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If you take a look at certain Lua files (for instance ego_detailmonitor/menu_map.lua or ego_detailmonitor/menu_missionbriefing.lua, you will find sections on top a file looking like this:
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-- ffi setup local ffi = require("ffi") local C = ffi.C ffi.cdef[[ typedef uint64_t UniverseID; typedef struct { const char* factionName; const char* factionIcon; } OwnerDetails; UniverseID AddHoloMap(const char* texturename, float x0, float x1, float y0, float y1); void ClearHighlightMapComponent(UniverseID holomapid); const char* GetBuildSourceSequence(UniverseID componentid); const char* GetComponentClass(UniverseID componentid); const char* GetComponentName(UniverseID componentid); uint64_t GetContextByClass(UniverseID componentid, const char* classname, bool includeself); uint64_t GetMapComponentBelowCamera(UniverseID holomapid); const char* GetMapShortName(UniverseID componentid); OwnerDetails GetOwnerDetails(UniverseID componentid); uint64_t GetParentComponent(UniverseID componentid); uint64_t GetPickedMapComponent(UniverseID holomapid); bool IsComponentOperational(UniverseID componentid); bool IsInfoUnlockedForPlayer(UniverseID componentid, const char* infostring); bool IsSellOffer(UniverseID tradeofferdockid); void RemoveHoloMap(UniverseID holomapid); void SetHighlightMapComponent(UniverseID holomapid, UniverseID componentid, bool resetplayerpan); void ShowUniverseMap(UniverseID holomapid, UniverseID componentid, bool resetplayerzoom, int overridezoom); void StartPanMap(UniverseID holomapid); void StartRotateMap(UniverseID holomapid); void StopPanMap(UniverseID holomapid); void StopRotateMap(UniverseID holomapid); void ZoomMap(UniverseID holomapid, float zoomstep); ]] |
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