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 }