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package routers
import (
"context"
"sync"
)
var _ = sync.Mutex{}
var _ = context.Background
func GameRouter_PolicePrison_PolicePrisonNear4229938(ctx context.Context, position Vec3) bool {
// Router implementation for GameRouter_PolicePrison_PolicePrisonNear4229938
return true
}
// The client's authored EscortToWard trigger is inside the station, not at
// our custom door F marker. A captured native InteractionId=30 occurred
// roughly 8 m from that marker; retain a bounded police-station check.
func GameRouter_PolicePrison_PolicePrisonNativeNear4229938(ctx context.Context, position Vec3) bool {
// Router implementation for GameRouter_PolicePrison_PolicePrisonNativeNear4229938
return true
}
func GameRouter_PolicePrison_PolicePrisonScene4229938(ctx context.Context, state any) bool {
// Router implementation for GameRouter_PolicePrison_PolicePrisonScene4229938
return true
}
func GameRouter_PolicePrison_CanVisitPolicePrison4229938(ctx context.Context, session *GameSession) bool {
// Router implementation for GameRouter_PolicePrison_CanVisitPolicePrison4229938
return true
}
// The caller owns the police gate. Reuses the native position interaction UI;
// never duplicates the existing cell geometry or replaces client functions.
func GameRouter_PolicePrison_SendPolicePrisonButtons4229938(ctx context.Context, session *GameSession, r any, add bool) any {
// Router implementation for GameRouter_PolicePrison_SendPolicePrisonButtons4229938
var zero any; return zero
}
func GameRouter_PolicePrison_PolicePrisonButtonsScript4229938(ctx context.Context, owner uint64, add bool, occupied bool) string {
// Router implementation for GameRouter_PolicePrison_PolicePrisonButtonsScript4229938
return ""
}
func GameRouter_PolicePrison_ControlPolicePrison4229938(ctx context.Context, session *GameSession, action string) any {
// Router implementation for GameRouter_PolicePrison_ControlPolicePrison4229938
var zero any; return zero
}
// The police gate is held; native path calls this only after InteractEnd.
func GameRouter_PolicePrison_CompletePolicePrison4229938(ctx context.Context, session *GameSession, r any, state any, id uint64, commit bool) any {
// Router implementation for GameRouter_PolicePrison_CompletePolicePrison4229938
var zero any; return zero
}
// Runs under the police gate. Both messages can arrive in either order.
func GameRouter_PolicePrison_TryCompleteNativePolicePrison4229938(ctx context.Context, session *GameSession, r any, state any) any {
// Router implementation for GameRouter_PolicePrison_TryCompleteNativePolicePrison4229938
var zero any; return zero
}
func GameRouter_PolicePrison_HandlePolicePrisonTimelineEnd4229938(ctx context.Context, session *GameSession, token any) any {
// Router implementation for GameRouter_PolicePrison_HandlePolicePrisonTimelineEnd4229938
var zero any; return zero
}
func GameRouter_PolicePrison_WatchPolicePrison4229938(ctx context.Context, session *GameSession, child uint32, npc uint64, generation int32, owner uint64) any {
// Router implementation for GameRouter_PolicePrison_WatchPolicePrison4229938
var zero any; return zero
}
func GameRouter_PolicePrison_PlacePolicePrisonNpc4229938(ctx context.Context, session *GameSession, id uint64, position Vec3) any {
// Router implementation for GameRouter_PolicePrison_PlacePolicePrisonNpc4229938
var zero any; return zero
}
// Called under the police gate on movement reports, not a permanent timer.
func GameRouter_PolicePrison_HoldPolicePrisonNpc4229938(ctx context.Context, session *GameSession, r any, position Vec3) any {
// Router implementation for GameRouter_PolicePrison_HoldPolicePrisonNpc4229938
var zero any; return zero
}