package routers import ( "context" "sync" ) var _ = sync.Mutex{} var _ = context.Background func GameRouter_PoliceVehicle_TrackPoliceNpcMovement4229938(ctx context.Context, session *GameSession, state any, sample any) any { // Router implementation for GameRouter_PoliceVehicle_TrackPoliceNpcMovement4229938 var zero any; return zero } func GameRouter_PoliceVehicle_RememberPoliceEscortPosition4229938(ctx context.Context, session *GameSession, r any) any { // Router implementation for GameRouter_PoliceVehicle_RememberPoliceEscortPosition4229938 var zero any; return zero } // All helpers except ReleasePoliceVehiclePassengers4229938 own the caller's // police Gate. Never acquire it while holding a vehicle SyncRoot lock. func GameRouter_PoliceVehicle_ReservePoliceSeat4229938(ctx context.Context, session *GameSession, r any, request any) bool { // Router implementation for GameRouter_PoliceVehicle_ReservePoliceSeat4229938 return true } func GameRouter_PoliceVehicle_CancelPoliceSeatReservation4229938(ctx context.Context, session *GameSession, r any) any { // Router implementation for GameRouter_PoliceVehicle_CancelPoliceSeatReservation4229938 var zero any; return zero } func GameRouter_PoliceVehicle_PoliceBoardingInfoWire4229938(ctx context.Context, agent uint64, vehicle uint64, seat byte) []byte { // Router implementation for GameRouter_PoliceVehicle_PoliceBoardingInfoWire4229938 return nil } func GameRouter_PoliceVehicle_SendPolicePassengerBinding4229938(ctx context.Context, session *GameSession, p any, board bool) any { // Router implementation for GameRouter_PoliceVehicle_SendPolicePassengerBinding4229938 var zero any; return zero } func GameRouter_PoliceVehicle_PreparePoliceAlighting4229938(ctx context.Context, session *GameSession, p any) any { // Router implementation for GameRouter_PoliceVehicle_PreparePoliceAlighting4229938 var zero any; return zero } func GameRouter_PoliceVehicle_CommitPolicePassenger4229938(ctx context.Context, session *GameSession, r any, p any) any { // Router implementation for GameRouter_PoliceVehicle_CommitPolicePassenger4229938 var zero any; return zero } func GameRouter_PoliceVehicle_PoliceTargetPosition4229938(ctx context.Context, session *GameSession, r any, id uint64, fallback Vec3) Vec3 { // Router implementation for GameRouter_PoliceVehicle_PoliceTargetPosition4229938 var zero Vec3; return zero } func GameRouter_PoliceVehicle_ReleasePolicePassenger4229938(ctx context.Context, session *GameSession, r any, agent uint64, besidePlayer bool) any { // Router implementation for GameRouter_PoliceVehicle_ReleasePolicePassenger4229938 var zero any; return zero } func GameRouter_PoliceVehicle_WatchPoliceAlighting4229938(ctx context.Context, session *GameSession, child uint32, generation int32, owner uint64) any { // Router implementation for GameRouter_PoliceVehicle_WatchPoliceAlighting4229938 var zero any; return zero } func GameRouter_PoliceVehicle_ReleasePoliceVehiclePassengers4229938(ctx context.Context, session *GameSession, vehicleId uint64) any { // Router implementation for GameRouter_PoliceVehicle_ReleasePoliceVehiclePassengers4229938 var zero any; return zero } type PolicePassenger4229938 struct { Agent uint64 `json:"agent"` Vehicle uint64 `json:"vehicle"` Seat byte `json:"seat"` }