civvi-types
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TypeScript declaration files for modding Civ VI using TypeScriptToLua transpiler
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TypeScript
/**
* **Contexts**: Gameplay, UI
*
* ---
* Events defined by C++ code in Civ 6's binaries
*/
declare const Events:
{
/**
* *GameCoreEvent*
*/
AllianceAvailable: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, otherplayerID: number, allianceIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, otherplayerID: number, allianceIndex: number) => void,
CallImmediate: (this: void, playerID: number, otherplayerID: number, allianceIndex: number) => void
} & ((this: void, playerID: number, otherplayerID: number, allianceIndex: number) => void),
/**
* *GameCoreEvent*
*/
AllianceEnded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, otherplayerID: number, allianceIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, otherplayerID: number, allianceIndex: number) => void,
CallImmediate: (this: void, playerID: number, otherplayerID: number, allianceIndex: number) => void
} & ((this: void, playerID: number, otherplayerID: number, allianceIndex: number) => void),
/**
* *GameCoreEvent*
*/
AnarchyBegins: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
AnarchyEnds: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
BarbarianRaidStarted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
BarbarianSpottedCity: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, cityOwner: number, cityID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, cityOwner: number, cityID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, cityOwner: number, cityID: number) => void
} & ((this: void, playerID: number, unitID: number, cityOwner: number, cityID: number) => void),
/**
* *LocalMachineEvent*
*/
BeginWonderReveal: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
BeliefAdded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, beliefID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, beliefID: number) => void,
CallImmediate: (this: void, playerID: number, beliefID: number) => void
} & ((this: void, playerID: number, beliefID: number) => void),
/**
* *GameCoreEvent*
*
* ---
* Triggers when construction of a building starts.
*/
BuildingAddedToMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number, buildingID: number, playerID: number, percentComplete: number, isPillaged: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number, buildingID: number, playerID: number, percentComplete: number, isPillaged: boolean) => void,
CallImmediate: (this: void, x: number, y: number, buildingID: number, playerID: number, percentComplete: number, isPillaged: boolean) => void
} & ((this: void, x: number, y: number, buildingID: number, playerID: number, percentComplete: number, isPillaged: boolean) => void),
/**
* *GameCoreEvent*
*/
BuildingBuildProgressChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
BuildingChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number, buildingID: number, playerID: number, percentComplete: number, unknown: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number, buildingID: number, playerID: number, percentComplete: number, unknown: number) => void,
CallImmediate: (this: void, x: number, y: number, buildingID: number, playerID: number, percentComplete: number, unknown: number) => void
} & ((this: void, x: number, y: number, buildingID: number, playerID: number, percentComplete: number, unknown: number) => void),
/**
* *GameCoreEvent*
*/
BuildingPillaged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
BuildingRemovedFromMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number) => void,
CallImmediate: (this: void, x: number, y: number) => void
} & ((this: void, x: number, y: number) => void),
/**
* *GameCoreEvent*
*/
BuildingVisibilityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
CacheUpdate: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* **
*/
CameraUpdated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, vFocusX: number, vFocusY: number, fZoomLevel: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, vFocusX: number, vFocusY: number, fZoomLevel: number) => void,
CallImmediate: (this: void, vFocusX: number, vFocusY: number, fZoomLevel: number) => void
} & ((this: void, vFocusX: number, vFocusY: number, fZoomLevel: number) => void),
/**
* *GameCoreEvent*
*/
CapitalCityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number) => void
} & ((this: void, playerID: number, cityID: number) => void),
/**
* *GameCoreEvent*
*/
CityAddedToMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, x: number, y: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number, x: number, y: number) => void
} & ((this: void, playerID: number, cityID: number, x: number, y: number) => void),
/**
* *GameCoreEvent*
*/
CityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
CityCommandStarted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, cityOwnerID: number, cityID: number, districtOwnerID: number, districtID: number, commandType: CityCommandTypes, data1: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, cityOwnerID: number, cityID: number, districtOwnerID: number, districtID: number, commandType: CityCommandTypes, data1: number) => void,
CallImmediate: (this: void, cityOwnerID: number, cityID: number, districtOwnerID: number, districtID: number, commandType: CityCommandTypes, data1: number) => void
} & ((this: void, cityOwnerID: number, cityID: number, districtOwnerID: number, districtID: number, commandType: CityCommandTypes, data1: number) => void),
/**
* *GameCoreEvent*
*/
CityDefenseStatusChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, value: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, value: number) => void,
CallImmediate: (this: void, playerID: number, value: number) => void
} & ((this: void, playerID: number, value: number) => void),
/**
* *GameCoreEvent*
*/
CityFocusChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number) => void
} & ((this: void, playerID: number, cityID: number) => void),
/**
* *GameCoreEvent*
*/
CityInitialized: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, x: number, y: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number, x: number, y: number) => void
} & ((this: void, playerID: number, cityID: number, x: number, y: number) => void),
/**
* *GameCoreEvent*
*/
CityLiberated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number) => void
} & ((this: void, playerID: number, cityID: number) => void),
/**
* *GameCoreEvent*
*/
CityLoyaltyChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number) => void
} & ((this: void, playerID: number, cityID: number) => void),
/**
* *GameCoreEvent*
*/
CityMadePurchase: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, x: number, y: number, eventSubType: EventSubTypes, purchasableItemIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, x: number, y: number, eventSubType: EventSubTypes, purchasableItemIndex: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number, x: number, y: number, eventSubType: EventSubTypes, purchasableItemIndex: number) => void
} & ((this: void, playerID: number, cityID: number, x: number, y: number, eventSubType: EventSubTypes, purchasableItemIndex: number) => void),
/**
* *GameCoreEvent*
*/
CityNameChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number) => void
} & ((this: void, playerID: number, cityID: number) => void),
/**
* *GameCoreEvent*
*/
CityOccupationChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number) => void
} & ((this: void, playerID: number, cityID: number) => void),
/**
* *GameCoreEvent*
*/
CityPopulationChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, cityPopulation: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, cityPopulation: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number, cityPopulation: number) => void
} & ((this: void, playerID: number, cityID: number, cityPopulation: number) => void),
/**
* *GameCoreEvent*
*/
CityProductionChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, productionID: number, objectID: number, wasCancelled: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, productionID: number, objectID: number, wasCancelled: boolean) => void,
CallImmediate: (this: void, playerID: number, cityID: number, productionID: number, objectID: number, wasCancelled: boolean) => void
} & ((this: void, playerID: number, cityID: number, productionID: number, objectID: number, wasCancelled: boolean) => void),
/**
* *GameCoreEvent*
*/
CityProductionCompleted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, constructionType: number, unitID: number, wasCancelled: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, constructionType: number, unitID: number, wasCancelled: boolean) => void,
CallImmediate: (this: void, playerID: number, cityID: number, constructionType: number, unitID: number, wasCancelled: boolean) => void
} & ((this: void, playerID: number, cityID: number, constructionType: number, unitID: number, wasCancelled: boolean) => void),
/**
* *GameCoreEvent*
*/
CityProductionUpdated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, objectID: number, productionID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, objectID: number, productionID: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number, objectID: number, productionID: number) => void
} & ((this: void, playerID: number, cityID: number, objectID: number, productionID: number) => void),
/**
* *GameCoreEvent*
*/
CityProjectCompleted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, projectID: number, buildingIndex: number, x: number, y: number, isCancelled: any) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, projectID: number, buildingIndex: number, x: number, y: number, isCancelled: any) => void,
CallImmediate: (this: void, playerID: number, cityID: number, projectID: number, buildingIndex: number, x: number, y: number, isCancelled: any) => void
} & ((this: void, playerID: number, cityID: number, projectID: number, buildingIndex: number, x: number, y: number, isCancelled: any) => void),
/**
* *GameCoreEvent*
*/
CityReligionChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, eVisibility: number, otherCityID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, eVisibility: number, otherCityID: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number, eVisibility: number, otherCityID: number) => void
} & ((this: void, playerID: number, cityID: number, eVisibility: number, otherCityID: number) => void),
/**
* *GameCoreEvent*
*/
CityReligionFollowersChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, eVisibility: number, influencingCItyID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, eVisibility: number, influencingCItyID: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number, eVisibility: number, influencingCItyID: number) => void
} & ((this: void, playerID: number, cityID: number, eVisibility: number, influencingCItyID: number) => void),
/**
* *GameCoreEvent*
*
* ---
* Triggers when a city is removed from the map or conquered (but not gifted).
Instead use Events.CityCommandStarted if the desired purpose is to check for a city being razed.
*/
CityRemovedFromMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number) => void
} & ((this: void, playerID: number, cityID: number) => void),
/**
* *GameCoreEvent*
*/
CitySiegeStatusChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, isBesieged: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, isBesieged: boolean) => void,
CallImmediate: (this: void, playerID: number, cityID: number, isBesieged: boolean) => void
} & ((this: void, playerID: number, cityID: number, isBesieged: boolean) => void),
/**
* *GameCoreEvent*
*
* ---
* If triggered by a player swapping tiles between cities in their empire, it will fire twice, once for each city
*/
CityTileOwnershipChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, x: number, y: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number, x: number, y: number) => void
} & ((this: void, playerID: number, cityID: number, x: number, y: number) => void),
/**
* *GameCoreEvent*
*
* ---
* Triggers after Events.CityTileOwnershipChanged
*/
CityTransfered: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, newOwnerID: number, cityID: number, oldOwnerID: number, transferType: CityTransferTypes) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, newOwnerID: number, cityID: number, oldOwnerID: number, transferType: CityTransferTypes) => void,
CallImmediate: (this: void, newOwnerID: number, cityID: number, oldOwnerID: number, transferType: CityTransferTypes) => void
} & ((this: void, newOwnerID: number, cityID: number, oldOwnerID: number, transferType: CityTransferTypes) => void),
/**
* *GameCoreEvent*
*/
CityUnitsChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number) => void
} & ((this: void, playerID: number, cityID: number) => void),
/**
* *GameCoreEvent*
*/
CityVisibilityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, eVisibility: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, eVisibility: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number, eVisibility: number) => void
} & ((this: void, playerID: number, cityID: number, eVisibility: number) => void),
/**
* *GameCoreEvent*
*/
CityWorkerChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ownerPlayerID: number, cityID: number, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ownerPlayerID: number, cityID: number, x: number, y: number) => void,
CallImmediate: (this: void, ownerPlayerID: number, cityID: number, x: number, y: number) => void
} & ((this: void, ownerPlayerID: number, cityID: number, x: number, y: number) => void),
/**
* *GameCoreEvent*
*/
CivicBoostTriggered: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, civicIndex: number, unknownA: number, unknownB: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, civicIndex: number, unknownA: number, unknownB: number) => void,
CallImmediate: (this: void, playerID: number, civicIndex: number, unknownA: number, unknownB: number) => void
} & ((this: void, playerID: number, civicIndex: number, unknownA: number, unknownB: number) => void),
/**
* *GameCoreEvent*
*/
CivicChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, civicIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, civicIndex: number) => void,
CallImmediate: (this: void, playerID: number, civicIndex: number) => void
} & ((this: void, playerID: number, civicIndex: number) => void),
/**
* *GameCoreEvent*
*/
CivicCompleted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, civicIndex: number, isCancelled: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, civicIndex: number, isCancelled: number) => void,
CallImmediate: (this: void, playerID: number, civicIndex: number, isCancelled: number) => void
} & ((this: void, playerID: number, civicIndex: number, isCancelled: number) => void),
/**
* *GameCoreEvent*
*/
CivicQueueChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
CivicsUnlocked: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* **
*/
CliffAddedToMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* **
*/
CliffRemovedFromMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
Combat: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, combatResult: AnyTable) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, combatResult: AnyTable) => void,
CallImmediate: (this: void, combatResult: AnyTable) => void
} & ((this: void, combatResult: AnyTable) => void),
/**
* *GameCoreEvent*
*/
CulturalIdentityCitizenConverted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
CulturalIdentityCityConverted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, influencingPlayerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, influencingPlayerID: number) => void,
CallImmediate: (this: void, playerID: number, cityID: number, influencingPlayerID: number) => void
} & ((this: void, playerID: number, cityID: number, influencingPlayerID: number) => void),
/**
* *GameCoreEvent*
*/
CulturalIdentityConversionOutcomeChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, conversionOutcome: IdentityConversionOutcome) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, conversionOutcome: IdentityConversionOutcome) => void,
CallImmediate: (this: void, playerID: number, cityID: number, conversionOutcome: IdentityConversionOutcome) => void
} & ((this: void, playerID: number, cityID: number, conversionOutcome: IdentityConversionOutcome) => void),
/**
* *GameCoreEvent*
*/
CultureChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
CultureYieldChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number) => void,
CallImmediate: (this: void, playerID: number) => void
} & ((this: void, playerID: number) => void),
/**
* *GameCoreEvent*
*/
DiplomacyDealEnacted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
DiplomacyDealExpired: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
DiplomacyDeclareWar: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, firstPlayerID: number, secondPlayerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, firstPlayerID: number, secondPlayerID: number) => void,
CallImmediate: (this: void, firstPlayerID: number, secondPlayerID: number) => void
} & ((this: void, firstPlayerID: number, secondPlayerID: number) => void),
/**
* *GameCoreEvent*
*/
DiplomacyIncomingDeal: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, fromPlayerID: number, toPlayerID: number, actionType: DiplomacyActionTypes) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, fromPlayerID: number, toPlayerID: number, actionType: DiplomacyActionTypes) => void,
CallImmediate: (this: void, fromPlayerID: number, toPlayerID: number, actionType: DiplomacyActionTypes) => void
} & ((this: void, fromPlayerID: number, toPlayerID: number, actionType: DiplomacyActionTypes) => void),
/**
* *GameCoreEvent*
*/
DiplomacyMakePeace: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, firstPlayerID: number, secondPlayerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, firstPlayerID: number, secondPlayerID: number) => void,
CallImmediate: (this: void, firstPlayerID: number, secondPlayerID: number) => void
} & ((this: void, firstPlayerID: number, secondPlayerID: number) => void),
/**
* *GameCoreEvent*
*/
DiplomacyMeet: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, player1ID: number, player2ID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, player1ID: number, player2ID: number) => void,
CallImmediate: (this: void, player1ID: number, player2ID: number) => void
} & ((this: void, player1ID: number, player2ID: number) => void),
/**
* *GameCoreEvent*
*/
DiplomacyMeetMajorMinor: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
DiplomacyMeetMajors: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
DiplomacyRefusePeace: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, actingPlayerID: number, reactingPlayerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, actingPlayerID: number, reactingPlayerID: number) => void,
CallImmediate: (this: void, actingPlayerID: number, reactingPlayerID: number) => void
} & ((this: void, actingPlayerID: number, reactingPlayerID: number) => void),
/**
* *GameCoreEvent*
*/
DiplomacyRelationshipChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, player1ID: number, player2ID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, player1ID: number, player2ID: number) => void,
CallImmediate: (this: void, player1ID: number, player2ID: number) => void
} & ((this: void, player1ID: number, player2ID: number) => void),
/**
* *GameCoreEvent*
*/
DiplomacySessionClosed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, sessionID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, sessionID: number) => void,
CallImmediate: (this: void, sessionID: number) => void
} & ((this: void, sessionID: number) => void),
/**
* *GameCoreEvent*
*/
DiplomacyStatement: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, actingPlayerID: number, reactingPlayerID: number, values: AnyTable) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, actingPlayerID: number, reactingPlayerID: number, values: AnyTable) => void,
CallImmediate: (this: void, actingPlayerID: number, reactingPlayerID: number, values: AnyTable) => void
} & ((this: void, actingPlayerID: number, reactingPlayerID: number, values: AnyTable) => void),
/**
* *GameCoreEvent*
*/
DistrictAddedToMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, districtID: number, cityID: number, x: number, y: number, districtIndex: number, percentComplete: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, districtID: number, cityID: number, x: number, y: number, districtIndex: number, percentComplete: number) => void,
CallImmediate: (this: void, playerID: number, districtID: number, cityID: number, x: number, y: number, districtIndex: number, percentComplete: number) => void
} & ((this: void, playerID: number, districtID: number, cityID: number, x: number, y: number, districtIndex: number, percentComplete: number) => void),
/**
* **
*/
DistrictBuildingRestore: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
DistrictBuildProgressChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, districtID: number, cityID: number, x: number, y: number, districtIndex: number, era: number, civilizationIndex: number, percentComplete: number, appeal: number, isPillaged: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, districtID: number, cityID: number, x: number, y: number, districtIndex: number, era: number, civilizationIndex: number, percentComplete: number, appeal: number, isPillaged: boolean) => void,
CallImmediate: (this: void, playerID: number, districtID: number, cityID: number, x: number, y: number, districtIndex: number, era: number, civilizationIndex: number, percentComplete: number, appeal: number, isPillaged: boolean) => void
} & ((this: void, playerID: number, districtID: number, cityID: number, x: number, y: number, districtIndex: number, era: number, civilizationIndex: number, percentComplete: number, appeal: number, isPillaged: boolean) => void),
/**
* *GameCoreEvent*
*/
DistrictCombatChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, eventSubType: EventSubTypes, playerID: number, districtID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, eventSubType: EventSubTypes, playerID: number, districtID: number) => void,
CallImmediate: (this: void, eventSubType: EventSubTypes, playerID: number, districtID: number) => void
} & ((this: void, eventSubType: EventSubTypes, playerID: number, districtID: number) => void),
/**
* *GameCoreEvent*
*/
DistrictDamageChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, districtID: number, defenseType: DefenseTypes, newDamage: number, oldDamage: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, districtID: number, defenseType: DefenseTypes, newDamage: number, oldDamage: number) => void,
CallImmediate: (this: void, playerID: number, districtID: number, defenseType: DefenseTypes, newDamage: number, oldDamage: number) => void
} & ((this: void, playerID: number, districtID: number, defenseType: DefenseTypes, newDamage: number, oldDamage: number) => void),
/**
* *GameCoreEvent*
*/
DistrictPillaged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ownerID: number, districtID: number, cityID: number, x: number, y: number, districtIndex: number, percentComplete: number, isPillaged: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ownerID: number, districtID: number, cityID: number, x: number, y: number, districtIndex: number, percentComplete: number, isPillaged: boolean) => void,
CallImmediate: (this: void, ownerID: number, districtID: number, cityID: number, x: number, y: number, districtIndex: number, percentComplete: number, isPillaged: boolean) => void
} & ((this: void, ownerID: number, districtID: number, cityID: number, x: number, y: number, districtIndex: number, percentComplete: number, isPillaged: boolean) => void),
/**
* *GameCoreEvent*
*/
DistrictRemovedFromMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, districtID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, districtID: number) => void,
CallImmediate: (this: void, playerID: number, districtID: number) => void
} & ((this: void, playerID: number, districtID: number) => void),
/**
* *GameCoreEvent*
*/
DistrictUnitsChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, districtID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, districtID: number) => void,
CallImmediate: (this: void, playerID: number, districtID: number) => void
} & ((this: void, playerID: number, districtID: number) => void),
/**
* *GameCoreEvent*
*/
DistrictVisibilityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, districtID: number, eVisibility: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, districtID: number, eVisibility: number) => void,
CallImmediate: (this: void, playerID: number, districtID: number, eVisibility: number) => void
} & ((this: void, playerID: number, districtID: number, eVisibility: number) => void),
/**
* *GameCoreEvent*
*/
EmergenciesUpdated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
EmergencyAvailable: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, targetPlayerID: number, emergencyIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, targetPlayerID: number, emergencyIndex: number) => void,
CallImmediate: (this: void, targetPlayerID: number, emergencyIndex: number) => void
} & ((this: void, targetPlayerID: number, emergencyIndex: number) => void),
/**
* *GameCoreEvent*
*/
EmergencyAvailableParticipant: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
EmergencyCompleted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, targetPlayerID: number, turn: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, targetPlayerID: number, turn: number) => void,
CallImmediate: (this: void, playerID: number, targetPlayerID: number, turn: number) => void
} & ((this: void, playerID: number, targetPlayerID: number, turn: number) => void),
/**
* *GameCoreEvent*
*/
EmergencyCompleteParticipants: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
EmergencyRejected: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
EmergencyStarted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, targetPlayerID: number, turn: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, targetPlayerID: number, turn: number) => void,
CallImmediate: (this: void, playerID: number, targetPlayerID: number, turn: number) => void
} & ((this: void, playerID: number, targetPlayerID: number, turn: number) => void),
/**
* *GameCoreEvent*
*/
EndTurnBlockingChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, prevEndTurnBlockingType: EndTurnBlockingTypes, newEndTurnBlockingType: EndTurnBlockingTypes) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, prevEndTurnBlockingType: EndTurnBlockingTypes, newEndTurnBlockingType: EndTurnBlockingTypes) => void,
CallImmediate: (this: void, prevEndTurnBlockingType: EndTurnBlockingTypes, newEndTurnBlockingType: EndTurnBlockingTypes) => void
} & ((this: void, prevEndTurnBlockingType: EndTurnBlockingTypes, newEndTurnBlockingType: EndTurnBlockingTypes) => void),
/**
* *GameCoreEvent*
*/
EndTurnDirty: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
EndWonderReveal: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
EventPopupRequest: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, popupData: AnyTable) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, popupData: AnyTable) => void,
CallImmediate: (this: void, popupData: AnyTable) => void
} & ((this: void, popupData: AnyTable) => void),
/**
* *GameCoreEvent*
*/
EventSoundRequest: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, sound: string, playerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, sound: string, playerID: number) => void,
CallImmediate: (this: void, sound: string, playerID: number) => void
} & ((this: void, sound: string, playerID: number) => void),
/**
* *GameCoreEvent*
*/
FaithChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, yield: number, balance: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, yield: number, balance: number) => void,
CallImmediate: (this: void, playerID: number, yield: number, balance: number) => void
} & ((this: void, playerID: number, yield: number, balance: number) => void),
/**
* *GameCoreEvent*
*/
FeatureAddedToMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number) => void,
CallImmediate: (this: void, x: number, y: number) => void
} & ((this: void, x: number, y: number) => void),
/**
* *GameCoreEvent*
*/
FeatureChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
FeatureRemovedFromMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number) => void,
CallImmediate: (this: void, x: number, y: number) => void
} & ((this: void, x: number, y: number) => void),
/**
* **
*/
FeatureVisibilityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
GameEraChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, previousEraIndex: number, newEraIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, previousEraIndex: number, newEraIndex: number) => void,
CallImmediate: (this: void, previousEraIndex: number, newEraIndex: number) => void
} & ((this: void, previousEraIndex: number, newEraIndex: number) => void),
/**
* *GameCoreEvent*
*/
GameHistoryMomentRecorded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, momentIndex: number, unknown: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, momentIndex: number, unknown: number) => void,
CallImmediate: (this: void, momentIndex: number, unknown: number) => void
} & ((this: void, momentIndex: number, unknown: number) => void),
/**
* *GameCoreEvent*
*/
GoodyHutReward: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, unknown1: number, unknown2: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, unknown1: number, unknown2: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, unknown1: number, unknown2: number) => void
} & ((this: void, playerID: number, unitID: number, unknown1: number, unknown2: number) => void),
/**
* *GameCoreEvent*
*/
GovDistrictPolicyLocked: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
GovDistrictPolicyUnlocked: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, policyIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, policyIndex: number) => void,
CallImmediate: (this: void, playerID: number, policyIndex: number) => void
} & ((this: void, playerID: number, policyIndex: number) => void),
/**
* *GameCoreEvent*
*/
GovernmentChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, governmentID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, governmentID: number) => void,
CallImmediate: (this: void, playerID: number, governmentID: number) => void
} & ((this: void, playerID: number, governmentID: number) => void),
/**
* *GameCoreEvent*
*/
GovernmentPolicyChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, policyID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, policyID: number) => void,
CallImmediate: (this: void, playerID: number, policyID: number) => void
} & ((this: void, playerID: number, policyID: number) => void),
/**
* *GameCoreEvent*
*/
GovernmentPolicyObsoleted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number) => void,
CallImmediate: (this: void, playerID: number) => void
} & ((this: void, playerID: number) => void),
/**
* *GameCoreEvent*
*/
GovernorAppointed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, governorID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, governorID: number) => void,
CallImmediate: (this: void, playerID: number, governorID: number) => void
} & ((this: void, playerID: number, governorID: number) => void),
/**
* *GameCoreEvent*
*/
GovernorAssigned: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, cityPlayerID: number, cityID: number, governorPlayerID: number, governorID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, cityPlayerID: number, cityID: number, governorPlayerID: number, governorID: number) => void,
CallImmediate: (this: void, cityPlayerID: number, cityID: number, governorPlayerID: number, governorID: number) => void
} & ((this: void, cityPlayerID: number, cityID: number, governorPlayerID: number, governorID: number) => void),
/**
* *GameCoreEvent*
*/
GovernorChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, governorID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, governorID: number) => void,
CallImmediate: (this: void, playerID: number, governorID: number) => void
} & ((this: void, playerID: number, governorID: number) => void),
/**
* *GameCoreEvent*
*/
GovernorEstablished: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
GovernorPointsChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, delta: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, delta: number) => void,
CallImmediate: (this: void, playerID: number, delta: number) => void
} & ((this: void, playerID: number, delta: number) => void),
/**
* *GameCoreEvent*
*/
GovernorPromoted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, governorIndex: number, promotionIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, governorIndex: number, promotionIndex: number) => void,
CallImmediate: (this: void, playerID: number, governorIndex: number, promotionIndex: number) => void
} & ((this: void, playerID: number, governorIndex: number, promotionIndex: number) => void),
/**
* *GameCoreEvent*
*/
GreatPeoplePointsChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number) => void,
CallImmediate: (this: void, playerID: number) => void
} & ((this: void, playerID: number) => void),
/**
* *GameCoreEvent*
*/
GreatPeopleTimelineChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
GreatWorkCreated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, cityPlotX: number, cityPlotY: number, buildingID: number, greatWorkID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, cityPlotX: number, cityPlotY: number, buildingID: number, greatWorkID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, cityPlotX: number, cityPlotY: number, buildingID: number, greatWorkID: number) => void
} & ((this: void, playerID: number, unitID: number, cityPlotX: number, cityPlotY: number, buildingID: number, greatWorkID: number) => void),
/**
* *GameCoreEvent*
*/
GreatWorkMoved: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, fromCityPlayerID: number, fromCityID: number, toCityPlayerID: number, toCityID: number, buildingID: number, greatWorkTypeIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, fromCityPlayerID: number, fromCityID: number, toCityPlayerID: number, toCityID: number, buildingID: number, greatWorkTypeIndex: number) => void,
CallImmediate: (this: void, fromCityPlayerID: number, fromCityID: number, toCityPlayerID: number, toCityID: number, buildingID: number, greatWorkTypeIndex: number) => void
} & ((this: void, fromCityPlayerID: number, fromCityID: number, toCityPlayerID: number, toCityID: number, buildingID: number, greatWorkTypeIndex: number) => void),
/**
* *GameCoreEvent*
*/
ImprovementActivated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number, unitOwner: any, unitID: number, improvementType: any, improvementOwner: any, activationType: any) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number, unitOwner: any, unitID: number, improvementType: any, improvementOwner: any, activationType: any) => void,
CallImmediate: (this: void, x: number, y: number, unitOwner: any, unitID: number, improvementType: any, improvementOwner: any, activationType: any) => void
} & ((this: void, x: number, y: number, unitOwner: any, unitID: number, improvementType: any, improvementOwner: any, activationType: any) => void),
/**
* *GameCoreEvent*
*/
ImprovementAddedToMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number, improvementIndex: number, playerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number, improvementIndex: number, playerID: number) => void,
CallImmediate: (this: void, x: number, y: number, improvementIndex: number, playerID: number) => void
} & ((this: void, x: number, y: number, improvementIndex: number, playerID: number) => void),
/**
* *GameCoreEvent*
*/
ImprovementChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number, improvementIndex: number, improvementPlayerID: number, resourceIndex: number, isPillaged: boolean, isWorked: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number, improvementIndex: number, improvementPlayerID: number, resourceIndex: number, isPillaged: boolean, isWorked: boolean) => void,
CallImmediate: (this: void, x: number, y: number, improvementIndex: number, improvementPlayerID: number, resourceIndex: number, isPillaged: boolean, isWorked: boolean) => void
} & ((this: void, x: number, y: number, improvementIndex: number, improvementPlayerID: number, resourceIndex: number, isPillaged: boolean, isWorked: boolean) => void),
/**
* *GameCoreEvent*
*/
ImprovementOwnershipChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
ImprovementRemovedFromMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number, owningPlayerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number, owningPlayerID: number) => void,
CallImmediate: (this: void, x: number, y: number, owningPlayerID: number) => void
} & ((this: void, x: number, y: number, owningPlayerID: number) => void),
/**
* *GameCoreEvent*
*/
ImprovementVisibilityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number, improvementIndex: number, eVisibility: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number, improvementIndex: number, eVisibility: number) => void,
CallImmediate: (this: void, x: number, y: number, improvementIndex: number, eVisibility: number) => void
} & ((this: void, x: number, y: number, improvementIndex: number, eVisibility: number) => void),
/**
* *GameCoreEvent*
*/
InfluenceChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
InfluenceGiven: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, citystateID: number, playerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, citystateID: number, playerID: number) => void,
CallImmediate: (this: void, citystateID: number, playerID: number) => void
} & ((this: void, citystateID: number, playerID: number) => void),
/**
* *GameCoreEvent*
*/
LevyCounterChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, originalOwnerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, originalOwnerID: number) => void,
CallImmediate: (this: void, originalOwnerID: number) => void
} & ((this: void, originalOwnerID: number) => void),
/**
* *GameCoreEvent*
*/
LocalPlayerChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, localPlayerID: number, prevLocalPlayerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, localPlayerID: number, prevLocalPlayerID: number) => void,
CallImmediate: (this: void, localPlayerID: number, prevLocalPlayerID: number) => void
} & ((this: void, localPlayerID: number, prevLocalPlayerID: number) => void),
/**
* *GameCoreEvent*
*/
LocalPlayerTurnBegin: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
LocalPlayerTurnEnd: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
LocalPlayerTurnUnready: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
MapYieldsChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
NationalParkAdded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
NationalParkRemoved: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
NationalParkVisibilityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
NaturalWonderRevealed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number, featureIndex: number, wasFirstToFind: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number, featureIndex: number, wasFirstToFind: boolean) => void,
CallImmediate: (this: void, x: number, y: number, featureIndex: number, wasFirstToFind: boolean) => void
} & ((this: void, x: number, y: number, featureIndex: number, wasFirstToFind: boolean) => void),
/**
* *GameCoreEvent*
*/
NotificationActivated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, notificationID: number, wasActivatedByUser: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, notificationID: number, wasActivatedByUser: boolean) => void,
CallImmediate: (this: void, playerID: number, notificationID: number, wasActivatedByUser: boolean) => void
} & ((this: void, playerID: number, notificationID: number, wasActivatedByUser: boolean) => void),
/**
* *GameCoreEvent*
*/
NotificationAdded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, notificationID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, notificationID: number) => void,
CallImmediate: (this: void, playerID: number, notificationID: number) => void
} & ((this: void, playerID: number, notificationID: number) => void),
/**
* *GameCoreEvent*
*/
NotificationDismissed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, notificationID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, notificationID: number) => void,
CallImmediate: (this: void, playerID: number, notificationID: number) => void
} & ((this: void, playerID: number, notificationID: number) => void),
/**
* *GameCoreEvent*
*/
NotificationRefreshRequested: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
ObjectPairing: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, eventSubType: EventSubTypes, parentOwner: any, parentType: any, parentID: number, childOwner: any, childType: any, childID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, eventSubType: EventSubTypes, parentOwner: any, parentType: any, parentID: number, childOwner: any, childType: any, childID: number) => void,
CallImmediate: (this: void, eventSubType: EventSubTypes, parentOwner: any, parentType: any, parentID: number, childOwner: any, childType: any, childID: number) => void
} & ((this: void, eventSubType: EventSubTypes, parentOwner: any, parentType: any, parentID: number, childOwner: any, childType: any, childID: number) => void),
/**
* *GameCoreEvent*
*/
OnAiAdvisorUpdated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
UnitGreatPersonActivated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, unitOwner: number, unitID: number, greatPersonClassID: number, greatPersonIndividualID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, unitOwner: number, unitID: number, greatPersonClassID: number, greatPersonIndividualID: number) => void,
CallImmediate: (this: void, unitOwner: number, unitID: number, greatPersonClassID: number, greatPersonIndividualID: number) => void
} & ((this: void, unitOwner: number, unitID: number, greatPersonClassID: number, greatPersonIndividualID: number) => void),
/**
* *GameCoreEvent*
*/
PantheonFounded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: any) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: any) => void,
CallImmediate: (this: void, playerID: any) => void
} & ((this: void, playerID: any) => void),
/**
* *GameCoreEvent*
*/
PhaseBegin: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
PhaseEnd: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
PlayerAgeChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number) => void,
CallImmediate: (this: void, playerID: number) => void
} & ((this: void, playerID: number) => void),
/**
* *GameCoreEvent*
*/
PlayerBordersChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
PlayerDarkAgeChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number) => void,
CallImmediate: (this: void, playerID: number) => void
} & ((this: void, playerID: number) => void),
/**
* *GameCoreEvent*
*/
PlayerDefeat: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, defeatIndex: any, eventID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, defeatIndex: any, eventID: number) => void,
CallImmediate: (this: void, playerID: number, defeatIndex: any, eventID: number) => void
} & ((this: void, playerID: number, defeatIndex: any, eventID: number) => void),
/**
* *GameCoreEvent*
*/
PlayerDestroyed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
PlayerEraChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, eraIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, eraIndex: number) => void,
CallImmediate: (this: void, playerID: number, eraIndex: number) => void
} & ((this: void, playerID: number, eraIndex: number) => void),
/**
* *GameCoreEvent*
*/
PlayerEraScoreChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, amountAwarded: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, amountAwarded: number) => void,
CallImmediate: (this: void, playerID: number, amountAwarded: number) => void
} & ((this: void, playerID: number, amountAwarded: number) => void),
/**
* *GameCoreEvent*
*/
PlayerEraTransitionBegins: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number) => void,
CallImmediate: (this: void, playerID: number) => void
} & ((this: void, playerID: number) => void),
/**
* *GameCoreEvent*
*/
PlayerOperationComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *PlayerGameCoreEvent*
*/
PlayerResourceChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ownerPlayerID: number, resourceTypeID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ownerPlayerID: number, resourceTypeID: number) => void,
CallImmediate: (this: void, ownerPlayerID: number, resourceTypeID: number) => void
} & ((this: void, ownerPlayerID: number, resourceTypeID: number) => void),
/**
* *GameCoreEvent*
*/
PlayerRestored: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
PlayerRevived: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
PlayerTurnActivated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, isFirstTurn: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, isFirstTurn: boolean) => void,
CallImmediate: (this: void, playerID: number, isFirstTurn: boolean) => void
} & ((this: void, playerID: number, isFirstTurn: boolean) => void),
/**
* *GameCoreEvent*
*/
PlayerTurnDeactivated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number) => void,
CallImmediate: (this: void, playerID: number) => void
} & ((this: void, playerID: number) => void),
/**
* **
*/
PlayerVictory: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
PlotAppealChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
PlotMarkerChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number) => void,
CallImmediate: (this: void, x: number, y: number) => void
} & ((this: void, x: number, y: number) => void),
/**
* *GameCoreEvent*
*/
PlotPropertyChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number) => void,
CallImmediate: (this: void, x: number, y: number) => void
} & ((this: void, x: number, y: number) => void),
/**
* *GameCoreEvent*
*/
PlotVisibilityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number, visibilityType: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number, visibilityType: number) => void,
CallImmediate: (this: void, x: number, y: number, visibilityType: number) => void
} & ((this: void, x: number, y: number, visibilityType: number) => void),
/**
* *GameCoreEvent*
*/
PlotYieldChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number) => void,
CallImmediate: (this: void, x: number, y: number) => void
} & ((this: void, x: number, y: number) => void),
/**
* **
*/
PolicyChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, policyID: number, wasEnacted: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, policyID: number, wasEnacted: boolean) => void,
CallImmediate: (this: void, playerID: number, policyID: number, wasEnacted: boolean) => void
} & ((this: void, playerID: number, policyID: number, wasEnacted: boolean) => void),
/**
* *GameCoreEvent*
*/
QuestChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, CityStateID: number, CompletedQuestPlayerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, CityStateID: number, CompletedQuestPlayerID: number) => void,
CallImmediate: (this: void, CityStateID: number, CompletedQuestPlayerID: number) => void
} & ((this: void, CityStateID: number, CompletedQuestPlayerID: number) => void),
/**
* **
*/
QueueFlushed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
ReligionFounded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, religionID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, religionID: number) => void,
CallImmediate: (this: void, playerID: number, religionID: number) => void
} & ((this: void, playerID: number, religionID: number) => void),
/**
* *GameCoreEvent*
*/
RemotePlayerTurnBegin: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
RemotePlayerTurnEnd: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
RemotePlayerTurnUnready: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
ResearchChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, technologyIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, technologyIndex: number) => void,
CallImmediate: (this: void, playerID: number, technologyIndex: number) => void
} & ((this: void, playerID: number, technologyIndex: number) => void),
/**
* *GameCoreEvent*
*/
ResearchCompleted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, technologyIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, technologyIndex: number) => void,
CallImmediate: (this: void, playerID: number, technologyIndex: number) => void
} & ((this: void, playerID: number, technologyIndex: number) => void),
/**
* *GameCoreEvent*
*/
ResearchQueueChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, technologyIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, technologyIndex: number) => void,
CallImmediate: (this: void, playerID: number, technologyIndex: number) => void
} & ((this: void, playerID: number, technologyIndex: number) => void),
/**
* *GameCoreEvent*
*/
ResearchYieldChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number) => void,
CallImmediate: (this: void, playerID: number) => void
} & ((this: void, playerID: number) => void),
/**
* *GameCoreEvent*
*/
ResourceAddedToMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number, resourceIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number, resourceIndex: number) => void,
CallImmediate: (this: void, x: number, y: number, resourceIndex: number) => void
} & ((this: void, x: number, y: number, resourceIndex: number) => void),
/**
* **
*/
ResourceChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
ResourceRemovedFromMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, iX: number, iY: number, resourceIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, iX: number, iY: number, resourceIndex: number) => void,
CallImmediate: (this: void, iX: number, iY: number, resourceIndex: number) => void
} & ((this: void, iX: number, iY: number, resourceIndex: number) => void),
/**
* *GameCoreEvent*
*/
ResourceVisibilityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number, resourceIndex: number, visibilityType: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number, resourceIndex: number, visibilityType: number) => void,
CallImmediate: (this: void, x: number, y: number, resourceIndex: number, visibilityType: number) => void
} & ((this: void, x: number, y: number, resourceIndex: number, visibilityType: number) => void),
/**
* *GameCoreEvent*
*/
RiverAddedToMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
RiverRemovedFromMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
RouteAddedToMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
RouteChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number) => void,
CallImmediate: (this: void, x: number, y: number) => void
} & ((this: void, x: number, y: number) => void),
/**
* *GameCoreEvent*
*/
RouteRemovedFromMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
RouteVisibilityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
SpyAdded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, spyPlayerID: number, spyUnitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, spyPlayerID: number, spyUnitID: number) => void,
CallImmediate: (this: void, spyPlayerID: number, spyUnitID: number) => void
} & ((this: void, spyPlayerID: number, spyUnitID: number) => void),
/**
* *GameCoreEvent*
*/
SpyMissionCompleted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, missionID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, missionID: number) => void,
CallImmediate: (this: void, playerID: number, missionID: number) => void
} & ((this: void, playerID: number, missionID: number) => void),
/**
* *GameCoreEvent*
*/
SpyMissionUpdated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
SpyRemoved: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, spyPlayerID: number, counterSpyPlayerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, spyPlayerID: number, counterSpyPlayerID: number) => void,
CallImmediate: (this: void, spyPlayerID: number, counterSpyPlayerID: number) => void
} & ((this: void, spyPlayerID: number, counterSpyPlayerID: number) => void),
/**
* *GameCoreEvent*
*/
SpyUpdated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
StatusMessage: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *UIEvent*
*/
SystemUpdateUI: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, type: any, tag: any, data1: number, data2: number, data3: string) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, type: any, tag: any, data1: number, data2: number, data3: string) => void,
CallImmediate: (this: void, type: any, tag: any, data1: number, data2: number, data3: string) => void
} & ((this: void, type: any, tag: any, data1: number, data2: number, data3: string) => void),
/**
* *GameCoreEvent*
*/
TeamVictory: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
TechBoostTriggered: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, techBoosted: number, unknownA: number, unknownB: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, techBoosted: number, unknownA: number, unknownB: number) => void,
CallImmediate: (this: void, playerID: number, techBoosted: number, unknownA: number, unknownB: number) => void
} & ((this: void, playerID: number, techBoosted: number, unknownA: number, unknownB: number) => void),
/**
* *GameCoreEvent*
*/
TerrainTypeChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
TradeRouteActivityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, originPlayerID: number, originCityID: number, targetPlayerID: number, targetCityID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, originPlayerID: number, originCityID: number, targetPlayerID: number, targetCityID: number) => void,
CallImmediate: (this: void, playerID: number, originPlayerID: number, originCityID: number, targetPlayerID: number, targetCityID: number) => void
} & ((this: void, playerID: number, originPlayerID: number, originCityID: number, targetPlayerID: number, targetCityID: number) => void),
/**
* *GameCoreEvent*
*/
TradeRouteAddedToMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, x: number, y: number) => void,
CallImmediate: (this: void, playerID: number, x: number, y: number) => void
} & ((this: void, playerID: number, x: number, y: number) => void),
/**
* *GameCoreEvent*
*/
TradeRouteCapacityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number) => void,
CallImmediate: (this: void, playerID: number) => void
} & ((this: void, playerID: number) => void),
/**
* *GameCoreEvent*
*/
TradeRouteRangeChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
TradeRouteRemovedFromMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, x: number, y: number) => void,
CallImmediate: (this: void, playerID: number, x: number, y: number) => void
} & ((this: void, playerID: number, x: number, y: number) => void),
/**
* *GameCoreEvent*
*/
TreasuryChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, yield: number, balance: any) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, yield: number, balance: any) => void,
CallImmediate: (this: void, playerID: number, yield: number, balance: any) => void
} & ((this: void, playerID: number, yield: number, balance: any) => void),
/**
* *GameCoreEvent*
*/
TurnBegin: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
TurnEnd: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
UnitAbilityGained: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, unitAbilityIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, unitAbilityIndex: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, unitAbilityIndex: number) => void
} & ((this: void, playerID: number, unitID: number, unitAbilityIndex: number) => void),
/**
* *GameCoreEvent*
*/
UnitAbilityLost: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, unitAbilityIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, unitAbilityIndex: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, unitAbilityIndex: number) => void
} & ((this: void, playerID: number, unitID: number, unitAbilityIndex: number) => void),
/**
* *GameCoreEvent*
*/
UnitActivate: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
UnitActivityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, activityType: ActivityTypes) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, activityType: ActivityTypes) => void,
CallImmediate: (this: void, playerID: number, unitID: number, activityType: ActivityTypes) => void
} & ((this: void, playerID: number, unitID: number, activityType: ActivityTypes) => void),
/**
* *GameCoreEvent*
*/
UnitAddedToMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number) => void
} & ((this: void, playerID: number, unitID: number) => void),
/**
* *GameCoreEvent*
*/
UnitAirlifted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
UnitArtifactChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number) => void
} & ((this: void, playerID: number, unitID: number) => void),
/**
* *GameCoreEvent*
*/
UnitCaptured: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, currentUnitPlayerID: number, unitID: number, owningPlayerID: number, capturingPlayerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, currentUnitPlayerID: number, unitID: number, owningPlayerID: number, capturingPlayerID: number) => void,
CallImmediate: (this: void, currentUnitPlayerID: number, unitID: number, owningPlayerID: number, capturingPlayerID: number) => void
} & ((this: void, currentUnitPlayerID: number, unitID: number, owningPlayerID: number, capturingPlayerID: number) => void),
/**
* *GameCoreEvent*
*/
UnitChargesChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, newCharges: number, oldCharges: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, newCharges: number, oldCharges: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, newCharges: number, oldCharges: number) => void
} & ((this: void, playerID: number, unitID: number, newCharges: number, oldCharges: number) => void),
/**
* *GameCoreEvent*
*/
UnitCommandStarted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, commandType: UnitCommandTypes, data1: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, commandType: UnitCommandTypes, data1: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, commandType: UnitCommandTypes, data1: number) => void
} & ((this: void, playerID: number, unitID: number, commandType: UnitCommandTypes, data1: number) => void),
/**
* *GameCoreEvent*
*/
UnitDamageChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, newDamage: number, prevDamage: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, newDamage: number, prevDamage: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, newDamage: number, prevDamage: number) => void
} & ((this: void, playerID: number, unitID: number, newDamage: number, prevDamage: number) => void),
/**
* *GameCoreEvent*
*/
UnitEmbarkedStateChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, isEmbarked: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, isEmbarked: boolean) => void,
CallImmediate: (this: void, playerID: number, unitID: number, isEmbarked: boolean) => void
} & ((this: void, playerID: number, unitID: number, isEmbarked: boolean) => void),
/**
* *GameCoreEvent*
*/
UnitEnterFormation: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, firstUnitPlayerID: number, firstUnitID: number, secondUnitPlayerID: number, secondUnitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, firstUnitPlayerID: number, firstUnitID: number, secondUnitPlayerID: number, secondUnitID: number) => void,
CallImmediate: (this: void, firstUnitPlayerID: number, firstUnitID: number, secondUnitPlayerID: number, secondUnitID: number) => void
} & ((this: void, firstUnitPlayerID: number, firstUnitID: number, secondUnitPlayerID: number, secondUnitID: number) => void),
/**
* *GameCoreEvent*
*/
UnitExitFormation: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, firstUnitPlayerID: number, firstUnitID: number, secondUnitPlayerID: number, secondUnitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, firstUnitPlayerID: number, firstUnitID: number, secondUnitPlayerID: number, secondUnitID: number) => void,
CallImmediate: (this: void, firstUnitPlayerID: number, firstUnitID: number, secondUnitPlayerID: number, secondUnitID: number) => void
} & ((this: void, firstUnitPlayerID: number, firstUnitID: number, secondUnitPlayerID: number, secondUnitID: number) => void),
/**
* *GameCoreEvent*
*/
UnitExperienceChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
UnitFormArmy: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number) => void
} & ((this: void, playerID: number, unitID: number) => void),
/**
* *GameCoreEvent*
*/
UnitFormationChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
UnitFormCorps: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number) => void
} & ((this: void, playerID: number, unitID: number) => void),
/**
* *GameCoreEvent*
*/
UnitFortificationChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number) => void
} & ((this: void, playerID: number, unitID: number) => void),
/**
* *GameCoreEvent*
*/
UnitGreatPersonChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
UnitGreatPersonCreated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, greatPersonClassID: number, greatPersonIndividualID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, greatPersonClassID: number, greatPersonIndividualID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, greatPersonClassID: number, greatPersonIndividualID: number) => void
} & ((this: void, playerID: number, unitID: number, greatPersonClassID: number, greatPersonIndividualID: number) => void),
/**
* *GameCoreEvent*
*/
UnitKilledInCombat: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, killedPlayerID: number, killedUnitID: number, playerID: number, unitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, killedPlayerID: number, killedUnitID: number, playerID: number, unitID: number) => void,
CallImmediate: (this: void, killedPlayerID: number, killedUnitID: number, playerID: number, unitID: number) => void
} & ((this: void, killedPlayerID: number, killedUnitID: number, playerID: number, unitID: number) => void),
/**
* *GameCoreEvent*
*/
UnitMoveComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, x: number, y: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, x: number, y: number) => void
} & ((this: void, playerID: number, unitID: number, x: number, y: number) => void),
/**
* *GameCoreEvent*
*/
UnitMoved: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, x: number, y: number, locallyVisible: any, stateChange: any) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, x: number, y: number, locallyVisible: any, stateChange: any) => void,
CallImmediate: (this: void, playerID: number, unitID: number, x: number, y: number, locallyVisible: any, stateChange: any) => void
} & ((this: void, playerID: number, unitID: number, x: number, y: number, locallyVisible: any, stateChange: any) => void),
/**
* *GameCoreEvent*
*/
UnitMovementPointsChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, movementPoints: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, movementPoints: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, movementPoints: number) => void
} & ((this: void, playerID: number, unitID: number, movementPoints: number) => void),
/**
* *GameCoreEvent*
*/
UnitMovementPointsCleared: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number) => void
} & ((this: void, playerID: number, unitID: number) => void),
/**
* *GameCoreEvent*
*/
UnitMovementPointsRestored: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, MovementPoints: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, MovementPoints: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, MovementPoints: number) => void
} & ((this: void, playerID: number, unitID: number, MovementPoints: number) => void),
/**
* *GameCoreEvent*
*/
UnitOperationAdded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, unknown: number, operationType: UnitOperationTypes) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, unknown: number, operationType: UnitOperationTypes) => void,
CallImmediate: (this: void, playerID: number, unitID: number, unknown: number, operationType: UnitOperationTypes) => void
} & ((this: void, playerID: number, unitID: number, unknown: number, operationType: UnitOperationTypes) => void),
/**
* *GameCoreEvent*
*/
UnitOperationDeactivated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, operationType: UnitOperationTypes, data1: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, operationType: UnitOperationTypes, data1: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, operationType: UnitOperationTypes, data1: number) => void
} & ((this: void, playerID: number, unitID: number, operationType: UnitOperationTypes, data1: number) => void),
/**
* *GameCoreEvent*
*/
UnitOperationSegmentComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, commandType: UnitCommandTypes, data1: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, commandType: UnitCommandTypes, data1: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, commandType: UnitCommandTypes, data1: number) => void
} & ((this: void, playerID: number, unitID: number, commandType: UnitCommandTypes, data1: number) => void),
/**
* *GameCoreEvent*
*/
UnitOperationStarted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ownerID: number, unitID: number, operationID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ownerID: number, unitID: number, operationID: number) => void,
CallImmediate: (this: void, ownerID: number, unitID: number, operationID: number) => void
} & ((this: void, ownerID: number, unitID: number, operationID: number) => void),
/**
* *GameCoreEvent*
*/
UnitOperationsCleared: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, commandType: UnitCommandTypes, data1: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, commandType: UnitCommandTypes, data1: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, commandType: UnitCommandTypes, data1: number) => void
} & ((this: void, playerID: number, unitID: number, commandType: UnitCommandTypes, data1: number) => void),
/**
* *GameCoreEvent*
*/
UnitParadropped: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
UnitPromoted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number) => void
} & ((this: void, playerID: number, unitID: number) => void),
/**
* *GameCoreEvent*
*/
UnitPromotionAvailable: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, promotionID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, promotionID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, promotionID: number) => void
} & ((this: void, playerID: number, unitID: number, promotionID: number) => void),
/**
* *GameCoreEvent*
*/
UnitRemovedFromMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number) => void
} & ((this: void, playerID: number, unitID: number) => void),
/**
* *GameCoreEvent*
*/
UnitTeleported: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, x: number, y: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number, x: number, y: number) => void
} & ((this: void, playerID: number, unitID: number, x: number, y: number) => void),
/**
* *GameCoreEvent*
*/
UnitTradeChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number) => void
} & ((this: void, playerID: number, unitID: number) => void),
/**
* *GameCoreEvent*
*/
UnitUpgraded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number) => void
} & ((this: void, playerID: number, unitID: number) => void),
/**
* *GameCoreEvent*
*/
UnitVisibilityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number) => void
} & ((this: void, playerID: number, unitID: number) => void),
/**
* *GameCoreEvent*
*/
WMDCountChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, WMDIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, WMDIndex: number) => void,
CallImmediate: (this: void, playerID: number, WMDIndex: number) => void
} & ((this: void, playerID: number, WMDIndex: number) => void),
/**
* *GameCoreEvent*
*/
WMDDetonated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number, playerID: number, WMDIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number, playerID: number, WMDIndex: number) => void,
CallImmediate: (this: void, x: number, y: number, playerID: number, WMDIndex: number) => void
} & ((this: void, x: number, y: number, playerID: number, WMDIndex: number) => void),
/**
* *GameCoreEvent*
*/
WMDFalloutChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
WMDFalloutVisibilityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
WonderCompleted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number, buildingIndex: number, playerIndex: number, cityID: number, percentComplete: number, unknown: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number, buildingIndex: number, playerIndex: number, cityID: number, percentComplete: number, unknown: number) => void,
CallImmediate: (this: void, x: number, y: number, buildingIndex: number, playerIndex: number, cityID: number, percentComplete: number, unknown: number) => void
} & ((this: void, x: number, y: number, buildingIndex: number, playerIndex: number, cityID: number, percentComplete: number, unknown: number) => void),
/**
* *GameCoreEvent*
*/
WorldTextMessage: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, reportingStatusType: ReportingStatusTypes, gossipIndex: number, x: number, y: number, text: string) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, reportingStatusType: ReportingStatusTypes, gossipIndex: number, x: number, y: number, text: string) => void,
CallImmediate: (this: void, reportingStatusType: ReportingStatusTypes, gossipIndex: number, x: number, y: number, text: string) => void
} & ((this: void, reportingStatusType: ReportingStatusTypes, gossipIndex: number, x: number, y: number, text: string) => void),
/**
* **
*/
UnitCreated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number) => void
} & ((this: void, playerID: number, unitID: number) => void),
/**
* *SerialEvent*
*/
InterfaceModeChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, prevInterfaceModeType: InterfaceModeTypes, newInterfaceModeType: InterfaceModeTypes) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, prevInterfaceModeType: InterfaceModeTypes, newInterfaceModeType: InterfaceModeTypes) => void,
CallImmediate: (this: void, prevInterfaceModeType: InterfaceModeTypes, newInterfaceModeType: InterfaceModeTypes) => void
} & ((this: void, prevInterfaceModeType: InterfaceModeTypes, newInterfaceModeType: InterfaceModeTypes) => void),
/**
* *SerialEvent*
*/
UnitSelectionChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, hexI: number, hexJ: number, hexK: number, isSelected: boolean, IsEditable: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, hexI: number, hexJ: number, hexK: number, isSelected: boolean, IsEditable: boolean) => void,
CallImmediate: (this: void, playerID: number, unitID: number, hexI: number, hexJ: number, hexK: number, isSelected: boolean, IsEditable: boolean) => void
} & ((this: void, playerID: number, unitID: number, hexI: number, hexJ: number, hexK: number, isSelected: boolean, IsEditable: boolean) => void),
/**
* *LocalMachineEvent*
*/
InputActionTriggered: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, actionID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, actionID: number) => void,
CallImmediate: (this: void, actionID: number) => void
} & ((this: void, actionID: number) => void),
/**
* *SerialEvent*
*/
CitySelectionChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, hexI: number, hexJ: number, hexK: number, isSelected: boolean, IsEditable: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, hexI: number, hexJ: number, hexK: number, isSelected: boolean, IsEditable: boolean) => void,
CallImmediate: (this: void, playerID: number, unitID: number, hexI: number, hexJ: number, hexK: number, isSelected: boolean, IsEditable: boolean) => void
} & ((this: void, playerID: number, unitID: number, hexI: number, hexJ: number, hexK: number, isSelected: boolean, IsEditable: boolean) => void),
/**
* *GameCoreEvent*
*/
EventPopupResponse: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
CombatVisBegin: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
CrossPlayServersConnected: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
GameConfigChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
UploadCloudPlayerConfigComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerGameLaunchFailed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
WorldBuilderSignal: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
LoadComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
PlayCameraAnimationAtHex: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
My2KActivate: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
UserConfirmedClose: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerPlayerConnected: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
CityProductionQueueChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
SteamFriendsStatusUpdated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
GameCoreEventPublishComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
UserRequestClose: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerChat: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
BenchmarkStart: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerGameAbandoned: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
OptionChangeRequiresAppRestart: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
SteamServersDisconnected: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
PlayCameraAnimationAtPos: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
OptionChangeRequiresResolutionAck: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
UserSetupWarning: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
BarbarianClanConversionDisabled: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SequenceEvent*
*/
LoadScreenContentReady: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
InputActionStarted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
InputActionFinished: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
WorldCongressFinished: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
GamePauseStateChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
UnitPlayCinematicAnimation: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
DisableColorKey: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
GeothermalFissureRevealed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerMatchHostMigrated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
UnitPropertyChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number) => void,
CallImmediate: (this: void, playerID: number, unitID: number) => void
} & ((this: void, playerID: number, unitID: number) => void),
/**
* *LocalMachineEvent*
*/
CrossPlayServersDisconnected: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
WorldCongressStage2: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *UIEvent*
*/
PopupActivated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
BenchmarkEnd: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
WorldCongressSpecialSessionBeingCalled: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
LensChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
UserAcceptsOutdatedDriver: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
OptionChangeRequiresGameRestart: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
UserAcceptsEULA: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
RandomEventStarted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
UserOptionChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
ConnectedToNetSessionHost: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
UserAcceptsUnknownDevice: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
CorporationAdded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerGameListClear: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
GamePropertyChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerHostMigrated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
VolcanoRevealed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
CloudGameQuit: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
CloudUnseenCompleteCheckComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
TurnTimerUpdated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
CityProjectCompletedNarrative: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
WorldCongressRibbonUpdate: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
RestartWonderMovie: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
ExitToMainMenu: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
SteamFriendsPresenceUpdated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
ShowLeaderScreen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerJoinRoomComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerPingTimesChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
CulturalIdentityPerturnFromModifiersChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
CameraAnimationNotFound: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
WorldCongressEmergencyReady: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
FiraxisLiveActivate: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
Begin2KLoginProcess: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
ARXTap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
CloudTurnCheckComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
CrossPlayDisplayMessage: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
LeaderScreenFinishedLoading: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerSnapshotRequested: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
LensLayerOff: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerGameListComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
UploadCloudEndTurnComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
UserOptionsActivated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
Camera_Updated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
KickVoteComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
PlayerIntroduced: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
LeaveGameComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
StormChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
PostTourismBomb: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
CrossPlayLoginStateUpdated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
FavorChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
EOSInviteReceived: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerPrePlayerDisconnected: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SequenceEvent*
*/
LoadScreenClose: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
WorldRenderViewChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
PlayerInfoChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
MultiplayerGameLaunched: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
PowerGeneratedFromResource: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
OverlaySystemInitialized: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
BarbarianClanConversionEnabled: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
GameCoreEventPlaybackComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
FinishedGameplayContentConfigure: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
VisualStateRestored: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
UIIdle: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
CameraAnimationStopped: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
LensLayerOn: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
UnitKilledByFallout: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
ModStatusUpdated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
MapMinMajorPlayersChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
BenchmarkToggleLookAt: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
UnitStopCinematicAnimation: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
KickVoteStarted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
CycleUnitSelectionRequest: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
FloodplainRevealed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
My2KLinkAccountResult: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SequenceEvent*
*/
LoadGameViewStateDone: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerGameLastPlayer: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
CloudGameKilled: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
UnitSimPositionChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
GovernorEjected: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
StopAllCameraAnimations: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
ARXOrientationChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
LeaderAnimationComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
PreTurnBegin: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
FrontEndPopup: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
MapMaxMajorPlayersChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
EnableColorKey: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
UploadCloudEndTurnStart: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerGameListUpdated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
BeforeMultiplayerInviteProcessing: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
RandomEventOccurred: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
SaveComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerJoinGameComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
UpdateGraphicsOptions: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
CityPowerChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerPostPlayerDisconnected: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
HideLeaderScreen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerMatchmakingFailed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerJoinRoomFailed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerSnapshotProcessed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MultiplayerJoinRoomAttempt: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
SteamServersConnected: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
CombatVisEnd: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
InputGestureRecorded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MarketingPushDataUpdated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
CorporationNameChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
CityPropertyChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
WorldCongressStage1: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MatchEndTurnComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SequenceEvent*
*/
GameViewStateDone: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
CorporationRemoved: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
OptionsReverted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
LoadCanceled: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
SaveCanceled: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
MonopolyGained: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
AchievementProgress: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
DroughtAddedToMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
HostPlayTogetherGame: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
GameConfigurationRebuilt: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
RaiseHostDefaultGame: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
RandomEventOccurredNarrative: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
ContentOutOfDatePopup: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
MultiplayerPurchasePopup: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
MultiplayerGameInvite: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
CursorHexPositionChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
FinishedGameplayContentChange: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
GameConfigurationParameterChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
PurchaseFullGame: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
OptionsSaved: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *UIEvent*
*/
DragCamera: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
PlayerTurnCompleteIgnored: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
RequestLoad: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
ShowEndDemoPurchaseDialog: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
StopCameraAnimationByID: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
DemoTurnLimitReached: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
SecretSocietyDiscovered: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *UIEvent*
*/
AfterPlayerTurnActivated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
InputDeviceLayoutChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
UnitTourismBomb: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
BeforeGameplayContentConfigure: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
MatchUpdateSaveGameComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SequenceEvent*
*/
MainMenuStateDone: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
WorldCongressPlayersChoice: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
TakeUserToDLCScreen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
OptionsReset: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
AllDistrictsDeselected: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *UIEvent*
*/
GamepadActiveChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
BeforeGameplayContentChange: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
UnitHeroCreated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
AuthenticateDLC: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
RequestSave: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
DLCDownloaded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
AllCitiesDeselected: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
NuclearReactorChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
CameraAnimationStarted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
StormAddedToMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
CloudGameInfoUpdated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
OptionChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
PlayerDiscoveredHero: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
UploadCloudSaveComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
LeaderAnimationChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
AchievementUnlocked: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
LensFocusCity: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
DLCFullGameRequiredPopup: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
InputSourceChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
PublisherServicesLoginStateChange: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
UnitAttacksRemainingChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *UIEvent*
*/
ContextVisibilityChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
UnitKilledLifespanExpired: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
StormRemovedFromMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
DroughtRemovedFromMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
MonopolyLost: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
GameCoreProcessingComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
DemoExit: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SequenceEvent*
*/
AppInitComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
LensUnFocusCity: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
GameConfigurationResolved: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
NaturalWonderRevealedNarrative: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
CloudGameJoinResponse: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
SecretSocietyLeft: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
CloudGameListUpdated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
PostTourismBombNarrative: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
UnitEnteredBarbarianCamp: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
SecretSocietyJoined: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
AllUnitsDeselected: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
DistrictSelectionChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
AfterGameplayContentChange: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
LensFocusHex: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
BeginGameView: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
SubscriptionDownloadStatus: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
AfterGameplayContentConfigure: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
WorldCongressStage3: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
ClimateChangeEvent: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
EndGameView: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *GameCoreEvent*
*/
WonderCompletedNarrative: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
LensUnFocusHex: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *SerialEvent*
*/
GenericObjectSimActionTrigger: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *UIEvent*
*/
LoadingBarUpdate: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
/**
* *LocalMachineEvent*
*/
BeginMy2KLinkAccountProcess: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
Dispatch: (this: void) => void,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
CallImmediate: (this: void, ) => void
} & ((this: void, ) => void),
}
/**
* **Contexts**: Gameplay
*
* ---
* Primarily events defined by Civ 6's binaries, but can also be user defined.
*/
declare const GameEvents:
{
BuildingConstructed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, buildingID: number, plotID: number, isOriginalConstruction: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, buildingID: number, plotID: number, isOriginalConstruction: boolean) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
BuildingPillageStateChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, buildingID: number, isPillaged: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, buildingID: number, isPillaged: boolean) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
CityBuilt: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, cityID: number, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, cityID: number, x: number, y: number) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
CityConquered: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, newPlayerID: number, oldPlayerID: number, newCityID: number, cityX: number, cityY: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, newPlayerID: number, oldPlayerID: number, newCityID: number, cityX: number, cityY: number) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
DiploSurpriseDeclareWar: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, mainPlayer: any, opponentPlayer: any) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, mainPlayer: any, opponentPlayer: any) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
EventPopupChoice: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, parameters: AnyTable) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, parameters: AnyTable) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
FoundNewWorld: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, threshold: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, threshold: number) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
HasFourCities: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, threshold: any) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, threshold: any) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnCityPopulationChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, cityOwner: number, cityID: number, amountChanged: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, cityOwner: number, cityID: number, amountChanged: number) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnCivicCulturevated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, civicIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, civicIndex: number) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnDistrictConstructed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, districtID: number, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, districtID: number, x: number, y: number) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnFaithEarned: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, amountEarned: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, amountEarned: number) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnGameTurnStarted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnNewMajorityReligion: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnPillage: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number, isPillaged: boolean, buildingIndex: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number, isPillaged: boolean, buildingIndex: number) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnPlayerCommandSetObjectState: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, parameters: AnyTable) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, parameters: AnyTable) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnPlayerGaveInfluenceToken: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, majorID: number, minorID: number, amount: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, majorID: number, minorID: number, amount: number) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnRandomEventOccurred: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, iType: number, severity: number, x: number, y: number, mitigationLevel: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, iType: number, severity: number, x: number, y: number, mitigationLevel: number) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnUnitRetreated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, unitOwner: number, unitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, unitOwner: number, unitID: number) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
PlayerTurnStartComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
PlayerTurnStarted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
PlotOwnershipChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
PlotPropertyChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, x: number, y: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, x: number, y: number) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
PolicyChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, policyID: number, wasEnacted: boolean) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, policyID: number, wasEnacted: boolean) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
UnitAddedToMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, playerID: number, unitID: number) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, playerID: number, unitID: number) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_UnitCloak: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_ArmsControlTreaty: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_ShoreParty: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_HoarderActive: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_BorderControl: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
UnitInitialized: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_WorldIdeology: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_ValidateGovernanceDoctrine: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_PlaceTrap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_PowerResourceBan: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_DeforestationFeature: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnUnitMoved: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
CivRoyale_GetSafeZone: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnWMDCountChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_BurnTreasureMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_LuxuryBan: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_HolyFervor: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_Purge: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_UnitShield: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_RoadVision: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_Careening: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_TradeTreaty: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_YieldBan: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_Minister: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_ESPIONAGE_PACT: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnImprovementPillaged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
PostUnitPromotionEarned: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_PublicWorks: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_DiploVictory: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnPlayerTurnEnded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_GreatWorkObjects: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_Study: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
PiratesScenario_DeleteUnitsAtGoal: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_UnitRadSpread: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnNuclearWeaponDetonated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnGreatPersonActivated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_UnitSacrifice: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
CanUseResolutions: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
CivRoyale_SmallSafeZone: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_MILITARY_ADVISORY: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
TradeRoutePlundered: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_BuryTreasure: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
OnCombatOccurred: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_VisitTavern: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_MigrationTreaty: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_CaptureBoat: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_PolicyTreaty: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_Patronage: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_Pacify: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
UnitTriggerGoodyHut: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_PrivateerActive: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_SwashbucklerActive: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_ShorePartyEmbark: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_GrievingGift: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_UrbanDevelopment: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
ScenarioCommand_DreadPirateActive: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
WC_Validate_PowerBuilding: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void,
TestAny: (this: void) => void,
TestAll: (this: void) => void,
Accumulate: (this: void) => void,
AccumulateINT: (this: void) => void,
},
}
/**
* **Contexts**: Gameplay, UI
*
* ---
* Primarily user defined events that are accessible anywhere within the context they're defined in (Gameplay, UI).
*
* Some are also defined by Civ 6's binaries.
*/
declare const LuaEvents:
{
EventPopupRequest: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, popupData: AnyTable) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, popupData: AnyTable) => void
} & ((this: void, popupData: AnyTable) => void),
WorldTracker_OpenChooseCivic: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GameDebug_AddValue: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_DisableMapDrag: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ChatPanel_PlayerTargetChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_AdvisorLower: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
AutomationStart: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GovernorPanel_Opened: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GreatPeopleHeroPanel_SizeChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_CloseAllLaunchBarScreens: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ChooseProduction: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_OpenReligionPanel: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
AutomationTestComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NaturalWonderPopup_Closed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiploPopup_ShowMakeDeal: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_CloseReportsList: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_LiveCityDataChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
EnterCrossPlayLobby: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldRankings_Close: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldInput_DragMapEnd: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CloseAnyQueuedMy2KPopup: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_SetOverViewState: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ActionPanel_ActivateNotification: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
FileListQueryComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ResearchChooser_RaiseTechTree: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MapPinPopup_SendPinToChat: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldCongress_OpenDiplomacyActionViewLite: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityBannerManager_TalkToLeader: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_OpenEraProgressPanel: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_FilterKeysActive: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NewGameInitialized: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldTracker_SetEmergencies: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ReportsList_OpenGossip: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Launchbar_ToggleClimateScreen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldCongress_ShowEmergency: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldCongressPopup_OnSpecialSessionNotificationAdded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_CloseCityStates: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_PurchasePlot: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_DisableActionForAll: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GovPan_PostOpen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_OpenGreatPeoplePopup: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ChoosePurchase: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TechTree_CloseTechTree: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
AutoProfilerBenchmarkFinished: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PlayerChange_Show: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
AdvisorPopup_ClearActive: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_ResumeCongress: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MyScreen_Closed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldCrisisTracker_EmergencyClicked: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
AutomationGameEnded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TradeRouteChooser_Open: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_Realize: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_OpenTradeOverview: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ProductionManager_SelectedIndexChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_PurchaseGoldOpen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Raise_State_Transition: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Religion_CloseReligion: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PantheonChooser_CloseReligion: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ShowEnemyCityDetails: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilderLaunchBar_OpenMapEditor: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
RockBandMoviePopup_OpenRockBandPopup: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ToggleCivilopedia: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GreatPeoplePopup_ClearHeroes: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityBannerManager_CityPanelOverview: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MainMenu_SetLoadGameServerType: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GreatPeople_CloseGreatPeople: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LeaderPicker_Initialize: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_PlayerCivicEdited: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_ViewDiploIntel: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
EndGameMenu_ViewingPlayerDefeat: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldInput_TouchPlotTooltipShow: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_PlayerTechEdited: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_CloseAllPartialScreens: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
HistoricMoments_Opened: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_OpenDisloyalCityChooser: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
AutomationGameStarted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MyScreen_Opened: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PlotInfo_ShowYieldIcons: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilderToolsPalette_SetTabHeader: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
AdvisorPopup_ShowDetails: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MainMenu_ShowPiratesIntro: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiplomacyRibbon_OpenDiplomacyActionView: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TopPanel_OpenReportsScreen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
AutomationRunTest: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldTracker_ToggleResearchPanel: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
RockBandMoviePopup_Closed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_ResearchOpen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldInput_MakeTradeRouteDestination: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_RemoveUnitMoveRestrictions: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilderMapTools_SetTabHeader: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PBCNotificationPopup_ShowYourTurn: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilderRiverHighlight: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_GoalMarkComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_ProductionOpen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MainMenu_RaiseHostGame: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
InGame_CloseInGameOptionsMenu: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilderLaunchBar_OpenInGameMenu: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_OpenGreatWorksOverview: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_OpenWorldCongressProposeEmergencies: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_DisableMapSelect: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_ShowMapEditor: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MultiSelectWindow_Initialize: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldCongressPopup_OnSpecialSessionNotificationDismissed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NaturalWonderPopup_Shown: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GovernorPanel_Toggle: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ProjectBuiltPopup_Shown: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
HeroesPopup_ShowNewHero: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TunerEnterDebugMode: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
OnViewPowerLens: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiploScene_CinemaSequence: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
RockBandMoviePopup_Shown: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CivicChooser_ForceHideWorldTracker: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MultiplayerPopup: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_HideYieldIcons: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiploScene_RefreshTabs: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ToggleManageCitizens: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiploScene_LeaderSelect: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_ShowTechBoost: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ReportsList_OpenYields: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PlayerChange_Close: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Multiplayer_ExitShell: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ActionPanel_ObserverModeTurnBegin: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GreatWorks_OpenGreatWorks: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilderToolsPalette_ChangeTool: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
AutoPlayStart: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CongressButton_ResumeCongress: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_CloseCivicsTree: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
OnRaisePopupInGame: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
SetKickPlayer: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MapSearch_PanelClosed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
UnitPanel_PromoteUnit: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PantheonChooser_OpenReligion: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityStatePicker_SetParameterValues: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TurnBlockerChooseProduction: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_PlayerAddedRemove: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MainMenu_ShowAdditionalContent: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
SetCityCiv: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MainMenu_LaunchError: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilderModeChangeRequest: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Lobby_RaiseHostGame: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
JoiningRoom_Showing: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_OpenMyScreen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_PlayerTechEditedRemove: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Government_CloseGovernment: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldInput_TouchPlotTooltipHide: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TradeRouteChooser_RouteConsidered: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_CloseMyScreen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_GoalAdd: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_EmergencyClicked: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
HistoricMoments_Closed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TechCivicCompletedPopup_CivicShown: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ShowReligionTab: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_PaintOpCompleted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GlobalReportsList_OpenResources: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_SecretSocietyJoined: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldTracker_SetMinimapSize: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TradeOriginChooser_SetTradeUnitStatus: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ShowBreakdownTab: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
EspionageChooser_ShowMissionBriefing: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
InGameTopOptionsMenu_SetLoadGameServerType: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiploPopup_ShowMakeDemand: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_OpenPantheonChooser: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityBannerManager_ShowEnemyCityOverview: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_CloseTechTree: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityBannerManager_ProductionToggle: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TunerExitDebugMode: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GovernmentScreen_PolicyTabOpen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TradeRouteChooser_SetTradeUnitStatus: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_OpenGreatWorksShowcase: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
UnitFlagManager_PointerExited: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PiratesIntro_StartMatchMaking: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_CloseGreatPeoplePopup: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldInput_ConfirmWarDialog: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
AutomationComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ProductionPanel_ToggleManager: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_OpenEspionageEscape: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
AutoPlayEnd: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_RaiseTechTree: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ProductionPanel_ListModeChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PrideMoments_ToggleTimeline: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiploPopup_DealUpdated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_Resize: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
EspionagePopup_MissionBriefingClosed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanelCulture_ToggleLoyalty: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityBannerManager_MakeTradeRouteDestination: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
RelicScreen_RelicScreenOpened: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GreatPeopleHeroPanel_Show: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldCongressPopup_ShowWorldCongressBetweenTurns: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ActionPanel_OpenChooseResearch: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ProductionPanel_OpenManager: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_ContinentTypeEdited: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ReportsList_OpenResources: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_ExitFSMap: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_ShowRelicCreated: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_CloseGreatWorksOverview: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TunerMapRButtonDown: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ReportsList_OpenCityStatus: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_DisableActions: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiploScene_SceneOpened: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_OpenOverview: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
EraProgressPanel_Close: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NaturalDisasterPopup_Closed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_ViewDiploRelationship: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldTracker_ChatContainerSizeChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
HostGame_ShowStagingRoom: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
RefreshTechBoostList: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldInput_WBMouseOverPlot: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Government_OpenGovernment: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiplomacyActionView_HideCongress: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
UIDebugModeEntered: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_ClearAllUnitHexRestrictions: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_CheckPopupsOpen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_PlayerRemoved: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PBCNotificationPopup_ShowUnseenComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldInput_WBSelectPlot: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldRankings_CloseCityStates: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiploScene_RefreshOverviewRows: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
JoiningRoom_ShowStagingRoom: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
StartKickVote: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TradeRouteChooser_ReOpen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GovernorPanel_AssignDetails: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldTracker_OnSetMinimapCollapsed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_ShowPlayerEditorRemove: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldCongressBetweenTurns_ResumeCongress: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_DisableSettleHintLens: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_HideWorldPointer: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ShowOverviewPanel: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
StagingRoom_EnsureHostGame: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CivicsChooser_RaiseCivicsTree: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GreatWorkCreated_OpenGreatWorksOverview: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PlotInfo_UpdatePlotTooltip: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_CloseEspionage: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_CloseDiploActionView: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityStatePicker_SetParameterValue: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_ViewDiploAccessLevel: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_OpenEspionage: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ActionPanel_EndObserverMode: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_GoalAutoRemove: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ToggleOverviewPower: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ProductionPanel_Open: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_OpenCityStatesSendEnvoys: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialGoals_Showing: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Launchbar_Expansion2_ClimateScreen_Close: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
EraReviewPopup_Show: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_GoalRemove: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ShowAmenitiesTab: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialGoals_Hiding: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ProductionClose: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_AdvisorRaise: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ShowCitizensTab: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_DisableTechAndCivicPopups: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_OpenWorldRankingsCulture: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_OpenArtifactPanel: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_SlowNextTurnEnable: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
OpenCivilopedia: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
UnitFlagManager_PointerEntered: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_GovernmentOpenPolicies: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ToggleOverviewLoyalty: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Religion_OpenReligion: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ShowHousingTab: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityBannerManager_RaiseMinorCivPanel: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_CloseReligionPanel: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
OnViewReligionLens: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityStatePicker_Initialize: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
EditHotseatPlayer_UpdatePlayer: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiploPopup_TalkToLeader: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
UpdateFiraxisLiveState: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GovernorDetailsPanel_OpenDetails: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_CityPanelOpen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_ShowMapEditorRemove: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_ModeChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_UserNotificationActivate: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityBannerManager_OpenTreatWithTribePopup: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_GrievanceTalkToLeader: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_PlayerEditedRemove: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ProductionPanel_CloseManager: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_PlayerRemovedRemove: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_ClosePantheonChooser: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_ToggleWorldRankings: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MainMenu_UserRequestClose: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
FileListQueryResults: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
AutomationAppUpdateComplete: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_Expansion1_ToggleEraProgress: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_AddUnitHexRestriction: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_CloseAllExcept: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ProductionOpenForQueue: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TunerMapLButtonUp: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ClimateScreen_Opened: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
UIDebugModeExited: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_PlotToolTipsOn: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_OpenRazeCityChooser: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TechCivicCompletedPopup_GovernmentOpenPolicies: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NaturalDisasterPopup_Shown: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_HeroDiscovered: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ChatPanel_OnShown: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ActionPanel_OpenChooseCivic: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
HostGame_SetLoadGameServerType: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiplomacyActionView_ResumeCongress: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_ForceHideWorldTracker: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
StrategicView_MapPlacement_ClearDistrictPlacementShadowHexes: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_ShowCivicBoost: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GovernorAssignmentChooser_Close: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_PlayerAdded: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiplomacyActionView_ConfirmWarDialog: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiploBasePopup_HideUI: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PlotInfo_HideYieldIcons: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GovernorPanel_Close: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GovernorPanel_ClosedDetails: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiplomacyActionView_HideIngameUI: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_ShowYieldIcons: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_HeroExpired: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GreatPeopleHeroPanel_Close: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiplomacyActionView_ShowIngameUI: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MinimapPanel_ToggleGrid: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_DisableMapCancel: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityStates_ConfirmWarDialog: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityBannerManager_UpdateRangeStrike: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ProductionPanel_IsQueueOpen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Advisor_ToggleTimeline: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_OpenGreatPeoplePopup: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_OpenWorldCongressResults: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldCongress_OpenDiplomacyActionView: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_FilterKeysDisabled: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanelTabRefresh: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanelOverview_Opened: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TradeOverview_SelectRouteFromOverview: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_OpenCityStates: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ProductionPanel_CancelManagerSelection: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_ClearAllHexMoveRestrictions: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
FullscreenMap_Closed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
OnViewPlagueLens: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_PlayerCivicEditedRemove: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_ShowWorldPointer: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MinimapPanel_RefreshMinimapOptions: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_ShowCivicDiscovered: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
InGame_OpenInGameOptionsMenu: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_ContextDisableItems: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_PurchaseFaithOpen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GameDebug_Return: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldTracker_OnChatShown: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ClimateScreen_Closed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_CloseGovernmentPanel: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LeaderPicker_SetParameterValues: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TechTree_OpenTechTree: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
AutomationStopTest: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiplomacyActionView_OpenLite: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
EndGameMenu_Closed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ToggleOverviewCitizens: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TopPanel_OpenDiplomacyActionView: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_SimpleInGameMenu: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MapPinPopup_RequestMapPin: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MapSelect_ClearMapData: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_CloseGoals: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
EndGameMenu_OpenHistoricMoments: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ToggleOverviewReligion: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ResearchChooser_ForceHideWorldTracker: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_StartPositionChanged: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CivicsPanel_RaiseCivicsTree: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_CloseChoosers: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MapSelect_PopulatedMaps: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
UnitFlagManager_DrawRangeAttackPreview: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ProductionPanel_ProductionClicked: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CivicsTree_OpenCivicsTree: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_SecretSocietyDiscovered: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MapTacks_Function: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
StagingRoom_SetPlayerID: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
FullscreenMap_Shown: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MapSearch_PanelOpened: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_TutorialEndHideBulkUI: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_GovernmentOpenGovernments: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GovernorAssignmentChooser_RequestAssignment: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
UnitPanel_CivRoyaleScenarioShowUnitFlagCombatPreview: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ChangeMPLobbyMode: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_ShowTechDiscovered: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldCongressPopup_HideWorldCongressBetweenTurns: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CivicBoostUnlockedPopup_RefreshCivicBoostList: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Civ6Common_ConfirmWarDialog: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_EnableActions: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ProjectBuiltPopup_Closed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MainMenu_ShowCivRoyaleIntro: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldInput_DragMapBegin: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_ToggleInGameOptionsMenu: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Automation_AddToNarrationQueue: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_GoalsLoadFromDisk: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GreatWorksOverview_ViewGreatWork: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MinimapPanel_CloseAllLenses: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_OpenPantheonChooser: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_AddUnitMoveRestriction: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CivicChooser_RestoreWorldTracker: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
FrontEndPopup_CloseConfirmationWithoutAction: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PBCNotifyRemind_ShowOptions: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_OpenGoals: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_GovernmentOpenMyGovernment: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GreatWorks_CloseGreatWorks: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MapPinPopup_RequestChatPlayerTarget: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiploPopup_HideDeal: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TradeRouteChooser_CloseIfPopups: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
StrategicView_MapPlacement_AddDistrictPlacementShadowHexes: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilderLaunchBar_OpenPlayerEditor: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
AutomationPostGameInitialization: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_EnableActionForAll: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_ShowPlayerEditor: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
OnPlagueLensOn: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
OnViewLoyaltyLens: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
AutomationMainMenuStarted: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
UnitPanel_CancelMission: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TopPanel_CloseReportsScreen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_PlotToolTipsOff: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
InGameTopOptionsMenu_Show: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_RemoveUnitHexRestriction: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
EndGameMenu_Shown: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MultiSelectWindow_SetParameterValues: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CivRoyaleIntro_StartMatchMaking: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Mods_UpdateHostGameSettings: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WonderBuiltPopup_Shown: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TutorialUIRoot_EnableTechAndCivicPopups: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ProductionPanel_Close: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_CloseEraProgressPanel: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_RestoreWorldTracker: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MinimapPanel_AddContinentColorPair: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GovernorPanel_Closed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GreatPeoplePopup_RefreshHeroes: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldCongressIntro_ShowWorldCongress: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
EndGameMenu_StartObserverMode: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
StartCrossPlay: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
InGameTopOptionsMenu_Close: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Advisor_GovernmentOpenPolicies: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GreatPeople_OpenGreatPeople: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ShowEndGame: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ChatPanel_OnChatReceived: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TechCivicCompletedPopup_GovernmentOpenGovernments: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GovernorPanel_CancelAssignment: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PlayerChange_OpenInGameOptionsMenu: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
StateTransition_SignalRaised: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_ChooseProduction: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
NotificationPanel_ShowContinentLens: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_PlayerEdited: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
InGameTopOptionsMenu_ShowExpansionIntro: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TechCivicCompletedPopup_TechShown: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PausePanel_OpenInGameOptionsMenu: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GameDebug_GetValues: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldCongressPopup_DismissSpecialSessionNotification: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_CloseTradeOverview: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_CloseWorldRankings: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
HistoricMoments_Close: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ProductionOpen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
EraProgressPanel_Open: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiplomacyActionView_ShowCongressResults: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WonderBuiltPopup_Closed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldTracker_ToggleCivicPanel: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
StrageticView_MapPlacement_ProductionOpen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_GovernmentOpenGovernments: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PantheonChooser_OpenReligionPanel: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
UnitPanel_HideUnitPromotion: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_EndTutorialRestrictions: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanelOverview_CloseButton: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
GovernorPanel_Open: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
SwitchLayoutPopup_OpenSwitchLayoutPopup: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_TechTreeScrollToNode: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MapSelect_SetMapByValue: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
MainMenu_PlayCiv6Started: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_Expansion2_MyScreen: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
EraReviewPopup_MakeDedication: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_OpenReportsList: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldTracker_OpenChooseResearch: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CivicsTree_CloseCivicsTree: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
TradeRouteChooser_Close: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_SwitchToWorldView: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiploScene_SetDealAnimation: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
ResearchChooser_RestoreWorldTracker: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Lower_State_Transition: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
Tutorial_ConstrainMovement: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
PartialScreenHooks_OpenWorldRankings: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
DiploScene_SceneClosed: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
EndGameMenu_OneMoreTurn: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_OpenReligionPanel: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CongressButton_ShowCongressResults: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
LaunchBar_RaiseCivicsTree: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
WorldBuilder_SetPlacementStatus: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
CityPanel_ToggleOverviewBuildings: {
/** Registers a callback function to the event, returns that function. */
Add: (this: void, func: (this: void, ) => void) => typeof func,
/** Removes a callback function from the event. */
Remove: (this: void, func: Function) => void,
/** Removes all callback functions registered to the event in this file. */
RemoveAll: (this: void) => void,
/** Returns number of functions registered to the event in this file */
Count: (this: void) => number,
/** Attempts to call the event; most of the time this will result in the game crashing, but not always. */
Call: (this: void, ) => void
} & ((this: void, ) => void),
}