu_lua_GetWis(lua_State* state);
int EQ2Emu_lua_GetSta(lua_State* state);
int EQ2Emu_lua_GetStr(lua_State* state);
int EQ2Emu_lua_GetAgi(lua_State* state);
int EQ2Emu_lua_GetIntBase(lua_State* state);
int EQ2Emu_lua_GetWisBase(lua_State* state);
int EQ2Emu_lua_GetStaBase(lua_State* state);
int EQ2Emu_lua_GetStrBase(lua_State* state);
int EQ2Emu_lua_GetAgiBase(lua_State* state);
int EQ2Emu_lua_GetLootCoin(lua_State* state);
int EQ2Emu_lua_GetSpawn(lua_State* state);
int EQ2Emu_lua_GetSpawnFromList(lua_State* state);
int EQ2Emu_lua_GetSpawnListSize(lua_State* state);
int EQ2Emu_lua_CreateSpawnList(lua_State* state);
int EQ2Emu_lua_AddSpawnToSpawnList(lua_State* state);
int EQ2Emu_lua_RemoveSpawnFromSpawnList(lua_State* state);
int EQ2Emu_lua_GetSpawnListBySpawnID(lua_State* state);
int EQ2Emu_lua_GetSpawnListByRailID(lua_State* state);
int EQ2Emu_lua_GetPassengerSpawnList(lua_State* state);
int EQ2Emu_lua_GetVariableValue(lua_State* state);
int EQ2Emu_lua_GetCoinMessage(lua_State* state);
int EQ2Emu_lua_GetSpawnByGroupID(lua_State* state);
int EQ2Emu_lua_GetSpawnByLocationID(lua_State* state);
int EQ2Emu_lua_GetID(lua_State* state);
int EQ2Emu_lua_GetSpawnID(lua_State* state);
int EQ2Emu_lua_GetSpawnGroupID(lua_State* state);
int EQ2Emu_lua_SetSpawnGroupID(lua_State* state);
int EQ2Emu_lua_AddSpawnToGroup(lua_State* state);
int EQ2Emu_lua_GetSpawnLocationID(lua_State* state);
int EQ2Emu_lua_GetSpawnLocationPlacementID(lua_State* state);
int EQ2Emu_lua_GetFactionAmount(lua_State* state);
int EQ2Emu_lua_SetFactionID(lua_State* state);
int EQ2Emu_lua_GetFactionID(lua_State* state);
int EQ2Emu_lua_ChangeFaction(lua_State* state);
int EQ2Emu_lua_GetGender(lua_State* state);
int EQ2Emu_lua_GetTarget(lua_State* state);
int EQ2Emu_lua_HasFreeSlot(lua_State* state);
int EQ2Emu_lua_HasItemEquipped(lua_State* state);
int EQ2Emu_lua_GetEquippedItemBySlot(lua_State* state);
int EQ2Emu_lua_GetEquippedItemByID(lua_State* state);
int EQ2Emu_lua_SetEquippedItemByID(lua_State* state);
int EQ2Emu_lua_SetEquippedItem(lua_State* state);
int EQ2Emu_lua_UnequipSlot(lua_State* state);
int EQ2Emu_lua_SetEquipment(lua_State* state);
int EQ2Emu_lua_GetItemByID(lua_State* state);
int EQ2Emu_lua_GetItemType(lua_State* state);
int EQ2Emu_lua_GetItemEffectType(lua_State* state);
int EQ2Emu_lua_GetSpellName(lua_State* state);
//Misc
int EQ2Emu_lua_SetAttackable(lua_State* state);
int EQ2Emu_lua_SendStateCommand(lua_State* state);
int EQ2Emu_lua_SpawnSet(lua_State* state);
int EQ2Emu_lua_KillSpawn(lua_State* state);
int EQ2Emu_lua_KillSpawnByDistance(lua_State* state);
int EQ2Emu_lua_SpawnSetByDistance(lua_State* state);
int EQ2Emu_lua_SetRequiredQuest(lua_State* state);
int EQ2Emu_lua_SetRequiredHistory(lua_State* state);
int EQ2Emu_lua_Despawn(lua_State* state);
int EQ2Emu_lua_ChangeHandIcon(lua_State* state);
int EQ2Emu_lua_SetVisualFlag(lua_State* state);
int EQ2Emu_lua_SetInfoFlag(lua_State* state);
int EQ2Emu_lua_AddHate(lua_State* state);
int EQ2Emu_lua_GetZone(lua_State* state);
int EQ2Emu_lua_GetZoneName(lua_State* state);
int EQ2Emu_lua_GetZoneID(lua_State* state);
int EQ2Emu_lua_Zone(lua_State* state);
int EQ2Emu_lua_ModifyPower(lua_State* state);
int EQ2Emu_lua_ModifyHP(lua_State* state);
int EQ2Emu_lua_ModifyTotalPower(lua_State* state);
int EQ2Emu_lua_ModifyTotalHP(lua_State* state);
int EQ2Emu_lua_SpellHeal(lua_State* state);
int EQ2Emu_lua_SpellHealPct(lua_State* state);
int EQ2Emu_lua_AddItem(lua_State* state);
int EQ2Emu_lua_SummonItem(lua_State* state);
int EQ2Emu_lua_RemoveItem(lua_State* state);
int EQ2Emu_lua_HasItem(lua_State* state);
int EQ2Emu_lua_Spawn(lua_State* state);
int EQ2Emu_lua_AddSpawnAccess(lua_State* state);
int EQ2Emu_lua_CastSpell(lua_State* state);
int EQ2Emu_lua_SpellDamage(lua_State* state);
int EQ2Emu_lua_SpellDamageExt(lua_State* state);
int EQ2Emu_lua_FaceTarget(lua_State* state);
int EQ2Emu_lua_MoveToLocation(lua_State* state);
int EQ2Emu_lua_ClearRunningLocations(lua_State* state);
int EQ2Emu_lua_Say(lua_State* state);
int EQ2Emu_lua_Shout(lua_State* state);
int EQ2Emu_lua_SayOOC(lua_State* state);
int EQ2Emu_lua_Emote(lua_State* state);
int EQ2Emu_lua_IsPlayer(lua_State* state);
int EQ2Emu_lua_GetCharacterID(lua_State* state);
int EQ2Emu_lua_MovementLoopAdd(lua_State* state);
int EQ2Emu_lua_GetCurrentZoneSafeLocation(lua_State* state);
int EQ2Emu_lua_PlayFlavor(lua_State* state);
int EQ2Emu_lua_PlayFlavorID(lua_State* state);
int EQ2Emu_lua_PlaySound(lua_State* state);
int EQ2Emu_lua_PlayVoice(lua_State* state);
int EQ2Emu_lua_PlayAnimation(lua_State* state);
int EQ2Emu_lua_PlayAnimationString(lua_State* state);
int EQ2Emu_lua_AddLootItem(lua_State* state);
int EQ2Emu_lua_HasLootItem(lua_State* state);
int EQ2Emu_lua_RemoveLootItem(lua_State* state);
int EQ2Emu_lua_AddLootCoin(lua_State* state);
int EQ2Emu_lua_GiveLoot(lua_State* state);
int EQ2Emu_lua_HasPendingLoot(lua_State* state);
int EQ2Emu_lua_HasPendingLootItem(lua_State* state);
int EQ2Emu_lua_CreateConversation(lua_State* state);
int EQ2Emu_lua_AddConversationOption(lua_State* state);
int EQ2Emu_lua_StartConversation(lua_State* state);
int EQ2Emu_lua_StartDialogConversation(lua_State* state);
//int EQ2Emu_lua_StartItemConversation(lua_State* state);
int EQ2Emu_lua_CloseConversation(lua_State* state);
int EQ2Emu_lua_CloseItemConversation(lua_State* state);
int EQ2Emu_lua_SetPlayerProximityFunction(lua_State* state);
int EQ2Emu_lua_SetLocationProximityFunction(lua_State* state);
int EQ2Emu_lua_IsBindAllowed(lua_State* state);
int EQ2Emu_lua_IsGateAllowed(lua_State* state);
int EQ2Emu_lua_Bind(lua_State* state);
int EQ2Emu_lua_Gate(lua_State* state);
int EQ2Emu_lua_IsAlive(lua_State* state);
int EQ2Emu_lua_IsSpawnGroupAlive(lua_State* state);
int EQ2Emu_lua_IsInCombat(lua_State* state);
int EQ2Emu_lua_SendMessage(lua_State* state);
int EQ2Emu_lua_SendPopUpMessage(lua_State* state);
int EQ2Emu_lua_SetServerControlFlag(lua_State* state);
int EQ2Emu_lua_ToggleTracking(lua_State* state);
int EQ2Emu_lua_AddPrimaryEntityCommand(lua_State* state);
int EQ2Emu_lua_AddSpellBookEntry(lua_State* state);
int EQ2Emu_lua_DeleteSpellBook(lua_State* state);
int EQ2Emu_lua_RemoveSpellBookEntry(lua_State* state);
int EQ2Emu_lua_SendNewAdventureSpells(lua_State* state);
int EQ2Emu_lua_SendNewTradeskillSpells(lua_State* state);
int EQ2Emu_lua_HasSpell(lua_State* state);
int EQ2Emu_lua_Attack(lua_State* state);
int EQ2Emu_lua_ApplySpellVisual(lua_State* state);
int EQ2Emu_lua_Interrupt(lua_State* state);
int EQ2Emu_lua_Stealth(lua_State* state);
int EQ2Emu_lua_IsStealthed(lua_State* state);
int EQ2Emu_lua_IsInvis(lua_State* state);
int EQ2Emu_lua_AddSpawnIDAccess(lua_State* state);
int EQ2Emu_lua_RemoveSpawnIDAccess(lua_State* state);
int EQ2Emu_lua_HasRecipeBook(lua_State* state);
int EQ2Emu_lua_SpawnMove(lua_State* state);
int EQ2Emu_lua_AddTransportSpawn(lua_State* state);
int EQ2Emu_lua_IsTransportSpawn(lua_State* state);
int EQ2Emu_lua_PerformCameraShake(lua_State* state);
//Quest Stuff
int EQ2Emu_lua_SetStepComplete(lua_State* state);
int EQ2Emu_lua_AddStepProgress(lua_State* state);
int EQ2Emu_lua_GetTaskGroupStep(lua_State* state);
int EQ2Emu_lua_QuestStepIsComplete(lua_State* state);
int EQ2Emu_lua_GetQuestStep(lua_State* state);
int EQ2Emu_lua_RegisterQuest(lua_State* state);
int EQ2Emu_lua_OfferQuest(lua_State* state);
int EQ2Emu_lua_DeleteQuest(lua_State* state);
int EQ2Emu_lua_DeleteAllQuests(lua_State* state);
int EQ2Emu_lua_SetQuestPrereqLevel(lua_State* state);
int EQ2Emu_lua_AddQuestPrereqQuest(lua_State* state);
int EQ2Emu_lua_AddQuestPrereqItem(lua_State* state);
int EQ2Emu_lua_AddQuestPrereqFaction(lua_State* state);
int EQ2Emu_lua_AddQuestPrereqClass(lua_State* state);
int EQ2Emu_lua_AddQuestPrereqRace(lua_State* state);
int EQ2Emu_lua_AddQuestPrereqModelType(lua_State* state);
int EQ2Emu_lua_AddQuestPrereqTradeskillLevel(lua_State* state);
int EQ2Emu_lua_AddQuestPrereqTradeskillClass(lua_State* state);
int EQ2Emu_lua_HasQuestRewardItem(lua_State* state);
int EQ2Emu_lua_AddQuestRewardItem(lua_State* state);
int EQ2Emu_lua_AddQuestSelectableRewardItem(lua_State* state);
int EQ2Emu_lua_AddQuestRewardCoin(lua_State* state);
int EQ2Emu_lua_AddQuestRewardFaction(lua_State* state);
int EQ2Emu_lua_SetQuestRewardStatus(lua_State* state);
int EQ2Emu_lua_SetStatusTmpReward(lua_State* state);
int EQ2Emu_lua_SetCoinTmpReward(lua_State* state);
int EQ2Emu_lua_SetQuestRewardComment(lua_State* state);
int EQ2Emu_lua_SetQuestRewardExp(lua_State* state);
int EQ2Emu_lua_AddQuestStep(lua_State* state);
int EQ2Emu_lua_AddQuestStepKillLogic(lua_State* state);
int EQ2Emu_lua_AddQuestStepKill(lua_State* state);
int EQ2Emu_lua_AddQuestStepKillByRace(lua_State* state);
int EQ2Emu_lua_AddQuestStepChat(lua_State* state);
int EQ2Emu_lua_AddQuestStepObtainItem(lua_State* state);
int EQ2Emu_lua_AddQuestStepZoneLoc(lua_State* state);
int EQ2Emu_lua_AddQuestStepLocation(lua_State* state);
int EQ2Emu_lua_AddQuestStepLoc(lua_State* state);
int EQ2Emu_lua_AddQuestStepSpell(lua_State* state);
int EQ2Emu_lua_AddQuestStepCraft(lua_State* state);
int EQ2Emu_lua_AddQuestStepHarvest(lua_State* state);
int EQ2Emu_lua_AddQuestStepCompleteAction(lua_State* state);
int EQ2Emu_lua_AddQuestStepProgressAction(lua_State* state);
int EQ2Emu_lua_SetQuestCompleteAction(lua_State* state);
int EQ2Emu_lua_GiveQuestReward(lua_State* state);
int EQ2Emu_lua_UpdateQuestTaskGroupDescription(lua_State* state);
int EQ2Emu_lua_UpdateQuestStepDescription(lua_State* state);
int EQ2Emu_lua_UpdateQuestDescription(lua_State* state);
int EQ2Emu_lua_UpdateQuestZone(lua_State* state);
int EQ2Emu_lua_SetCompletedDescription(lua_State* state);
int EQ2Emu_lua_ProvidesQuest(lua_State* state);
int EQ2Emu_lua_HasQuest(lua_State* state);
int EQ2Emu_lua_HasPendingQuest(lua_State* state);
int EQ2Emu_lua_HasCompletedQuest(lua_State* state);
int EQ2Emu_lua_QuestIsComplete(lua_State* state);
int EQ2Emu_lua_QuestReturnNPC(lua_State* state);
int EQ2Emu_lua_GetQuest(lua_State* state);
int EQ2Emu_lua_AddTimer(lua_State* state);
int EQ2Emu_lua_StopTimer(lua_State* state);
int EQ2Emu_lua_Harvest(lua_State* state);
int EQ2Emu_lua_SetCompleteFlag(lua_State* state);
int EQ2Emu_lua_CanReceiveQuest(lua_State* state);
int EQ2Emu_lua_HasCollectionsToHandIn(lua_State *state);
int EQ2Emu_lua_HandInCollections(lua_State *state);
int EQ2Emu_lua_UseWidget(lua_State* state);
int EQ2Emu_lua_SummonPet(lua_State* state);
int EQ2Emu_lua_Charm(lua_State* state);
int EQ2Emu_lua_SetSpellList(lua_State* state);
int EQ2Emu_lua_GetPet(lua_State* state);
int EQ2Emu_lua_GetGroup(lua_State* state);
int EQ2Emu_lua_CreateOptionWindow(lua_State* state);
int EQ2Emu_lua_AddOptionWindowOption(lua_State* state);
int EQ2Emu_lua_SendOptionWindow(lua_State* state);
int EQ2Emu_lua_GetTradeskillClass(lua_State* state);
int EQ2Emu_lua_GetTradeskillLevel(lua_State* state);
int EQ2Emu_lua_GetTradeskillClassName(lua_State* state);
int EQ2Emu_lua_SetTradeskillLevel(lua_State* state);
int EQ2Emu_lua_SummonDeityPet(lua_State* state);
int EQ2Emu_lua_SummonCosmeticPet(lua_State* state);
int EQ2Emu_lua_DismissPet(lua_State* state);
int EQ2Emu_lua_GetCharmedPet(lua_State* state);
int EQ2Emu_lua_GetDeityPet(lua_State* state);
int EQ2Emu_lua_GetCosmeticPet(lua_State* state);
int EQ2Emu_lua_SetQuestFeatherColor(lua_State* state);
int EQ2Emu_lua_RemoveSpawnAccess(lua_State* state);
int EQ2Emu_lua_SpawnByLocationID(lua_State* state);
int EQ2Emu_lua_SpawnGroupByID(lua_State* state);
int EQ2Emu_lua_CastEntityCommand(lua_State* state);
int EQ2Emu_lua_SetLuaBrain(lua_State* state);
int EQ2Emu_lua_SetBrainTick(lua_State* state);
int EQ2Emu_lua_SetFollowTarget(lua_State* state);
int EQ2Emu_lua_GetFollowTarget(lua_State* state);
int EQ2Emu_lua_ToggleFollow(lua_State* state);
int EQ2Emu_lua_IsFollowing(lua_State* state);
int EQ2Emu_lua_SetTempVariable(lua_State* state);
int EQ2Emu_lua_GetTempVariable(lua_State* state);
int EQ2Emu_lua_GiveQuestItem(lua_State*state);
int EQ2Emu_lua_SetQuestRepeatable(lua_State* state);
int EQ2Emu_lua_AddWaypoint(lua_State* state);
int EQ2Emu_lua_RemoveWaypoint(lua_State* state);
int EQ2Emu_lua_SendWaypoints(lua_State* state);
int EQ2Emu_lua_AddWard(lua_State* state);
int EQ2Emu_lua_AddToWard(lua_State* state);
int EQ2Emu_lua_RemoveWard(lua_State* state);
int EQ2Emu_lua_GetWardAmountLeft(lua_State* state);
int EQ2Emu_lua_GetWardValue(lua_State* state);
//Combat AI related
int EQ2Emu_lua_SetTarget(lua_State* state);
int EQ2Emu_lua_IsPet(lua_State* state);
int EQ2Emu_lua_GetOwner(lua_State* state);
int EQ2Emu_lua_SetInCombat(lua_State* state);
int EQ2Emu_lua_CompareSpawns(lua_State* state);
int EQ2Emu_lua_ClearRunback(lua_State* state);
int EQ2Emu_lua_Runback(lua_State* state);
int EQ2Emu_lua_GetRunbackDistance(lua_State* state);
int EQ2Emu_lua_IsCasting(lua_State* state);
int EQ2Emu_lua_IsMezzed(lua_State* state);
int EQ2Emu_lua_IsStunned(lua_State* state);
int EQ2Emu_lua_IsMezzedOrStunned(lua_State* state);
int EQ2Emu_lua_ClearEncounter(lua_State* state);
int EQ2Emu_lua_ClearHate(lua_State* state);
int EQ2Emu_lua_GetMostHated(lua_State* state);
int EQ2Emu_lua_GetEncounterSize(lua_State* state);
int EQ2Emu_lua_HasRecovered(lua_State* state);
int EQ2Emu_lua_ProcessMelee(lua_State* state);
int EQ2Emu_lua_ProcessSpell(lua_State* state);
int EQ2Emu_lua_GetEncounter(lua_State* state);
int EQ2Emu_lua_GetHateList(lua_State* state);
int EQ2Emu_lua_HasGroup(lua_State* state);
int EQ2Emu_lua_HasSpellEffect(lua_State* state);
int EQ2Emu_lua_SetSuccessTimer(lua_State* state);
int EQ2Emu_lua_SetFailureTimer(lua_State* state);
int EQ2Emu_lua_IsGroundSpawn(lua_State* state);
int EQ2Emu_lua_CanHarvest(lua_State* state);
int EQ2Emu_lua_SummonDumbFirePet(lua_State* state);
int EQ2Emu_lua_GetSkillValue(lua_State* state);
int EQ2Emu_lua_GetSkillMaxValue(lua_State* state);
int EQ2Emu_lua_GetSkillName(lua_State* state);
int EQ2Emu_lua_SetSkillMaxValue(lua_State* state);
int EQ2Emu_lua_SetSkillValue(lua_State* state);
int EQ2Emu_lua_GetSkill(lua_State* state);
int EQ2Emu_lua_GetSkillIDByName(lua_State* state);
int EQ2Emu_lua_HasSkill(lua_State* state);
int EQ2Emu_lua_AddSkill(lua_State* state);
int EQ2Emu_lua_RemoveSkill(lua_State* state);
int EQ2Emu_lua_IncreaseSkillCapsByType(lua_State* state);
int EQ2Emu_lua_AddProc(lua_State* state);
int EQ2Emu_lua_AddProcExt(lua_State* state);
int EQ2Emu_lua_RemoveProc(lua_State* state);
int EQ2Emu_lua_Knockback(lua_State* state);
int EQ2Emu_lua_IsEpic(lua_State* state);
int EQ2Emu_lua_IsHeroic(lua_State* state);
int EQ2Emu_lua_ProcDamage(lua_State* state);
int EQ2Emu_lua_LastSpellAttackHit(lua_State* state);
int EQ2Emu_lua_IsBehind(lua_State* state);
int EQ2Emu_lua_IsFlanking(lua_State* state);
int EQ2Emu_lua_InFront(lua_State* state);
int EQ2Emu_lua_AddSpellTimer(lua_State* state);
int EQ2Emu_lua_SetItemCount(lua_State* state);
int EQ2Emu_lua_GetItemCount(lua_State* state);
int EQ2Emu_lua_Resurrect(lua_State* state);
int EQ2Emu_lua_BreatheUnderwater(lua_State* state);
int EQ2Emu_lua_BlurVision(lua_State* state);
int EQ2Emu_lua_SetVision(lua_State* state);
int EQ2Emu_lua_GetItemSkillReq(lua_State* state);
int EQ2Emu_lua_SetSpeedMultiplier(lua_State* state);
int EQ2Emu_lua_SetIllusion(lua_State* state);
int EQ2Emu_lua_ResetIllusion(lua_State* state);
int EQ2Emu_lua_AddThreatTransfer(lua_State* state);
int EQ2Emu_lua_RemoveThreatTransfer(lua_State* state);
int EQ2Emu_lua_CureByType(lua_State* state);
int EQ2Emu_lua_CureByControlEffect(lua_State* state);
int EQ2Emu_lua_AddSpawnSpellBonus(lua_State* state);
int EQ2Emu_lua_RemoveSpawnSpellBonus(lua_State* state);
int EQ2Emu_lua_CancelSpell(lua_State* state);
int EQ2Emu_lua_RemoveStealth(lua_State* state);
int EQ2Emu_lua_RemoveInvis(lua_State* state);
int EQ2Emu_lua_StartHeroicOpportunity(lua_State* state);
int EQ2Emu_lua_CopySpawnAppearance(lua_State* state);
int EQ2Emu_lua_RemoveTriggerFromSpell(lua_State* state);
int EQ2Emu_lua_GetSpellTriggerCount(lua_State* state);
int EQ2Emu_lua_SetSpellTriggerCount(lua_State* state);
int EQ2Emu_lua_HasSpellImmunity(lua_State* state);
int EQ2Emu_lua_AddImmunitySpell(lua_State* state);
int EQ2Emu_lua_RemoveImmunitySpell(lua_State* state);
int EQ2Emu_lua_SetSpellSnareValue(lua_State* state);
int EQ2Emu_lua_CheckRaceType(lua_State* state);
int EQ2Emu_lua_GetRaceType(lua_State* state);
int EQ2Emu_lua_GetRaceBaseType(lua_State* state);
int EQ2Emu_lua_GetQuestFlags(lua_State* state);
int EQ2Emu_lua_SetQuestFlags(lua_State* state);
int EQ2Emu_lua_SetQuestTimer(lua_State* state);
int EQ2Emu_lua_RemoveQuestStep(lua_State* state);
int EQ2Emu_lua_ResetQuestStep(lua_State* state);
int EQ2Emu_lua_SetQuestTimerComplete(lua_State* state);
int EQ2Emu_lua_AddQuestStepFailureAction(lua_State* state);
int EQ2Emu_lua_SetStepFailed(lua_State* state);
int EQ2Emu_lua_GetQuestCompleteCount(lua_State* state);
int EQ2Emu_lua_SetServerVariable(lua_State* state);
int EQ2Emu_lua_GetServerVariable(lua_State* state);
int EQ2Emu_lua_HasLanguage(lua_State* state);
int EQ2Emu_lua_AddLanguage(lua_State* state);
int EQ2Emu_lua_IsNight(lua_State* state);
int EQ2Emu_lua_AddMultiFloorLift(lua_State* state);
int EQ2Emu_lua_StartAutoMount(lua_State* state);
int EQ2Emu_lua_EndAutoMount(lua_State* state);
int EQ2Emu_lua_IsOnAutoMount(lua_State* state);
int EQ2Emu_lua_SetPlayerHistory(lua_State* state);
int EQ2Emu_lua_GetPlayerHistory(lua_State* state);
int EQ2Emu_lua_SetGridID(lua_State* state);
int EQ2Emu_lua_GetQuestStepProgress(lua_State* state);
int EQ2Emu_lua_SetPlayerLevel(lua_State* state);
int EQ2Emu_lua_AddCoin(lua_State* state);
int EQ2Emu_lua_RemoveCoin(lua_State* state);
int EQ2Emu_lua_GetPlayersInZone(lua_State* state);
int EQ2Emu_lua_SetSpawnAnimation(lua_State* state);
int EQ2Emu_lua_GetClientVersion(lua_State* state);
int EQ2Emu_lua_GetItemID(lua_State* state);
int EQ2Emu_lua_IsEntity(lua_State* state);
int EQ2Emu_lua_GetOrigX(lua_State* state);
int EQ2Emu_lua_GetOrigY(lua_State* state);
int EQ2Emu_lua_GetOrigZ(lua_State* state);
int EQ2Emu_lua_GetPCTOfHP(lua_State* state);
int EQ2Emu_lua_GetPCTOfPower(lua_State* state);
int EQ2Emu_lua_GetBoundZoneID(lua_State* state);
int EQ2Emu_lua_Evac(lua_State* state);
int EQ2Emu_lua_GetSpellTier(lua_State* state);
int EQ2Emu_lua_GetSpellID(lua_State* state);
int EQ2Emu_lua_StartTransmute(lua_State* state);
int EQ2Emu_lua_CompleteTransmute(lua_State* state);
int EQ2Emu_lua_ProcHate(lua_State* state);
int EQ2Emu_lua_GiveExp(lua_State* state);
int EQ2Emu_lua_DisplayText(lua_State* state);
int EQ2Emu_lua_ShowLootWindow(lua_State* state);
int EQ2Emu_lua_GetRandomSpawnByID(lua_State* state);
int EQ2Emu_lua_AddPrimaryEntityCommandAllSpawns(lua_State* state);
int EQ2Emu_lua_InstructionWindow(lua_State* state);
int EQ2Emu_lua_InstructionWindowClose(lua_State* state);
int EQ2Emu_lua_InstructionWindowGoal(lua_State* state);
int EQ2Emu_lua_ShowWindow(lua_State* state);
int EQ2Emu_lua_FlashWindow(lua_State* state);
int EQ2Emu_lua_EnableGameEvent(lua_State* state);
int EQ2Emu_lua_GetTutorialStep(lua_State* state);
int EQ2Emu_lua_SetTutorialStep(lua_State* state);
int EQ2Emu_lua_CheckLOS(lua_State* state);
int EQ2Emu_lua_CheckLOSByCoordinates(lua_State* state);
int EQ2Emu_lua_SetZoneExpansionFlag(lua_State* state);
int EQ2Emu_lua_GetZoneExpansionFlag(lua_State* state);
int EQ2Emu_lua_SetZoneHolidayFlag(lua_State* state);
int EQ2Emu_lua_GetZoneHolidayFlag(lua_State* state);
int EQ2Emu_lua_SetCanBind(lua_State* state);
int EQ2Emu_lua_GetCanBind(lua_State* state);
int EQ2Emu_lua_GetCanGate(lua_State* state);
int EQ2Emu_lua_SetCanGate(lua_State* state);
int EQ2Emu_lua_GetCanEvac(lua_State* state);
int EQ2Emu_lua_SetCanEvac(lua_State* state);
int EQ2Emu_lua_AddSpawnProximity(lua_State* state);
int EQ2Emu_lua_CanSeeInvis(lua_State* state);
int EQ2Emu_lua_SetSeeInvis(lua_State* state);
int EQ2Emu_lua_SetSeeHide(lua_State* state);
int EQ2Emu_lua_SetAccessToEntityCommand(lua_State* state);
int EQ2Emu_lua_SetAccessToEntityCommandByCharID(lua_State* state);
int EQ2Emu_lua_RemovePrimaryEntityCommand(lua_State* state);
int EQ2Emu_lua_SendUpdateDefaultCommand(lua_State* state);
int EQ2Emu_lua_SendTransporters(lua_State* state);
int EQ2Emu_lua_SetTemporaryTransportID(lua_State* state);
int EQ2Emu_lua_GetTemporaryTransportID(lua_State* state);
int EQ2Emu_lua_GetAlignment(lua_State* state);
int EQ2Emu_lua_SetAlignment(lua_State* state);
int EQ2Emu_lua_GetSpell(lua_State* state);
int EQ2Emu_lua_GetSpellData(lua_State* state);
int EQ2Emu_lua_SetSpellData(lua_State* state);
int EQ2Emu_lua_CastCustomSpell(lua_State* state);
int EQ2Emu_lua_SetSpellDataIndex(lua_State* state);
int EQ2Emu_lua_GetSpellDataIndex(lua_State* state);
int EQ2Emu_lua_SetSpellDisplayEffect(lua_State* state);
int EQ2Emu_lua_GetSpellDisplayEffect(lua_State* state);
int EQ2Emu_lua_InWater(lua_State* state);
int EQ2Emu_lua_InLava(lua_State* state);
int EQ2Emu_lua_DamageSpawn(lua_State* state);
int EQ2Emu_lua_IsInvulnerable(lua_State* state);
int EQ2Emu_lua_SetInvulnerable(lua_State* state);
int EQ2Emu_lua_GetRuleFlagBool(lua_State* state);
int EQ2Emu_lua_GetRuleFlagInt32(lua_State* state);
int EQ2Emu_lua_GetRuleFlagFloat(lua_State* state);
int EQ2Emu_lua_GetAAInfo(lua_State* state);
int EQ2Emu_lua_SetAAInfo(lua_State* state);
int EQ2Emu_lua_AddMasterTitle(lua_State* state);
int EQ2Emu_lua_AddCharacterTitle(lua_State* state);
int EQ2Emu_lua_SetCharacterTitleSuffix(lua_State* state);
int EQ2Emu_lua_SetCharacterTitlePrefix(lua_State* state);
int EQ2Emu_lua_ResetCharacterTitleSuffix(lua_State* state);
int EQ2Emu_lua_ResetCharacterTitlePrefix(lua_State* state);
int EQ2Emu_lua_GetInfoStructString(lua_State* state);
int EQ2Emu_lua_GetInfoStructUInt(lua_State* state);
int EQ2Emu_lua_GetInfoStructSInt(lua_State* state);
int EQ2Emu_lua_GetInfoStructFloat(lua_State* state);
int EQ2Emu_lua_SetInfoStructString(lua_State* state);
int EQ2Emu_lua_SetInfoStructUInt(lua_State* state);
int EQ2Emu_lua_SetInfoStructSInt(lua_State* state);
int EQ2Emu_lua_SetInfoStructFloat(lua_State* state);
int EQ2Emu_lua_SetCharSheetChanged(lua_State* state);
int EQ2Emu_lua_AddPlayerMail(lua_State* state);
int EQ2Emu_lua_AddPlayerMailByCharID(lua_State* state);
int EQ2Emu_lua_OpenDoor(lua_State* state);
int EQ2Emu_lua_CloseDoor(lua_State* state);
int EQ2Emu_lua_IsOpen(lua_State* state);
int EQ2Emu_lua_MakeRandomInt(lua_State* state);
int EQ2Emu_lua_MakeRandomFloat(lua_State* state);
int EQ2Emu_lua_AddIconValue(lua_State* state);
int EQ2Emu_lua_RemoveIconValue(lua_State* state);
int EQ2Emu_lua_GetShardID(lua_State* state);
int EQ2Emu_lua_GetShardCharID(lua_State* state);
int EQ2Emu_lua_GetShardCreatedTimestamp(lua_State* state);
int EQ2Emu_lua_DeleteDBShardID(lua_State* state);
int EQ2Emu_lua_PauseMovement(lua_State* state);
int EQ2Emu_lua_StopMovement(lua_State* state);
int EQ2Emu_lua_GetArrowColor(lua_State* state);
int EQ2Emu_lua_GetTSArrowColor(lua_State* state);
int EQ2Emu_lua_GetSpawnByRailID(lua_State* state);
int EQ2Emu_lua_SetRailID(lua_State* state);
int EQ2Emu_lua_IsZoneLoading(lua_State* state);
int EQ2Emu_lua_IsRunning(lua_State* state);
int EQ2Emu_lua_GetZoneLockoutTimer(lua_State* state);
int EQ2Emu_lua_SetWorldTime(lua_State* state);
int EQ2Emu_lua_GetWorldTimeYear(lua_State* state);
int EQ2Emu_lua_GetWorldTimeMonth(lua_State* state);
int EQ2Emu_lua_GetWorldTimeHour(lua_State* state);
int EQ2Emu_lua_GetWorldTimeMinute(lua_State* state);
int EQ2Emu_lua_SendTimeUpdate(lua_State* state);
int EQ2Emu_lua_SetLootTier(lua_State* state);
int EQ2Emu_lua_GetLootTier(lua_State* state);
int EQ2Emu_lua_SetLootDropType(lua_State* state);
int EQ2Emu_lua_GetLootDropType(lua_State* state);
int EQ2Emu_lua_DamageEquippedItems(lua_State* state);
int EQ2Emu_lua_CreateWidgetRegion(lua_State* state);
int EQ2Emu_lua_RemoveRegion(lua_State* state);
int EQ2Emu_lua_SetPlayerPOVGhost(lua_State* state);
int EQ2Emu_lua_SetCastOnAggroComplete(lua_State* state);
int EQ2Emu_lua_IsCastOnAggroComplete(lua_State* state);
int EQ2Emu_lua_AddRecipeBookToPlayer(lua_State* state);
int EQ2Emu_lua_RemoveRecipeFromPlayer(lua_State* state);
int EQ2Emu_lua_ReplaceWidgetFromClient(lua_State* state);
int EQ2Emu_lua_RemoveWidgetFromSpawnMap(lua_State* state);
int EQ2Emu_lua_RemoveWidgetFromZoneMap(lua_State* state);
int EQ2Emu_lua_SendHearCast(lua_State* state);
int EQ2Emu_lua_GetCharacterFlag(lua_State* state);
int EQ2Emu_lua_ToggleCharacterFlag(lua_State* state);
int EQ2Emu_lua_GetSpellInitialTarget(lua_State* state);
int EQ2Emu_lua_GetSpellCaster(lua_State* state);
int EQ2Emu_lua_GetCasterSpellLevel(lua_State* state);
int EQ2Emu_lua_GetSpellTargets(lua_State* state);
int EQ2Emu_lua_DespawnByLocationID(lua_State* state);
int EQ2Emu_lua_AddRespawn(lua_State* state);
int EQ2Emu_lua_CreatePersistedRespawn(lua_State* state);
int EQ2Emu_lua_CreateChoiceWindow(lua_State* state);
int EQ2Emu_lua_ClearChoice(lua_State* state);
int EQ2Emu_lua_GetChoiceSpawnID(lua_State* state);
int EQ2Emu_lua_GetZonePlayerMinLevel(lua_State* state);
int EQ2Emu_lua_GetZonePlayerMaxLevel(lua_State* state);
int EQ2Emu_lua_GetZonePlayerAvgLevel(lua_State* state);
int EQ2Emu_lua_GetZonePlayerFirstLevel(lua_State* state);
int EQ2Emu_lua_GetSpellRequiredLevel(lua_State* state);
int EQ2Emu_lua_GetExpRequiredByLevel(lua_State* state);
int EQ2Emu_lua_ShowShopWindow(lua_State* state);
int EQ2Emu_lua_SetSpawnHouseScript(lua_State* state);
int EQ2Emu_lua_SendBook(lua_State* state);
int EQ2Emu_lua_GetPickupItemID(lua_State* state);
int EQ2Emu_lua_SetHouseCharacterID(lua_State* state);
int EQ2Emu_lua_GetHouseCharacterID(lua_State* state);
int EQ2Emu_lua_ShowHouseShopMerchant(lua_State* state);
int EQ2Emu_lua_AttackAllowed(lua_State* state);
int EQ2Emu_lua_IsInRaid(lua_State* state);
int EQ2Emu_lua_InSameRaid(lua_State* state);
int EQ2Emu_lua_GetRaid(lua_State* state);
#endif