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- void adClickManager.openURL( std::string ); 2
- void adClickManager.queueURL( std::string ); 2
- bool animationBundle.abruptPlayback( bool ); 2
- void animationBundle.addAnimation( std::string ); 2
- void animationBundle.addEvent( std::string ); 2
- std::string animationBundle.attachObject( std::string ); 2
- bool animationBundle.blockInput( bool ); 2
- std::string animationBundle.fadeInSpeedKeyPoints( std::string ); 2
- float animationBundle.fadeInTime( float ); 2
- std::string animationBundle.fadeOutSpeedKeyPoints( std::string ); 2
- float animationBundle.fadeOutTime( float ); 2
- std::string animationBundle.forceStopPoints( std::string ); 2
- float animationBundle.getAnimationLength( std::string ); 2
- float animationBundle.getAnimationStartTime( std::string ); 2
- float animationBundle.getEventStartTime( std::string ); 2
- bool animationBundle.hideWeapon( bool ); 2
- bool animationBundle.hideWeaponWhenFading( bool ); 2
- bool animationBundle.isLooping( bool ); 2
- bool animationBundle.jumpToLastAnimationAtStop( bool ); 2
- float animationBundle.length( float ); 2
- std::string animationBundle.listAnimations( void ); 2
- std::string animationBundle.listEvents( void ); 2
- bool animationBundle.playBackward( bool ); 2
- bool animationBundle.playForever( bool ); 2
- dice::anim::SoundType animationBundle.playSound( dice::anim::SoundType ); 2
- void animationBundle.removeAnimation( std::string ); 2
- void animationBundle.removeEvent( std::string ); 2
- void animationBundle.setAnimationLength( std::string, float ); 2
- void animationBundle.setAnimationStartTime( std::string, float ); 2
- void animationBundle.setEventStartTime( std::string, float ); 2
- std::string animationBundle.speedKeyPoints( std::string ); 2
- float animationBundle.stickAround( float ); 2
- bool animationBundle.useNewSystem( bool ); 2
- bool animationBundle.useSpeedAsTime( bool ); 2
- float animationManager.fadeInTime( float ); 2
- int animationManager.ignoreMotherOrientation( int ); 2
- float animationManager.length( float ); 2
- bool animationManager.looping( bool ); 2
- float animationManager.noiceAmplitude( float ); 2
- int animationManager.noiceFreq( int ); 2
- float animationManager.originalLength( void ); 2
- std::string animationSystem.active( std::string ); 2
- std::string animationSystem.activeAnimation( std::string ); 2
- std::string animationSystem.activeBundle( std::string ); 2
- std::string animationSystem.activeTrigger( std::string ); 2
- std::string animationSystem.activeValueHolder( std::string ); 2
- Vec3 animationSystem.cameraSpring.amplitude( Vec3 ); 2
- Vec3 animationSystem.cameraSpring.fire( Vec3 ); 2
- Vec3 animationSystem.cameraSpring.hit( Vec3 ); 2
- Vec2 animationSystem.cameraSpring.look( Vec2 ); 2
- Vec3 animationSystem.cameraSpring.move( Vec3 ); 2
- Vec3 animationSystem.cameraSpring.stiffness( Vec3 ); 2
- bool animationSystem.cameraSpring.use( bool ); 2
- Vec3 animationSystem.cameraSpring.zoomDamping( Vec3 ); 2
- void animationSystem.create( std::string ); 2
- anim::BoneAnimation* animationSystem.createAnimation( std::string ); 2
- anim::Bundle* animationSystem.createBundle( std::string ); 2
- anim::Trigger* animationSystem.createTrigger( std::string, std::string ); 2
- void animationSystem.createValueHolder( std::string ); 2
- void animationSystem.deleteActiveBundle( void ); 2
- void animationSystem.deleteActiveTrigger( void ); 2
- void animationSystem.hide( void ); 2
- std::string animationSystem.list( void ); 2
- std::string animationSystem.listAnimations( void ); 2
- std::string animationSystem.listBundles( void ); 2
- std::string animationSystem.listTriggers( void ); 2
- std::string AnimationSystem.listTriggerTypes( void ); 2
- std::string animationSystem.listValueHolders( void ); 2
- float animationSystem.playbackModifier( float ); 2
- void animationSystem.reloadScript( void ); 2
- void animationSystem.save( std::string ); 2
- void animationSystem.saveActive( void ); 2
- void animationSystem.saveValueHolders( void ); 2
- int animationSystem.toggleIgnoreMother( int ); 2
- void animationTrigger.addBundle( std::string ); 2
- void animationTrigger.addChild( std::string ); 2
- void animationTrigger.clearValueHolder( void ); 2
- uint animationTrigger.count( uint ); 2
- float animationTrigger.fadeInTime( float ); 2
- std::string animationTrigger.getTypeName( void ); 2
- Vec2 animationTrigger.idleTime( Vec2 ); 2
- std::string animationTrigger.listBundles( void ); 2
- int animationTrigger.message( int ); 2
- int animationTrigger.overridePrio( int ); 2
- void animationTrigger.removeBundle( std::string ); 2
- void animationTrigger.removeChild( std::string ); 2
- uint animationTrigger.switchId( uint ); 2
- bool animationTrigger.triggerOnAcceleration( bool ); 2
- bool animationTrigger.useDirection( bool ); 2
- std::string animationTrigger.valueHolder( std::string ); 2
- Vec2 animationValueHolder.clamp( Vec2 ); 2
- std::string animationValueHolder.getFilename( void ); 2
- float animationValueHolder.max( float ); 2
- float animationValueHolder.min( float ); 2
- float animationValueHolder.normal( float ); 2
- unsigned int animationValueHolder.passOnMessage( unsigned int ); 2
- unsigned int animationValueHolder.stopOnMessage( unsigned int ); 2
- void animationValueHolder.values( float, float, float ); 2
- bool audioSettings.alwaysAllowSystemOpenAL( bool ); 2
- float audioSettings.effectsVolume( float ); 2
- bool audioSettings.enableEAX( bool ); 2
- bool audioSettings.englishOnlyVoices( bool ); 2
- int audioSettings.forceNumberOfVoices( int ); 2
- float audioSettings.helpVoiceVolume( float ); 2
- float audioSettings.musicVolume( float ); 2
- std::string audioSettings.provider( std::string ); 2
- std::string audioSettings.soundQuality( std::string ); 2
- void backendClient.addDesiredCommunityName( std::string ); 2
- void backendClient.clearDesiredCommunityNameList( void ); 2
- void backend.setAutoLoginTimeout( float ); 2
- void bf2Engine.playMovie( std::string, int ); 2
- bool cameraInterface.selectOrder( std::string ); 2
- void cameraInterface.setStringMap( std::string, std::string, std::string ); 2
- void cameraInterface.setVariableMap( std::string, std::string, std::string ); 2
- void chat.sayAll( std::string ); 2
- void chat.sayTeam( std::string ); 2
- void collisionManager.attachActiveToObjectInFocus( void ); 2
- void collisionManager.buildDebugCollisionMeshes( void ); 2
- void collisionManager.create( std::string ); 2
- void collisionManager.createTemplate( std::string ); 2
- void collisionManager.drawBoundingBoxes( bool ); 2
- void collisionManager.drawMeshes( bool ); 2
- void collisionManager.drawPivots( bool ); 2
- void collisionManager.drawPrimitives( bool ); 2
- void collisionManager.drawSoldierCollision( bool ); 2
- void collisionManager.drawSoldierMesh( bool ); 2
- void collisionManager.getNameOfObjectInFocus( void ); 2
- void collisionManager.identityRotateObjectInFocus( void ); 2
- void collisionManager.rotateObjectInFocusAroundAxis( uint, float ); 2
- void collisionManager.rotateObjectInFocusAroundVector( Vec3, float ); 2
- void collisionManager.setActiveLod( int ); 2
- bool collisionManager.useDeferredLoading( bool ); 2
- void combatArea.active( std::string ); 2
- void combatArea.addAreaPoint( Vec2 ); 2
- Vec3ColorFloat combatArea.color( Vec3ColorFloat ); 2
- void combatArea.create( std::string ); 2
- void combatArea.deleteActiveCombatArea( void ); 2
- std::string combatArea.getActiveCombatAreaName( void ); 2
- int combatArea.layer( int ); 2
- float combatAreaManager.damage( float ); 2
- float combatAreaManager.timeAllowedOutside( float ); 2
- void combatAreaManager.use( bool ); 2
- Vec2 combatArea.max( Vec2 ); 2
- Vec2 combatArea.min( Vec2 ); 2
- int combatArea.rushStage( int ); 2
- int combatArea.team( int ); 2
- bool combatArea.usedByPathFinding( bool ); 2
- int combatArea.vehicles( int ); 2
- bool Console.allowMultipleFileLoad( bool ); 2
- std::string Console.dumpAllConsoleMethods( std::string ); 2
- std::string Console.getActiveMethods( std::string ); 2
- std::string Console.getArgumentTypes( std::string, std::string ); 2
- std::string Console.getCategory( std::string, std::string ); 2
- std::string Console.getDelta( std::string, std::string ); 2
- std::string Console.getEnumName( std::string, std::string, int ); 2
- std::string Console.getRange( std::string, std::string ); 2
- std::string Console.getReturnType( std::string, std::string ); 2
- std::string Console.getTypeDescription( std::string, std::string ); 2
- std::string Console.hasBundledType( std::string, std::string ); 2
- std::string Console.hasRange( std::string, std::string ); 2
- std::string Console.isDynamic( std::string, std::string ); 2
- std::string Console.isSetGet( std::string, std::string ); 2
- bool Console.useRelativePaths( bool ); 2
- void customization.addGeomDependency( std::string ); 2
- void customization.addInputMesh( std::string ); 2
- void customization.addInputSlot( int ); 2
- void customization.addRemoveGroup( void ); 2
- void customization.addReplacementGroup( void ); 2
- void customization.addSlotDependency( int ); 2
- void customization.createMeshRule( std::string ); 2
- void customization.finalizeMeshRules( void ); 2
- void customization.setFrontendCamDistDefault( float ); 2
- void customization.setFrontendFov( float ); 2
- void customization.setReplacementMesh( std::string ); 2
- float decalManager.decalGeomClipAngle( float ); 2
- float decalManager.decalNormalOffset( float ); 2
- bool decalManager.drawStats( bool ); 2
- float decalManager.fadeDistance( float ); 2
- float decalManager.fadeOutAtPercentageOfTimeToLive( float ); 2
- float decalManager.startFadePercentageOfFadeDistancel( float ); 2
- float decalManager.timeToLive( float ); 2
- bool demoCameraInterface.selectOrder( std::string ); 2
- void demoCameraInterface.setStringMap( std::string, std::string, std::string ); 2
- void demoCameraInterface.setVariableMap( std::string, std::string, std::string ); 2
- bool demoRecorderInterface.selectOrder( std::string ); 2
- void demoRecorderInterface.setStringMap( std::string, std::string, std::string ); 2
- void demoRecorderInterface.setVariableMap( std::string, std::string, std::string ); 2
- void demo.restartDemo( void ); 2
- void demo.toggleCameraDemo( void ); 2
- void demo.toggleDemoPauseOrPlay( void ); 2
- void demo.togglePlayerDemo( bool ); 2
- bool emoteInterface.mouseOver( int ); 2
- bool emoteInterface.selectOrder( std::string ); 2
- void emoteInterface.setStringMap( std::string, std::string, std::string ); 2
- void emoteInterface.setVariableMap( std::string, std::string, std::string ); 2
- void emoteInterface.useEmote( int ); 2
- void envmapManager.generateEnvMaps( int ); 2
- void envmapManager.loadEMIFile( std::string ); 2
- void envmapManager.save( void ); 2
- void fileManager.mountArchive( std::string, std::string ); 2
- void fileManager.mountArchive( std::string, std::string, bool ); 2
- void freeCam.changeTeam( int ); 2
- void freeCam.toggleCamera( void ); 2
- void freeCam.togglePlayer( bool ); 2
- void gameLogic.addWeaponAttachmentLocalPlayer( std::string, uint ); 2
- void gameLogic.addWeaponAttachmentToPlayers( int, std::string, uint ); 2
- void gameLogic.addWeaponAttachmentToPlayersUsingNameVariations( int, std::string, uint ); 2
- bool gameLogic.becomeSquadLeader( bool ); 2
- void gameLogic.createObject( std::string ); 2
- float gameLogic.defaultTimeToNextAIWave( float ); 2
- bool gameLogic.enableVoHelp( bool ); 2
- int gameLogic.endOfRoundBaseCredits( int ); 2
- int gameLogic.endOfRoundWinCredits( int ); 2
- float gameLogic.extraUAVVehicleFlightHeight( float ); 2
- U32 gameLogic.getDefaultNumberOfTickets( U32 ); 2
- U32 gameLogic.getDefaultNumberOfTicketsEx( U32, U32 ); 2
- float gameLogic.getForceTakeableFlagAtTickets( void ); 2
- float gameLogic.getLowTicketWarningAtTickets( void ); 2
- float gameLogic.getMinSpawnTimeModifierAttackers( void ); 2
- float gameLogic.getMinSpawnTimeModifierDefenders( void ); 2
- U32 gameLogic.getNumberOfTickets( U32 ); 2
- Vec3 gameLogic.getOverHeadCamDirAtDeathForTeam( int ); 2
- Vec3 gameLogic.getOverHeadCamDirAtEndOfRoundLoseTeam( int ); 2
- Vec3 gameLogic.getOverHeadCamDirAtEndOfRoundWinTeam( int ); 2
- Vec3 gameLogic.getOverHeadCamPosAtDeathForTeam( int ); 2
- Vec3 gameLogic.getOverHeadCamPosAtEndOfRoundLoseTeam( int ); 2
- Vec3 gameLogic.getOverHeadCamPosAtEndOfRoundWinTeam( int ); 2
- int gameLogic.getRushAttackingTeam( void ); 2
- int gameLogic.getRushDestroyObjectives( void ); 2
- int gameLogic.getShowOverHeadCamWhenDeadAtTime( void ); 2
- float gameLogic.getSpawnTimeModifierAttackers( void ); 2
- float gameLogic.getSpawnTimeModifierDefenders( void ); 2
- float gameLogic.getSpawnWaveTime( void ); 2
- std::string gameLogic.getTeamLanguage( int ); 2
- std::string gameLogic.getTeamName( int ); 2
- float gameLogic.getTicketLossAtEndPerMin( void ); 2
- float gameLogic.getTicketLossPerMin( U32 ); 2
- float gameLogic.getTicketUpdateInterval( void ); 2
- bool gameLogic.getUseSpawnWaveAttackers( void ); 2
- bool gameLogic.getUseSpawnWaveDefenders( void ); 2
- U32 gameLogic.getVehiclePrioAndMax( U32, U32, U32 ); 2
- float gameLogic.mapSize( float ); 2
- float gameLogic.maximumLevelViewDistance( float ); 2
- void gameLogic.messages.addEmoteTrigger( std::string ); 2
- int gameLogic.messages.addHelpMessage( std::string, std::string ); 2
- int gameLogic.messages.addMessage( std::string ); 2
- int gameLogic.messages.addRadioFilter( std::string, std::string ); 2
- int gameLogic.messages.addRadioVoice( std::string, std::string, std::string, std::string, int ); 2
- void gameLogic.messages.setVolumes( float, float ); 2
- float gameLogic.orbitalBombardmentHeight( float ); 2
- void gameLogic.printActiveWeaponBoneIds( void ); 2
- void gameLogic.printLocalPlayerEquipment( void ); 2
- void gameLogic.printPlayerCamCoords( void ); 2
- bool gameLogic.remoteCommand( int, int, int, int, int ); 2
- void gameLogic.removeAllWeaponAttachmentsFromPlayers( int ); 2
- void gameLogic.removeAllWeaponAttachmentsLocalPlayer( void ); 2
- void gameLogic.removeWeaponAttachmentLocalPlayer( uint ); 2
- float gameLogic.satelliteScanReloadTime( float ); 2
- void gameLogic.setBeforeSpawnCamera( Vec3, Vec3 ); 2
- void gameLogic.setDefaultNumberOfTickets( U32, U32 ); 2
- void gameLogic.setDefaultNumberOfTicketsEx( U32, U32, U32 ); 2
- void gameLogic.setForceTakeableFlagAtTickets( float ); 2
- void gameLogic.setKit( int, KitType, std::string, std::string, std::string ); 2
- void gameLogic.setLowTicketWarningAtTickets( float ); 2
- void gameLogic.setMinSpawnTimeModifierAttackers( float ); 2
- void gameLogic.setMinSpawnTimeModifierDefenders( float ); 2
- void gameLogic.setNumberOfTickets( U32, U32 ); 2
- void gameLogic.setOverheadCamAtDeath( int, Vec3, Vec3 ); 2
- void gameLogic.setOverheadCamAtEndOfRoundLoseTeam( int, Vec3, Vec3 ); 2
- void gameLogic.setOverheadCamAtEndOfRoundWinTeam( int, Vec3, Vec3 ); 2
- void gameLogic.setOverrideTickets( U32, U32, U32 ); 2
- void gameLogic.setRushAttackingTeam( int ); 2
- void gameLogic.setRushDestroyObjectives( int ); 2
- void gameLogic.setRushKeepRemainingTicketsNextStage( int ); 2
- void gameLogic.setRushStageInfo( int, int, int, int ); 2
- void gameLogic.setShowOverHeadCamWhenDeadAtTime( int ); 2
- void gameLogic.setSpawnTimeModifierAttackers( float ); 2
- void gameLogic.setSpawnTimeModifierDefenders( float ); 2
- void gameLogic.setSpawnWaveTime( float ); 2
- void gameLogic.setTeamFlag( int, std::string ); 2
- void gameLogic.setTeamLanguage( int, std::string ); 2
- void gameLogic.setTeamName( int, std::string ); 2
- void gameLogic.setTicketLossAtEndPerMin( float ); 2
- void gameLogic.setTicketLossPerMin( U32, float ); 2
- void gameLogic.setTicketUpdateInterval( float ); 2
- void gameLogic.setUseSpawnWaveAttackers( bool ); 2
- void gameLogic.setUseSpawnWaveDefenders( bool ); 2
- void gameLogic.setValorPointsAwarded( int, int ); 2
- void gameLogic.setVehiclePrioAndMax( U32, U32, world::VehicleType, U32 ); 2
- bool gameLogic.spawnAtCameraPosition( bool ); 2
- float gameLogic.spawnObjectSpeed( float ); 2
- float gameLogic.supplyDropHeight( float ); 2
- float gameLogic.supplyDropNumSecsToLive( float ); 2
- float gameLogic.uavReloadTime( float ); 2
- bool gameLogic.useColdBreath( bool ); 2
- void Game.radioMessage( TargetChannel, std::string ); 2
- void gameServerSettings.setAdminScript( std::string ); 2
- void gameServerSettings.setAllowNATNegotation( bool ); 2
- void gameServerSettings.setAutoBalanceTeam( bool ); 2
- void gameServerSettings.setAutoRecord( bool ); 2
- void gameServerSettings.setAutoRecordRounds( int ); 2
- void gameServerSettings.setBandwidthChoke( int ); 2
- void gameServerSettings.setCommunityLogoURL( std::string ); 2
- void gameServerSettings.setDemoDownloadURL( std::string ); 2
- void gameServerSettings.setDemoHook( std::string ); 2
- void gameServerSettings.setDemoIndexURL( std::string ); 2
- void gameServerSettings.setEndDelay( int ); 2
- void gameServerSettings.setGameMode( std::string ); 2
- void gameServerSettings.setInterfaceIP( std::string ); 2
- void gameServerSettings.setInternet( bool ); 2
- void gameServerSettings.setManDownTime( float ); 2
- void gameServerSettings.setMaxPlayers( int ); 2
- void gameServerSettings.setMinPlayersForVoting( int ); 2
- void gameServerSettings.setPassword( std::string ); 2
- void gameServerSettings.setPunishTeamKills( bool ); 2
- void gameServerSettings.setRanked( bool ); 2
- void gameServerSettings.setRoundsPerMap( int ); 2
- void gameServerSettings.setScoreLimit( int ); 2
- void gameServerSettings.setServerName( std::string ); 2
- void gameServerSettings.setSoldierFF( int ); 2
- void gameServerSettings.setSoldierSplashFF( int ); 2
- void gameServerSettings.setSpawnTime( float ); 2
- void gameServerSettings.setSponsorLogoURL( std::string ); 2
- void gameServerSettings.setSponsorText( std::string ); 2
- void gameServerSettings.setStartDelay( int ); 2
- void gameServerSettings.setSvPunkBuster( bool ); 2
- void gameServerSettings.setTeamRatio( float ); 2
- void gameServerSettings.setTicketRatio( int ); 2
- void gameServerSettings.setTimeBeforeRestartMap( float ); 2
- void gameServerSettings.setTimeLimit( int ); 2
- void gameServerSettings.setVehicleFF( int ); 2
- void gameServerSettings.setVehicleSplashFF( int ); 2
- void gameServerSettings.setVoteTime( int ); 2
- int game.simulationRate( int ); 2
- void generalSettings.setAutoReload( bool ); 2
- void generalSettings.setCameraShake( int ); 2
- void generalSettings.setChatMessagesFilter( int ); 2
- void generalSettings.setConnectionType( int ); 2
- void generalSettings.setHelpPopups( int ); 2
- void generalSettings.setHUDTransparency( float ); 2
- void generalSettings.setKillMessagesFilter( int ); 2
- void generalSettings.setMapIconAlphaTransparency( float ); 2
- void generalSettings.setMinimapRotate( bool ); 2
- void generalSettings.setMinimapTransparency( float ); 2
- void generalSettings.setOutOfVoting( bool ); 2
- void generalSettings.setPlayedVOHelp( std::string ); 2
- void generalSettings.setRadioMessagesFilter( int ); 2
- void generalSettings.setUseArrowHelp( bool ); 2
- void generalSettings.setUseToolTip( bool ); 2
- IGeometryTemplate* geometryTemplate.active( IGeometryTemplate* ); 2
- float geometryTemplate.boundingRadiusModifier( float ); 2
- std::string geometryTemplate.bumpTextureFileName( std::string ); 2
- bool geometryTemplate.compressVertexData( bool ); 2
- IGeometryTemplate* GeometryTemplate.create( std::string, std::string ); 2
- std::string geometryTemplate.diffuseTextureFileName( std::string ); 2
- bool geometryTemplate.doNotGenerateLightmaps( bool ); 2
- void geometryTemplate.dump( void ); 2
- void geometryTemplate.dumpInstances( void ); 2
- std::string geometryTemplate.FileName( std::string ); 2
- bool geometryTemplate.hasAdditiveAlpha( bool ); 2
- bool geometryTemplate.is1p( bool ); 2
- bool geometryTemplate.is1p( bool ); 2
- bool geometryTemplate.isSuperLowTerrain( bool ); 2
- bool geometryTemplate.isTitanExterior( bool ); 2
- bool geometryTemplate.isTitanInterior( bool ); 2
- hfe::CustomItemType geometryTemplate.itemType( hfe::CustomItemType ); 2
- hfe::CustomItemType geometryTemplate.itemType( hfe::CustomItemType ); 2
- float geometryTemplate.layerId( float ); 2
- bool geometryTemplate.lightmapOverride( bool ); 2
- uint geometryTemplate.maxSkip3pLods( uint ); 2
- uint geometryTemplate.maxSkipWreckLods( uint ); 2
- int geometryTemplate.maxTextureRepeat( int ); 2
- std::string geometryTemplate.name( void ); 2
- int geometryTemplate.nrOfAnimatedUVMatrix( int ); 2
- std::string GeometryTemplate.printInfo( bool ); 2
- void geometryTemplate.setColor( Vec3 ); 2
- void geometryTemplate.setCoordinate( Vec2 ); 2
- void geometryTemplate.setLightmapSizeAll( int, int, int ); 2
- void geometryTemplate.setMaterialParallaxHeightScale( int, int, int, float ); 2
- void geometryTemplate.setMaterialReflectionScale( int, int, int, float ); 2
- void geometryTemplate.setMeshName( std::string ); 2
- void geometryTemplate.setReplacementTexture( std::string, std::string ); 2
- void geometryTemplate.setSpecularStaticGloss( int, int, int, float ); 2
- void geometryTemplate.setSubGeometryLodDistance( int, int, float ); 2
- void geometryTemplate.setVisibleLodDistance( int, float ); 2
- Vec2 geometryTemplate.simpleUVTranslation( Vec2 ); 2
- int geometryTemplate.titanExteriorPartIndex( int ); 2
- bool geometryTemplate.useRadiusForShadowDepth( bool ); 2
- bool geometryTemplate.useRadiusForShadowSpatial( bool ); 2
- bool geometryTemplate.useRimEffect( bool ); 2
- void heightmapcluster.addHeightmap( std::string, int, int ); 2
- void heightmapcluster.create( std::string ); 2
- void heightmapcluster.debugCheckMaterials( void ); 2
- bool heightmapcluster.importSurroundingRawHeightMap( std::string ); 2
- void heightmapcluster.setClusterSize( int ); 2
- void heightmapcluster.setHeightmapSize( int ); 2
- void heightmapcluster.setSeaWaterLevel( float ); 2
- float heightmapcluster.simulatedWaterDepth( float ); 2
- bool heightmapcluster.simulateWater( bool ); 2
- void heightmapcluster.smoothEdges( int, float, float ); 2
- void heightmapcluster.stitchEdges( void ); 2
- void heightmap.loadHeightData( std::string ); 2
- void heightmap.loadMaterialData( std::string ); 2
- void heightmap.setBitResolution( int ); 2
- void heightmap.setMaterialScale( int ); 2
- void heightmap.setModified( bool ); 2
- void heightmap.setScale( Vec3 ); 2
- void heightmap.setSize( int, int ); 2
- Vec3 hemiMapManager.hemiConstantColor( Vec3 ); 2
- float hemiMapManager.hemiLerpBias( float ); 2
- void hemiMapManager.loadTitanHemiMap( std::string, Vec3, int ); 2
- bool hemiMapManager.makeHemiMap( unsigned long, std::string, Vec3, float ); 2
- bool hemiMapManager.setBaseHemiMap( std::string, Vec3, float ); 2
- bool hemiMapManager.useCurrentSetting( bool ); 2
- bool hudBuilder.addNodeAlphaShowEffect( void ); 2
- bool hudBuilder.addNodeBlendEffect( int, int ); 2
- bool hudBuilder.addNodeMoveShowEffect( float, int ); 2
- bool hudBuilder.addNodeVariableMoveShowEffect( std::string, std::string ); 2
- bool hudBuilder.addObjectMarkerNodeLockTextNode( std::string ); 2
- bool hudBuilder.addTransformListNode( std::string ); 2
- bool hudBuilder.createAnimationNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.createBarNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.createButtonNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.createCompassNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.createEditNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.createHoverNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.createListNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.createMapNode( std::string, std::string ); 2
- bool hudBuilder.createMiniMapNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.createMouseOverNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.createObjectMarkerNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.createObjectSelectionNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.createOccupiedNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.createPictureNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.createSliderNode( std::string, std::string, float, float, float, float ); 2
- bool hudBuilder.createSplitNode( std::string, std::string ); 2
- bool hudBuilder.createTextNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.createTileNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.createTransformListNode( std::string, std::string, int, int, int, int ); 2
- int hudBuilder.createTransformNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.createWebViewNode( std::string, std::string, int, int, int, int ); 2
- bool hudBuilder.deleteNode( void ); 2
- bool hudBuilder.newLayer( void ); 2
- meme::Node* hudBuilder.searchNodes( std::string, std::string ); 2
- bool hudBuilder.setActiveObject( std::string, std::string ); 2
- void hudBuilder.setAlphaMask( std::string ); 2
- bool hudBuilder.setAnimationNodeFrames( int ); 2
- bool hudBuilder.setAnimationNodeLoopCounts( int ); 2
- bool hudBuilder.setAnimationNodeLooping( bool ); 2
- bool hudBuilder.setAnimationNodeRotation( int ); 2
- bool hudBuilder.setAnimationNodeSpeed( int ); 2
- bool hudBuilder.setAnimationNodeTexture( std::string ); 2
- bool hudBuilder.setAnimationNodeVariableTexture( std::string ); 2
- bool hudBuilder.setBarNodeAnim( int, int, int ); 2
- bool hudBuilder.setBarNodeBorder( int, int, int, int ); 2
- bool hudBuilder.setBarNodeEffect( int, int, int, int, int ); 2
- bool hudBuilder.setBarNodeIncreaseShow( int ); 2
- bool hudBuilder.setBarNodeInverse( bool ); 2
- bool hudBuilder.setBarNodeMove( int ); 2
- bool hudBuilder.setBarNodeRotation( int ); 2
- bool hudBuilder.setBarNodeRound( int, float, float ); 2
- bool hudBuilder.setBarNodeSnap( float ); 2
- bool hudBuilder.setBarNodeSnapDir( bool ); 2
- bool hudBuilder.setBarNodeSpanValues( float, float ); 2
- bool hudBuilder.setBarNodeTexture( int, std::string ); 2
- bool hudBuilder.setBarNodeValueVariable( std::string ); 2
- bool hudBuilder.setBarNodeVariableTexture( int, std::string ); 2
- bool hudBuilder.setButtonNodeAltConCmd( std::string, int ); 2
- bool hudBuilder.setButtonNodeConCmd( std::string, int ); 2
- bool hudBuilder.setButtonNodeDebug( bool ); 2
- bool hudBuilder.setButtonNodeFunction( std::string, int ); 2
- bool hudBuilder.setButtonNodeMouseArea( int, int, int, int ); 2
- bool hudBuilder.setButtonNodeMouseOverColor( float, float, float, float ); 2
- bool hudBuilder.setButtonNodeTexture( int, std::string ); 2
- bool hudBuilder.setCommanderPos( Vec2 ); 2
- bool hudBuilder.setCommanderSize( Vec2 ); 2
- bool hudBuilder.setCompassNodeBorder( int, int, int, int ); 2
- bool hudBuilder.setCompassNodeOffset( int ); 2
- bool hudBuilder.setCompassNodeSnapOffset( int, int, int, int ); 2
- bool hudBuilder.setCompassNodeSnapTexture( bool, std::string ); 2
- bool hudBuilder.setCompassNodeTexture( int, std::string ); 2
- bool hudBuilder.setCompassNodeTextureSize( int, int ); 2
- bool hudBuilder.setCompassNodeTiltValues( int, int ); 2
- bool hudBuilder.setCompassNodeValueVariable( std::string ); 2
- bool hudBuilder.setCompassNodeVariableTexture( int, std::string ); 2
- void hudBuilder.setCPFont( std::string ); 2
- void hudBuilder.setCPFontColor( float, float, float, float ); 2
- bool hudBuilder.setEditNodeColor( float, float, float, float ); 2
- bool hudBuilder.setEditNodeData( int ); 2
- bool hudBuilder.setEditNodeFont( std::string, bool ); 2
- bool hudBuilder.setEditNodeMaxLength( int ); 2
- bool hudBuilder.setEditNodeRotation( int ); 2
- bool hudBuilder.setEditNodeString( int ); 2
- bool hudBuilder.setEditNodeTtfFont( int ); 2
- bool hudBuilder.setHoverInMiddlePos( int, int ); 2
- bool hudBuilder.setHoverMaxValue( float ); 2
- bool hudBuilder.setHoverWidthLength( float, float ); 2
- bool hudBuilder.setListNodeBackgroundColor( float, float, float, float ); 2
- bool hudBuilder.setListNodeBorder( int, int, int, int ); 2
- bool hudBuilder.setListNodeBorderColor( float, float, float, float ); 2
- bool hudBuilder.setListNodeConCmd( int, std::string ); 2
- bool hudBuilder.setListNodeData( int ); 2
- bool hudBuilder.setListNodeFont( std::string, int ); 2
- bool hudBuilder.setListNodeOutline( bool ); 2
- bool hudBuilder.setListNodeRotation( int ); 2
- bool hudBuilder.setListNodeRowSpacing( int ); 2
- bool hudBuilder.setListNodeScrollbar( int, int ); 2
- bool hudBuilder.setListNodeScrollbarBackgroundColor( float, float, float, float ); 2
- bool hudBuilder.setListNodeScrollbarColor( float, float, float, float ); 2
- bool hudBuilder.setListNodeSelectColor( float, float, float, float ); 2
- bool hudBuilder.setListNodeUseTtfStyle( int ); 2
- bool hudBuilder.setMaxiPos( Vec2 ); 2
- bool hudBuilder.setMaxiSize( Vec2 ); 2
- bool hudBuilder.setMiniPos( Vec2 ); 2
- bool hudBuilder.setMiniSize( Vec2 ); 2
- void hudBuilder.setModifyer( float ); 2
- bool hudBuilder.setMouseOverNodeConCmd( std::string, int ); 2
- bool hudBuilder.setMouseOverNodeTexture( int, std::string ); 2
- bool hudBuilder.setNodeAlphaVariable( std::string ); 2
- bool hudBuilder.setNodeColor( float, float, float, float ); 2
- bool hudBuilder.setNodeIntervalBlink( float ); 2
- bool hudBuilder.setNodeInTime( float ); 2
- bool hudBuilder.setNodeLogicShowVariable( std::string, std::string, int ); 2
- bool hudBuilder.setNodeOffset( int, int ); 2
- bool hudBuilder.setNodeOutTime( float ); 2
- bool hudBuilder.setNodePos( int, int ); 2
- bool hudBuilder.setNodePosVariable( int, std::string ); 2
- bool hudBuilder.setNodeRGBVariables( std::string, std::string, std::string ); 2
- bool hudBuilder.setNodeShowConCmd( std::string, int ); 2
- bool hudBuilder.setNodeShowVariable( std::string ); 2
- bool hudBuilder.setNodeSize( int, int ); 2
- bool hudBuilder.setNodeTimesBlink( int, int ); 2
- bool hudBuilder.setObjectMarkerNodeLockOnType( int ); 2
- bool hudBuilder.setObjectMarkerNodeLockText( bool, std::string ); 2
- bool hudBuilder.setObjectMarkerNodeLockTextOffset( int, int ); 2
- bool hudBuilder.setObjectMarkerNodeObjects( int ); 2
- bool hudBuilder.setObjectMarkerNodeRC( int ); 2
- bool hudBuilder.setObjectMarkerNodeTexture( int, std::string ); 2
- bool hudBuilder.setObjectMarkerNodeTextureSize( int, int, int ); 2
- bool hudBuilder.setObjectMarkerNodeWeapon( int ); 2
- bool hudBuilder.setObjectSelectionNodePointerSize( int, int ); 2
- bool hudBuilder.setOccupiedNodeData( int ); 2
- bool hudBuilder.setOccupiedNodePosVariable( int, std::string ); 2
- bool hudBuilder.setOccupiedNodeUseText( std::string ); 2
- bool hudBuilder.setPictureNodeAlphaMask( std::string ); 2
- bool hudBuilder.setPictureNodeBorder( int, int, int, int ); 2
- bool hudBuilder.setPictureNodeBorderColor( float, float, float, float ); 2
- bool hudBuilder.setPictureNodeCenterPoint( int, int ); 2
- bool hudBuilder.setPictureNodeDx9Texture( std::string ); 2
- bool hudBuilder.setPictureNodeExpandTimeAndSize( float, float, int, int, int ); 2
- bool hudBuilder.setPictureNodeRotateVariable( std::string ); 2
- bool hudBuilder.setPictureNodeRotation( int ); 2
- bool hudBuilder.setPictureNodeTexture( std::string ); 2
- bool hudBuilder.setPictureNodeVariableTexture( std::string ); 2
- bool hudBuilder.setRoundBarStartAndSweepAngle( int, int ); 2
- bool hudBuilder.setSliderNodeChild( std::string ); 2
- bool hudBuilder.setSliderNodeData( std::string ); 2
- bool hudBuilder.setTextNodeExpandTimeAndSize( int, float, float, int, int ); 2
- bool hudBuilder.setTextNodeKerningPx( int ); 2
- bool hudBuilder.setTextNodeOutLine( std::string ); 2
- bool hudBuilder.setTextNodeOutLineOffset( float, float ); 2
- bool hudBuilder.setTextNodeRotation( int ); 2
- bool hudBuilder.setTextNodeShakeTimeAndFrames( int, float, float, int, int ); 2
- bool hudBuilder.setTextNodeShowSadAnim( int ); 2
- bool hudBuilder.setTextNodeString( std::string ); 2
- bool hudBuilder.setTextNodeStringVariable( std::string ); 2
- bool hudBuilder.setTextNodeStyle( std::string, int ); 2
- bool hudBuilder.setTextNodeTiltTimeAndFrames( float, float, int, int ); 2
- bool hudBuilder.setTextNodeUseTtfStyle( int ); 2
- bool hudBuilder.setTileNodeOptions( int, int, int ); 2
- bool hudBuilder.setTranformListNodeOffset( int, int ); 2
- bool hudBuilder.setTranformListNodePosVariable( int, std::string ); 2
- bool hudBuilder.setTransformNodeLayer( int ); 2
- bool hudBuilder.setTruncate( bool ); 2
- bool hudBuilder.setZoomIcons( bool ); 2
- void hudItems.setBool( std::string, bool ); 2
- void hudItems.setFloat( std::string, float ); 2
- void hudItems.setString( std::string, std::string ); 2
- void hudManager.addTextureAtlas( std::string ); 2
- void hudManager.closeGame( void ); 2
- void hudManager.enableSayAllChatBox( bool ); 2
- void hudManager.enableSayPlayerChatBox( bool ); 2
- void hudManager.enableSaySquadChatBox( bool ); 2
- void hudManager.enableSayTeamChatBox( bool ); 2
- void hudManager.mouseOverEscapeMenuExitButton( bool ); 2
- void hudManager.mouseOverEscapeMenuResumeButton( bool ); 2
- void hudManager.mouseOverEscapeMenuSuicideButton( bool ); 2
- void hudManager.mouseOverSpawnMenuHomeBaseButton( bool ); 2
- void hudManager.mouseOverSpawnMenuNormalButton( bool ); 2
- void hudManager.normalSpawnSelected( bool ); 2
- void hudManager.setChatBlockedDurationTime( int ); 2
- void hudManager.setChatMaxSpamFlagCount( int ); 2
- void hudManager.setChatSpamInterval( float ); 2
- bool hudManager.setCommMousePos( int, int ); 2
- bool hudManager.setCommMouseSensitivity( int ); 2
- bool hudManager.setCommPos( int, int ); 2
- bool hudManager.setCommSize( int, int ); 2
- void hudManager.setControlPointLetterOffset( int ); 2
- void hudManager.setDisplayControlpoints( bool ); 2
- void hudManager.setDisplayTickets( bool ); 2
- void hudManager.setDone( bool ); 2
- void hudManager.setMapStatic( bool ); 2
- void hudManager.setMaximumNrOfCPs( int ); 2
- bool hudManager.setMouseTextureArtillery( std::string ); 2
- bool hudManager.setMouseTextureEmpty( std::string ); 2
- bool hudManager.setMouseTextureFull( std::string ); 2
- bool hudManager.setMouseTextureMoveTitan( std::string ); 2
- bool hudManager.setMouseTextureOrbitalStrike( std::string ); 2
- bool hudManager.setMouseTextureSupply( std::string ); 2
- bool hudManager.setMouseTextureUAV( std::string ); 2
- void hudManager.setNameTagFontNameIndices( int, int ); 2
- void hudManager.setNameTagFontPrestigeIndices( int, int ); 2
- void hudManager.setPaint( bool ); 2
- bool hudManager.setPointerMouseSensitivity( int ); 2
- bool hudManager.setPointerSize( int, int ); 2
- void hudManager.setSpottedAngle( float ); 2
- bool hudManager.setSpottedMenuPos( int, int ); 2
- bool hudManager.setSpottedMenuSize( int, int ); 2
- bool hudManager.setSpottedMousePos( int, int ); 2
- void hudManager.setTargetTop( float ); 2
- void hudManager.setUpdate( bool ); 2
- void hudManager.showIngameEscPopup( bool ); 2
- void inGameEventManager.addBlacklistId( int ); 2
- void inGameEventManager.addCustomizationId( int ); 2
- void inGameEventManager.addToGameMode( std::string ); 2
- void inGameEventManager.broadcastEvent( bool ); 2
- void inGameEventManager.createInGameEvent( InGameEventId ); 2
- float inGameEventManager.hudDisplayTime( float ); 2
- float inGameEventManager.overrideHudDisplayTime( float ); 2
- void inGameEventManager.requiredDistance( float ); 2
- void inGameEventManager.setEventPriority( InGameEventId, int ); 2
- void inGameEventManager.setGenericVarValue( float ); 2
- void inGameEventManager.setHudString( std::string ); 2
- void inGameEventManager.setName( std::string ); 2
- void inGameEventManager.setSound( std::string ); 2
- void inGameEventManager.setXPScore( int ); 2
- void ingameHelp.showIngameHelp( std::string, float ); 2
- void kitInterface.chooseKitCustom( int, int ); 2
- void kitInterface.chooseKitSelection( int, int ); 2
- void kitInterface.closeCustomInterface( int ); 2
- void kitInterface.resetInformationString( int ); 2
- void kitInterface.resetMousePic( int ); 2
- void kitInterface.selectDroppedItem( int ); 2
- void kitInterface.setHeavyArmor( int ); 2
- void kitInterface.setInformationString( int, int ); 2
- void levelsList.setVoteMapShow( int ); 2
- void levelsList.singleClick( int ); 2
- Vec3 lightManager.ambientColor( Vec3 ); 2
- float lightManager.defaultEffectLightAffectionFactor( float ); 2
- Vec3 lightManager.effectShadowColor( Vec3 ); 2
- Vec3 lightManager.effectSunColor( Vec3 ); 2
- bool lightManager.enableStencilCullerReset( bool ); 2
- bool lightManager.enableSun( bool ); 2
- std::string lightManager.groundHemi( std::string ); 2
- float lightManager.hemiLerpBias( float ); 2
- void lightManager.init( void ); 2
- float lightManager.lightCullDistance( float ); 2
- Vec2 lightManager.lightMapAmbientAlphaCutoffRange( Vec2 ); 2
- int lightManager.maxLightsPerBundledMesh( int ); 2
- int lightManager.maxLightsPerSkinnedMesh( int ); 2
- int lightManager.maxLightsPerStaticMesh( int ); 2
- int lightManager.maxLightsPerTerrainPatch( int ); 2
- Vec3 lightManager.singlePointColor( Vec3 ); 2
- float lightManager.skinnedMeshShaderLodDistance( float ); 2
- Vec3 lightManager.skyColor( Vec3 ); 2
- Vec3 lightManager.staticSkyColor( Vec3 ); 2
- Vec3 lightManager.staticSpecularColor( Vec3 ); 2
- Vec3 lightManager.staticSunColor( Vec3 ); 2
- Vec3 lightManager.sunColor( Vec3 ); 2
- Vec3 lightManager.sunDirection( Vec3 ); 2
- Vec3 lightManager.sunSpecColor( Vec3 ); 2
- Vec3 lightManager.treeAmbientColor( Vec3 ); 2
- Vec3 lightManager.treeSkyColor( Vec3 ); 2
- Vec3 lightManager.treeSunColor( Vec3 ); 2
- Vec3 lightmapGeneration.ambientColor( Vec3 ); 2
- int lightmapGeneration.blockSize( int ); 2
- float lightmapGeneration.cameraNearPlane( float ); 2
- float lightmapGeneration.directlyLightedThreshold( float ); 2
- bool lightmapGeneration.doOvergrowth( bool ); 2
- bool lightmapGeneration.enableBackfaceCulling( bool ); 2
- bool lightmapGeneration.enableIntensityLightmaps( bool ); 2
- bool lightmapGeneration.flush( void ); 2
- int lightmapGeneration.generationMethod( int ); 2
- float lightmapGeneration.getWaterSunIntensity( void ); 2
- Vec3 lightmapGeneration.GILightColor( Vec3 ); 2
- Vec3 lightmapGeneration.GILightsBaseDir( Vec3 ); 2
- float lightmapGeneration.GILightsFov( float ); 2
- float lightmapGeneration.GILightsIntensity( float ); 2
- float lightmapGeneration.GILightsShadowIntensity( float ); 2
- float lightmapGeneration.GILightsViewDistance( float ); 2
- float lightmapGeneration.GITopLightIntensity( float ); 2
- float lightmapGeneration.globalSoftness( float ); 2
- void LightmapGeneration.init( void ); 2
- void lightmapGeneration.light.create( void ); 2
- Vec3 lightmapGeneration.light.direction( Vec3 ); 2
- float lightmapGeneration.light.fov( float ); 2
- float lightmapGeneration.light.intensity( float ); 2
- bool lightmapGeneration.light.objectShadows( bool ); 2
- bool lightmapGeneration.light.selfShadowing( bool ); 2
- float lightmapGeneration.light.shadowIntensity( float ); 2
- float lightmapGeneration.light.softness( float ); 2
- float lightmapGeneration.light.viewDistance( float ); 2
- int lightmapGeneration.lightmapFormat( int ); 2
- bool lightmapGeneration.noPhongAngle( bool ); 2
- uint lightmapGeneration.numberOfGILights( uint ); 2
- float lightmapGeneration.objectPointScale( float ); 2
- bool lightmapGeneration.onlyNearest( bool ); 2
- int lightmapGeneration.phongAngleMode( int ); 2
- bool lightmapGeneration.renderTerrain( bool ); 2
- float lightmapGeneration.resolutionModifier( float ); 2
- float lightmapGeneration.sampleOffset( float ); 2
- float lightmapGeneration.shadowsNearCamera( float ); 2
- Vec3 lightmapGeneration.skyColor( Vec3 ); 2
- float lightmapGeneration.skyWhite( float ); 2
- float lightmapGeneration.sunLightFov( float ); 2
- float lightmapGeneration.sunLightIntensity( float ); 2
- float lightmapGeneration.sunLightShadowIntensity( float ); 2
- float lightmapGeneration.terrainPointScale( float ); 2
- bool lightmapGeneration.traceActiveObject( void ); 2
- bool lightmapGeneration.traceActiveObjectProgress( int, int ); 2
- bool lightmapGeneration.traceAllObjects( void ); 2
- bool lightmapGeneration.traceTerrain( void ); 2
- bool lightmapGeneration.useGITopLight( bool ); 2
- std::string lightmapGeneration.useLog( std::string ); 2
- unsigned int material.active( unsigned int ); 2
- float material.damageLoss( float ); 2
- float material.elasticity( float ); 2
- float material.friction( float ); 2
- bool material.hasWaterPhysics( bool ); 2
- bool material.isOneSided( bool ); 2
- bool material.isSeeThrough( bool ); 2
- void materialManager.createCell( unsigned int, unsigned int ); 2
- float materialManager.damageMod( float ); 2
- void materialManager.setDecalTemplate( unsigned int, IObjectTemplate_ptrproxy ); 2
- void materialManager.setEffectTemplate( unsigned int, IObjectTemplate_ptrproxy ); 2
- void materialManager.setRadioMessage( unsigned int, std::string, double ); 2
- void materialManager.setSoundTemplate( unsigned int, IObjectTemplate_ptrproxy ); 2
- float material.maxDamageLoss( float ); 2
- float material.minDamageLoss( float ); 2
- bool material.multiplyFriction( bool ); 2
- std::string material.name( std::string ); 2
- bool material.overrideNeverPenetrate( bool ); 2
- float material.penetrationDeviation( float ); 2
- float material.projectileCollisionHardness( float ); 2
- int material.pythonEvent( int ); 2
- float material.resistance( float ); 2
- bool material.triggerRadio( bool ); 2
- int material.type( int ); 2
- void minimap.setCommanderOffset( Vec2 ); 2
- void minimap.setCurrOrderList( int ); 2
- void minimap.setDestinationBlend( int ); 2
- void minimap.setFilterColor( float, float, float, float ); 2
- void minimap.setFullScreenZoom( int ); 2
- void minimap.setPaintAllKits( void ); 2
- void minimap.setPaintAllVehicles( void ); 2
- void minimap.setPaintKit( int ); 2
- void minimap.setPaintVehicle( int ); 2
- void minimap.setSourceBlend( int ); 2
- void minimap.setZoom( void ); 2
- void minimap.toggleShowKits( void ); 2
- void miscellaneousSettings.enableMugshotUpload( bool ); 2
- void miscellaneousSettings.setMatchMakingOption( int ); 2
- void nametags.createBar( NametagItemIDs, int, int ); 2
- void nametags.createIcon( NametagItemIDs ); 2
- float nametags.deathFadeOutTime( float ); 2
- double nametags.deployableDistance( double ); 2
- Vec2 nametags.getCullDistance( TagType ); 2
- float nametags.manDownFadeOutTime( float ); 2
- float nametags.maxCallDistance( float ); 2
- float nametags.maxFriendlyDistance( float ); 2
- void nametags.setCullDistance( TagType, Vec2 ); 2
- void nametags.setTexture( int, std::string, int, int, int, int ); 2
- float nametags.vehicleNametagOffset( float ); 2
- float nametags.vehicleNametagOffsetFactor( float ); 2
- void networkableInfo.createNewInfo( std::string ); 2
- void networkableInfo.setBasePriority( float ); 2
- void networkableInfo.setForceNetworkableId( bool ); 2
- void networkableInfo.setIsUnique( bool ); 2
- void networkableInfo.setPredictionMode( PredictionMode ); 2
- void network.dumpNetworkDescriptors( void ); 2
- void network.dumpScopableDescriptors( void ); 2
- void network.makeStatisticsMark( void ); 2
- void network.saveStats( void ); 2
- Vec3 object.absolutePosition( Vec3 ); 2
- Vec3 object.absolutePositionSecondary( Vec3 ); 2
- Mat4 object.absoluteTransformation( Mat4 ); 2
- world::IObject_ptrproxy Object.active( world::IObject_ptrproxy ); 2
- float object.attenuationRange1( float ); 2
- float object.attenuationRange2( float ); 2
- Vec3 object.color( Vec3 ); 2
- float object.coneAngle1( float ); 2
- float object.coneAngle2( float ); 2
- world::IObject_ptrproxy Object.create( world::IObjectTemplate_ptrproxy, Vec3, Vec3 ); 2
- Vec3 object.direction( Vec3 ); 2
- bool object.disableChildren( bool ); 2
- float objectDrawer.collectPlanesDistance( float ); 2
- bool objectDrawer.drawDebugPlanes( bool ); 2
- float objectDrawer.faceForwardThreshold( float ); 2
- bool objectDrawer.isInsideTitanOverride( bool ); 2
- bool objectDrawer.showAllTitanParts( bool ); 2
- bool objectDrawer.showCullStats( bool ); 2
- bool objectDrawer.useExactTest( bool ); 2
- bool objectDrawer.useOcclusion( bool ); 2
- void Object.forceStart( world::IObject_ptrproxy ); 2
- void Object.forceStop( world::IObject_ptrproxy ); 2
- float object.fov( float ); 2
- bool object.geometry.GenerateLightmapForThisInstance( bool ); 2
- void object.geometry.loadMesh( std::string ); 2
- int object.geometry.subGeometry( int ); 2
- int object.geometry.subGeometryCount( void ); 2
- std::string object.geometry.technique( std::string ); 2
- IGeometryTemplate* object.geometry.template( void ); 2
- int object.getLightSourceMask( void ); 2
- int object.getVisibleTeam( void ); 2
- float object.glowFrequency( float ); 2
- float object.glowOffset( float ); 2
- int object.glowType( int ); 2
- bool object.hasCollision( bool ); 2
- bool object.hasGlow( bool ); 2
- bool object.hasUpdate( bool ); 2
- float object.HDRIntensity( float ); 2
- void object.initGrid( Vec2, Vec2, int, Vec3 ); 2
- bool object.isInGrid( bool ); 2
- bool object.isOvergrowth( bool ); 2
- bool object.isSaveable( bool ); 2
- bool object.isVisible( bool ); 2
- std::string Object.list( void ); 2
- int objectManager.drawStats( int ); 2
- void objectManager.dump( std::string ); 2
- void objectManager.printNetStatsForAllTypeOfObjects( void ); 2
- std::string object.name( std::string ); 2
- bool object.notInAI( bool ); 2
- Vec3 object.rotation( Vec3 ); 2
- Vec3 object.rotationSecondary( Vec3 ); 2
- Vec3 object.scale( Vec3 ); 2
- void object.setAsSkyLight( void ); 2
- void object.setControlPointId( int ); 2
- void object.setIsDisabledRecursive( bool ); 2
- void object.setIsInTweakModeRecursive( bool ); 2
- void object.setIsInTweakModeRecursive( bool ); 2
- void object.setIsSaveableRecursive( bool ); 2
- void object.setIsVisibleRecursive( bool ); 2
- void object.setLightSourceMask( int ); 2
- void object.setVisibleTeam( int ); 2
- const IObjectTemplate* object.template( void ); 2
- int objectTemplate.3dMapIcon( int ); 2
- int objectTemplate.3dMapIcon( int ); 2
- void objectTemplate.ability.activationDelay( float ); 2
- bool objectTemplate.ability.activeWeaponFromTemplate( bool ); 2
- void objectTemplate.ability.addDamageOverTimeItem( float, float, float, DamageOverTimeType ); 2
- void objectTemplate.ability.addDamageVehicleOverTimeItem( float, float, float ); 2
- void objectTemplate.ability.addDeviationModifierItem( float ); 2
- void objectTemplate.ability.addEatsGrenadesItem( float, float, float ); 2
- void objectTemplate.ability.addExtraAmmoItem( int, int, bool ); 2
- void objectTemplate.ability.addExtraAmmoItemToKit( int, int, bool, bool ); 2
- void objectTemplate.ability.addHealAreaItem( float, float, float, float ); 2
- void objectTemplate.ability.addHealOverTimeItem( float, float, float ); 2
- void objectTemplate.ability.addHealthStealOnDamage( float, int ); 2
- void objectTemplate.ability.addIncreasedDamageItem( float ); 2
- void objectTemplate.ability.addIncreasedFireRateMultiplierItem( uint ); 2
- void objectTemplate.ability.addInstantHealItem( float ); 2
- void objectTemplate.ability.addMarkTargetAreaItem( float, float, float, float, float, int ); 2
- void objectTemplate.ability.addMobileSpawnPointItem( float, float, int, std::string ); 2
- void objectTemplate.ability.addOverrideCritChanceAndDamage( float, float ); 2
- void objectTemplate.ability.addReloadWeaponFromTemplateItem( bool ); 2
- void objectTemplate.ability.addRepairOverTimeItem( float, float, float ); 2
- void objectTemplate.ability.addRocketPackItem( float, float, float, float, float, float ); 2
- void objectTemplate.ability.addShield( float, float, float, float, float ); 2
- void objectTemplate.ability.addSurveillanceItem( float ); 2
- void objectTemplate.ability.addUserSpeedModItemGenericSettings( float, float, float ); 2
- void objectTemplate.ability.addUserSpeedModItemPerKit( int, float ); 2
- void objectTemplate.ability.addWeaponTemplate( std::string ); 2
- float objectTemplate.ability.beaconSpawnTimeMod( float ); 2
- bool objectTemplate.ability.coolDownPersistentThroughDeath( bool ); 2
- float objectTemplate.ability.detectionLevel( float ); 2
- float objectTemplate.ability.flashDuration( float ); 2
- float objectTemplate.ability.flashInterval( float ); 2
- bool objectTemplate.ability.hasAmmoAbility( bool ); 2
- bool objectTemplate.ability.hasHealingAbility( bool ); 2
- bool objectTemplate.ability.hasRepairingAbility( bool ); 2
- bool objectTemplate.ability.hasScopeStabilizerAbility( bool ); 2
- bool objectTemplate.ability.hasZoomUpgradeAbility( bool ); 2
- bool objectTemplate.ability.hideDurationProgressBar( bool ); 2
- float objectTemplate.ability.increasedRepairAbility( float ); 2
- int objectTemplate.ability.networkableHudRevealTime( int ); 2
- bool objectTemplate.ability.networkableHudShowCloaked( bool ); 2
- bool objectTemplate.ability.networkableHudShowKit( bool ); 2
- bool objectTemplate.ability.networkableHudShowVehicle( bool ); 2
- int objectTemplate.ability.radarRadius( int ); 2
- bool objectTemplate.ability.radialRadar( bool ); 2
- float objectTemplate.ability.restoreOnDamageInflicted( float ); 2
- float objectTemplate.ability.restoreOnDamageTaken( float ); 2
- float objectTemplate.ability.restoreOnEnter( float ); 2
- float objectTemplate.ability.restoreRateModStealth( float ); 2
- bool objectTemplate.ability.seeThroughWalls( bool ); 2
- void objectTemplate.ability.setDepletionWhenPassive( float, float ); 2
- void objectTemplate.ability.setMaterialDamageMod( int, float ); 2
- void objectTemplate.ability.setOverheatMod( float ); 2
- void objectTemplate.ability.setRestoreAfterUsage( float, float ); 2
- bool objectTemplate.ability.showPlayers( bool ); 2
- bool objectTemplate.ability.showVehicles( bool ); 2
- float objectTemplate.ability.speedMod( float ); 2
- float objectTemplate.ability.sprintRechargeModifier( float ); 2
- float objectTemplate.ability.sprintUseModifier( float ); 2
- void objectTemplate.ability.userEffect( StatusEffect, float ); 2
- Vec3 objectTemplate.ability.userFlashColor( Vec3 ); 2
- void objectTemplate.ability.victimEffect( StatusEffect, float ); 2
- Vec3 objectTemplate.ability.victimFlashColor( Vec3 ); 2
- Vec3 objectTemplate.ability.weaponFlashColor( Vec3 ); 2
- std::string objectTemplate.abilityComp.name( std::string ); 2
- std::string objectTemplate.abilityHud.ammoSound( std::string ); 2
- std::string objectTemplate.abilityHud.healingSound( std::string ); 2
- std::string objectTemplate.abilityHud.repairingSound( std::string ); 2
- float objectTemplate.abilityInVehicleStrengthModifier( float ); 2
- Math::Vec3 objectTemplate.acceleration( Math::Vec3 ); 2
- float objectTemplate.acceleration( float ); 2
- int objectTemplate.activateOnEvent( int ); 2
- int objectTemplate.activateTriggerId( int ); 2
- world::IObjectTemplate_ptrproxy ObjectTemplate.active( world::IObjectTemplate_ptrproxy ); 2
- bool objectTemplate.activeDefenseEnabled( bool ); 2
- bool objectTemplate.activeOnCreate( bool ); 2
- void ObjectTemplate.activeSafe( std::string, world::IObjectTemplate_ptrproxy ); 2
- void objectTemplate.addAmmoRefillCategory( int, float ); 2
- bool objectTemplate.addChild( bool ); 2
- bool objectTemplate.addEmitterSpeed( bool ); 2
- void objectTemplate.addMatchItem( std::string ); 2
- void objectTemplate.addNotMatchItem( std::string ); 2
- void objectTemplate.addReplaceItem( std::string ); 2
- void objectTemplate.addTargetObjectTypeToWatch( int ); 2
- void objectTemplate.addTemplate( std::string ); 2
- void objectTemplate.addVehicleAnimationSystem( std::string, std::string ); 2
- void objectTemplate.addVehicleType( std::string, int, float, float ); 2
- void objectTemplate.addVehicleType( VehicleCategory ); 2
- void objectTemplate.addWorkOnMaterial( int ); 2
- int objectTemplate.affectingType( int ); 2
- bool objectTemplate.affectLightmappedObjects( bool ); 2
- Vec2 objectTemplate.AgeScaleFactorFromSpeed( Vec2 ); 2
- Vec2 objectTemplate.AgeScaleFactorRange( Vec2 ); 2
- bool objectTemplate.AgeScaleFactorUsed( bool ); 2
- float objectTemplate.aimInterpolateDistance( float ); 2
- float objectTemplate.airFlowAffect( float ); 2
- float objectTemplate.airResistance( float ); 2
- Vec4 objectTemplate.airResistanceGraph( Vec4 ); 2
- std::string objectTemplate.aiTemplate( std::string ); 2
- bool objectTemplate.alignRotationToSpeed( bool ); 2
- bool objectTemplate.allowCameraShake( bool ); 2
- bool objectTemplate.allowDucking( bool ); 2
- bool objectTemplate.allowEmoteAnimation( bool ); 2
- bool objectTemplate.allowInParachute( bool ); 2
- bool objectTemplate.allowInsideDynamicLights( bool ); 2
- bool objectTemplate.allowInsideStaticSun( bool ); 2
- bool objectTemplate.allowInSkyDive( bool ); 2
- bool objectTemplate.allowInWater( bool ); 2
- bool objectTemplate.allowSelectKitInVehicle( bool ); 2
- bool objectTemplate.allowTogglePosition( bool ); 2
- bool objectTemplate.allowZoomOnHeat( bool ); 2
- float objectTemplate.alphaCull( float ); 2
- Vec2 objectTemplate.alphaIntensityFromAltitude( Vec2 ); 2
- Vec2 objectTemplate.alphaIntensityFromEngine( Vec2 ); 2
- Vec2 objectTemplate.alphaIntensityFromRotationalSpeed( Vec2 ); 2
- Vec2 objectTemplate.alphaIntensityFromSpeed( Vec2 ); 2
- Vec2 objectTemplate.alphaIntensityFromSpeedInDof( Vec2 ); 2
- Vec2 objectTemplate.alphaIntensityRange( Vec2 ); 2
- bool objectTemplate.alphaIntensityUsed( bool ); 2
- std::string objectTemplate.alternateTemplate0( std::string ); 2
- std::string objectTemplate.alternateTemplate1( std::string ); 2
- std::string objectTemplate.alternateTemplate2( std::string ); 2
- std::string objectTemplate.alternateTemplate3( std::string ); 2
- std::string objectTemplate.alternateTemplate4( std::string ); 2
- int objectTemplate.altItemIndex( int ); 2
- Vec3 objectTemplate.altSoldierExitPosition( Vec3 ); 2
- float objectTemplate.ammo.abilityCost( float ); 2
- float objectTemplate.ammo.abilityCost( float ); 2
- float objectTemplate.ammo.abilityDrain( float ); 2
- int objectTemplate.ammo.abilityMaterial( int ); 2
- float objectTemplate.ammo.abilityRadius( float ); 2
- float objectTemplate.ammo.abilityStrength( float ); 2
- bool objectTemplate.ammo.allowReloadWithFullMag( bool ); 2
- bool objectTemplate.ammo.allowReplenish( bool ); 2
- int objectTemplate.ammo.ammoType( int ); 2
- bool objectTemplate.ammo.autoReload( bool ); 2
- bool objectTemplate.ammo.canBeDisabled( bool ); 2
- float objectTemplate.ammo.changeMagAt( float ); 2
- bool objectTemplate.ammo.continous( bool ); 2
- float objectTemplate.ammo.detectionRadiusAlways( float ); 2
- float objectTemplate.ammo.detectionRadiusRank( float ); 2
- int objectTemplate.ammo.detonateMaterial( int ); 2
- bool objectTemplate.ammo.disableOnFire( bool ); 2
- float objectTemplate.ammo.firstShotExtraTime( float ); 2
- bool objectTemplate.ammo.forceSoundPostReloadOnReload( bool ); 2
- bool objectTemplate.ammo.forceWeaponSwitchWhenNoAmmo( bool ); 2
- bool objectTemplate.ammo.instantReloadOnEnable( bool ); 2
- float objectTemplate.ammo.lastShotExtraTime( float ); 2
- std::string objectTemplate.ammo.magLinkWeapon( std::string ); 2
- int objectTemplate.ammo.magSize( int ); 2
- float objectTemplate.ammo.minimumTimeUntilReload( float ); 2
- int objectTemplate.ammo.nrOfMags( int ); 2
- bool objectTemplate.ammo.onlyActiveWhileFiring( bool ); 2
- float objectTemplate.ammo.protectionRadius( float ); 2
- int objectTemplate.ammo.reloadAmount( int ); 2
- float objectTemplate.ammo.reloadTime( float ); 2
- bool objectTemplate.ammo.reloadWithoutPlayer( bool ); 2
- ReplenishingType objectTemplate.ammo.replenishingType( ReplenishingType ); 2
- int objectTemplate.ammo.shellsConsumedPerShot( int ); 2
- bool objectTemplate.ammo.taxOnEnable( bool ); 2
- bool objectTemplate.ammo.taxOnFire( bool ); 2
- bool objectTemplate.ammo.taxOnReload( bool ); 2
- float objectTemplate.ammo.timeToStayActive( float ); 2
- bool objectTemplate.ammo.toggleWhenNoAmmo( bool ); 2
- float objectTemplate.ammo.usageInterval( float ); 2
- void objectTemplate.ammoCategoryAndCost( int, float ); 2
- float objectTemplate.ammoStorageSize( float ); 2
- Vec3 objectTemplate.anchor( Vec3 ); 2
- Vec3 objectTemplate.anchorOffset( Vec3 ); 2
- int objectTemplate.animatedUVRotation( int ); 2
- int objectTemplate.animatedUVRotationIndex( int ); 2
- float objectTemplate.animatedUVRotationRadius( float ); 2
- bool objectTemplate.animatedUVRotationReverse( bool ); 2
- Vec2 objectTemplate.animatedUVRotationScale( Vec2 ); 2
- bool objectTemplate.animatedUVTranslation( bool ); 2
- int objectTemplate.animatedUVTranslationIndex( int ); 2
- Vec2 objectTemplate.animatedUVTranslationMax( Vec2 ); 2
- bool objectTemplate.animatedUVTranslationReverse( bool ); 2
- Vec2 objectTemplate.animatedUVTranslationSize( Vec2 ); 2
- Vec2 objectTemplate.animatedUVTranslationSpeed( Vec2 ); 2
- float objectTemplate.animation.loopingFire( float ); 2
- float objectTemplate.animation.shiftDelay( float ); 2
- bool objectTemplate.animation.useShiftAnimation( bool ); 2
- bool objectTemplate.animationEnable( bool ); 2
- bool objectTemplate.animationEnable( bool ); 2
- bool objectTemplate.animationEnable( bool ); 2
- bool objectTemplate.animationEnable( bool ); 2
- int objectTemplate.animationFrameCount( int ); 2
- int objectTemplate.animationFrameCount( int ); 2
- int objectTemplate.animationFrameCount( int ); 2
- int objectTemplate.animationFrameCount( int ); 2
- int objectTemplate.animationFrameCountX( int ); 2
- int objectTemplate.animationFrameCountX( int ); 2
- int objectTemplate.animationFrameCountX( int ); 2
- int objectTemplate.animationFrameCountX( int ); 2
- int objectTemplate.animationFrameHeight( int ); 2
- int objectTemplate.animationFrameHeight( int ); 2
- int objectTemplate.animationFrameHeight( int ); 2
- int objectTemplate.animationFrameHeight( int ); 2
- int objectTemplate.animationFrameWidth( int ); 2
- int objectTemplate.animationFrameWidth( int ); 2
- int objectTemplate.animationFrameWidth( int ); 2
- int objectTemplate.animationFrameWidth( int ); 2
- bool objectTemplate.animationPlayOnce( bool ); 2
- bool objectTemplate.animationPlayOnce( bool ); 2
- bool objectTemplate.animationRandomizedStartFrame( bool ); 2
- bool objectTemplate.animationRandomizedStartFrame( bool ); 2
- bool objectTemplate.animationRandomizedStartFrame( bool ); 2
- float objectTemplate.animationSpeed( float ); 2
- float objectTemplate.animationSpeed( float ); 2
- float objectTemplate.animationSpeed( float ); 2
- float objectTemplate.animationSpeed( float ); 2
- std::string objectTemplate.animationSystem1P( std::string ); 2
- std::string objectTemplate.animationSystem1P( std::string ); 2
- std::string objectTemplate.animationSystem3P( std::string ); 2
- std::string objectTemplate.animationSystem3P( std::string ); 2
- std::string objectTemplate.animationSystem3PMale( std::string ); 2
- float objectTemplate.antenna.accelerationFactor( float ); 2
- float objectTemplate.antenna.damping( float ); 2
- Vec2 objectTemplate.antenna.maxSwayAngle( Vec2 ); 2
- std::string objectTemplate.antenna.skeleton( std::string ); 2
- float objectTemplate.antenna.stiffness( float ); 2
- int objectTemplate.areaHeal.heal3dIcon( int ); 2
- int objectTemplate.areaHeal.heal3dIconRadius( int ); 2
- float objectTemplate.areaHeal.healAmountPerUpdate( float ); 2
- bool objectTemplate.areaHeal.healFromSoldier( bool ); 2
- bool objectTemplate.areaHeal.healFromVehicle( bool ); 2
- float objectTemplate.areaHeal.healRadius( float ); 2
- bool objectTemplate.areaHeal.healSelf( bool ); 2
- bool objectTemplate.areaHeal.healSoldiers( bool ); 2
- bool objectTemplate.areaHeal.healVehicles( bool ); 2
- float objectTemplate.areaHeal.updateInterval( float ); 2
- U32 objectTemplate.areaValueTeam1( U32 ); 2
- U32 objectTemplate.areaValueTeam2( U32 ); 2
- float objectTemplate.armingDelay( float ); 2
- void objectTemplate.armor.addArmorEffect( int, std::string, Vec3, Vec3 ); 2
- void objectTemplate.armor.addArmorEffectSpectacular( int, std::string, Vec3, Vec3 ); 2
- bool objectTemplate.armor.addNametagOnDestroy( bool ); 2
- void objectTemplate.armor.addWreckArmorEffect( int, std::string, Vec3, Vec3 ); 2
- bool objectTemplate.armor.alignLastEffectToHitDirection( bool ); 2
- float objectTemplate.armor.angleMod( float ); 2
- float objectTemplate.armor.attackDamage( float ); 2
- bool objectTemplate.armor.canBeDestroyed( bool ); 2
- bool objectTemplate.armor.canBeRepaired( bool ); 2
- bool objectTemplate.armor.canBeRepairedWhenWreck( bool ); 2
- bool objectTemplate.armor.canReceiveForce( bool ); 2
- float objectTemplate.armor.criticalDamage( float ); 2
- bool objectTemplate.armor.damagePointOnDestroy( bool ); 2
- float objectTemplate.armor.deepWaterDamageDelay( float ); 2
- float objectTemplate.armor.deepWaterLevel( float ); 2
- int objectTemplate.armor.defaultMaterial( int ); 2
- float objectTemplate.armor.destroyOnParentDamageLevel( float ); 2
- float objectTemplate.armor.destroyOnRootParentDamageLevel( float ); 2
- bool objectTemplate.armor.destroyOnSpectacularDeath( bool ); 2
- bool objectTemplate.armor.disableInputOnDestroy( bool ); 2
- bool objectTemplate.armor.dontUseWreck( bool ); 2
- bool objectTemplate.armor.empDamageIgnoreRadius( bool ); 2
- float objectTemplate.armor.empDamageIgnoreRadiusModifier( float ); 2
- int objectTemplate.armor.empDamageNumStep( int ); 2
- float objectTemplate.armor.empDamageStepSize( float ); 2
- float objectTemplate.armor.empLevelTime( float ); 2
- float objectTemplate.armor.explosionDamage( float ); 2
- float objectTemplate.armor.explosionForce( float ); 2
- float objectTemplate.armor.explosionForceMax( float ); 2
- float objectTemplate.armor.explosionForceMod( float ); 2
- int objectTemplate.armor.explosionMaterial( int ); 2
- float objectTemplate.armor.explosionRadius( float ); 2
- bool objectTemplate.armor.fullChildSync( bool ); 2
- bool objectTemplate.armor.hideChildrenOnSpectacularDeath( bool ); 2
- float objectTemplate.armor.hitPoints( float ); 2
- bool objectTemplate.armor.holdsSlBeacon( bool ); 2
- float objectTemplate.armor.hpLostWhileCriticalDamage( float ); 2
- float objectTemplate.armor.hpLostWhileInDeepWater( float ); 2
- float objectTemplate.armor.hpLostWhileInWater( float ); 2
- float objectTemplate.armor.hpLostWhileUpSideDown( float ); 2
- int objectTemplate.armor.hudRepairCellNo( int ); 2
- bool objectTemplate.armor.isRushObjective( bool ); 2
- float objectTemplate.armor.maxHitPoints( float ); 2
- bool objectTemplate.armor.mirrorParentDamageLevel( bool ); 2
- float objectTemplate.armor.onlyDamageFromChildrenLevel( float ); 2
- float objectTemplate.armor.parentDamageAlive( float ); 2
- float objectTemplate.armor.parentDamageWreck( float ); 2
- float objectTemplate.armor.showDamageAsDirt( float ); 2
- float objectTemplate.armor.takeDamageFromOwnTeam( float ); 2
- bool objectTemplate.armor.takesEmpDamage( bool ); 2
- float objectTemplate.armor.timeToStayAfterDestroyed( float ); 2
- float objectTemplate.armor.timeToStayAsWreck( float ); 2
- float objectTemplate.armor.waterDamageDelay( float ); 2
- float objectTemplate.armor.waterLevel( float ); 2
- float objectTemplate.armor.wreckDelay( float ); 2
- float objectTemplate.armor.wreckExplosionDamage( float ); 2
- float objectTemplate.armor.wreckExplosionForce( float ); 2
- float objectTemplate.armor.wreckExplosionForceMax( float ); 2
- float objectTemplate.armor.wreckExplosionForceMod( float ); 2
- int objectTemplate.armor.wreckExplosionMaterial( int ); 2
- float objectTemplate.armor.wreckExplosionRadius( float ); 2
- float objectTemplate.armor.wreckHitPoints( float ); 2
- int objectTemplate.assetId( int ); 2
- int objectTemplate.assetId( int ); 2
- float objectTemplate.attackSpeed( float ); 2
- float objectTemplate.attenuationRange1( float ); 2
- float objectTemplate.attenuationRange2( float ); 2
- bool objectTemplate.audio.newStyleAudio( bool ); 2
- bool objectTemplate.audio.transformationRelativeRoot( bool ); 2
- std::string objectTemplate.autoControllerTemplateName( std::string ); 2
- float objectTemplate.autoExitTimeDelay( float ); 2
- AutoFireEvent objectTemplate.autoFire.autoFireOnEvent( AutoFireEvent ); 2
- Math::Vec3 objectTemplate.autoFire.launchSpeedVector( Math::Vec3 ); 2
- std::string objectTemplate.autoFire.projectileTemplateName( std::string ); 2
- Math::Vec3 objectTemplate.autoFire.spawnPosOffset( Math::Vec3 ); 2
- bool objectTemplate.automaticPitchStabilization( bool ); 2
- bool objectTemplate.automaticReset( bool ); 2
- bool objectTemplate.automaticYawStabilization( bool ); 2
- bool objectTemplate.autoSpawn( bool ); 2
- int objectTemplate.autoUseAbility( int ); 2
- float objectTemplate.averageTimeBetweenTests( float ); 2
- int objectTemplate.barIcon( int ); 2
- std::string objectTemplate.blendMode( std::string ); 2
- std::string objectTemplate.blockInputOnRotBundle( std::string ); 2
- int objectTemplate.boneIndex( int ); 2
- float objectTemplate.bounceDamping( float ); 2
- float objectTemplate.bounceLength( float ); 2
- float objectTemplate.bounceSensitivity( float ); 2
- float objectTemplate.bounceStrength( float ); 2
- float objectTemplate.boundingRadiusModifierWhenOccupied( float ); 2
- std::string objectTemplate.breathEffect( std::string ); 2
- std::string objectTemplate.bundleAnimationSystem( std::string ); 2
- std::string objectTemplate.bundleSkeleton( std::string ); 2
- float objectTemplate.cameraEaseOutTime( float ); 2
- float objectTemplate.cameraExpShakeAmp( float ); 2
- float objectTemplate.cameraExpShakeDelay( float ); 2
- float objectTemplate.cameraExpShakeDistMod( float ); 2
- float objectTemplate.cameraExpShakeFreq( float ); 2
- float objectTemplate.cameraExpShakeTime( float ); 2
- int objectTemplate.cameraId( int ); 2
- bool objectTemplate.cameraShake( bool ); 2
- float objectTemplate.cameraShakeForce( float ); 2
- float objectTemplate.cameraShakeMaxSpeed( float ); 2
- float objectTemplate.cameraShakeRadius( float ); 2
- float objectTemplate.cameraShakeSensitivity( float ); 2
- float objectTemplate.cameraShakeStartSpeed( float ); 2
- float objectTemplate.cameraSwayDofMax( float ); 2
- float objectTemplate.cameraSwayDofMin( float ); 2
- float objectTemplate.cameraSwayRightMax( float ); 2
- float objectTemplate.cameraSwayRightMin( float ); 2
- float objectTemplate.cameraSwayRodLength( float ); 2
- float objectTemplate.cameraSwaySensitivity( float ); 2
- float objectTemplate.cameraSwaySpringDamping( float ); 2
- float objectTemplate.cameraSwaySpringStrength( float ); 2
- bool objectTemplate.canBeSelectedInGame( bool ); 2
- bool objectTemplate.canReverse( bool ); 2
- bool objectTemplate.canSelectWhileReloading( bool ); 2
- bool objectTemplate.capMaxSpeed( bool ); 2
- bool objectTemplate.castsDynamicShadow( bool ); 2
- bool objectTemplate.castsDynamicShadow( bool ); 2
- bool objectTemplate.castsStaticShadow( bool ); 2
- Vec3 objectTemplate.centerOfCollisionOffset( Vec3 ); 2
- Vec3 objectTemplate.centerOfCollisionOffset( Vec3 ); 2
- Vec3 objectTemplate.centerOfMassOffset( Vec3 ); 2
- float objectTemplate.chance( float ); 2
- float objectTemplate.changeLodAt( float ); 2
- float objectTemplate.chargeup.chargeupTime( float ); 2
- float objectTemplate.chargeup.maxLookAngleDuringChargeup( float ); 2
- float objectTemplate.chargeup.maxMovementDuringChargeup( float ); 2
- int objectTemplate.chaseParentIndex( int ); 2
- void objectTemplate.clearTemplateList( void ); 2
- bool objectTemplate.clientHitDetection( bool ); 2
- int objectTemplate.cockpitLod( int ); 2
- U32 objectTemplate.cockpitLod( U32 ); 2
- int objectTemplate.cockpitSubGeom( int ); 2
- U32 objectTemplate.cockpitSubGeom( U32 ); 2
- bool objectTemplate.collision.bouncing( bool ); 2
- bool objectTemplate.collision.bouncing( bool ); 2
- bool objectTemplate.collision.bouncing( bool ); 2
- bool objectTemplate.collision.bouncing( bool ); 2
- bool objectTemplate.collision.hasCollisionEffect( bool ); 2
- bool objectTemplate.collision.hasCollisionEffect( bool ); 2
- bool objectTemplate.collision.hasCollisionEffect( bool ); 2
- bool objectTemplate.collision.hasCollisionEffect( bool ); 2
- bool objectTemplate.collision.isTracerDart( bool ); 2
- float objectTemplate.collision.maxStickAngle( float ); 2
- float objectTemplate.collision.restoreHP( float ); 2
- float objectTemplate.collision.resurrectDamage( float ); 2
- bool objectTemplate.collision.stickToStaticObjects( bool ); 2
- bool objectTemplate.collision.stickToTerrain( bool ); 2
- bool objectTemplate.collision.stickToVehicles( bool ); 2
- std::string objectTemplate.collisionEffectName( std::string ); 2
- bool objectTemplate.collisionEnable( bool ); 2
- U32 objectTemplate.collisionGroups( U32 ); 2
- U32 objectTemplate.collisionGroups( U32 ); 2
- void objectTemplate.collisionMesh( std::string ); 2
- std::string objectTemplate.collisionMesh( std::string ); 2
- float objectTemplate.collisionModifierJeep( float ); 2
- float objectTemplate.collisionModifierPlane( float ); 2
- float objectTemplate.collisionModifierTank( float ); 2
- int objectTemplate.collisionPart( int ); 2
- int objectTemplate.collisionPart( int ); 2
- float objectTemplate.collisionSpeedAlongNormal( float ); 2
- float objectTemplate.collisionSpeedAlongPlane( float ); 2
- Vec3ColorFloatIntensity objectTemplate.color( Vec3ColorFloatIntensity ); 2
- Vec3ColorFloat objectTemplate.color( Vec3ColorFloat ); 2
- Vec3ColorFloatIntensity objectTemplate.color1( Vec3ColorFloatIntensity ); 2
- Vec3ColorFloatIntensity objectTemplate.color2( Vec3ColorFloatIntensity ); 2
- Vec4 objectTemplate.colorBlendGraph( Vec4 ); 2
- Vec3 objectTemplate.colorTransform( Vec3 ); 2
- float objectTemplate.coneAngle1( float ); 2
- float objectTemplate.coneAngle2( float ); 2
- Vec3 objectTemplate.coneDirection( Vec3 ); 2
- float objectTemplate.coneInnerAngle( float ); 2
- float objectTemplate.coneOuterAngle( float ); 2
- float objectTemplate.coneOuterVolume( float ); 2
- float objectTemplate.constantForce( float ); 2
- Math::Vec3 objectTemplate.continousRotationSpeed( Math::Vec3 ); 2
- int objectTemplate.controlPointId( int ); 2
- int objectTemplate.controlPointId( int ); 2
- U32 objectTemplate.ControlPointId( U32 ); 2
- std::string objectTemplate.controlPointName( std::string ); 2
- std::string objectTemplate.controlPointShortName( std::string ); 2
- dice::hfe::world::VehicleCategory objectTemplate.controlsCategory( dice::hfe::world::VehicleCategory ); 2
- float objectTemplate.coolDown.coolDownTime( float ); 2
- float objectTemplate.coolDownPerSec( float ); 2
- float objectTemplate.coolingFactor( float ); 2
- bool objectTemplate.copySoldierRotationOnEnter( bool ); 2
- float objectTemplate.counterMeasureRadius( float ); 2
- IObjectTemplate* ObjectTemplate.create( std::string, std::string ); 2
- void objectTemplate.createComponent( std::string ); 2
- void objectTemplate.createComponent( std::string ); 2
- bool objectTemplate.createdInEditor( bool ); 2
- bool objectTemplate.createInvisible( bool ); 2
- bool objectTemplate.createNotInGrid( bool ); 2
- bool objectTemplate.createVisibleInEditor( bool ); 2
- int objectTemplate.crewKitIndex( int ); 2
- float objectTemplate.criticalDamageScaleModifier( float ); 2
- float objectTemplate.crouchWalkCamHeight( float ); 2
- float objectTemplate.crouchWalkCamHeightSpeed( float ); 2
- float objectTemplate.cullRadiusScale( float ); 2
- float objectTemplate.cullRadiusScale( float ); 2
- int objectTemplate.customId( int ); 2
- int objectTemplate.customLayer( int ); 2
- hfe::CustomItemType objectTemplate.customType( hfe::CustomItemType ); 2
- bool objectTemplate.CVMChase( bool ); 2
- bool objectTemplate.CVMExternTrace( bool ); 2
- bool objectTemplate.CVMFlyBy( bool ); 2
- bool objectTemplate.CVMFrontChase( bool ); 2
- bool objectTemplate.CVMInside( bool ); 2
- bool objectTemplate.CVMNose( bool ); 2
- bool objectTemplate.CVMTrace( bool ); 2
- float objectTemplate.damage( float ); 2
- float objectTemplate.damagedAmbientSoundLimit( float ); 2
- bool objectTemplate.damageMandownSoldiers( bool ); 2
- void objectTemplate.damageModifier.addVehicleType( VehicleType ); 2
- float objectTemplate.damageModifier.damageModifier( float ); 2
- bool objectTemplate.damageOwner( bool ); 2
- float objectTemplate.damageSpeed( float ); 2
- float objectTemplate.dampHorizontalVel( float ); 2
- float objectTemplate.dampHorizontalVelFactor( float ); 2
- float objectTemplate.damping( float ); 2
- Math::Vec3 objectTemplate.deAcceleration( Math::Vec3 ); 2
- float objectTemplate.deAcceleration( float ); 2
- int objectTemplate.deActivateOnEvent( int ); 2
- float objectTemplate.deathFOV( float ); 2
- bool objectTemplate.debugAutoRotate( bool ); 2
- bool objectTemplate.debugForceGearUp( bool ); 2
- std::string objectTemplate.decalNormalMapName( std::string ); 2
- std::string objectTemplate.decalTextureName( std::string ); 2
- bool objectTemplate.decreaseAngleToZero( bool ); 2
- float objectTemplate.decreaseAngleToZeroVerticalVel( float ); 2
- float objectTemplate.defaultAngleOfAttack( float ); 2
- CameraViewMode objectTemplate.defaultCameraMode( CameraViewMode ); 2
- CameraViewMode objectTemplate.defaultCameraMode( CameraViewMode ); 2
- std::string objectTemplate.defaultMatchItem( std::string ); 2
- float objectTemplate.defendRadius( float ); 2
- RandomDistribution objectTemplate.delay( RandomDistribution ); 2
- float objectTemplate.delayToActiveTimeOverride( float ); 2
- float objectTemplate.delayToUse( float ); 2
- void ObjectTemplate.delete( world::IObjectTemplate_ptrproxy ); 2
- void objectTemplate.deleteComponent( std::string ); 2
- std::string objectTemplate.destroyableWindowsTemplate( std::string ); 2
- float objectTemplate.destroyDistance( float ); 2
- int objectTemplate.destroyObjectGroupOnFlagCapture( int ); 2
- bool objectTemplate.destroyOnExit( bool ); 2
- bool objectTemplate.destroyWhenEmptyStorage( bool ); 2
- bool objectTemplate.destroyWhenOutsideCombatArea( bool ); 2
- bool objectTemplate.destroyWhenTargetLost( bool ); 2
- uint objectTemplate.detectedDuration( uint ); 2
- float objectTemplate.detectedDuration( float ); 2
- bool objectTemplate.detectedShowFriendlies( bool ); 2
- bool objectTemplate.detectedShowFriendlies( bool ); 2
- uint objectTemplate.detectedShowFriendliesRadius( uint ); 2
- float objectTemplate.detectedShowFriendliesRadius( float ); 2
- void objectTemplate.detection.addWeaponType( WeaponItemType ); 2
- float objectTemplate.detection.radius( float ); 2
- float objectTemplate.detonateDelay( float ); 2
- bool objectTemplate.detonation.allowFriendlyFireDetonation( bool ); 2
- bool objectTemplate.detonation.canPickup( bool ); 2
- float objectTemplate.detonation.criticalHitSplashDamage( float ); 2
- float objectTemplate.detonation.damageFractionToOwner( float ); 2
- float objectTemplate.detonation.detectionRadius( float ); 2
- float objectTemplate.detonation.detonateDistanceToTarget( float ); 2
- bool objectTemplate.detonation.detonateOnWaterCollision( bool ); 2
- float objectTemplate.detonation.detonationDelay( float ); 2
- std::string objectTemplate.detonation.endEffectTemplate( std::string ); 2
- float objectTemplate.detonation.explosionConeAngle( float ); 2
- float objectTemplate.detonation.explosionDamage( float ); 2
- float objectTemplate.detonation.explosionForce( float ); 2
- float objectTemplate.detonation.explosionForcePercentOnFriendlies( float ); 2
- int objectTemplate.detonation.explosionMaterial( int ); 2
- float objectTemplate.detonation.explosionRadius( float ); 2
- float objectTemplate.detonation.explosionYMod( float ); 2
- float objectTemplate.detonation.gravityConstantSoldier( float ); 2
- float objectTemplate.detonation.gravityConstantVehicle( float ); 2
- float objectTemplate.detonation.gravityRadius( float ); 2
- float objectTemplate.detonation.hotSpotRadiusPercent( float ); 2
- bool objectTemplate.detonation.isEMPWeapon( bool ); 2
- bool objectTemplate.detonation.isStompWeapon( bool ); 2
- float objectTemplate.detonation.maxDepthForExplosion( float ); 2
- bool objectTemplate.detonation.preventDetonationFromDestroyedParent( bool ); 2
- bool objectTemplate.detonation.radiusDetonateWithAirVehicles( bool ); 2
- float objectTemplate.detonation.replenishingStrength( float ); 2
- ReplenishingType objectTemplate.detonation.replenishingType( ReplenishingType ); 2
- void objectTemplate.detonation.setDamageOverTime( float, DamageOverTimeType, float, float, StatusEffect, float ); 2
- bool objectTemplate.detonation.showMineIndicationIcon( bool ); 2
- float objectTemplate.detonation.stompAngleExplosive( float ); 2
- float objectTemplate.detonation.stompAngleSoldier( float ); 2
- float objectTemplate.detonation.stompAngleVehicle( float ); 2
- float objectTemplate.detonation.stompForceExplosive( float ); 2
- float objectTemplate.detonation.stompForceSoldier( float ); 2
- float objectTemplate.detonation.stompForceVehicle( float ); 2
- float objectTemplate.detonation.triggerAngle( float ); 2
- float objectTemplate.detonation.triggerRadius( float ); 2
- RadiusTriggerType objectTemplate.detonation.triggerType( RadiusTriggerType ); 2
- float objectTemplate.detonation.triggerVictimMinSpeed( float ); 2
- bool objectTemplate.detonation.useCollisionNormal( bool ); 2
- bool objectTemplate.detonation.useMMOnEndEffect( bool ); 2
- void objectTemplate.detonation.victimSpeedModifier( int, float ); 2
- void objectTemplate.detonation.victimSpeedModifierDuration( float ); 2
- float objectTemplate.deviation.devModCrouch( float ); 2
- float objectTemplate.deviation.devModLie( float ); 2
- float objectTemplate.deviation.devModStand( float ); 2
- float objectTemplate.deviation.devModZoom( float ); 2
- float objectTemplate.deviation.devModZoom( float ); 2
- float objectTemplate.deviation.minDev( float ); 2
- float objectTemplate.deviation.minDevModZoom( float ); 2
- float objectTemplate.deviation.minDevModZoom( float ); 2
- float objectTemplate.deviation.radius( float ); 2
- void objectTemplate.deviation.setFireDev( float, float, float ); 2
- void objectTemplate.deviation.setMiscDev( float, float, float ); 2
- void objectTemplate.deviation.setSpeedDev( float, float, float, float ); 2
- void objectTemplate.deviation.setTurnDev( float, float, float, float ); 2
- float objectTemplate.deviation.subProjectileDev( float ); 2
- bool objectTemplate.deviation.syncDev( bool ); 2
- float objectTemplate.differential( float ); 2
- Vec3 objectTemplate.direction( Vec3 ); 2
- float objectTemplate.directionalScale( float ); 2
- bool objectTemplate.disableCloseSpawnPoints( bool ); 2
- void objectTemplate.disableExplosives.addDisableOnVehicleType( VehicleType ); 2
- void objectTemplate.disableExplosives.addWeaponItemType( WeaponItemType ); 2
- bool objectTemplate.disableExplosives.delayOnly( bool ); 2
- float objectTemplate.disableExplosives.delayTime( float ); 2
- bool objectTemplate.disableExplosives.disableOnRun( bool ); 2
- bool objectTemplate.disableExplosives.disableOnSprint( bool ); 2
- float objectTemplate.disableExplosives.explosiveUpdateDelay( float ); 2
- bool objectTemplate.disableInsideVehicle( bool ); 2
- bool objectTemplate.disableOnDamage( bool ); 2
- bool objectTemplate.disableOutsideVehicle( bool ); 2
- bool objectTemplate.disablePodControls( bool ); 2
- bool objectTemplate.disableSpawnPointsOnEnter( bool ); 2
- bool objectTemplate.disableWhenEmptyVehicle( bool ); 2
- float objectTemplate.disableWhenEmptyVehicleDelay( float ); 2
- bool objectTemplate.disableWhenWreck( bool ); 2
- float objectTemplate.distance( float ); 2
- bool objectTemplate.dontAllowExit( bool ); 2
- bool objectTemplate.dontClearTeamOnExit( bool ); 2
- float objectTemplate.drag( float ); 2
- RandomDistribution objectTemplate.drag( RandomDistribution ); 2
- Vec3 objectTemplate.dragModifier( Vec3 ); 2
- float objectTemplate.dragModifier( float ); 2
- Vec3 objectTemplate.dragOffset( Vec3 ); 2
- std::string objectTemplate.drawOrder( std::string ); 2
- std::string objectTemplate.drawOrder( std::string ); 2
- int objectTemplate.dudMaterial( int ); 2
- float objectTemplate.duration.duration( float ); 2
- std::string objectTemplate.effectTemplateBaseName( std::string ); 2
- float objectTemplate.emitDelay( float ); 2
- Vec3 objectTemplate.emitDirection( Vec3 ); 2
- bool objectTemplate.emitDirectionZFromSpeedDof( bool ); 2
- float objectTemplate.emitFrequency( float ); 2
- std::string objectTemplate.emitPrio( std::string ); 2
- Vec3 objectTemplate.emitRadius( Vec3 ); 2
- RandomDistribution objectTemplate.emitRangeX( RandomDistribution ); 2
- RandomDistribution objectTemplate.emitRangeY( RandomDistribution ); 2
- RandomDistribution objectTemplate.emitRangeZ( RandomDistribution ); 2
- Vec2 objectTemplate.emitScaleFactorFromAltitude( Vec2 ); 2
- Vec2 objectTemplate.emitScaleFactorFromSpeed( Vec2 ); 2
- Vec2 objectTemplate.emitScaleFactorFromSpeedInDof( Vec2 ); 2
- Vec2 objectTemplate.emitScaleFactorRange( Vec2 ); 2
- bool objectTemplate.emitScaleFactorUsed( bool ); 2
- float objectTemplate.emitSpeed( float ); 2
- Vec4 objectTemplate.emitSpeedGraph( Vec4 ); 2
- Vec2 objectTemplate.emitSpeedScaleFromAcceleration( Vec2 ); 2
- Vec2 objectTemplate.emitSpeedScaleFromAltitude( Vec2 ); 2
- Vec2 objectTemplate.emitSpeedScaleFromEngine( Vec2 ); 2
- Vec2 objectTemplate.emitSpeedScaleFromRotationalSpeed( Vec2 ); 2
- Vec2 objectTemplate.emitSpeedScaleFromSpeed( Vec2 ); 2
- Vec2 objectTemplate.emitSpeedScaleFromSpeedInDof( Vec2 ); 2
- Vec2 objectTemplate.emitSpeedScaleRange( Vec2 ); 2
- bool objectTemplate.emitSpeedScaleUsed( bool ); 2
- float objectTemplate.emitterSpeedScale( float ); 2
- std::string objectTemplate.emitterType( std::string ); 2
- float objectTemplate.emitTime( float ); 2
- hfe::TargetChannel objectTemplate.emoteHud.channel( hfe::TargetChannel ); 2
- std::string objectTemplate.emoteHud.icon( std::string ); 2
- std::string objectTemplate.emoteHud.trigger( std::string ); 2
- bool objectTemplate.enabled( bool ); 2
- bool objectTemplate.enableOnStartMessage( bool ); 2
- void objectTemplate.enemyAwareness.addAwareOfWeaponType( WeaponItemType ); 2
- float objectTemplate.enemyAwareness.awarenessDotAngle( float ); 2
- bool objectTemplate.enemyAwareness.canSeeEnemyClass( bool ); 2
- bool objectTemplate.enemyAwareness.giveEnemyAimingWarning( bool ); 2
- bool objectTemplate.enemyAwareness.isUndetectableToEnemies( bool ); 2
- bool objectTemplate.enemyAwareness.onlyWarnIfEnemyZoomed( bool ); 2
- bool objectTemplate.enemyAwareness.paintMinimapIcon( bool ); 2
- int objectTemplate.enemyAwareness.showInHudTime( int ); 2
- float objectTemplate.enemyAwareness.warningInterval( float ); 2
- float objectTemplate.enemyAwareness.warningMaxDistance( float ); 2
- std::string objectTemplate.enemyAwareness.warningMessage( std::string ); 2
- float objectTemplate.engineInfluence( float ); 2
- std::string objectTemplate.engineName( std::string ); 2
- std::string objectTemplate.engineName( std::string ); 2
- int objectTemplate.engineType( int ); 2
- bool objectTemplate.enterOnSpawn( bool ); 2
- float objectTemplate.entryRadius( float ); 2
- int objectTemplate.events( int ); 2
- float objectTemplate.exitSpeedMod( float ); 2
- bool objectTemplate.exitThroughPodLauncher( bool ); 2
- float objectTemplate.fadeInFactor( float ); 2
- float objectTemplate.fadeOutFactor( float ); 2
- int objectTemplate.fakeNameId( int ); 2
- float objectTemplate.fallDamageModifier.fallDamageMod( float ); 2
- void objectTemplate.fire.addBarrelName( std::string ); 2
- void objectTemplate.fire.addFireRate( int ); 2
- bool objectTemplate.fire.allowZoomOnROF( bool ); 2
- io::PlayerInputMap objectTemplate.fire.altFireInput( io::PlayerInputMap ); 2
- bool objectTemplate.fire.alwaysFireFromWeapon( bool ); 2
- int objectTemplate.fire.batchSize( int ); 2
- int objectTemplate.fire.burstSize( int ); 2
- bool objectTemplate.fire.busyUntilButtonRelease( bool ); 2
- float objectTemplate.fire.coneEffectAngle( float ); 2
- void objectTemplate.fire.coneEffectDamage( int, float ); 2
- float objectTemplate.fire.coneEffectDistance( float ); 2
- void objectTemplate.fire.coneEffectHeal( int, float ); 2
- bool objectTemplate.fire.coneEffectResurrect( bool ); 2
- float objectTemplate.fire.criticalHitChance( float ); 2
- float objectTemplate.fire.criticalHitDamage( float ); 2
- bool objectTemplate.fire.destroyProjectilesOnDestroy( bool ); 2
- std::string objectTemplate.fire.detonatorObject( std::string ); 2
- int objectTemplate.fire.distanceStep( int ); 2
- int objectTemplate.fire.dropLod( int ); 2
- float objectTemplate.fire.dropWeaponAfterReloadDelay( float ); 2
- float objectTemplate.fire.fireCompleteDelay( float ); 2
- bool objectTemplate.fire.fireInCameraDof( bool ); 2
- bool objectTemplate.fire.fireInCameraDofLocked( bool ); 2
- io::PlayerInputMap objectTemplate.fire.fireInput( io::PlayerInputMap ); 2
- float objectTemplate.fire.fireLaunchDelay( float ); 2
- float objectTemplate.fire.fireLaunchDelaySoft( float ); 2
- bool objectTemplate.fire.fireOnEnable( bool ); 2
- RandomDistribution objectTemplate.fire.fireStartDelay( RandomDistribution ); 2
- bool objectTemplate.fire.firesThroughHudSystem( bool ); 2
- int objectTemplate.fire.forcedWeaponList( int ); 2
- bool objectTemplate.fire.hasAlternateOrigin( bool ); 2
- int objectTemplate.fire.hideLod( int ); 2
- float objectTemplate.fire.hideWeaponAfterReloadDelay( float ); 2
- io::PlayerInputMap objectTemplate.fire.ignoreFireButton( io::PlayerInputMap ); 2
- bool objectTemplate.fire.isBarrel( std::string ); 2
- bool objectTemplate.fire.isPodLauncher( bool ); 2
- float objectTemplate.fire.maximumVehicleTiltForFire( float ); 2
- int objectTemplate.fire.maxProjectilesInWorld( int ); 2
- float objectTemplate.fire.minCamHitPosToWeaponDistance( float ); 2
- int objectTemplate.fire.minimumDistance( int ); 2
- float objectTemplate.fire.noMovementAfterFireTime( float ); 2
- float objectTemplate.fire.obstructionTestDistance( float ); 2
- bool objectTemplate.fire.onlyFireWhenProne( bool ); 2
- bool objectTemplate.fire.onlyFireWhenZoomed( bool ); 2
- Vec3 objectTemplate.fire.projectileStartPositionCrouch( Vec3 ); 2
- Vec3 objectTemplate.fire.projectileStartPositionStand( Vec3 ); 2
- Vec3 objectTemplate.fire.projectileStartPositionVehicle( Vec3 ); 2
- Vec3 objectTemplate.fire.projectileStartRotation( Vec3 ); 2
- float objectTemplate.fire.pullbackTime( float ); 2
- float objectTemplate.fire.radioMessageDelay( float ); 2
- float objectTemplate.fire.randomRotationSpeed( float ); 2
- int objectTemplate.fire.roundsPerMinute( int ); 2
- void objectTemplate.fire.setProjectileSpawnFromAbove( float, float ); 2
- float objectTemplate.fire.showWeaponAfterReloadDelay( float ); 2
- float objectTemplate.fire.showWeaponAfterReloadDelay( float ); 2
- float objectTemplate.fire.showWeaponAfterReloadDelay( float ); 2
- int objectTemplate.fire.surpressEffectOnFireStart( int ); 2
- bool objectTemplate.fire.toggleWhenFired( bool ); 2
- bool objectTemplate.fire.useDistanceCounter( bool ); 2
- bool objectTemplate.fire.useDoubleClick( bool ); 2
- bool objectTemplate.fire.useDummyProjectiles( bool ); 2
- std::string objectTemplate.firearmReplacement( std::string ); 2
- float objectTemplate.fireDelayAfterJump( float ); 2
- float objectTemplate.fireDelayFromProne( float ); 2
- bool objectTemplate.firingRemovesTracerDarts( bool ); 2
- bool objectTemplate.fixAxisSpring( bool ); 2
- std::string objectTemplate.flagTemplateTeam0( std::string ); 2
- std::string objectTemplate.flagTemplateTeam1( std::string ); 2
- std::string objectTemplate.flagTemplateTeam2( std::string ); 2
- float objectTemplate.flapLift( float ); 2
- float objectTemplate.flicker( float ); 2
- float objectTemplate.floaterMod( float ); 2
- float objectTemplate.floaterMod( float ); 2
- float objectTemplate.floatMaxLift( float ); 2
- float objectTemplate.floatMinLift( float ); 2
- float objectTemplate.follow.armingSpeed( float ); 2
- float objectTemplate.follow.changePitch( float ); 2
- float objectTemplate.follow.changeYaw( float ); 2
- float objectTemplate.follow.followTime( float ); 2
- bool objectTemplate.follow.magneticBehaviour( bool ); 2
- float objectTemplate.follow.maxPitch( float ); 2
- float objectTemplate.follow.maxYaw( float ); 2
- float objectTemplate.follow.minDist( float ); 2
- float objectTemplate.follow.predictionFactor( float ); 2
- float objectTemplate.follow.speedModifier( float ); 2
- bool objectTemplate.follow.targetActivation( bool ); 2
- float objectTemplate.follow.useTargetSpeed( float ); 2
- float objectTemplate.followKillerDistance( float ); 2
- float objectTemplate.followKillerHeight( float ); 2
- float objectTemplate.followKillerLookHeight( float ); 2
- float objectTemplate.followStiffness( float ); 2
- float objectTemplate.footLength( float ); 2
- float objectTemplate.footWidth( float ); 2
- float objectTemplate.force( float ); 2
- float objectTemplate.forceModifier.forceModifierSoldier( float ); 2
- float objectTemplate.forceModifier.forceModifierVehicle( float ); 2
- ForceType objectTemplate.forceModifier.modifiesForceType( ForceType ); 2
- bool objectTemplate.forcePreCacheObject( bool ); 2
- bool objectTemplate.forceToWaterSurface( bool ); 2
- bool objectTemplate.forceUpdate( bool ); 2
- bool objectTemplate.forwardTeamChangeToSpawnedVehicles( bool ); 2
- float objectTemplate.fOV( float ); 2
- float objectTemplate.fov( float ); 2
- bool objectTemplate.freezePlayerMovement( bool ); 2
- float objectTemplate.friLatBrakeMod( float ); 2
- float objectTemplate.gearChangeTime( float ); 2
- float objectTemplate.gearDown( float ); 2
- float objectTemplate.gearDownDelay( float ); 2
- float objectTemplate.gearDownHeight( float ); 2
- float objectTemplate.gearDownSpeed( float ); 2
- float objectTemplate.gearUp( float ); 2
- float objectTemplate.gearUpDelay( float ); 2
- float objectTemplate.gearUpHeight( float ); 2
- float objectTemplate.gearUpSpeed( float ); 2
- std::string objectTemplate.geometry( std::string ); 2
- std::string objectTemplate.geometry( std::string ); 2
- std::string objectTemplate.geometry( std::string ); 2
- std::string objectTemplate.geometry( std::string ); 2
- int objectTemplate.geometryPart( int ); 2
- int objectTemplate.geometryPart( int ); 2
- Vec3 objectTemplate.getChaseAngle( int ); 2
- float objectTemplate.getChaseDistance( int ); 2
- Vec3 objectTemplate.getChaseOffset( int ); 2
- int objectTemplate.getHeatBarType( void ); 2
- float objectTemplate.getIntermediateDistance( int ); 2
- Vec3 objectTemplate.getMinChaseAngle( int ); 2
- float objectTemplate.getMinChaseDistance( int ); 2
- Vec3 objectTemplate.getMinChaseOffset( int ); 2
- float objectTemplate.getMoveToIntermediateSpeed( int ); 2
- Math::Vec3 objectTemplate.getPosition( int ); 2
- Math::Vec3 objectTemplate.getRotation( int ); 2
- std::string objectTemplate.getTemplate( int ); 2
- float objectTemplate.getVanityCamDistance( int ); 2
- float objectTemplate.getVanityCamHeight( int ); 2
- float objectTemplate.getVanityCamLookHeight( int ); 2
- Vec3 objectTemplate.getZoomChaseAngle( int ); 2
- float objectTemplate.getZoomChaseDistance( int ); 2
- Vec3 objectTemplate.getZoomChaseOffset( int ); 2
- float objectTemplate.globalEffectLevel( float ); 2
- float objectTemplate.glowFrequency( float ); 2
- float objectTemplate.glowFrequency( float ); 2
- float objectTemplate.glowOffset( float ); 2
- float objectTemplate.glowOffset( float ); 2
- int objectTemplate.glowType( int ); 2
- int objectTemplate.glowType( int ); 2
- float objectTemplate.gravity( float ); 2
- Vec4 objectTemplate.gravityGraph( Vec4 ); 2
- float objectTemplate.gravityModifier( float ); 2
- RandomDistribution objectTemplate.gravityModifier( RandomDistribution ); 2
- PhysicsGripFlags objectTemplate.grip( PhysicsGripFlags ); 2
- float objectTemplate.groundContactVolume( float ); 2
- U32 objectTemplate.group( U32 ); 2
- int objectTemplate.groupId( int ); 2
- float objectTemplate.halfVolumeDistance( float ); 2
- float objectTemplate.handleCollisionSpeed( float ); 2
- bool objectTemplate.hasCollisionPhysics( bool ); 2
- bool objectTemplate.hasCollisionPhysics( bool ); 2
- bool objectTemplate.hasDirection( bool ); 2
- bool objectTemplate.hasExternalAbilityUseCount( bool ); 2
- bool objectTemplate.hasGlow( bool ); 2
- bool objectTemplate.hasGlow( bool ); 2
- bool objectTemplate.hasMobilePhysics( bool ); 2
- bool objectTemplate.hasMobilePhysics( bool ); 2
- bool objectTemplate.hasOnTimeEffect( bool ); 2
- void objectTemplate.hasPointPhysics( bool ); 2
- bool objectTemplate.hasRelativeOffset( bool ); 2
- void objectTemplate.hasResponsePhysics( bool ); 2
- void objectTemplate.hasResponsePhysics( bool ); 2
- bool objectTemplate.hasRestrictedExit( bool ); 2
- void objectTemplate.hasRotationalPointPhysics( bool ); 2
- float objectTemplate.HDRIntensity( float ); 2
- float objectTemplate.heal.healPercentPerStep( float ); 2
- int objectTemplate.heal.healSteps( int ); 2
- float objectTemplate.heal.stepTime( float ); 2
- float objectTemplate.healPerWave( float ); 2
- float objectTemplate.healSpeed( float ); 2
- float objectTemplate.healStorageSize( float ); 2
- int objectTemplate.healWaves( int ); 2
- float objectTemplate.heatAddWhenFire( float ); 2
- float objectTemplate.heatIncrement( float ); 2
- float objectTemplate.height( float ); 2
- std::string objectTemplate.helpHud.altHelpSoundKey( std::string ); 2
- std::string objectTemplate.helpHud.altHelpStringKey( std::string ); 2
- int objectTemplate.helpHud.closeToDistance( int ); 2
- std::string objectTemplate.helpHud.closeToHelpSoundKeyEnemy( std::string ); 2
- std::string objectTemplate.helpHud.closeToHelpSoundKeyFriendly( std::string ); 2
- std::string objectTemplate.helpHud.closeToHelpSoundKeyNeutral( std::string ); 2
- std::string objectTemplate.helpHud.closeToHelpStringKeyEnemy( std::string ); 2
- std::string objectTemplate.helpHud.closeToHelpStringKeyFriendly( std::string ); 2
- std::string objectTemplate.helpHud.closeToHelpStringKeyNeutral( std::string ); 2
- std::string objectTemplate.helpHud.helpSoundKey( std::string ); 2
- std::string objectTemplate.helpHud.helpStringKey( std::string ); 2
- std::string objectTemplate.helpHud.lowAmmoHelpSoundKey( std::string ); 2
- std::string objectTemplate.helpHud.lowAmmoHelpStringKey( std::string ); 2
- std::string objectTemplate.helpHud.lowArmorHelpSoundKey( std::string ); 2
- std::string objectTemplate.helpHud.lowArmorHelpStringKey( std::string ); 2
- int objectTemplate.hitDetection.detectionLevel( int ); 2
- float objectTemplate.hitImpactModifier( float ); 2
- bool objectTemplate.holdObject( bool ); 2
- float objectTemplate.homeBaseRadius( float ); 2
- float objectTemplate.horizontalDampAngle( float ); 2
- float objectTemplate.horizontalDampAngleFactor( float ); 2
- float objectTemplate.horizontalSpeedMagnifier( float ); 2
- std::string objectTemplate.hudElements.activeIcon( std::string ); 2
- std::string objectTemplate.hudElements.newlyActivatedIcon( std::string ); 2
- float objectTemplate.hudElements.newlyActivatedIconShowDuration( float ); 2
- std::string objectTemplate.hudShortName( std::string ); 2
- float objectTemplate.hullHeight( float ); 2
- Vec3 objectTemplate.ignoreParentRotation( Vec3 ); 2
- bool objectTemplate.ignoreParentRotationAlways( bool ); 2
- Vec3 objectTemplate.ik.poleVectorLeft( Vec3 ); 2
- Vec3 objectTemplate.ik.poleVectorRight( Vec3 ); 2
- Vec3 objectTemplate.ik.positionLeft( Vec3 ); 2
- Vec3 objectTemplate.ik.positionRight( Vec3 ); 2
- Vec3 objectTemplate.ik.rotationLeft( Vec3 ); 2
- Vec3 objectTemplate.ik.rotationRight( Vec3 ); 2
- Vec3 objectTemplate.inertiaModifier( Vec3 ); 2
- Vec3 objectTemplate.inertiaModifier( Vec3 ); 2
- Vec3 objectTemplate.inertiaModifierForWreck( Vec3 ); 2
- bool objectTemplate.inheritHeatFromPrimary( bool ); 2
- bool objectTemplate.inheritParentSpeedSoldier( bool ); 2
- bool objectTemplate.inheritParentSpeedVehicle( bool ); 2
- bool objectTemplate.initiallyWalkable( bool ); 2
- float objectTemplate.initialMaxDamage( float ); 2
- float objectTemplate.initialMinDamage( float ); 2
- float objectTemplate.initialTimeUntilTakeable( float ); 2
- io::PlayerInputMap objectTemplate.input( io::PlayerInputMap ); 2
- io::PlayerInputMap objectTemplate.inputToPitch( io::PlayerInputMap ); 2
- io::PlayerInputMap objectTemplate.inputToRoll( io::PlayerInputMap ); 2
- io::PlayerInputMap objectTemplate.inputToYaw( io::PlayerInputMap ); 2
- float objectTemplate.insideDamageFrequency( float ); 2
- float objectTemplate.insideDamageThreshold( float ); 2
- float objectTemplate.insideFOV( float ); 2
- float objectTemplate.insideFOV( float ); 2
- Vec3ColorFloatIntensity objectTemplate.insideStaticSunAmbientColor( Vec3ColorFloatIntensity ); 2
- Vec3ColorFloatIntensity objectTemplate.insideStaticSunColor( Vec3ColorFloatIntensity ); 2
- Vec3ColorFloatIntensity objectTemplate.insideStaticSunDamageColor( Vec3ColorFloatIntensity ); 2
- Vec3 objectTemplate.insideStaticSunDirection( Vec3 ); 2
- float objectTemplate.insideViewInterpolate( float ); 2
- float objectTemplate.intensity( float ); 2
- RandomDistribution objectTemplate.intensity( RandomDistribution ); 2
- int objectTemplate.interaction.3dIcon( int ); 2
- void objectTemplate.interaction.backwardStateTransitionTimers( float, float ); 2
- std::string objectTemplate.interaction.enableWeaponOnInteraction( std::string ); 2
- bool objectTemplate.interaction.enemyTeamInteractionOnly( bool ); 2
- void objectTemplate.interaction.forwardStateTransitionTimers( float, float ); 2
- std::string objectTemplate.interaction.hudMessageActivate( std::string ); 2
- std::string objectTemplate.interaction.hudMessageDeactivate( std::string ); 2
- void objectTemplate.interaction.imminentActivationThresholdTime( float ); 2
- std::string objectTemplate.interaction.interactionAnimationName( std::string ); 2
- int objectTemplate.interaction.interactionPriority( int ); 2
- GLInteractionType objectTemplate.interaction.interactionType( GLInteractionType ); 2
- float objectTemplate.interaction.maxInteractionAngle( float ); 2
- float objectTemplate.interaction.maxInteractionDistance( float ); 2
- bool objectTemplate.interaction.requiresSkill( bool ); 2
- float objectTemplate.interaction.spawnPointScoreRadius( float ); 2
- U32 objectTemplate.inventorySize( U32 ); 2
- bool objectTemplate.inverseHeatBar( bool ); 2
- bool objectTemplate.invertGear( bool ); 2
- bool objectTemplate.is3dSound( bool ); 2
- bool objectTemplate.isDefaultWeapon( bool ); 2
- bool objectTemplate.isDestructable( bool ); 2
- bool objectTemplate.isDogtagReplacement( bool ); 2
- bool objectTemplate.isDummyWeapon( bool ); 2
- bool objectTemplate.isDynamic( bool ); 2
- bool objectTemplate.isFirearmReplacement( bool ); 2
- bool objectTemplate.isHemisphere( bool ); 2
- bool objectTemplate.isHomeBase( bool ); 2
- bool objectTemplate.isLocalSystem( bool ); 2
- bool objectTemplate.isLooping( bool ); 2
- bool objectTemplate.isMajorActor( bool ); 2
- bool objectTemplate.isMissileSilo( bool ); 2
- bool objectTemplate.isNotSaveable( bool ); 2
- bool objectTemplate.isOvergrowth( bool ); 2
- bool objectTemplate.isPersistent( bool ); 2
- bool objectTemplate.isPod( bool ); 2
- bool objectTemplate.isPortalPassing( bool ); 2
- bool objectTemplate.isRetailReplacement( bool ); 2
- bool objectTemplate.isSelectable( bool ); 2
- bool objectTemplate.isSleeping( bool ); 2
- bool objectTemplate.isSleeping( bool ); 2
- bool objectTemplate.isStatic( bool ); 2
- bool objectTemplate.isStatic( bool ); 2
- bool objectTemplate.isStaticSystem( bool ); 2
- bool objectTemplate.isTeleportReferencePoint( bool ); 2
- bool objectTemplate.isTitanAmbient( bool ); 2
- bool objectTemplate.isVisible( bool ); 2
- int objectTemplate.itemIndex( int ); 2
- float objectTemplate.jumpDelayAfterProne( float ); 2
- float objectTemplate.keepProjectiles( float ); 2
- bool objectTemplate.keepUp( bool ); 2
- int objectTemplate.kitId( int ); 2
- int objectTemplate.kitTeam( int ); 2
- float objectTemplate.lastChanceSoldierExitHeight( float ); 2
- uint objectTemplate.legEnableMask( uint ); 2
- float objectTemplate.length( float ); 2
- float objectTemplate.length( float ); 2
- float objectTemplate.lesserYawAtSpeed( float ); 2
- bool objectTemplate.liftRegulated( bool ); 2
- float objectTemplate.lightMapIntensityOffset( float ); 2
- std::string objectTemplate.lightType( std::string ); 2
- std::string objectTemplate.linkedEffectContainer( std::string ); 2
- std::string ObjectTemplate.list( std::string ); 2
- float objectTemplate.listenerObstruction( float ); 2
- std::string ObjectTemplate.listTemplateClasses( void ); 2
- std::string objectTemplate.listTemplates( void ); 2
- std::string objectTemplate.listTemplates( void ); 2
- std::string objectTemplate.localizedTaskTextId( std::string ); 2
- bool objectTemplate.localOnly( bool ); 2
- bool objectTemplate.localPredictOnClient( bool ); 2
- bool objectTemplate.lockToTeam( bool ); 2
- float objectTemplate.lodDistance( float ); 2
- std::string objectTemplate.LodDistance( std::string ); 2
- float objectTemplate.lodDistance( float ); 2
- float objectTemplate.longDistance( float ); 2
- float objectTemplate.longMaxDamage( float ); 2
- float objectTemplate.longMinDamage( float ); 2
- float objectTemplate.lookAtClosestTitanOnEnter( float ); 2
- float objectTemplate.lookAtKillerSpeed( float ); 2
- float objectTemplate.lookAtKillerTime( float ); 2
- float objectTemplate.lookAtVictimSpeed( float ); 2
- float objectTemplate.lookAtVictimTime( float ); 2
- int objectTemplate.loopCount( int ); 2
- bool objectTemplate.loseControlWhenEnemyClose( bool ); 2
- int objectTemplate.lowSamples( int ); 2
- bool objectTemplate.maintainCameraOnEnter( bool ); 2
- bool objectTemplate.maintainCameraOnExit( bool ); 2
- bool objectTemplate.maintainCameraOnExitToOtherVehicle( bool ); 2
- float objectTemplate.manDownCameraOffsetInDof( float ); 2
- float objectTemplate.manDownCameraOffsetInUp( float ); 2
- void objectTemplate.mapMaterial( uint, std::string, uint ); 2
- void objectTemplate.mapMaterial( uint, std::string, uint ); 2
- float objectTemplate.mass( float ); 2
- float objectTemplate.mass( float ); 2
- int objectTemplate.material( int ); 2
- float objectTemplate.maxAngleOfAttack( float ); 2
- Vec3 objectTemplate.maxCorner( Vec3 ); 2
- float objectTemplate.maxDistance( float ); 2
- float objectTemplate.maxDistance( float ); 2
- float objectTemplate.maxDistanceUnderWaterSurface( float ); 2
- U32 objectTemplate.maxNrOfObjectSpawned( U32 ); 2
- Math::Vec3 objectTemplate.maxResetSpeed( Math::Vec3 ); 2
- Math::Vec3 objectTemplate.maxRotation( Math::Vec3 ); 2
- float objectTemplate.maxSpawnDelay( float ); 2
- Math::Vec3 objectTemplate.maxSpeed( Math::Vec3 ); 2
- float objectTemplate.maxSpeed( float ); 2
- float objectTemplate.maxTracerScaler( float ); 2
- float objectTemplate.maxTriggerDistance( float ); 2
- float objectTemplate.maxVertRegAngle( float ); 2
- float objectTemplate.mediumDistance( float ); 2
- float objectTemplate.mediumMaxDamage( float ); 2
- float objectTemplate.mediumMinDamage( float ); 2
- int objectTemplate.mediumSamples( int ); 2
- Vec3 objectTemplate.minCorner( Vec3 ); 2
- float objectTemplate.minDistance( float ); 2
- float objectTemplate.minDistanceUnderWaterSurface( float ); 2
- float objectTemplate.minHeightAdjustDistance( float ); 2
- int objectTemplate.minimumSquadSizeForSelection( int ); 2
- float objectTemplate.minimumTimeBetweenTriggering( float ); 2
- Math::Vec3 objectTemplate.minRotation( Math::Vec3 ); 2
- float objectTemplate.minSpawnDelay( float ); 2
- float objectTemplate.minTimeBetweenActivation( float ); 2
- float objectTemplate.minTracerScaler( float ); 2
- float objectTemplate.minTrailVelocity( float ); 2
- float objectTemplate.motionSensor.pingInterval( float ); 2
- float objectTemplate.motionSensor.sensingRadius( float ); 2
- float objectTemplate.motionSensor.showEnemiesDuration( float ); 2
- bool objectTemplate.movableTeamSpawn( bool ); 2
- float objectTemplate.multiply( float ); 2
- std::string objectTemplate.name( void ); 2
- int objectTemplate.nametag.3dMapIcon( int ); 2
- Vec3 objectTemplate.nametag.3dMapIconOffset( Vec3 ); 2
- int objectTemplate.nametag.color( int ); 2
- std::string objectTemplate.nametag.get3dMapIconString( int ); 2
- bool objectTemplate.nametag.glueToEdge( bool ); 2
- bool objectTemplate.nametag.glueToObjectCenter( bool ); 2
- float objectTemplate.nametag.healthActivationLevel( float ); 2
- int objectTemplate.nametag.iconSize( int ); 2
- bool objectTemplate.nametag.inverseTeamSpecific( bool ); 2
- float objectTemplate.nametag.maxDistance( float ); 2
- float objectTemplate.nametag.maxEnemyDistance( float ); 2
- bool objectTemplate.nametag.onlyShowNeutral( bool ); 2
- bool objectTemplate.nametag.opposingIcons( bool ); 2
- int objectTemplate.nametag.secondary3dMapIcon( int ); 2
- bool objectTemplate.nametag.selectable( bool ); 2
- int objectTemplate.nametag.selected3dMapIcon( int ); 2
- void objectTemplate.nametag.set3dMapIconString( int, std::string ); 2
- bool objectTemplate.nametag.show3dIcon( bool ); 2
- bool objectTemplate.Nametag.showArmor( bool ); 2
- bool objectTemplate.nametag.showDistance( bool ); 2
- bool objectTemplate.nametag.showIcon( bool ); 2
- bool objectTemplate.nametag.showIconOnTracker( bool ); 2
- bool objectTemplate.nametag.showInside( bool ); 2
- bool objectTemplate.nametag.showItem( bool ); 2
- bool objectTemplate.nametag.showName( bool ); 2
- bool objectTemplate.nametag.showOutside( bool ); 2
- bool objectTemplate.Nametag.showSupply( bool ); 2
- bool objectTemplate.nametag.teamSpecific( bool ); 2
- bool objectTemplate.Nametag.useAliveArmor( bool ); 2
- bool objectTemplate.nametag.useBoundingRadius( bool ); 2
- bool objectTemplate.nametag.useStrategicObj( bool ); 2
- bool objectTemplate.nametag.useTeamColor( bool ); 2
- float objectTemplate.nametagDetection.detectionDotAngle( float ); 2
- std::string objectTemplate.nameToLookAt( std::string ); 2
- bool objectTemplate.nearCullingEnable( bool ); 2
- std::string objectTemplate.networkableInfo( std::string ); 2
- std::string objectTemplate.networkableInfo( std::string ); 2
- bool objectTemplate.neverDrawAs1p( bool ); 2
- float objectTemplate.newCar2.brakeTorque( float ); 2
- float objectTemplate.newCar2.engineBrakeTorque( float ); 2
- float objectTemplate.newCar2.engineFeedbackMod( float ); 2
- float objectTemplate.newCar2.frictionMod( float ); 2
- float objectTemplate.newCar2.frictionTorque( float ); 2
- float objectTemplate.newCar2.maxRpm( float ); 2
- float objectTemplate.newCar2.minRpm( float ); 2
- float objectTemplate.newCar2.slopeTorqueMod( float ); 2
- bool objectTemplate.newCar2.useClutchedTorque( bool ); 2
- float objectTemplate.newCar2.wheelInertia( float ); 2
- float objectTemplate.newCar2.wheelLatDriveFrictionMod( float ); 2
- float objectTemplate.newCar2.wheelLatFrictionMod( float ); 2
- float objectTemplate.newCar2.wheelLatMinDynamicFriction( float ); 2
- float objectTemplate.newCar2.wheelLatPeakAt( float ); 2
- float objectTemplate.newCar2.wheelLatScale( float ); 2
- float objectTemplate.newCar2.wheelLongDriveFrictionMod( float ); 2
- float objectTemplate.newCar2.wheelLongFrictionMod( float ); 2
- float objectTemplate.newCar2.wheelLongMinDynamicFriction( float ); 2
- float objectTemplate.newCar2.wheelLongPeakAt( float ); 2
- float objectTemplate.newCar2.wheelLongScale( float ); 2
- int objectTemplate.nextCpId( int ); 2
- int objectTemplate.nextTaskId( int ); 2
- int objectTemplate.nextTriggerId( int ); 2
- float objectTemplate.noEffectAtPerpSpeed( float ); 2
- bool objectTemplate.noInitialCollisionWithLauncher( bool ); 2
- bool objectTemplate.noInitialCollisionWithLauncher( bool ); 2
- bool objectTemplate.noPhysics( bool ); 2
- bool objectTemplate.noPowerWhenUpsideDown( bool ); 2
- float objectTemplate.noPropellerEffectAtSpeed( float ); 2
- bool objectTemplate.noRotationFromParent( bool ); 2
- Vec3 objectTemplate.nosePos( Vec3 ); 2
- float objectTemplate.noSoldierCollisionTimer( float ); 2
- float objectTemplate.noVertRegAngle( float ); 2
- int objectTemplate.nrOfObjectToSpawn( int ); 2
- int objectTemplate.numberOfGears( int ); 2
- int objectTemplate.numNetworkedEffects( int ); 2
- int objectTemplate.numPlanes( int ); 2
- bool objectTemplate.objectShadows( bool ); 2
- Vec3 objectTemplate.offset( Vec3 ); 2
- Vec3 objectTemplate.offsetToLookAt( Vec3 ); 2
- int objectTemplate.onActivatedTriggerId( int ); 2
- WeaponItemType objectTemplate.onActivateWeaponItemType( WeaponItemType ); 2
- int objectTemplate.onDestroyNumberOfTargets( int ); 2
- int objectTemplate.onDestroyTargetsWithGroupId( int ); 2
- int objectTemplate.onlyDetonateOnMaterial( int ); 2
- float objectTemplate.onlyDetonateOnMaterialTimeLimit( float ); 2
- bool objectTemplate.onlyLoadIfGenericFirearmEquipped( bool ); 2
- U32 objectTemplate.onlyTakeableByTeam( U32 ); 2
- bool objectTemplate.onlyWhenOccupied( bool ); 2
- int objectTemplate.onMoveToCPId( int ); 2
- int objectTemplate.otherCollisionLod( int ); 2
- int objectTemplate.otherCollisionLod( int ); 2
- float objectTemplate.overheatPenalty( float ); 2
- bool objectTemplate.overrideArmingSpeed( bool ); 2
- float objectTemplate.pan( float ); 2
- float objectTemplate.ParticleMaxSize( float ); 2
- int objectTemplate.particleShaderType( int ); 2
- int objectTemplate.particleShaderType( int ); 2
- int objectTemplate.particleShaderType( int ); 2
- std::string objectTemplate.particleSystemTemplate( std::string ); 2
- std::string objectTemplate.particleType( std::string ); 2
- float objectTemplate.pauseTimeOnTaskComplete( float ); 2
- float objectTemplate.pauseTimeShowNewTask( float ); 2
- float objectTemplate.pauseTimeShowTaskComplete( float ); 2
- int objectTemplate.pcoId( int ); 2
- bool objectTemplate.penetrate.allowLiquidPenetration( bool ); 2
- bool objectTemplate.penetrate.allowSolidPenetration( bool ); 2
- float objectTemplate.percentDamage( float ); 2
- int objectTemplate.physicsFrequency( int ); 2
- float objectTemplate.physicsMod.activationDelay( float ); 2
- void objectTemplate.physicsMod.amplifiedForceSpan( float, float ); 2
- bool objectTemplate.physicsMod.amplifyCollision( bool ); 2
- void objectTemplate.physicsMod.angleSpan( int, float, float ); 2
- float objectTemplate.physicsMod.maxAllowedSpeed( float ); 2
- PhysicsType objectTemplate.physicsType( PhysicsType ); 2
- PhysicsType objectTemplate.physicsType( PhysicsType ); 2
- PhysicsType objectTemplate.physicsType( PhysicsType ); 2
- bool objectTemplate.pickupEnabled( bool ); 2
- float objectTemplate.pitch( float ); 2
- std::string objectTemplate.pitchEnvelope( std::string ); 2
- float objectTemplate.pitchOffset( float ); 2
- Vec2 objectTemplate.pivotOffset( Vec2 ); 2
- Vec2 objectTemplate.pivotOffset( Vec2 ); 2
- Math::Vec3 objectTemplate.PivotPosition( Math::Vec3 ); 2
- bool objectTemplate.playAtEventPosition( bool ); 2
- bool objectTemplate.playCaptureMessage( bool ); 2
- bool objectTemplate.playerOnEnable( bool ); 2
- std::string objectTemplate.podSpawnVehicle( std::string ); 2
- Vec3 objectTemplate.portalPassingPosition( Vec3 ); 2
- Vec3 objectTemplate.portraitCameraOffset( Vec3 ); 2
- Vec3 objectTemplate.portraitCameraTarget( Vec3 ); 2
- Vec3 objectTemplate.portraitLightPosition( Vec3 ); 2
- void objectTemplate.poseCameraPosition( int, Vec3 ); 2
- Vec3 objectTemplate.position( Vec3 ); 2
- RandomDistribution objectTemplate.positionalSpeedInDof( RandomDistribution ); 2
- RandomDistribution objectTemplate.positionalSpeedInRight( RandomDistribution ); 2
- RandomDistribution objectTemplate.positionalSpeedInUp( RandomDistribution ); 2
- Math::Vec3 objectTemplate.positionOffset( Math::Vec3 ); 2
- float objectTemplate.positionToleranceXZ( float ); 2
- VehiclePositionType objectTemplate.positionType( VehiclePositionType ); 2
- float objectTemplate.postProcess.tvDistortionFreq( float ); 2
- float objectTemplate.postProcess.tvDistortionRoll( float ); 2
- float objectTemplate.postProcess.tvDistortionScale( float ); 2
- float objectTemplate.postProcess.tvInterference( float ); 2
- bool objectTemplate.preCacheObject( bool ); 2
- float objectTemplate.preWarmTime( float ); 2
- int objectTemplate.projectileSubGeom( int ); 2
- std::string objectTemplate.projectileTemplate( std::string ); 2
- bool objectTemplate.projectOnHeightmap( bool ); 2
- bool objectTemplate.projectorApplyMask( bool ); 2
- float objectTemplate.projectorAspect( float ); 2
- float objectTemplate.projectorFar( float ); 2
- float objectTemplate.projectorFov( float ); 2
- float objectTemplate.projectorNear( float ); 2
- std::string objectTemplate.projectorTexture( std::string ); 2
- float objectTemplate.proneDelayAfterJump( float ); 2
- float objectTemplate.proneDelayFromStand( float ); 2
- float objectTemplate.pulse.fov( float ); 2
- int objectTemplate.pulse.revealTime( int ); 2
- float objectTemplate.pulse.viewDistance( float ); 2
- bool objectTemplate.pureRotational( bool ); 2
- int objectTemplate.python.onDamageEvent( int ); 2
- int objectTemplate.python.onDestroyEvent( int ); 2
- int objectTemplate.python.onRepairEvent( int ); 2
- int objectTemplate.python.onSpawnEvent( int ); 2
- std::string objectTemplate.qualityLevel( std::string ); 2
- std::string objectTemplate.QualityLevel( std::string ); 2
- float objectTemplate.radialDirection( float ); 2
- int objectTemplate.radio.closeToIndicationDist( int ); 2
- int objectTemplate.radio.closeToIndicationType( int ); 2
- std::string objectTemplate.radio.damageMessage( std::string ); 2
- int objectTemplate.radio.delay( int ); 2
- int objectTemplate.radio.destroyedGameEvent( int ); 2
- std::string objectTemplate.radio.destroyedMessage( std::string ); 2
- std::string objectTemplate.radio.enemyDestroyedMessage( std::string ); 2
- std::string objectTemplate.radio.enemyFireMessage( std::string ); 2
- std::string objectTemplate.radio.enemyNotTakeableMessage( std::string ); 2
- std::string objectTemplate.radio.enemySpawnMessage( std::string ); 2
- std::string objectTemplate.radio.enemyTakeableMessage( std::string ); 2
- std::string objectTemplate.radio.enemyTeamChangeMessage( std::string ); 2
- std::string objectTemplate.radio.failMessage( std::string ); 2
- std::string objectTemplate.radio.friendlyDestroyedMessage( std::string ); 2
- std::string objectTemplate.radio.friendlyFireMessage( std::string ); 2
- std::string objectTemplate.radio.friendlyNotTakeableMessage( std::string ); 2
- std::string objectTemplate.radio.friendlySpawnMessage( std::string ); 2
- std::string objectTemplate.radio.friendlyTakeableMessage( std::string ); 2
- std::string objectTemplate.radio.friendlyTeamChangeMessage( std::string ); 2
- bool objectTemplate.radio.indicationDistance2D( bool ); 2
- std::string objectTemplate.radio.neutralTeamChangeMessage( std::string ); 2
- std::string objectTemplate.radio.repairedMessage( std::string ); 2
- std::string objectTemplate.radio.spottedMessage( std::string ); 2
- std::string objectTemplate.radio.useMessage( std::string ); 2
- float objectTemplate.radius( float ); 2
- float objectTemplate.radius( float ); 2
- float objectTemplate.radius( float ); 2
- float objectTemplate.radius( float ); 2
- float objectTemplate.radius( float ); 2
- float objectTemplate.radius( float ); 2
- float objectTemplate.radius( float ); 2
- float objectTemplate.radius( float ); 2
- float objectTemplate.ragdollLandedDelay( float ); 2
- float objectTemplate.raiseVictimCam( float ); 2
- RandomDistribution objectTemplate.randomAgeFactor( RandomDistribution ); 2
- float objectTemplate.randomColorIntensity( float ); 2
- Vec3 objectTemplate.randomDirectionAngle( Vec3 ); 2
- float objectTemplate.randomIntensity( float ); 2
- int objectTemplate.randomMode( int ); 2
- float objectTemplate.randomRadialDirection( float ); 2
- float objectTemplate.randomRotation( float ); 2
- Vec3 objectTemplate.randomRotation( Vec3 ); 2
- Vec3 objectTemplate.randomRotation( Vec3 ); 2
- float objectTemplate.randomRotation( float ); 2
- float objectTemplate.randomRotation( float ); 2
- Vec3 objectTemplate.randomRotationSpeed( Vec3 ); 2
- Vec3 objectTemplate.randomRotationSpeed( Vec3 ); 2
- float objectTemplate.randomRotationSpeed( float ); 2
- float objectTemplate.randomRotationSpeed( float ); 2
- float objectTemplate.randomSize( float ); 2
- float objectTemplate.randomSize( float ); 2
- float objectTemplate.randomSpeed( float ); 2
- float objectTemplate.randomTimeToLive( float ); 2
- RemoteControlledObjectType objectTemplate.rcType( RemoteControlledObjectType ); 2
- void objectTemplate.readBinary( std::string ); 2
- float objectTemplate.recoil.cameraRecoilSize( float ); 2
- float objectTemplate.recoil.cameraRecoilSpeed( float ); 2
- bool objectTemplate.recoil.goBackOnRecoil( bool ); 2
- bool objectTemplate.recoil.hasRecoilForce( bool ); 2
- float objectTemplate.recoil.recoilForce( float ); 2
- RandomDistribution objectTemplate.recoil.recoilForceLeftRight( RandomDistribution ); 2
- RandomDistribution objectTemplate.recoil.recoilForceUp( RandomDistribution ); 2
- float objectTemplate.recoil.recoilGraphExponent( float ); 2
- int objectTemplate.recoil.recoilGraphFrameCount( int ); 2
- float objectTemplate.recoil.recoilGraphTotalMovement( float ); 2
- float objectTemplate.recoil.recoilSize( float ); 2
- float objectTemplate.recoil.recoilSpeed( float ); 2
- float objectTemplate.recoil.recoilSpeedGB( float ); 2
- float objectTemplate.recoil.zoomModifier( float ); 2
- int objectTemplate.referencePointId( int ); 2
- float objectTemplate.refillAmmoSpeed( float ); 2
- int objectTemplate.regulateFromParent( int ); 2
- int objectTemplate.regulateFromParentPos( int ); 2
- Vec2 objectTemplate.regulatePitch( Vec2 ); 2
- Vec2 objectTemplate.regulatePitch( Vec2 ); 2
- float objectTemplate.regulatePitchFactor( float ); 2
- io::PlayerInputMap objectTemplate.regulatePitchInput( io::PlayerInputMap ); 2
- Vec2 objectTemplate.regulatePosX( Vec2 ); 2
- Vec2 objectTemplate.regulatePosY( Vec2 ); 2
- Vec2 objectTemplate.regulatePosZ( Vec2 ); 2
- Vec2 objectTemplate.regulateRoll( Vec2 ); 2
- Vec2 objectTemplate.regulateRoll( Vec2 ); 2
- float objectTemplate.regulateRollFactor( float ); 2
- io::PlayerInputMap objectTemplate.regulateRollInput( io::PlayerInputMap ); 2
- float objectTemplate.regulateToLift( float ); 2
- Vec3 objectTemplate.regulateVector( Vec3 ); 2
- Vec2 objectTemplate.regulateVerticalPos( Vec2 ); 2
- io::PlayerInputMap objectTemplate.regulateVerticalPosInput( io::PlayerInputMap ); 2
- Vec2 objectTemplate.regulateYaw( Vec2 ); 2
- float objectTemplate.regulateYawFactor( float ); 2
- io::PlayerInputMap objectTemplate.regulateYawInput( io::PlayerInputMap ); 2
- float objectTemplate.regulationTolerance( float ); 2
- RandomDistribution objectTemplate.relativePositionInDof( RandomDistribution ); 2
- RandomDistribution objectTemplate.relativePositionInRight( RandomDistribution ); 2
- RandomDistribution objectTemplate.relativePositionInUp( RandomDistribution ); 2
- Vec3 objectTemplate.relativePositionOffset( Vec3 ); 2
- uint objectTemplate.relativeYCollisionGroupInverse( uint ); 2
- bool objectTemplate.rememberExcessInput( bool ); 2
- float objectTemplate.remoteControl.activationDelay( float ); 2
- float objectTemplate.remoteControl.selfDestructAtTime( float ); 2
- float objectTemplate.remoteControl.throttleValue( float ); 2
- bool objectTemplate.removeAtPlayerDeath( bool ); 2
- void objectTemplate.removeTemplate( int ); 2
- void objectTemplate.replaceItem( std::string ); 2
- bool objectTemplate.replaceWithoutEquip( bool ); 2
- bool objectTemplate.requiresSkill( bool ); 2
- bool objectTemplate.requiresSkill( bool ); 2
- float objectTemplate.respawnDelay( float ); 2
- float objectTemplate.respawnDelay( float ); 2
- float objectTemplate.respawnDelay( float ); 2
- bool objectTemplate.restoreRotationOnExit( bool ); 2
- float objectTemplate.reverbLevel( float ); 2
- bool objectTemplate.rotateAsAnimatedUV( bool ); 2
- std::string objectTemplate.rotateAsAnimatedUVObject( std::string ); 2
- bool objectTemplate.rotateAsAnimatedUVReverse( bool ); 2
- bool objectTemplate.rotateUV( bool ); 2
- float objectTemplate.rotation( float ); 2
- Vec3 objectTemplate.rotationalForce( Vec3 ); 2
- RandomDistribution objectTemplate.rotationalSpeedInDof( RandomDistribution ); 2
- RandomDistribution objectTemplate.rotationalSpeedInRight( RandomDistribution ); 2
- RandomDistribution objectTemplate.rotationalSpeedInUp( RandomDistribution ); 2
- int objectTemplate.rotationAxle( int ); 2
- Vec4 objectTemplate.rotationGraph( Vec4 ); 2
- Vec3 objectTemplate.rotationSpeed( Vec3 ); 2
- Vec3 objectTemplate.rotationSpeed( Vec3 ); 2
- float objectTemplate.rotationSpeed( float ); 2
- float objectTemplate.rotationSpeed( float ); 2
- float objectTemplate.rotationSpeedMod( float ); 2
- float objectTemplate.rotationSpeedModBlur( float ); 2
- Math::Vec3 objectTemplate.runningAwayDistances( Math::Vec3 ); 2
- int objectTemplate.runningAwayReferencePointId( int ); 2
- float objectTemplate.saturation( float ); 2
- bool ObjectTemplate.save( world::IObjectTemplate_ptrproxy ); 2
- bool objectTemplate.saveInSeparateFile( bool ); 2
- Vec3 objectTemplate.scale( Vec3 ); 2
- bool objectTemplate.scaleInputOnCriticalDamage( bool ); 2
- float objectTemplate.score.xpDamageMod( float ); 2
- float objectTemplate.score.xpHealMod( float ); 2
- std::string objectTemplate.seatAnimationSystem( std::string ); 2
- std::string objectTemplate.seatAnimationSystem( std::string ); 2
- void objectTemplate.seatInformation( std::string, Vec3, Vec3 ); 2
- void objectTemplate.seatInformation( std::string, Vec3, Vec3 ); 2
- void objectTemplate.SeatLookLimitDown( float, bool ); 2
- float objectTemplate.seatLookLimitLeft( float ); 2
- float objectTemplate.seatLookLimitRight( float ); 2
- void objectTemplate.SeatLookLimitUp( float, bool ); 2
- float objectTemplate.seatRotateBodyStartLeft( float ); 2
- float objectTemplate.seatRotateBodyStartRight( float ); 2
- HealthTypeSeen objectTemplate.seeHealth.healthTypeSeen( HealthTypeSeen ); 2
- TeamSeen objectTemplate.seeHealth.teamSeen( TeamSeen ); 2
- float objectTemplate.seek.directionBonus( float ); 2
- float objectTemplate.seek.distLoseLock( float ); 2
- bool objectTemplate.seek.ignoreFriendly( bool ); 2
- float objectTemplate.seek.maxAngleLock( float ); 2
- float objectTemplate.seek.maxDistLock( float ); 2
- float objectTemplate.seek.reLockTime( float ); 2
- TargetType objectTemplate.seek.targetType( TargetType ); 2
- TargetType objectTemplate.seek.targetType( TargetType ); 2
- float objectTemplate.seek.trackingDelay( float ); 2
- float objectTemplate.seek.trackingDelay( float ); 2
- bool objectTemplate.selfLights( bool ); 2
- float objectTemplate.selfShadowIntensity( float ); 2
- float objectTemplate.selfShadowIntensity( float ); 2
- bool objectTemplate.selfShadows( bool ); 2
- void objectTemplate.setActiveTemplate( int ); 2
- void objectTemplate.setAIEnterOnSpawn( bool ); 2
- void objectTemplate.setAllowSpawnCloseToVehicle( bool ); 2
- void objectTemplate.setAnimationFrameHeightRelative( float ); 2
- void objectTemplate.setAnimationFrameHeightRelative( float ); 2
- void objectTemplate.setAnimationFrameHeightRelative( float ); 2
- void objectTemplate.setAnimationFrameHeightRelative( float ); 2
- void objectTemplate.setAnimationFrameWidthRelative( float ); 2
- void objectTemplate.setAnimationFrameWidthRelative( float ); 2
- void objectTemplate.setAnimationFrameWidthRelative( float ); 2
- void objectTemplate.setAnimationFrameWidthRelative( float ); 2
- void objectTemplate.setChaseAngle( Vec3, int ); 2
- void objectTemplate.setChaseDistance( float, int ); 2
- void objectTemplate.setChaseOffset( Vec3, int ); 2
- void objectTemplate.setCheckObstruction( float, float, float ); 2
- void objectTemplate.setCollisionMesh( std::string ); 2
- void objectTemplate.setEnterOnSpawn( bool ); 2
- void objectTemplate.setExplodePartAtDestroy( bool ); 2
- void objectTemplate.setFreeCamShakeParams( float, float, float ); 2
- void objectTemplate.setGearRatios( float, float, float, float, float ); 2
- void objectTemplate.setHasTarget( bool ); 2
- void objectTemplate.setHeatBarType( heatBarType ); 2
- void objectTemplate.setIfTitanChangeToWeapon( std::string, float ); 2
- void objectTemplate.setIntermediateDistance( float, int ); 2
- void objectTemplate.setIsSpawnRapeSpawnPoint( bool ); 2
- void objectTemplate.setIsTutorialSpawnPoint( bool ); 2
- void objectTemplate.setMatchItem( std::string ); 2
- void objectTemplate.setMinChaseAngle( Vec3, int ); 2
- void objectTemplate.setMinChaseDistance( float, int ); 2
- void objectTemplate.setMinChaseOffset( Vec3, int ); 2
- void objectTemplate.setMoveToIntermediateSpeed( float, int ); 2
- void objectTemplate.setNotMatchItem( std::string ); 2
- void objectTemplate.setNumWindows( int ); 2
- void objectTemplate.setObjectTemplate( int, std::string ); 2
- void objectTemplate.setOnlyForAI( bool ); 2
- void objectTemplate.setOnlyForHuman( bool ); 2
- float objectTemplate.setPlayerHealthPercent( float ); 2
- void objectTemplate.setPosition( Math::Vec3, int ); 2
- void objectTemplate.setReplaceItem( std::string ); 2
- void objectTemplate.setRotation( Math::Vec3, int ); 2
- void objectTemplate.setScatterSpawnPositions( bool ); 2
- void objectTemplate.setSkeletonCollisionBone( std::string, int, Vec3, float, float, int ); 2
- void objectTemplate.setSoldierExitLocation( Vec3, Vec3 ); 2
- void objectTemplate.setSpawnPositionOffset( Math::Vec3 ); 2
- bool objectTemplate.setTeamOnSpawn( bool ); 2
- void objectTemplate.setVanityCamDistance( float, int ); 2
- void objectTemplate.setVanityCamHeight( float, int ); 2
- void objectTemplate.setVanityCamLookHeight( float, int ); 2
- void objectTemplate.setVehicleType( dice::hfe::world::VehicleType ); 2
- void objectTemplate.setZoomChaseAngle( Vec3, int ); 2
- void objectTemplate.setZoomChaseDistance( float, int ); 2
- void objectTemplate.setZoomChaseOffset( Vec3, int ); 2
- float objectTemplate.shadowIntensity( float ); 2
- float objectTemplate.shakeFactor( float ); 2
- float objectTemplate.sharedStorageSize( float ); 2
- bool objectTemplate.showInFirstPerson( bool ); 2
- bool objectTemplate.showInFirstPerson( bool ); 2
- bool objectTemplate.showInThirdPerson( bool ); 2
- bool objectTemplate.showInThirdPerson( bool ); 2
- bool objectTemplate.showInZoomedMode( bool ); 2
- bool objectTemplate.showInZoomedMode( bool ); 2
- bool objectTemplate.showOnMinimap( bool ); 2
- float objectTemplate.size( float ); 2
- RandomDistribution objectTemplate.size( RandomDistribution ); 2
- Vec4 objectTemplate.sizeGraph( Vec4 ); 2
- Vec3 objectTemplate.sizeModifier( Vec3 ); 2
- void objectTemplate.skeleton( std::string ); 2
- void objectTemplate.skeleton1P( std::string ); 2
- void objectTemplate.skeleton3P( std::string ); 2
- void objectTemplate.skill.addInteractionSkill( GLInteractionType ); 2
- void objectTemplate.skill.addPositionTypeSkill( VehiclePositionType ); 2
- void objectTemplate.skill.addReceiveRepairFromSupplyObjectSkill( VehicleCategory ); 2
- void objectTemplate.skill.addWeaponSkill( WeaponItemType ); 2
- bool objectTemplate.snapToZeroOnNoInput( bool ); 2
- float objectTemplate.softness( float ); 2
- float objectTemplate.soldierAcceleration( float ); 2
- float objectTemplate.soldierCrawlSpeed( float ); 2
- float objectTemplate.soldierCrouchSpeed( float ); 2
- float objectTemplate.soldierDeceleration( float ); 2
- Vec3 objectTemplate.soldierExitPosition( Vec3 ); 2
- Vec3 objectTemplate.soldierExitRotation( Vec3 ); 2
- Vec3 objectTemplate.soldierExitSpeed( Vec3 ); 2
- float objectTemplate.soldierInAirSpeed( float ); 2
- float objectTemplate.soldierJumpFactor( float ); 2
- float objectTemplate.soldierJumpLengthFactor( float ); 2
- float objectTemplate.soldierRunSpeed( float ); 2
- float objectTemplate.soldierSkyDiveAtSpeed( float ); 2
- float objectTemplate.soldierSkyDiveSpeed( float ); 2
- float objectTemplate.soldierSpeedFactor( float ); 2
- float objectTemplate.soldierSprintDissipationTime( float ); 2
- float objectTemplate.soldierSprintLimit( float ); 2
- float objectTemplate.soldierSprintRecoverTime( float ); 2
- float objectTemplate.soldierSprintSpeed( float ); 2
- float objectTemplate.soldierSwimCrawlSpeed( float ); 2
- float objectTemplate.soldierSwimSpeed( float ); 2
- float objectTemplate.soldierTimeToEnableWeapon( float ); 2
- float objectTemplate.soldierWalkSpeed( float ); 2
- void objectTemplate.sound.addReloadTimeSound( int, int ); 2
- std::string objectTemplate.sound.fileName( std::string ); 2
- float objectTemplate.sound.halfVolumeDistance( float ); 2
- bool objectTemplate.sound.is3dSound( bool ); 2
- int objectTemplate.sound.loopCount( int ); 2
- int objectTemplate.sound.maxSoundsPerBurst( int ); 2
- float objectTemplate.sound.minDistance( float ); 2
- bool objectTemplate.sound.muteOnFire( bool ); 2
- bool objectTemplate.sound.noisy( bool ); 2
- float objectTemplate.sound.pan( float ); 2
- float objectTemplate.sound.pitch( float ); 2
- float objectTemplate.sound.reverbLevel( float ); 2
- int objectTemplate.sound.stopType( int ); 2
- float objectTemplate.sound.volume( float ); 2
- std::string objectTemplate.sound.volumeEnvelope( std::string ); 2
- std::string objectTemplate.soundFilename( std::string ); 2
- std::string objectTemplate.soundFilter( std::string ); 2
- std::string objectTemplate.soundFilter( std::string ); 2
- Vec2 objectTemplate.soundIntensityFromSpeed( Vec2 ); 2
- Vec2 objectTemplate.soundIntensityRange( Vec2 ); 2
- bool objectTemplate.soundIntensityUsed( bool ); 2
- float objectTemplate.soundRadius( float ); 2
- float objectTemplate.spacing( float ); 2
- bool objectTemplate.spawn.spawnInPod( bool ); 2
- float objectTemplate.spawn.spawnRadius( float ); 2
- std::string objectTemplate.spawn.spawnVehicle( std::string ); 2
- bool objectTemplate.spawnDelayAtStart( bool ); 2
- bool objectTemplate.spawnInPod( bool ); 2
- Vec3 objectTemplate.spawnOffset( Vec3 ); 2
- float objectTemplate.spawnPoint.radius( float ); 2
- bool objectTemplate.spawnUsedVehicle( bool ); 2
- Vec3ColorFloatIntensity objectTemplate.speccolor( Vec3ColorFloatIntensity ); 2
- io::PlayerInputMap objectTemplate.specialToggleWeaponInput( io::PlayerInputMap ); 2
- float objectTemplate.speed( float ); 2
- float objectTemplate.speedFromParticle( float ); 2
- bool objectTemplate.speedFromPhysics( bool ); 2
- void objectTemplate.speedModifier.addSpeedModifierType( SpeedModifierType ); 2
- float objectTemplate.speedModifier.runSoundDuration( float ); 2
- float objectTemplate.speedModifier.speedMod( float ); 2
- float objectTemplate.speedModifier.sprintSoundDuration( float ); 2
- float objectTemplate.spinWhenNoEngineInAir( float ); 2
- float objectTemplate.spottedModifier.maxDistanceBetweenEnemies( float ); 2
- float objectTemplate.spottedModifier.maxDistanceToEnemy( float ); 2
- int objectTemplate.spottedModifier.maxSpotted( int ); 2
- float objectTemplate.spottedModifier.maxSpottedFailDistance( float ); 2
- float objectTemplate.spottedModifier.spottedDotAngle( float ); 2
- float objectTemplate.sprintDissipationTime( float ); 2
- float objectTemplate.sprintDissipationTime( float ); 2
- float objectTemplate.sprintFactor( float ); 2
- float objectTemplate.sprintLimit( float ); 2
- float objectTemplate.sprintLimit( float ); 2
- float objectTemplate.sprintLossAtJump( float ); 2
- float objectTemplate.sprintRechargeDelayAfterJump( float ); 2
- float objectTemplate.sprintRecoverTime( float ); 2
- float objectTemplate.sprintRecoverTime( float ); 2
- bool objectTemplate.stampLastAction( bool ); 2
- float objectTemplate.standDelayFromProne( float ); 2
- Vec2 objectTemplate.startAgeFromSpeed( Vec2 ); 2
- Vec2 objectTemplate.startAgeRange( Vec2 ); 2
- bool objectTemplate.startAgeUsed( bool ); 2
- bool objectTemplate.startAtCreation( bool ); 2
- bool objectTemplate.startAtCreation( bool ); 2
- bool objectTemplate.startAutoRotateOnEnter( bool ); 2
- float objectTemplate.startDelay( float ); 2
- float objectTemplate.startDelay( float ); 2
- float objectTemplate.startDelay( float ); 2
- float objectTemplate.startDistance( float ); 2
- int objectTemplate.startOnEffects( int ); 2
- RandomDistribution objectTemplate.startRotation( RandomDistribution ); 2
- std::string objectTemplate.statModifier.operation( std::string ); 2
- float objectTemplate.statModifier.value( float ); 2
- void objectTemplate.statusGLEffect.effectName( StatusEffect, std::string ); 2
- float objectTemplate.stepHeight( float ); 2
- int objectTemplate.stopOnEffects( int ); 2
- bool objectTemplate.stopRegulateWhenUnoccupied( bool ); 2
- int objectTemplate.stopType( int ); 2
- int objectTemplate.strategicObject.3dMapIcon( int ); 2
- std::string objectTemplate.strategicObject.destroyedIcon( std::string ); 2
- std::string objectTemplate.strategicObject.intactIcon( std::string ); 2
- bool objectTemplate.strategicObject.isOnePiece( bool ); 2
- int objectTemplate.strategicObject.part( int ); 2
- std::string objectTemplate.strategicObject.strategicObjectName( std::string ); 2
- float objectTemplate.strength( float ); 2
- uint objectTemplate.strikeRadius( uint ); 2
- int objectTemplate.supplyGroupId( int ); 2
- void objectTemplate.supplyGroupNeeded( int, int, bool ); 2
- void objectTemplate.supplyModifier.addModifySupply( ModifiesSupplyType, float ); 2
- int objectTemplate.supplyValueNeededTeam1( int ); 2
- int objectTemplate.supplyValueNeededTeam2( int ); 2
- int objectTemplate.supplyValueTeam1( int ); 2
- int objectTemplate.supplyValueTeam2( int ); 2
- bool objectTemplate.supportsEmitter( bool ); 2
- bool objectTemplate.supportsGlow( bool ); 2
- bool objectTemplate.supportsPerPixel( bool ); 2
- bool objectTemplate.supportsPerVertex( bool ); 2
- Vec3 objectTemplate.surpressPlayerInputVector( Vec3 ); 2
- float objectTemplate.sway.gunSwayLrDirModifier( float ); 2
- float objectTemplate.sway.gunSwayLrDirThreshold( float ); 2
- float objectTemplate.sway.gunSwayLrFactor( float ); 2
- float objectTemplate.sway.gunSwayLrMax( float ); 2
- float objectTemplate.sway.gunSwayLrRandomMax( float ); 2
- float objectTemplate.sway.gunSwayLrRandomMin( float ); 2
- float objectTemplate.sway.gunSwayLrSmoothFactor( float ); 2
- float objectTemplate.sway.gunSwayLrSmoothMax( float ); 2
- float objectTemplate.sway.gunSwayLrSmoothThreshold( float ); 2
- float objectTemplate.sway.gunSwayLrSteps( float ); 2
- float objectTemplate.sway.gunSwayLrUpdateRate( float ); 2
- float objectTemplate.sway.gunSwayPitchDirModifier( float ); 2
- float objectTemplate.sway.gunSwayPitchDirThreshold( float ); 2
- float objectTemplate.sway.gunSwayPitchFactor( float ); 2
- float objectTemplate.sway.gunSwayPitchMax( float ); 2
- float objectTemplate.sway.gunSwayPitchRandomMax( float ); 2
- float objectTemplate.sway.gunSwayPitchRandomMin( float ); 2
- float objectTemplate.sway.gunSwayPitchSmoothFactor( float ); 2
- float objectTemplate.sway.gunSwayPitchSmoothMax( float ); 2
- float objectTemplate.sway.gunSwayPitchSmoothThreshold( float ); 2
- float objectTemplate.sway.gunSwayPitchSteps( float ); 2
- float objectTemplate.sway.gunSwayPitchUpdateRate( float ); 2
- bool objectTemplate.sway.gunSwayUseZoom( bool ); 2
- float objectTemplate.sway.gunSwayZoomModifier( float ); 2
- float objectTemplate.sway.stabilityDuration( float ); 2
- float objectTemplate.sway.stabilityDurationRecoverTime( float ); 2
- float objectTemplate.sway.stabilityRecoverTime( float ); 2
- float objectTemplate.sway.stabilityTime( float ); 2
- bool objectTemplate.switchPlayerOnLock( bool ); 2
- float objectTemplate.takeOverDelayTime( float ); 2
- bool objectTemplate.takeOverInput( bool ); 2
- std::string objectTemplate.target.connectionEffect( std::string ); 2
- bool objectTemplate.target.connectionEffectOnlyWhenZoomed( bool ); 2
- bool objectTemplate.target.disableFireWhenActiveMissile( bool ); 2
- bool objectTemplate.target.disableGuidanceOnReload( bool ); 2
- bool objectTemplate.target.dontLooseGuidanceOnObstruction( bool ); 2
- float objectTemplate.target.lockAngle( float ); 2
- float objectTemplate.target.lockDelay( float ); 2
- float objectTemplate.target.loseLockDelay( float ); 2
- float objectTemplate.target.maxDistance( float ); 2
- bool objectTemplate.target.notifyProjectileOnLostTarget( bool ); 2
- void objectTemplate.target.onLockChangeToWeapon( bool, std::string ); 2
- bool objectTemplate.target.setTargetAtMaxDistance( bool ); 2
- std::string objectTemplate.target.targetObjectTemplate( std::string ); 2
- TargetSystem objectTemplate.target.targetSystem( TargetSystem ); 2
- bool objectTemplate.target.useCameraDirectionToTarget( bool ); 2
- float objectTemplate.target.wireGuidedLookAheadDistance( float ); 2
- Vec3 objectTemplate.targetPosition( Vec3 ); 2
- TargetType objectTemplate.targetType( TargetType ); 2
- float objectTemplate.targetWeight( float ); 2
- int objectTemplate.taskId( int ); 2
- std::string objectTemplate.taskImageName( std::string ); 2
- TutorialTaskType objectTemplate.taskType( TutorialTaskType ); 2
- int objectTemplate.team( int ); 2
- U32 objectTemplate.team( U32 ); 2
- int objectTemplate.team( int ); 2
- int objectTemplate.team( int ); 2
- void objectTemplate.team( int ); 2
- U32 objectTemplate.team( U32 ); 2
- float objectTemplate.teamChange.changePoints( float ); 2
- int objectTemplate.teamChange.defaultMaterial( int ); 2
- float objectTemplate.teamChange.maxChangePoints( float ); 2
- bool objectTemplate.teamFromClosestCP( bool ); 2
- bool objectTemplate.teamOnVehicle( bool ); 2
- int objectTemplate.teamSpecificVisibility( int ); 2
- int objectTemplate.teleportReferencePointId( int ); 2
- std::string objectTemplate.template( std::string ); 2
- bool objectTemplate.templateHasBeenUsed( bool ); 2
- uint objectTemplate.testCount( uint ); 2
- std::string objectTemplate.textureName( std::string ); 2
- std::string objectTemplate.textureName( std::string ); 2
- std::string objectTemplate.textureName( std::string ); 2
- float objectTemplate.textureOffsetVelocity( float ); 2
- float objectTemplate.textureTileFactor( float ); 2
- float objectTemplate.ticketMultiplyer( float ); 2
- float objectTemplate.timeBetweenHealWaves( float ); 2
- float objectTemplate.timeToGetControl( float ); 2
- RandomDistribution objectTemplate.timeToLive( RandomDistribution ); 2
- RandomDistribution objectTemplate.timeToLive( RandomDistribution ); 2
- float objectTemplate.timeToLive( float ); 2
- RandomDistribution objectTemplate.timeToLive( RandomDistribution ); 2
- RandomDistribution objectTemplate.timeToLive( RandomDistribution ); 2
- float objectTemplate.timeToLive( float ); 2
- float objectTemplate.timeToLive( float ); 2
- float objectTemplate.timeToLoseControl( float ); 2
- float objectTemplate.timeUntilTakeable( float ); 2
- bool objectTemplate.toggleMouseLook( bool ); 2
- bool objectTemplate.toggleWeapon( bool ); 2
- float objectTemplate.tolerance( float ); 2
- float objectTemplate.torque( float ); 2
- float objectTemplate.tracerConvergeDistance( float ); 2
- int objectTemplate.tracerInterval( int ); 2
- float objectTemplate.tracerScaler( float ); 2
- float objectTemplate.tracerSizeModifier( float ); 2
- std::string objectTemplate.tracerTemplate( std::string ); 2
- float objectTemplate.trackTurnAcceleration( float ); 2
- float objectTemplate.trackTurnSpeed( float ); 2
- Vec3 objectTemplate.transferCameraRotation( Vec3 ); 2
- Vec3 objectTemplate.transferParentRotation( Vec3 ); 2
- RandomDistribution objectTemplate.Transparency( RandomDistribution ); 2
- Vec4 objectTemplate.transparencyGraph( Vec4 ); 2
- Vec4 objectTemplate.transparencyGraph( Vec4 ); 2
- Vec4 objectTemplate.transparencyGraph( Vec4 ); 2
- float objectTemplate.treeCollisionDiameter( float ); 2
- bool objectTemplate.triggerForEachActivatingPlayer( bool ); 2
- int objectTemplate.triggerId( int ); 2
- int objectTemplate.triggerId( int ); 2
- int objectTemplate.triggerId( int ); 2
- float objectTemplate.turnVelocity( float ); 2
- int objectTemplate.tutorialTaskId( int ); 2
- ItemContainerType objectTemplate.type( ItemContainerType ); 2
- float objectTemplate.uavVehicleFlightHeight( float ); 2
- float objectTemplate.uavVehicleRadius( float ); 2
- float objectTemplate.uavVehicleSampleResolution( float ); 2
- float objectTemplate.uavVehicleSpeed( float ); 2
- std::string objectTemplate.uavVehicleTemplate( std::string ); 2
- bool objectTemplate.unableToChangeTeam( bool ); 2
- bool objectTemplate.unstealthOnDeploy( bool ); 2
- float objectTemplate.unstealthTimeOnFire( float ); 2
- float objectTemplate.upgradeWeapon.abilityAmmoCompUsageIntervalMod( float ); 2
- float objectTemplate.upgradeWeapon.abilityAmmoCompUsageIntervalReplace( float ); 2
- void objectTemplate.upgradeWeapon.addApplyToAssetId( int ); 2
- void objectTemplate.upgradeWeapon.addApplyToWeaponItemType( WeaponItemType ); 2
- void objectTemplate.upgradeWeapon.addCustomGeometry( std::string ); 2
- void objectTemplate.upgradeWeapon.addCustomVisualAttachment( std::string, uint, uint ); 2
- int objectTemplate.upgradeWeapon.ammoCompMagSizeMod( int ); 2
- int objectTemplate.upgradeWeapon.ammoCompMagSizeReplace( int ); 2
- float objectTemplate.upgradeWeapon.ammoCompMinimumTimeUntilReloadMod( float ); 2
- float objectTemplate.upgradeWeapon.ammoCompMinimumTimeUntilReloadReplace( float ); 2
- int objectTemplate.upgradeWeapon.ammoCompNrOfMagsMod( int ); 2
- int objectTemplate.upgradeWeapon.ammoCompNrOfMagsReplace( int ); 2
- float objectTemplate.upgradeWeapon.ammoCompReloadTimeMod( float ); 2
- float objectTemplate.upgradeWeapon.ammoCompReloadTimeReplace( float ); 2
- std::string objectTemplate.upgradeWeapon.animationCompRootTriggerName1p( std::string ); 2
- std::string objectTemplate.upgradeWeapon.animationCompRootTriggerName3p( std::string ); 2
- int objectTemplate.upgradeWeapon.animationCompZoomMessageTrigger1p( int ); 2
- int objectTemplate.upgradeWeapon.animationCompZoomMessageTrigger3p( int ); 2
- UpgradeWeaponTypes objectTemplate.upgradeWeapon.appliesTo( UpgradeWeaponTypes ); 2
- bool objectTemplate.upgradeWeapon.appliesToVehicleWeapons( bool ); 2
- float objectTemplate.upgradeWeapon.detonationCompExplosionDamageMod( float ); 2
- float objectTemplate.upgradeWeapon.detonationCompExplosionForceMod( float ); 2
- float objectTemplate.upgradeWeapon.detonationCompExplosionRadiusMod( float ); 2
- float objectTemplate.upgradeWeapon.detonationCompHotSpotRadiusPercentMod( float ); 2
- float objectTemplate.upgradeWeapon.detonationCompTriggerRadiusMod( float ); 2
- float objectTemplate.upgradeWeapon.deviationCompDevModZoomMod( float ); 2
- float objectTemplate.upgradeWeapon.deviationCompDevModZoomReplace( float ); 2
- float objectTemplate.upgradeWeapon.deviationCompMinDevMod( float ); 2
- float objectTemplate.upgradeWeapon.deviationCompMinDevModZoomMod( float ); 2
- float objectTemplate.upgradeWeapon.deviationCompMinDevModZoomReplace( float ); 2
- float objectTemplate.upgradeWeapon.deviationCompMinDevReplace( float ); 2
- void objectTemplate.upgradeWeapon.deviationCompSetFireDevMod( float, float, float ); 2
- void objectTemplate.upgradeWeapon.deviationCompSetFireDevReplace( float, float, float ); 2
- int objectTemplate.upgradeWeapon.fireCompBatchSizeMod( int ); 2
- int objectTemplate.upgradeWeapon.fireCompBatchSizeReplace( int ); 2
- int objectTemplate.upgradeWeapon.fireCompMaxProjectilesInWorldMod( int ); 2
- int objectTemplate.upgradeWeapon.fireCompMaxProjectilesInWorldReplace( int ); 2
- bool objectTemplate.upgradeWeapon.isUsingSilencer( bool ); 2
- float objectTemplate.upgradeWeapon.projectileGravityModifierMod( float ); 2
- float objectTemplate.upgradeWeapon.projectileGravityModifierReplace( float ); 2
- float objectTemplate.upgradeWeapon.projectileInitialMaxDamageMod( float ); 2
- float objectTemplate.upgradeWeapon.projectileInitialMaxDamageReplace( float ); 2
- float objectTemplate.upgradeWeapon.projectileInitialMinDamageMod( float ); 2
- float objectTemplate.upgradeWeapon.projectileInitialMinDamageReplace( float ); 2
- float objectTemplate.upgradeWeapon.projectileLongDistanceMod( float ); 2
- float objectTemplate.upgradeWeapon.projectileLongDistanceReplace( float ); 2
- float objectTemplate.upgradeWeapon.projectileLongMaxDamageMod( float ); 2
- float objectTemplate.upgradeWeapon.projectileLongMaxDamageReplace( float ); 2
- float objectTemplate.upgradeWeapon.projectileLongMinDamageMod( float ); 2
- float objectTemplate.upgradeWeapon.projectileLongMinDamageReplace( float ); 2
- float objectTemplate.upgradeWeapon.projectileMediumDistanceMod( float ); 2
- float objectTemplate.upgradeWeapon.projectileMediumDistanceReplace( float ); 2
- float objectTemplate.upgradeWeapon.projectileMediumMaxDamageMod( float ); 2
- float objectTemplate.upgradeWeapon.projectileMediumMaxDamageReplace( float ); 2
- float objectTemplate.upgradeWeapon.projectileMediumMinDamageMod( float ); 2
- float objectTemplate.upgradeWeapon.projectileMediumMinDamageReplace( float ); 2
- RandomDistribution objectTemplate.upgradeWeapon.projectileTimeToLiveMod( RandomDistribution ); 2
- RandomDistribution objectTemplate.upgradeWeapon.projectileTimeToLiveReplace( RandomDistribution ); 2
- float objectTemplate.upgradeWeapon.projectileVelocityMod( float ); 2
- float objectTemplate.upgradeWeapon.projectileVelocityReplace( float ); 2
- RandomDistribution objectTemplate.upgradeWeapon.recoilCompRecoilForceLeftRightMod( RandomDistribution ); 2
- RandomDistribution objectTemplate.upgradeWeapon.recoilCompRecoilForceLeftRightReplace( RandomDistribution ); 2
- RandomDistribution objectTemplate.upgradeWeapon.recoilCompRecoilForceUpMod( RandomDistribution ); 2
- RandomDistribution objectTemplate.upgradeWeapon.recoilCompRecoilForceUpReplace( RandomDistribution ); 2
- float objectTemplate.upgradeWeapon.recoilCompZoomModifierMod( float ); 2
- float objectTemplate.upgradeWeapon.recoilCompZoomModifierReplace( float ); 2
- float objectTemplate.upgradeWeapon.targetCompMaxTargetDistanceMod( float ); 2
- float objectTemplate.upgradeWeapon.targetCompMaxTargetDistanceReplace( float ); 2
- int objectTemplate.upgradeWeapon.weaponHudAltGuiIndexReplace( int ); 2
- int objectTemplate.upgradeWeapon.weaponHudGuiIndexReplace( int ); 2
- void objectTemplate.upgradeWeapon.zoomCompAddZoomFactorReplace( float, CameraViewMode ); 2
- bool objectTemplate.upgradeWeapon.zoomCompApplyDOFOnZoomReplace( bool ); 2
- float objectTemplate.upgradeWeapon.zoomCompChangeFovDelayReplace( float ); 2
- bool objectTemplate.upgradeWeapon.zoomCompDisableMuzzleWhenZoomedReplace( bool ); 2
- bool objectTemplate.upgradeWeapon.zoomCompHideOnZoomReplace( bool ); 2
- float objectTemplate.upgradeWeapon.zoomCompMouseSpeedModReplace( float ); 2
- bool objectTemplate.upgradeWeapon.zoomCompPreventZoomWhen3PReplace( bool ); 2
- bool objectTemplate.upgradeWeapon.zoomCompUseZoomFineTuningReplace( bool ); 2
- float objectTemplate.upgradeWeapon.zoomCompZoomDelayReplace( float ); 2
- float objectTemplate.upgradeWeapon.zoomCompZoomedWeaponRenderFOVReplace( float ); 2
- int objectTemplate.upgradeWeapon.zoomCompZoomFineTuneStepsReplace( int ); 2
- bool objectTemplate.upgradeWeapon.zoomCompZoomFineTuningNeedsUnlockReplace( bool ); 2
- int objectTemplate.upgradeWeapon.zoomCompZoomLodReplace( int ); 2
- bool objectTemplate.upgradeWeapon.zoomCompZoomOutOnReloadReplace( bool ); 2
- bool objectTemplate.upgradeWeapon.zoomCompZoomWhenBusyReplace( bool ); 2
- bool objectTemplate.useAbsoluteDirection( bool ); 2
- float objectTemplate.useButtonRadius( float ); 2
- bool objectTemplate.useColorTransform( bool ); 2
- void objectTemplate.useCount.addApplyToWeaponItemType( WeaponItemType ); 2
- bool objectTemplate.usedByAi( bool ); 2
- bool objectTemplate.useDeAcceleration( bool ); 2
- bool objectTemplate.usedOnTransparentSurface( bool ); 2
- bool objectTemplate.useInstantAmmoRefillOnCategories( bool ); 2
- bool objectTemplate.useObjectCollision( bool ); 2
- bool objectTemplate.useProjectileCamera( bool ); 2
- dice::hfe::world::VehicleCategory objectTemplate.vehicleCategory( dice::hfe::world::VehicleCategory ); 2
- float objectTemplate.vehicleCollisionAngleLeftRight( float ); 2
- float objectTemplate.vehicleCollisionAngleUpMax( float ); 2
- float objectTemplate.vehicleCollisionAngleUpMin( float ); 2
- void objectTemplate.vehicleCollisionModifier( int, float, float ); 2
- float objectTemplate.vehicleCrushImpulseModifier( float ); 2
- std::string objectTemplate.vehicleHud.AbilityIcon( std::string ); 2
- void objectTemplate.vehicleHud.addAbilityIcon( std::string ); 2
- void objectTemplate.vehicleHud.addShowOnCamMode( int ); 2
- void objectTemplate.vehicleHud.addVehicleIcon( std::string ); 2
- bool objectTemplate.vehicleHud.alwaysShowOnMinimap( bool ); 2
- bool objectTemplate.vehicleHud.canBeSpotted( bool ); 2
- bool objectTemplate.vehicleHud.disableOnSprint( bool ); 2
- bool objectTemplate.vehicleHud.displaySelectionOnEnter( bool ); 2
- bool objectTemplate.vehicleHud.enablePostProcessingOnGuiIndex( bool ); 2
- bool objectTemplate.vehicleHud.getShowOnCamMode( int ); 2
- int objectTemplate.vehicleHud.guiIndex( int ); 2
- bool objectTemplate.vehicleHud.hasTurretIcon( bool ); 2
- std::string objectTemplate.vehicleHud.hudName( std::string ); 2
- std::string objectTemplate.vehicleHud.injurySound( std::string ); 2
- bool objectTemplate.vehicleHud.isCoDriver( bool ); 2
- std::string objectTemplate.vehicleHud.kitAbility( std::string ); 2
- std::string objectTemplate.vehicleHud.kitAbilityBg( std::string ); 2
- int objectTemplate.vehicleHud.maxClimbSpeed( int ); 2
- std::string objectTemplate.vehicleHud.miniMapBackgroundIcon( std::string ); 2
- std::string objectTemplate.vehicleHud.miniMapIcon( std::string ); 2
- std::string objectTemplate.vehicleHud.miniMapIconInside( std::string ); 2
- std::string objectTemplate.vehicleHud.miniMapIconLeaderSize( std::string ); 2
- Vec2 objectTemplate.vehicleHud.miniMapIconOffset( Vec2 ); 2
- Vec2 objectTemplate.vehicleHud.miniMapIconOffsetInside( Vec2 ); 2
- Vec2 objectTemplate.vehicleHud.miniMapIconSize( Vec2 ); 2
- Vec2 objectTemplate.vehicleHud.miniMapIconSizeInside( Vec2 ); 2
- std::string objectTemplate.vehicleHud.miniMapInfo( std::string ); 2
- std::string objectTemplate.vehicleHud.miniMapReloadIcon( std::string ); 2
- Vec2 objectTemplate.vehicleHud.miniMapReloadIconOffset( Vec2 ); 2
- std::string objectTemplate.vehicleHud.pantingSound( std::string ); 2
- bool objectTemplate.vehicleHud.sendDestroyedHudEvent( bool ); 2
- bool objectTemplate.vehicleHud.showCrossHair( bool ); 2
- bool objectTemplate.vehicleHud.showInfo( bool ); 2
- int objectTemplate.vehicleHud.showOnCamMode( int ); 2
- bool objectTemplate.vehicleHud.showOnEnemyMinimap( bool ); 2
- bool objectTemplate.vehicleHud.showOneSecondaryGunnerAngle( bool ); 2
- std::string objectTemplate.vehicleHud.spottedIcon( std::string ); 2
- int objectTemplate.vehicleHud.spottedIconSize( int ); 2
- bool objectTemplate.vehicleHud.standardHelpEnabled( bool ); 2
- std::string objectTemplate.vehicleHud.typeIcon( std::string ); 2
- bool objectTemplate.vehicleHud.useChildArmor( bool ); 2
- bool objectTemplate.vehicleHud.useChildHud( bool ); 2
- bool objectTemplate.vehicleHud.usePlayerIcon( bool ); 2
- bool objectTemplate.vehicleHud.useSelectionIcons( bool ); 2
- bool objectTemplate.vehicleHud.useVehicleCameraRotation( bool ); 2
- bool objectTemplate.vehicleHud.useVehicleCommRose( bool ); 2
- std::string objectTemplate.vehicleHud.vehicleIcon( std::string ); 2
- Vec2 objectTemplate.vehicleHud.vehicleIconPos( Vec2 ); 2
- int objectTemplate.vehicleHud.vehicleType( int ); 2
- bool objectTemplate.vehicleHud.zoomOnMinimap( bool ); 2
- float objectTemplate.velocity( float ); 2
- bool objectTemplate.visibleOn3dMap( bool ); 2
- bool objectTemplate.visibleOn3dMap( bool ); 2
- float objectTemplate.volume( float ); 2
- std::string objectTemplate.volumeEnvelope( std::string ); 2
- int objectTemplate.volumeGroup( int ); 2
- float objectTemplate.warningDistance( float ); 2
- std::string objectTemplate.warningHud.getFirstWarningSound( TargetType ); 2
- std::string objectTemplate.warningHud.getSecondWarningSound( TargetType ); 2
- std::string objectTemplate.warningHud.getThirdWarningSound( TargetType ); 2
- std::string objectTemplate.warningHud.getWarningIcon( TargetType ); 2
- bool objectTemplate.warningHud.getWarningType( TargetType ); 2
- void objectTemplate.warningHud.setFirstWarningSound( TargetType, std::string ); 2
- void objectTemplate.warningHud.setSecondWarningSound( TargetType, std::string ); 2
- void objectTemplate.warningHud.setThirdWarningSound( TargetType, std::string ); 2
- void objectTemplate.warningHud.setWarningIcon( TargetType, std::string ); 2
- void objectTemplate.warningHud.setWarningType( TargetType, bool ); 2
- float objectTemplate.waterHeight( float ); 2
- float objectTemplate.waterSurfaceOffset( float ); 2
- std::string objectTemplate.weaponHud.abilityIcon( std::string ); 2
- void objectTemplate.weaponHud.addShowOnCamMode( int ); 2
- std::string objectTemplate.weaponHud.altCrosshairIcon( std::string ); 2
- int objectTemplate.weaponHud.altGuiIndex( int ); 2
- std::string objectTemplate.weaponHud.altWeaponIcon( std::string ); 2
- std::string objectTemplate.weaponHud.ammoBarBackIcon( std::string ); 2
- std::string objectTemplate.weaponHud.ammoBarFrontIcon( std::string ); 2
- std::string objectTemplate.weaponHud.ammoIcon( std::string ); 2
- std::string objectTemplate.weaponHud.clipIcon( std::string ); 2
- std::string objectTemplate.weaponHud.crosshairIcon( std::string ); 2
- int objectTemplate.weaponHud.crosshairIconSize( int ); 2
- std::string objectTemplate.weaponHud.descrString( std::string ); 2
- int objectTemplate.weaponHud.deviationFactor( int ); 2
- bool objectTemplate.weaponHud.disableOnSprint( bool ); 2
- bool objectTemplate.weaponHud.displaySelectOnActivation( bool ); 2
- bool objectTemplate.weaponHud.enableMouse( bool ); 2
- int objectTemplate.weaponHud.enablePostProcessingOnGuiIndex( int ); 2
- std::string objectTemplate.weaponHud.firstLockSound( std::string ); 2
- bool objectTemplate.weaponHud.getShowOnCamMode( int ); 2
- int objectTemplate.weaponHud.guiIndex( int ); 2
- bool objectTemplate.weaponHud.hasDistanceCounter( bool ); 2
- bool objectTemplate.weaponHud.hasFireRate( bool ); 2
- bool objectTemplate.weaponHud.hasMag( bool ); 2
- bool objectTemplate.weaponHud.hasRangeFinder( bool ); 2
- bool objectTemplate.weaponHud.hasScanProgress( bool ); 2
- std::string objectTemplate.weaponHud.hudName( std::string ); 2
- bool objectTemplate.weaponHud.ignoreTargetDistance( bool ); 2
- int objectTemplate.weaponHud.maxVisualDeviation( int ); 2
- int objectTemplate.weaponHud.minVisualDeviation( int ); 2
- std::string objectTemplate.weaponHud.notAbilityIcon( std::string ); 2
- std::string objectTemplate.weaponHud.notSelectedIcon( std::string ); 2
- std::string objectTemplate.weaponHud.overheatSound( std::string ); 2
- std::string objectTemplate.weaponHud.renderedPicture( std::string ); 2
- std::string objectTemplate.weaponHud.secondLockSound( std::string ); 2
- std::string objectTemplate.weaponHud.selectIcon( std::string ); 2
- void objectTemplate.weaponHud.sendRadioMessageOnActivation( std::string ); 2
- void objectTemplate.weaponHud.sendRadioMessageOnDeploy( std::string, bool ); 2
- bool objectTemplate.weaponHud.showAmmo( bool ); 2
- bool objectTemplate.weaponHud.showBatteryIconInHud( bool ); 2
- bool objectTemplate.weaponHud.ShowClips( bool ); 2
- bool objectTemplate.weaponHud.showInfo( bool ); 2
- int objectTemplate.weaponHud.showOnCamMode( int ); 2
- std::string objectTemplate.weaponHud.specialAbilityIcon( std::string ); 2
- bool objectTemplate.weaponHud.switchGuiOnCamera( bool ); 2
- std::string objectTemplate.weaponHud.unlockIcon( std::string ); 2
- bool objectTemplate.weaponhud.useCartridgeBar( bool ); 2
- std::string objectTemplate.weaponHud.weaponIcon( std::string ); 2
- WeaponItemType objectTemplate.weaponsItemType( WeaponItemType ); 2
- WeaponItemType objectTemplate.weaponsItemType( WeaponItemType ); 2
- float objectTemplate.width( float ); 2
- float objectTemplate.windAffectionFactor( float ); 2
- float objectTemplate.windBlowTime( float ); 2
- Vec3 objectTemplate.windDirection( Vec3 ); 2
- float objectTemplate.windFalloff( float ); 2
- bool objectTemplate.windIsDynamic( bool ); 2
- float objectTemplate.windRadialFalloff( float ); 2
- float objectTemplate.windSpeed( float ); 2
- std::string objectTemplate.windType( std::string ); 2
- float objectTemplate.wingLift( float ); 2
- float objectTemplate.wingToRegulatorRatio( float ); 2
- bool objectTemplate.workOnSoldiers( bool ); 2
- bool objectTemplate.workOnSoldiers( bool ); 2
- bool objectTemplate.workOnVehicles( bool ); 2
- bool objectTemplate.workOnVehicles( bool ); 2
- float objectTemplate.worldFOV( float ); 2
- float objectTemplate.worldFOV( float ); 2
- void objectTemplate.writeBinary( std::string ); 2
- bool objectTemplate.writeZ( bool ); 2
- void objectTemplate.zoom.addZoomFactor( float, CameraViewMode ); 2
- bool objectTemplate.zoom.allowUntoggledFire( bool ); 2
- bool objectTemplate.zoom.applyDoFOnZoom( bool ); 2
- int objectTemplate.zoom.changeCameraId( int ); 2
- CameraViewMode objectTemplate.zoom.changeCameraViewMode( CameraViewMode ); 2
- float objectTemplate.zoom.changeFovDelay( float ); 2
- bool objectTemplate.zoom.disableMuzzleWhenZoomed( bool ); 2
- bool objectTemplate.zoom.hideOnZoom( bool ); 2
- float objectTemplate.zoom.mouseSpeedMod( float ); 2
- bool objectTemplate.zoom.preventZoomWhen3P( bool ); 2
- int objectTemplate.zoom.startCameraId( int ); 2
- CameraViewMode objectTemplate.zoom.startCameraViewMode( CameraViewMode ); 2
- bool objectTemplate.zoom.useProjectileCamera( bool ); 2
- bool objectTemplate.zoom.useZoomFineTuning( bool ); 2
- float objectTemplate.zoom.zoomDelay( float ); 2
- float objectTemplate.zoom.zoomedWeaponRenderFOV( float ); 2
- int objectTemplate.zoom.zoomFineTuneSteps( int ); 2
- bool objectTemplate.zoom.zoomFineTuningNeedsUnlock( bool ); 2
- int objectTemplate.zoom.zoomLod( int ); 2
- bool objectTemplate.zoom.zoomOutAfterFire( bool ); 2
- bool objectTemplate.zoom.zoomOutOnReload( bool ); 2
- bool objectTemplate.zoom.zoomWhenBusy( bool ); 2
- RandomDistribution objectTemplate.zRotation( RandomDistribution ); 2
- float objectTemplate.zRotationSnap( float ); 2
- void object.togglePause( void ); 2
- bool overgrowth.addMaterial( std::string, uint ); 2
- bool overgrowth.addType( std::string ); 2
- float overgrowth.closeDistFade( float ); 2
- float overgrowth.closeDistPercentage( float ); 2
- float overgrowth.editorEnable( float ); 2
- void overgrowth.exportToTerrainTexture( void ); 2
- void overgrowth.generateAll( void ); 2
- std::string overgrowth.getActiveMaterialName( void ); 2
- std::string overgrowth.getGeometryList( void ); 2
- float overgrowth.getLodDistance( int ); 2
- std::string overgrowth.getMaterialList( void ); 2
- std::string overgrowth.getTypeList( void ); 2
- void overgrowth.paintMaterial( float, float, float, int ); 2
- void overgrowth.paintShadowmap( float, float, float, int ); 2
- std::string overgrowth.path( std::string ); 2
- void overgrowth.postLoad( void ); 2
- void overgrowth.preLoad( void ); 2
- bool overgrowth.removeActiveMaterial( void ); 2
- bool overgrowth.removeActiveType( void ); 2
- void overgrowth.save( void ); 2
- void overgrowth.setActiveMaterial( std::string ); 2
- void overgrowth.setActiveType( std::string ); 2
- void overgrowth.setAtlasGenerationSourcePath( std::string ); 2
- float overgrowthType.density( float ); 2
- std::string overgrowthType.geometry( std::string ); 2
- float overgrowthType.minRadiusToOthers( float ); 2
- float overgrowthType.minRadiusToSame( float ); 2
- float overgrowthType.normalScale( float ); 2
- Vec2 overgrowthType.randomScale( Vec2 ); 2
- float overgrowthType.rotationScale( float ); 2
- float overgrowth.viewDistance( float ); 2
- float overgrowth.viewDistance( float ); 2
- float overgrowth.viewDistanceScale( float ); 2
- bool particleSystemManager.affectedByWind( bool ); 2
- bool particleSystemManager.drawBoundingBoxEnable( bool ); 2
- bool particleSystemManager.drawStats( bool ); 2
- bool particleSystemManager.drawStats( bool ); 2
- float particleSystemManager.nsaShimmerIntensity( float ); 2
- float particleSystemManager.nsaShimmerPhases( float ); 2
- float particleSystemManager.nsaShimmerSpeed( float ); 2
- float particleSystemManager.overdrawScale( float ); 2
- uint particleSystemManager.particleSystemShaderQuality( uint ); 2
- int particleSystemManager.qualityLevel( int ); 2
- void particleSystemManager.resetStats( void ); 2
- float particleSystemManager.shimmerIntensity( float ); 2
- float particleSystemManager.shimmerPhases( float ); 2
- float particleSystemManager.shimmerSpeed( float ); 2
- float particleSystemManager.startFadePercentageOfViewDistance( float ); 2
- float particleSystemManager.startLodPercentageOfLodDistance( float ); 2
- float particleSystemManager.trailShimmerIntensity( float ); 2
- float particleSystemManager.trailShimmerPhases( float ); 2
- float particleSystemManager.trailShimmerSpeed( float ); 2
- float particleSystemManager.viewDistance( float ); 2
- float physics.gravity( float ); 2
- IPlayer* Player.active( IPlayer* ); 2
- IPlayer* Player.create( std::string, std::string ); 2
- bool player.isAi( bool ); 2
- bool player.isNetwork( bool ); 2
- std::string Player.list( void ); 2
- std::string Player.listPlayerClasses( void ); 2
- std::string player.moveTo( Vec3 ); 2
- std::string player.name( void ); 2
- bool Player.saveAll( std::string ); 2
- bool player.setVehicleWithInputId( IObject_ptrproxy, int ); 2
- IObject_ptrproxy player.vehicle( IObject_ptrproxy ); 2
- float portraitManager.customFov( float ); 2
- void portraitManager.getPortrait( int ); 2
- bool pythonHost.reinitialize( void ); 2
- void pythonHost.sendCommand( std::string ); 2
- void radio.callForAmmo( void ); 2
- void radio.callForMedic( void ); 2
- void radio.callForRepair( void ); 2
- bool radioInterface.mouseOver( int ); 2
- bool radioInterface.selectOrder( std::string ); 2
- void radioInterface.setStringMap( std::string, std::string, std::string ); 2
- void radioInterface.setVariableMap( std::string, std::string, std::string ); 2
- void radio.sendKitMessage( void ); 2
- void radio.sendSpottedMessage( bool, world::VehicleType ); 2
- void radio.setSpottedMenuActive( void ); 2
- bool radioVehicleInterface.selectOrder( std::string ); 2
- void radioVehicleInterface.setStringMap( std::string, std::string, std::string ); 2
- void radioVehicleInterface.setVariableMap( std::string, std::string, std::string ); 2
- void ragDoll.active( bool ); 2
- void ragDoll.addAngularConstraint( int, int, int, float ); 2
- void ragDoll.addBone( int, int ); 2
- void ragDoll.addCapsuleCollision( int, int ); 2
- void ragDoll.addConstraint( int, int ); 2
- void ragDoll.addDihedralAngleConstraint( int, int, int, int, float ); 2
- void ragDoll.addDistanceLessThanConstraint( int, int, float ); 2
- void ragDoll.addForce( int, Vec3 ); 2
- void ragDoll.addJointConstraint( int, int ); 2
- void ragDoll.addParticle( int, float ); 2
- void ragDoll.drawConstraints( bool ); 2
- void ragDoll.gravity( float ); 2
- void ragDoll.linkMode( int, int ); 2
- void ragDoll.lockBone( int, int ); 2
- void ragDoll.removeConstraint( int, int ); 2
- void ragDoll.reset( void ); 2
- void ragDoll.save( void ); 2
- void ragDoll.setParticleCollisionCriteria( float, float ); 2
- void ragDoll.skeleton( std::string ); 2
- void ragDoll.toSkeleton( int, int, int ); 2
- Vec2 rainManager.angleSpeed( Vec2 ); 2
- bool rainManager.cellDisplay( bool ); 2
- void rainManager.clearChanges( void ); 2
- Vec3 rainManager.emitRadius( Vec3 ); 2
- bool rainManager.enabled( bool ); 2
- float rainManager.fadeOutRange( float ); 2
- bool rainManager.freeze( bool ); 2
- bool rainManager.getChanged( void ); 2
- bool rainManager.lineDisplay( bool ); 2
- float rainManager.lineLength( float ); 2
- Vec3 rainManager.maxDeviation( Vec3 ); 2
- float rainManager.maxRandomChange( float ); 2
- Vec3 rainManager.offset( Vec3 ); 2
- Vec4 rainManager.particleColor( Vec4 ); 2
- int rainManager.particleCount( int ); 2
- float rainManager.particleMaxSize( float ); 2
- Vec3 rainManager.particleScale( Vec3 ); 2
- float rainManager.particleSize( float ); 2
- float rainManager.particleSpeed( float ); 2
- Vec3 rainManager.particleVelocity( Vec3 ); 2
- Vec4 rainManager.pos( Vec4 ); 2
- int rainManager.randomDeviationAngleSpeed( int ); 2
- int rainManager.randomness( int ); 2
- std::string rainManager.texture( std::string ); 2
- bool rankSettings.save( void ); 2
- void rankSettings.setMaxPrestigeRotations( int ); 2
- void rankSettings.setMinLevelToActivatePrestige( int ); 2
- void rankSettings.setPrestigeLevel( int, int ); 2
- void rankSettings.setPrestigePercentAwardedOnDamage( float ); 2
- void reactiveAbilities.addYPos( float ); 2
- void reactiveAbilities.setMovementSpeed( float ); 2
- void reactiveAbilities.setStartYPos( float ); 2
- void reactiveAbilities.setXPos( float ); 2
- bool renderer.alphaToMask( bool ); 2
- float renderer.bloomFilterContrast( float ); 2
- float renderer.bloomOverlayAmount( float ); 2
- float renderer.bloomSize( float ); 2
- float renderer.bloomWeightScale( float ); 2
- Vec2 renderer.camouflageOffset( Vec2 ); 2
- Vec3 renderer.colorBrightness( Vec3 ); 2
- Vec3 renderer.defaultColorTint( Vec3 ); 2
- Vec3 renderer.defaultContrast( Vec3 ); 2
- float renderer.defaultSaturation( float ); 2
- bool renderer.disableFadeOnRoads( bool ); 2
- bool renderer.draw1pMeshes( bool ); 2
- bool renderer.drawBlurredOverlay( bool ); 2
- bool renderer.drawBundledMeshes( bool ); 2
- bool renderer.drawGraphs( bool ); 2
- bool renderer.drawNametags( bool ); 2
- bool renderer.drawObjects( bool ); 2
- bool renderer.drawOutLines( bool ); 2
- bool renderer.drawOvergrowth( bool ); 2
- bool renderer.drawParticles( bool ); 2
- bool renderer.drawPostProduction( bool ); 2
- bool renderer.drawRoads( bool ); 2
- bool renderer.drawShadows( bool ); 2
- bool renderer.drawSkinnedMeshes( bool ); 2
- bool renderer.drawSkyDome( bool ); 2
- bool renderer.drawStaticMeshes( bool ); 2
- bool renderer.drawSunFlare( bool ); 2
- bool renderer.drawTerrain( bool ); 2
- bool renderer.drawTrees( bool ); 2
- bool renderer.drawUndergrowth( bool ); 2
- void renderer.dumpScreen( std::string ); 2
- int renderer.empEffectLevel( int ); 2
- float renderer.empEnableSimpleShader( float ); 2
- float renderer.empStaticNoiseAmount( float ); 2
- float renderer.empVerticalRoll( float ); 2
- float renderer.empWarpAmount( float ); 2
- float renderer.empWarpFrequency( float ); 2
- bool renderer.enableHWOcclusion( bool ); 2
- float Renderer.fieldOfView1p( float ); 2
- Vec3 renderer.fogColor( Vec3 ); 2
- Vec4 renderer.fogStartEndAndBase( Vec4 ); 2
- Vec4 renderer.fogStartEndAndBase( Vec4 ); 2
- float renderer.globalBundleMeshLodDistanceScale( float ); 2
- float renderer.globalSkinnedMeshLodDistanceScale( float ); 2
- float renderer.globalStaticMeshLodDistanceScale( float ); 2
- bool renderer.glowEnabled( bool ); 2
- float renderer.glowStrength( float ); 2
- bool renderer.hud( bool ); 2
- float renderer.indoorBundledMeshCullDistance( float ); 2
- float renderer.indoorSkinnedMeshCullDistance( float ); 2
- void renderer.listScreenModes( void ); 2
- void renderer.makeTopWorldScreen( U32, std::string, Vec3, float ); 2
- float renderer.minCullDistance( float ); 2
- bool renderer.presentAsync( bool ); 2
- uint renderer.renderAheadLimit( uint ); 2
- float renderer.roadDepthBias( float ); 2
- float renderer.roadLodDistMod( float ); 2
- float renderer.roadSlopeScaleDepthBias( float ); 2
- void renderer.runTitanExplosion( void ); 2
- int renderer.screenMode( int ); 2
- void renderer.setColorCorrectionTexture( std::string ); 2
- void renderer.setFilmGrainSize( float ); 2
- void renderer.setFilmGrainStrength( float ); 2
- bool renderer.showBloomOverlayTexture( bool ); 2
- float renderer.tweakNearPlane( float ); 2
- float renderer.tweakNearPlane1p( float ); 2
- bool renderer.useSunScaling( bool ); 2
- bool renderer.vsync( bool ); 2
- float renderer.waterAlphaAdd( float ); 2
- float renderer.waterAlphaHeightMul( float ); 2
- float renderer.waterAnimSpeed( float ); 2
- Vec3 renderer.waterColor( Vec3 ); 2
- Vec3 renderer.waterFogColor( Vec3 ); 2
- Vec4 renderer.waterFogStartEndAndBase( Vec4 ); 2
- std::string renderer.waterNormalMap( std::string ); 2
- Vec2 renderer.waterScroll( Vec2 ); 2
- Vec4 renderer.waterSpecularColor( Vec4 ); 2
- float renderer.waterSpecularPower( float ); 2
- void responsePhysicsManager.dumpLists( void ); 2
- void scoreboard.setToggleShow( int ); 2
- void scoreboard.singleClick( int ); 2
- bool shadowManager.allowAlphaShadows( bool ); 2
- float shadowManager.alphaShadowThreshold( float ); 2
- float shadowManager.dropShadowClipHeightOffset( float ); 2
- bool shadowManager.dynamic1pShadowsEnabled( bool ); 2
- bool shadowManager.dynamicShadowsEnabled( bool ); 2
- bool shadowManager.dynamicStaticMeshShadowsEnabled( bool ); 2
- float shadowManager.lightmapIntensityBias( float ); 2
- float shadowManager.shadow80Line( float ); 2
- float shadowManager.shadowIntensityBias( float ); 2
- int shadowManager.shadowMapBitDepth( int ); 2
- float shadowManager.shadowMapDepthBias( float ); 2
- float shadowManager.shadowMapDepthDistance( float ); 2
- bool shadowManager.shadowMapIncludeStaticMeshes( bool ); 2
- int shadowManager.shadowMapObjectSize( int ); 2
- int shadowManager.shadowMapSize( int ); 2
- float shadowManager.shadowMapSlopeBias( float ); 2
- bool shadowManager.shadowMergeDynamicShadowFrustums( bool ); 2
- float shadowManager.shadowOccluderOversizeFactor( float ); 2
- float shadowManager.shadowPSMFovY( float ); 2
- bool shadowManager.shadowPSMUseSlideback( bool ); 2
- bool shadowManager.shadowPSMUseUnitCubeClipping( bool ); 2
- float shadowManager.shadowPSMZFarOffset( float ); 2
- float shadowManager.shadowPSMZMinInfinityZ( float ); 2
- float shadowManager.shadowPSMZNearOffset( float ); 2
- bool shadowManager.shadowShowFrustums( bool ); 2
- float shadowManager.shadowTSMFocus( float ); 2
- float shadowManager.shadowUpdateFactor( float ); 2
- bool shadowManager.shadowUpdatesEnabled( bool ); 2
- bool shadowManager.useLSSMOptimizations( bool ); 2
- bool shadowManager.usePSMOptimizations( bool ); 2
- void skinnedMeshRenderer.setCustomTextureCoordOffsetAndScale( CustomItemType, uint, Vec4 ); 2
- ShaderQuality skinnedMeshRenderer.shaderQuality( ShaderQuality ); 2
- Vec2 skyDome.cloudLerpFactors( Vec2 ); 2
- std::string skyDome.cloudTemplate( std::string ); 2
- std::string skyDome.cloudTexture( std::string ); 2
- std::string skyDome.cloudTexture2( std::string ); 2
- float skyDome.domeMaxOffset( float ); 2
- float skyDome.domeOffset( float ); 2
- float skyDome.domeRotation( float ); 2
- float skyDome.domeScale( float ); 2
- float skyDome.domeSize( float ); 2
- Vec2 skyDome.fadeCloudsDistances( Vec2 ); 2
- Vec3 skyDome.flareDirection( Vec3 ); 2
- Vec3 skyDome.flareDirScale( Vec3 ); 2
- float skyDome.flareFadeAdd( float ); 2
- float skyDome.flareFadeMul( float ); 2
- std::string skyDome.flareTemplate( std::string ); 2
- std::string skyDome.flareTexture( std::string ); 2
- bool skyDome.hasCloudLayer( bool ); 2
- bool skyDome.hasCloudLayer2( bool ); 2
- Vec2 skyDome.scrollDirection( Vec2 ); 2
- Vec2 skyDome.scrollDirection2( Vec2 ); 2
- std::string skyDome.SkyDomeName( std::string ); 2
- std::string skyDome.skyTemplate( std::string ); 2
- std::string skyDome.skyTexture( std::string ); 2
- void sound.addMenuSound( std::string, std::string, float, bool, bool ); 2
- void sound.addSound( std::string ); 2
- void sound.addTrigger( std::string ); 2
- float sound.dopplerEffect( float ); 2
- std::string sound.getAllSoundTemplates( void ); 2
- std::string sound.getProperty( std::string ); 2
- float sound.getVolumeForGroup( int ); 2
- SoundInitResult sound.initialize( int, std::string, int ); 2
- bool sound.interactiveMode( bool ); 2
- float sound.listenerReverb( float ); 2
- bool sound.loadMusic( std::string ); 2
- float sound.masterVolume( float ); 2
- bool sound.playMusic( void ); 2
- void sound.playSound( std::string ); 2
- void sound.removeAllTriggers( void ); 2
- void sound.setLoseEORloadingMusicDelay( float ); 2
- void sound.setMuteLevel( int, float ); 2
- void sound.setProperty( std::string, float ); 2
- void sound.setReverb( std::string ); 2
- void sound.setVolumeForGroup( int, float ); 2
- void sound.setWinEORloadingMusicDelay( float ); 2
- bool sound.showSoundSources( bool ); 2
- bool sound.showStats( bool ); 2
- bool sound.stopMusic( float ); 2
- void sound.stopSound( std::string ); 2
- void sound.tinnitusSetup( std::string, float, float, float, float ); 2
- void sound.tweakTemplate( std::string, float, float, float, float, float ); 2
- void sound.windSetup( std::string, float ); 2
- void spawnManager.commitSuicide( void ); 2
- void spawnManager.setPlayerKit( int ); 2
- void spawnManager.setPlayerSpawnPoint( int ); 2
- void spawnManager.setPlayerTeam( int ); 2
- void spawnManager.toggleMembers( bool ); 2
- bool staticMeshRenderer.allowAnisoFiltering( bool ); 2
- std::string staticMeshRenderer.convertLightmapName( std::string ); 2
- bool staticMeshRenderer.enableLightIndexes( bool ); 2
- bool staticMeshRenderer.enableLightMapAtlas( bool ); 2
- bool staticMeshRenderer.enableNewLightmapNames( bool ); 2
- bool staticMeshRenderer.enableRendering( bool ); 2
- bool staticMeshRenderer.enableUnifiedIndexlist( bool ); 2
- bool staticMeshRenderer.materialCullingEnabled( bool ); 2
- int staticMeshRenderer.maxLightMappedLod( int ); 2
- bool staticMeshRenderer.noLods( bool ); 2
- void storeAds.blacklistItem( int ); 2
- void storeAds.enableAds( bool ); 2
- int storeAds.itemExpirationThreshold( int ); 2
- int storeAds.itemUseCountThreshold( int ); 2
- void storeAds.pushNextAd( std::string ); 2
- void storeAds.registerContextualAd( std::string, std::string, int ); 2
- void storeAds.show( bool ); 2
- void store.setErrorColor( float, float, float ); 2
- void store.setStatusTextDuration( float ); 2
- void store.setSuccessColor( float, float, float ); 2
- void store.show( bool ); 2
- void terrain.create( std::string ); 2
- int terrainCuller.baseCellSize( int ); 2
- int terrainCuller.cullerType( int ); 2
- int terrainCuller.detailCullMaxLevel( int ); 2
- float terrainCuller.lod0SwitchStart( float ); 2
- float terrainCuller.lod0SwitchStop( float ); 2
- float terrainCuller.lod1SwitchStart( float ); 2
- float terrainCuller.lod1SwitchStop( float ); 2
- float terrainCuller.lod2Start( float ); 2
- int terrainCuller.lodSwitchDistance( int ); 2
- int terrainCuller.materialLodDistance( int ); 2
- bool terrainCuller.updateLodLevel( bool ); 2
- int terrain.forceRenderStyle( int ); 2
- void terrain.init( void ); 2
- void terrain.load( std::string ); 2
- float terrain.waterAlphaAdd( float ); 2
- float terrain.waterAlphaHeightMul( float ); 2
- float terrain.waterAnimSpeed( float ); 2
- Vec3 terrain.waterColor( Vec3 ); 2
- std::string terrain.waterNormalMap( std::string ); 2
- int terrain.waterQuality( int ); 2
- Vec2 terrain.waterScroll( Vec2 ); 2
- Vec4 terrain.waterSpecularColor( Vec4 ); 2
- float terrain.waterSpecularPower( float ); 2
- float terrain.waterSunIntensity( float ); 2
- std::string texturemanager.customTextureSuffix( std::string ); 2
- bool undergrowth.dynamicShadowsEnable( bool ); 2
- bool undergrowth.enabled( bool ); 2
- void undergrowth.load( std::string ); 2
- void undergrowth.reload( void ); 2
- bool undergrowth.simpleShaderEnable( bool ); 2
- uint undergrowth.test( uint ); 2
- float undergrowth.test2( float ); 2
- float undergrowth.viewDistanceFade( float ); 2
- float undergrowth.viewDistanceScale( float ); 2
- uint undergrowth.zPassPatchCount( uint ); 2
- void Vars.set( std::string, std::string ); 2
- void videoSettings.setAntialiasing( std::string ); 2
- void videoSettings.setDynamicLightingQuality( int ); 2
- void videoSettings.setDynamicShadowsQuality( int ); 2
- void videoSettings.setEffectsQuality( int ); 2
- void videoSettings.setGeometryQuality( int ); 2
- void videoSettings.setLightingQuality( int ); 2
- void videoSettings.setResolution( std::string ); 2
- void videoSettings.setStartInFullscreen( bool ); 2
- void videoSettings.setTerrainQuality( int ); 2
- void videoSettings.setTextureFilteringQuality( int ); 2
- void videoSettings.setTextureQuality( int ); 2
- void videoSettings.setUseBloom( bool ); 2
- void videoSettings.setVideoOptionScheme( int ); 2
- void videoSettings.setViewDistanceScale( float ); 2
- Vec3 windManager.globalWindDirection( Vec3 ); 2
- float windManager.globalWindSpeed( float ); 2
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