Advertisement
Mjjstral

COH2 lua/scar functions

Jul 18th, 2020
167
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
Lua 94.17 KB | None
  1. Actor_Clear(actor)
  2. Actor_PlaySpeech(actor, locID, continueButton, stickySubtitle, blockInput)
  3. Actor_PlaySpeechInternal(...)
  4. Actor_PlaySpeechWithoutPortrait(actor, locID, continueButton, stickySubtitle, blockInput)
  5. Actor_SetFromSGroup(actor, sgroup)
  6. Actor_SetFromSquad(actor, squad)
  7. Ai:GetEncountersBySGroup(sgroup, all)
  8. Ai:GetEncountersBySquad(sgroup, all)
  9. AIAbilityGoal_AdjustDefaultGoalData(additionalDefaultGoalData)
  10. AIAbilityGoal_SetDefaultGoalData(defaultGoalData)
  11. AIAbilityGoal_SetModifyGoalData(modifyGoalData)
  12. AIAbilityGoal_SetOverrideGoalData(overrideGoalData)
  13. AIAbilityObjective_AbilityGuidance_SetAbilityPBG(pObjective, abilityPBG)
  14. AIAttackGoal_AdjustDefaultGoalData(additionalDefaultGoalData)
  15. AIAttackGoal_SetDefaultGoalData(defaultGoalData)
  16. AIAttackGoal_SetModifyGoalData(modifyGoalData)
  17. AIAttackGoal_SetOverrideGoalData(overrideGoalData)
  18. AIBaseGoal_AdjustDefaultGoalData(additionalDefaultGoalData)
  19. AIBaseGoal_SetDefaultGoalData(defaultGoalData)
  20. AIBaseGoal_SetModifyGoalData(modifyGoalData)
  21. AIBaseGoal_SetOverrideGoalData(overrideGoalData)
  22. AIDefaultGoalData_Initialize(...)
  23. AIDefendGoal_AdjustDefaultGoalData(additionalDefaultGoalData)
  24. AIDefendGoal_SetDefaultGoalData(defaultGoalData)
  25. AIDefendGoal_SetModifyGoalData(modifyGoalData)
  26. AIDefendGoal_SetOverrideGoalData(overrideGoalData)
  27. AIEvents_Initialize(...)
  28. AIMoveGoal_AdjustDefaultGoalData(additionalDefaultGoalData)
  29. AIMoveGoal_SetDefaultGoalData(defaultGoalData)
  30. AIMoveGoal_SetModifyGoalData(modifyGoalData)
  31. AIMoveGoal_SetOverrideGoalData(overrideGoalData)
  32. AIObjective_Cancel(pObjective)
  33. AIObjective_CombatGuidance_EnableCombatGarrison(pObjective, enable)
  34. AIObjective_CombatGuidance_EnableRetaliateAttacks(pObjective, enable)
  35. AIObjective_CombatGuidance_SetRetaliateAttackTargetAreaRadius(pObjective, radius)
  36. AIObjective_DefenseGuidance_AddFacingPosition(pObjective, pos)
  37. AIObjective_DefenseGuidance_EnableIdleGarrison(pObjective, enable)
  38. AIObjective_DefenseGuidance_ResetFacingPositions(pObjective)
  39. AIObjective_EngagementGuidance_EnableAggressiveEngagementMove(pObjective, enable)
  40. AIObjective_EngagementGuidance_SetAllowReturnToPreviousStages(pObjective, enable)
  41. AIObjective_EngagementGuidance_SetCoordinatedSetup(pObjective, enable)
  42. AIObjective_EngagementGuidance_SetMaxEngagementTime(pObjective, seconds)
  43. AIObjective_EngagementGuidance_SetMaxIdleTime(pObjective, seconds)
  44. AIObjective_FallbackGuidance_EnableRetreatOnPinned(pObjective, enable)
  45. AIObjective_FallbackGuidance_EnableRetreatOnSuppression(pObjective, enable)
  46. AIObjective_FallbackGuidance_SetEntitiesRemainingThreshold(pObjective, value)
  47. AIObjective_FallbackGuidance_SetFallbackCapacityPercentage(pObjective, value)
  48. AIObjective_FallbackGuidance_SetFallbackCombatRatingPercentage(pObjective, value)
  49. AIObjective_FallbackGuidance_SetFallbackSquadHealthPercentage(pObjective, value)
  50. AIObjective_FallbackGuidance_SetFallbackVehicleHealthPercentage(pObjective, value)
  51. AIObjective_FallbackGuidance_SetGlobalFallbackPercentage(pObjective, value)
  52. AIObjective_FallbackGuidance_SetGlobalFallbackRetreat(pObjective, value)
  53. AIObjective_FallbackGuidance_SetRetreatCapacityPercentage(pObjective, value)
  54. AIObjective_FallbackGuidance_SetRetreatCombatRatingPercentage(pObjective, value)
  55. AIObjective_FallbackGuidance_SetRetreatDelayTime(...)
  56. AIObjective_FallbackGuidance_SetRetreatHealthPercentage(pObjective, value)
  57. AIObjective_FallbackGuidance_SetTargetPosition(pObjective, pos)
  58. AIObjective_IsValid(pObjective)
  59. AIObjective_MoveGuidance_EnableAggressiveMove(pObjective, enable)
  60. AIObjective_MoveGuidance_EnableRelaxedPatrol(...)
  61. AIObjective_MoveGuidance_ResetPathingLengthFactor(pObjective)
  62. AIObjective_MoveGuidance_ResetSafePathingWeight(pObjective)
  63. AIObjective_MoveGuidance_SetPathingLengthFactor(pObjective, weight)
  64. AIObjective_MoveGuidance_SetSafePathingWeight(pObjective, weight)
  65. AIObjective_MoveGuidance_SetSquadCoherenceRadius(pObjective, radius)
  66. AIObjective_Notify_ClearCallbacks(pObjective)
  67. AIObjective_Notify_SetFailureCallback(pObjective, f)
  68. AIObjective_Notify_SetOnTransitionCallback(pObjective, f)
  69. AIObjective_Notify_SetPlayerEventObjectiveID(pObjective, id)
  70. AIObjective_Notify_SetSuccessCallback(pObjective, f)
  71. AIObjective_ResourceGuidance_ClearSquads(pObjective)
  72. AIObjective_ResourceGuidance_SquadGroup(pObjective, squads)
  73. AIObjective_SetName(pObjective, name)
  74. AIObjective_TacticFilter_DisableAbility(pObjective, ability)
  75. AIObjective_TacticFilter_DisableAbilityForSquadGroup(pObjective, squads, ability)
  76. AIObjective_TacticFilter_EnableCloseGround(pObjective, priority)
  77. AIObjective_TacticFilter_Reset(pObjective)
  78. AIObjective_TacticFilter_ResetAbilityGuidance(pObjective)
  79. AIObjective_TacticFilter_ResetPriority(pObjective, tactic)
  80. AIObjective_TacticFilter_ResetTacticGuidance(pObjective)
  81. AIObjective_TacticFilter_ResetTargetGuidance(pObjective)
  82. AIObjective_TacticFilter_SetAbilityGuidance(pObjective, ability, maxCasters, retrySecs, waitSecs, timeoutSecs, initialWait, maxRange)
  83. AIObjective_TacticFilter_SetDefaultAbilityGuidance(pObjective, maxCasters, retrySecs, waitSecs, timeoutSecs, initialWait, maxRange)
  84. AIObjective_TacticFilter_SetDefaultTacticGuidance(pObjective, maxUsers, retrySecs, waitSecs, timeoutSecs, initialWait, maxRange)
  85. AIObjective_TacticFilter_SetDefaultTargetGuidance(pObjective, maxAttackers)
  86. AIObjective_TacticFilter_SetPriority(pObjective, tactic, priority)
  87. AIObjective_TacticFilter_SetPriorityForSquadGroup(pObjective, squads, tactic, priority)
  88. AIObjective_TacticFilter_SetTacticGuidance(pObjective, tactic, maxUsers, retrySecs, waitSecs, timeoutSecs, initialWait, maxRange)
  89. AIObjective_TacticFilter_SetTargetPolicy(pObjective, policy)
  90. AIObjective_TargetGuidance_GetTargetAreaRadius(...)
  91. AIObjective_TargetGuidance_GetTargetLeashRadius(...)
  92. AIObjective_TargetGuidance_GetTargetPos(...)
  93. AIObjective_TargetGuidance_SetTargetArea(pObjective, radius)
  94. AIObjective_TargetGuidance_SetTargetEntity(pObjective, entity)
  95. AIObjective_TargetGuidance_SetTargetLeash(pObjective, radius)
  96. AIObjective_TargetGuidance_SetTargetPathByName(pObjective, pathName, delaySecs)
  97. AIObjective_TargetGuidance_SetTargetPathWander(pObjective, delaySecs)
  98. AIObjective_TargetGuidance_SetTargetPosition(pObjective, pos)
  99. AIObjective_TargetGuidance_SetTargetSquad(pObjective, squad)
  100. AIPlayer_GetBestClumpForSquadIdx(pPlayer, pSquad, pAbilityPBG, minRange, maxRange, targetFilterFlags)
  101. AIPlayer_GetBestClumpIdx(pPlayer, pAbilityPBG, minRange, maxRange, clumpSelectionGlobalBestMinRatio, targetFilterFlags)
  102. AIPlayer_GetClumpCentreSquad(...)
  103. AIPlayer_GetClumpPosition(pPlayer, clumpIndex, targetFilterFlags)
  104. AIPlayer_GetClumpTerritoryPointEntity(...)
  105. AIPlayer_GetLocal(playerId)
  106. AIPlayer_GetLocalFromPlayer(pPlayerIn)
  107. AIPlayer_UpdateSkirmishAttackAndCaptureTasks(pPlayer)
  108. AIPlayer_UpdateSkirmishPlayerAbilities(pPlayer)
  109. AIPlayer_UpdateSkirmishProduction(pPlayer)
  110. AISquad_FindFilteredCoverCompareCurrent(player, aiSquad, maxPathDistanceFromGoal, compareToCurrentCover)
  111. AISquad_GetClosestCuttableObstruction(pSquad, radius)
  112. AISquad_GetClosestObstruction(pSquad, radius, bFilterAllied)
  113. AISquad_GetClosestObstructionOfType(pSquad, radius, pbgtype)
  114. AISquad_HasBeenAttacked(pAISquad, historyTicks)
  115. AISquad_HasFiredWeapon(pAISquad, historyTicks)
  116. AISquad_ShouldFallBackOrBraceSelf(...)
  117. AITargetFilterContext_GetAbilityToUse()
  118. AITargetFilterContext_GetRangeMax()
  119. AITargetFilterContext_GetRangeMin()
  120. AITargetFilterContext_GetSuggestedPosition()
  121. AITargetFilterContext_GetTargetEntityGroup()
  122. AITargetFilterContext_GetTargetSquadGroup()
  123. AI_ClearCaptureImportance(...)
  124. AI_ClearCaptureImportanceBonus(pPlayer, pEntity)
  125. AI_ClearImportance(pPlayer, pEntity)
  126. AI_ClearMilitaryPointImportance(...)
  127. AI_ClearSquadImportance(...)
  128. AI_ConvertToSimSquad(...)
  129. AI_CreateObjective(pPlayer, objectiveType)
  130. AI_DebugAttackEncounterPositionScoringEnable(enable)
  131. AI_DebugAttackEncounterPositionScoringIsEnabled()
  132. AI_DebugLuaEnable(enable)
  133. AI_DebugLuaIsEnabled()
  134. AI_DebugRatingEnable(enable)
  135. AI_DebugRatingIsEnabled()
  136. AI_DebugRenderAllTaskChildrenEnable(enable)
  137. AI_DebugRenderAllTaskChildrenIsEnabled()
  138. AI_DebugSkirmishCaptureEnable(enable)
  139. AI_DebugSkirmishCaptureIsEnabled()
  140. AI_DebugSkirmishCombatTargetEnable(enable)
  141. AI_DebugSkirmishCombatTargetIsEnabled()
  142. AI_DebugSkirmishForwardDeployEnable(...)
  143. AI_DebugSkirmishForwardDeployIsEnabled(...)
  144. AI_DebugSkirmishObjectiveEnable(enable)
  145. AI_DebugSkirmishObjectiveIsEnabled()
  146. AI_DisableAllEconomyOverrides(pPlayer)
  147. AI_DisableAllEncounters()
  148. AI_Enable(pPlayer, enable)
  149. AI_EnableAll(enable)
  150. AI_EnableAllEncounters()
  151. AI_EnableEconomyOverride(pPlayer, overrideName, enable)
  152. AI_GetActiveEncounters()
  153. AI_GetDifficulty(pPlayer)
  154. AI_GetNumEncounters()
  155. AI_GetPersonality(pPlayer)
  156. AI_GetPersonalityLuaFileName(pPlayer)
  157. AI_Initialize(...)
  158. AI_IsAIPlayer(pPlayer)
  159. AI_IsAITargetable(...)
  160. AI_IsDebugDisplay(...)
  161. AI_IsEnabled(pPlayer)
  162. AI_IsMatchingDifficulty(difficultyList)
  163. AI_IsRTM(...)
  164. AI_IsSquadValid(...)
  165. AI_LockEntity(pPlayer, pEntity)
  166. AI_LockSquad(pPlayer, pSquad)
  167. AI_LockSquads(pPlayer, squads)
  168. AI_Loop(...)
  169. AI_OnAIMigrated(...)
  170. AI_OverrideDifficulty(level)
  171. AI_RemoveAllEncounters()
  172. AI_RestartEncounters(...)
  173. AI_RestartSCAR(...)
  174. AI_RestoreDefaultPersonalitySettings(pPlayer)
  175. AI_SetAITargetable(...)
  176. AI_SetCaptureImportance(...)
  177. AI_SetCaptureImportanceBonus(pPlayer, pEntity, importanceBonus)
  178. AI_SetDebugDisplay(...)
  179. AI_SetDebugLevel()
  180. AI_SetDefaultEnemyPlayer(...)
  181. AI_SetDifficulty(pPlayer, difficultyLevel)
  182. AI_SetImportance(pPlayer, pEntity, importance)
  183. AI_SetMilitaryPointImportance(...)
  184. AI_SetPersonality(pPlayer, personalityName)
  185. AI_SetSquadImportance(...)
  186. AI_SetStaggeredSpawnDelay(delay)
  187. AI_ToggleDebugData()
  188. AI_ToggleDebugDisplay(...)
  189. AI_ToggleDebugPrint()
  190. AI_UnlockAll(pPlayer)
  191. AI_UnlockEntity(pPlayer, pEntity)
  192. AI_UnlockSquad(pPlayer, pSquad)
  193. AI_UnlockSquads(pPlayer, squads)
  194. AI_UpdateStatics(pPlayer)
  195. Anim_PlayEntityAnim(entity, animname)
  196. Annihilate_CheckAnnihilation(...)
  197. Annihilate_DelayedWin(...)
  198. Annihilate_GameOver(...)
  199. AttackGoal_SetupObjective_Tactics(...)
  200. AutoCinematic(in_out, seconds)
  201. AutoReinforce_AddSGroup(sgroup, origin)
  202. AutoReinforce_Manager(...)
  203. AutoReinforce_RemoveAll()
  204. AutoReinforce_RemoveSGroup(sgroup)
  205. AutoRetreat_AddSGroup(sgroup, destination, threshold, onTrigger)
  206. AutoRetreat_Manager(...)
  207. AutoRetreat_RemoveAll()
  208. AutoRetreat_RemoveSGroup(sgroup)
  209. AutoRetreat_Retreat(...)
  210. BaseGoal_SetupObjective_FallbackParams(...)
  211. BaseGoal_SetupObjective_Tactics(...)
  212. BaseGoal_SetupObjective_Target(...)
  213. BeginnerHint_AbilityCallback(...)
  214. BeginnerHint_AddOpportunity(where, ability, repeating, message, icon, arrow, max_difficulty, ignore_timers)
  215. BeginnerHint_DemoPackCallback(...)
  216. BeginnerHint_FindAnOpportunity(...)
  217. BeginnerHint_GetDetailsForAbility(...)
  218. BeginnerHint_GetIconFromAbility(...)
  219. BeginnerHint_GetLastAbilityUse(...)
  220. BeginnerHint_Init(...)
  221. BeginnerHint_Manager(...)
  222. BeginnerHint_MarkAbilityUse(...)
  223. BeginnerHint_MarkCommandUse(...)
  224. BeginnerHint_MergeCallback(...)
  225. BeginnerHint_MoveOrderCallback(...)
  226. BeginnerHint_OpportunityOver(...)
  227. BeginnerHint_PickAnEntity(...)
  228. BeginnerHint_PickASquad(...)
  229. BeginnerHint_PickUpCallback(...)
  230. BeginnerHint_RallyPointCallback(...)
  231. BeginnerHint_ReinforceCallback(...)
  232. BeginnerHint_RemoveAllOpportunities()
  233. BeginnerHint_RemoveOpportunity(where)
  234. BeginnerHint_TestAbilityIsFromPlayer(...)
  235. BeginnerHint_TestCommandIsFromPlayer(...)
  236. BeginnerHint_TestOpportunity(...)
  237. BeginnerHint_TestOpportunityOnEntity(...)
  238. BeginnerHint_TestOpportunityOnPosition(...)
  239. BeginnerHint_TestOpportunityOnSquad(...)
  240. BlizzardCue(...)
  241. Blizzard_End(...)
  242. Blizzard_End_AtmosphereFinal(...)
  243. Blizzard_End_MidTransition(...)
  244. Blizzard_End_StartTransition(...)
  245. Blizzard_End_TransitionFinished(...)
  246. Blizzard_Start(...)
  247. Blizzard_StartGameplayTransition(...)
  248. Blizzard_Start_MidTransition(...)
  249. Blizzard_Start_StartTransition(...)
  250. Blizzard_Start_Timer(...)
  251. Blizzard_Start_TransitionFinished(...)
  252. Blizzard_TransitionGameplay(...)
  253. Blizzard_TransitionGameplay_Final(...)
  254. Blizzard_TransitionGameplay_Tick(...)
  255. Blizzard_WaitToEnd(...)
  256. Blizzard_WaitToStart(...)
  257. BP_GetAbilityBlueprint(pbgShortname)
  258. BP_GetCamouflageStanceBlueprint(pbgShortname)
  259. BP_GetCriticalBlueprint(pbgShortname)
  260. BP_GetEntityBlueprint(pbgShortname)
  261. BP_GetID(pbg)
  262. BP_GetMoveTypeBlueprint(pbgShortname)
  263. BP_GetName(pbg)
  264. BP_GetPropertyBagGroupCount(type)
  265. BP_GetPropertyBagGroupPathName(type, index)
  266. BP_GetSlotItemBlueprint(pbgShortname)
  267. BP_GetSquadBlueprint(pbgShortname)
  268. BP_GetUpgradeBlueprint(pbgShortname)
  269. BP_GetWeaponBlueprint(pbgShortname)
  270. BridgeTerritory_Add(bridge_egroup, bridgepoint, bank1point, bank2point)
  271. BridgeTerritory_Manager(...)
  272. bug(errormessage)
  273. Camera_AutoRotate(target, distance, declination, speed)
  274. Camera_ClampToMarker(marker)
  275. Camera_CyclePositions(list, pan, panRate, callback)
  276. Camera_Dump(...)
  277. Camera_FocusOnPosition(position, pan)
  278. Camera_Follow(var)
  279. Camera_FollowEntity(entity)
  280. Camera_FollowSelection()
  281. Camera_FollowSquad(squad)
  282. Camera_GetCurrentTargetPos()
  283. Camera_GetDeclination()
  284. Camera_GetOrbit()
  285. Camera_GetTargetPos()
  286. Camera_GetTuningValue(tuningValue)
  287. Camera_GetZoomDist()
  288. Camera_IsInputEnabled()
  289. Camera_MoveTo(var, pan, panRate, keepInputLocked, resetToDefault)
  290. Camera_MoveToIfClose(var)
  291. Camera_Reload()
  292. Camera_ResetFocus()
  293. Camera_ResetToDefault()
  294. Camera_SetDeclination(declination)
  295. Camera_SetDefault(height, declination, angle)
  296. Camera_SetInputEnabled(enabled)
  297. Camera_SetOrbit(orbit)
  298. Camera_SetSlideTargetRate(rate)
  299. Camera_SetTuningValue(tuningValue, value)
  300. Camera_SetZoomDist(distance)
  301. Camera_StopAutoRotating()
  302. Camera_Unclamp()
  303. Campaign_InitializeConstants(...)
  304. CaptureIntel_DefaultBonus(...)
  305. CaptureIntel_DropItem(...)
  306. CaptureIntel_IntelSpotted(...)
  307. CaptureIntel_IntroEvent(...)
  308. CaptureIntel_ItemPickedUp(...)
  309. CaptureIntel_OutroEvent(...)
  310. CaptureIntel_ReturnCheck(...)
  311. CaptureIntel_ShowReward(...)
  312. CaptureIntel_SquadKilled(...)
  313. CaptureIntel_Start(...)
  314. CaptureIntel_VehicleRecrewed(...)
  315. Ceasefire_AddSGroup(sgroup, _function)
  316. Ceasefire_Manager(...)
  317. Ceasefire_RemoveSGroup(sgroup)
  318. Clone(data)
  319. CloneGoal(...)
  320. CloneTable(...)
  321. Cmd_AbandonTeamWeapon(sgroupid, preserveCrew, queued)
  322. Cmd_Ability(user, blueprint, target, direction, skipCostPrereq, queued)
  323. Cmd_AttachSquads(sgroup, sgroupAttachee)
  324. Cmd_Attack(sgroup, target, queued, stationary, plan)
  325. Cmd_AttackMove(sgroup, targetposition, queued, plan, coverSearchRadius, deleteWhenNearMarker)
  326. Cmd_AttackMoveThenCapture(attacker, target, unknown)
  327. Cmd_CaptureTeamWeapon(sgroupid, targetid, queued)
  328. Cmd_Construct(sgroupid, blueprint, targetid, Facing, queued)
  329. Cmd_CriticalHit(playerid, target, criticalid, removeAtHealth)
  330. Cmd_DetonateDemolitions(player, target, queued)
  331. Cmd_DoPlan(...)
  332. Cmd_EjectOccupants(fromgroupid, destination, queued)
  333. Cmd_Garrison(fromsgroupid, togroupid, overload, queued, instant)
  334. Cmd_InstantReinforceUnit(sgroup, count)
  335. Cmd_InstantReinforceUnitPos(sgroup, count, spawnlocation, checktype, failtype)
  336. Cmd_InstantSetupTeamWeapon(sgroupid, queued)
  337. Cmd_InstantUpgrade(target, blueprint, count)
  338. Cmd_Move(sgroup, position, queued, deleteWhenNearMarker, facing, offset, distance, coverSearchRadius)
  339. Cmd_MoveAwayFromPos(sgroup, position, radius, queued)
  340. Cmd_MoveToAndDespawn(sgroup, marker, queued)
  341. Cmd_MoveToClosestMarker(sgroup, markertable)
  342. Cmd_MoveToThenCapture(attacker, target, unknown)
  343. Cmd_RecrewVehicle(sgroupid, targetid, queued)
  344. Cmd_ReinforceUnit(sgroup, count)
  345. Cmd_ReinforceUnitPos(sgroup, count, spawnlocation, checktype, failtype)
  346. Cmd_Retreat(sgroup, location, deleteWhenNearMarker, queued, saveEncountersk, vulnerableRetreat)
  347. Cmd_RevertOccupiedBuilding(sgroupid, targetid, queued)
  348. Cmd_SetDemolitions(sgroupid, targetid, skipCostPrereq, queued)
  349. Cmd_SquadCamouflageStance(sgroup, stanceid)
  350. Cmd_SquadPath(sgroup, pathName, bFromClosest, loop, bAttackMove, pauseTime, deleteWhenNearMarker, queued, bMoveForward)
  351. Cmd_SquadPatrolMarker(sgroup, marker)
  352. Cmd_StaggeredRetreat(sgroup, markers, maxTries, vulnerableRetreat)
  353. Cmd_Stop(group)
  354. Cmd_StopSquadsExcept(sgroup1, stopCapture, stopBuild)
  355. Cmd_StopSquadsOnly(sgroup1, squadStateIDtype)
  356. Cmd_Surrender(unknown, actionpoints, exitpos, deleteAtExit, removeWeapon)
  357. Cmd_UngarrisonSquad(sgroupid, destination, queued)
  358. Cmd_Upgrade(user, blueprint, count, instant)
  359. Command_Entity(player, egroup, entityCommand)
  360. Command_EntityAbility(player, egroup, abilityPBG, skipCostPrereq, queued)
  361. Command_EntityBuildSquad(player, egroup, squadPbg)
  362. Command_EntityEntity(player, egroup, entityCommand, target)
  363. Command_EntityExt(player, egroup, entityCommand, cmdparam, queued)
  364. Command_EntityPos(player, egroup, entityCommand, target)
  365. Command_EntityPosAbility(player, egroup, pos, abilityPBG, skipCostPrereq, queued)
  366. Command_EntityPosDirAbility(player, egroup, pos, dir, abilityPBG, skipCostPrereq, queued)
  367. Command_EntityPosSquad(player, egroup, entityCommand, target, sgroup)
  368. Command_EntitySquad(player, egroup, entityCommand, target)
  369. Command_EntityTargetEntityAbility(player, egroup, entityTarget, abilityPBG, skipCostPrereq, queued)
  370. Command_EntityTargetSquadAbility(player, egroup, squadTarget, abilityPBG, skipCostPrereq, queued)
  371. Command_EntityUpgrade(player, egroup, upgrade, instant, queued)
  372. Command_Init(...)
  373. Command_Player(player, dest, playerCommand)
  374. Command_PlayerAbility(player, dest, abilityPBG, skipCostPrereq)
  375. Command_PlayerBroadcastMessage(...)
  376. Command_PlayerEntity(player, dest, playerCommand, target)
  377. Command_PlayerEntityCriticalHit(player, egroup, playerCommand, criticalPBG, removeAtHealth, queued)
  378. Command_PlayerExt(player, dest, playerCommand, cmdparam, queued)
  379. Command_PlayerPos(player, dest, playerCommand, pos)
  380. Command_PlayerPosAbility(player, dest, pos, abilityPBG, skipCostPrereq)
  381. Command_PlayerPosDirAbility(player, dest, pos, dir, abilityPBG, skipCostPrereq)
  382. Command_PlayerPosExt(player, dest, playerCommand, pos, cmdparam, queued)
  383. Command_PlayerSquadConstructBuilding(player, sgroup, ebp, position, facing, queued)
  384. Command_PlayerSquadConstructFence(player, sgroup, ebp, posStart, posEnd, queued)
  385. Command_PlayerSquadConstructField(player, sgroup, ebp, posStart, posEnd, queued)
  386. Command_PlayerSquadCriticalHit(player, sgroup, playerCommand, criticalPBG, removeAtHealth, queued)
  387. Command_PlayerUpgrade(player, upgrade, instant, queued)
  388. Command_Squad(player, sgroup, squadCommand, queued)
  389. Command_SquadAbility(player, sgroup, abilityPBG, skipCostPrereq, queued)
  390. Command_SquadAttackMovePos(player, sgroup, squadCommand, target, planName, queued)
  391. Command_SquadDoCustomPlan(player, sgroup, planFile, queued)
  392. Command_SquadDoCustomPlanTarget(player, sgroup, pos, planFile, queued)
  393. Command_SquadEntity(player, sgroup, squadCommand, target, queued)
  394. Command_SquadEntityAbility(player, sgroup, target, abilityPBG, skipCostPrereq, queued)
  395. Command_SquadEntityAttack(player, sgroup, target, bCheckFOW, bStationary, planName, queued)
  396. Command_SquadEntityBool(player, sgroup, squadCommand, target, cmdparam, queued)
  397. Command_SquadEntityExt(player, sgroup, squadCommand, target, cmdparam, queued)
  398. Command_SquadEntityLoad(player, sgroup, squadCommand, target, bOverLoad, queued)
  399. Command_SquadExt(player, sgroup, squadCommand, cmdparam, queued)
  400. Command_SquadMovePos(player, sgroup, target, queued, reverseMove)
  401. Command_SquadMovePosFacing(player, sgroup, target, facing, queued, reverseMove)
  402. Command_SquadPath(...)
  403. Command_SquadPos(player, sgroup, squadCommand, target, queued)
  404. Command_SquadPosAbility(player, sgroup, pos, abilityPBG, skipCostPrereq, queued)
  405. Command_SquadPosExt(player, sgroup, squadCommand, target, cmdparam, queued)
  406. Command_SquadPositionAttack(player, sgroup, target, bCheckFOW, bStationary, planName, queued)
  407. Command_SquadSquad(player, sgroup, squadCommand, target, queued)
  408. Command_SquadSquadAbility(player, sgroup, target, abilityPBG, skipCostPrereq, queued)
  409. Command_SquadSquadAttack(player, sgroup, target, bCheckFOW, bStationary, planName, queued)
  410. Command_SquadSquadExt(player, sgroup, squadCommand, target, cmdparam, queued)
  411. Command_SquadSquadLoad(player, sgroup, squadCommand, target, bOverLoad, queued)
  412. Command_SquadUpgrade(player, sgroup, upgrade, instant, queued)
  413. ConscriptProgression_AudioInit(...)
  414. ConscriptProgression_FrontovikSpeech(...)
  415. ConscriptProgression_FrontovikUnlock(...)
  416. ConscriptProgression_PenalSpeech(...)
  417. ConscriptProgression_PenalUnlock(...)
  418. CTRL_IndexOperator(...)
  419. DebugEconomy(...)
  420. DebugPrintGoals(...)
  421. DeleteOldProduceStructures(...)
  422. Demolition_IntroEvent(...)
  423. Demolition_OutroEvent(...)
  424. Demolition_ShowReward(...)
  425. Demolition_Start(...)
  426. DeploymentPoint_Destroyed(...)
  427. DeploymentPoint_Placed(...)
  428. DesignerLib_Init(...)
  429. DestroyTank_IntroEvent(...)
  430. DestroyTank_OutroEvent(...)
  431. DestroyTank_ShowReward(...)
  432. Destroy_Tank_Start(...)
  433. DoesTableContain(...)
  434. dr_clear(frame)
  435. dr_drawCircle(frame, x, y, z, radius, red, green, blue)
  436. dr_drawline(start, _end, red, green, blue, frame)
  437. dr_setautoclear(frame, interval)
  438. dr_setdisplay(frame, isVisible)
  439. dr_terraincircle(origin, radius, red, green, blue, accuracy, frame)
  440. dr_terrainrect(origin, unknown_1, unknown_2, red, green, blue, unknown_3)
  441. dr_text2d(frame, x, y, text, red, green, blue)
  442. dr_text3d(frame, x, y, z, text, red, green, blue)
  443. EBP_Exists(pbgShortname)
  444. EGroup_Add(group, entity)
  445. EGroup_AddEGroup(group, grouptoadd)
  446. EGroup_CallEntityFunction(egroup, entityFunction, list)
  447. EGroup_CallEntityFunctionAllOrAny(egroup, all, entityFunction, list)
  448. EGroup_CanSeeEGroup(egroup, targetegroup, all)
  449. EGroup_CanSeeSGroup(egroup, targetsgroup, all)
  450. EGroup_Clear(egroup)
  451. EGroup_Compare(group1, group2)
  452. EGroup_ContainsBlueprints(egroup, blueprint, all)
  453. EGroup_ContainsEGroup(egroup1, egroup2, all)
  454. EGroup_ContainsEntity(egroup, entity)
  455. EGroup_Count(egroup)
  456. EGroup_CountAlive(egroup)
  457. EGroup_CountDeSpawned(egroup)
  458. EGroup_CountSpawned(egroup)
  459. EGroup_Create(name)
  460. EGroup_CreateIfNotFound(egroupname)
  461. EGroup_CreateKickerMessage(group, textid)
  462. EGroup_CreateTable(format, size)
  463. EGroup_DeSpawn(egroup)
  464. EGroup_Destroy(egroup)
  465. EGroup_DestroyAllEntities(egroup)
  466. EGroup_Duplicate(egroupid1, egroupid2)
  467. EGroup_EnableMinimapIndicator(egroup, enable)
  468. EGroup_EnableUIDecorator(group, enable, enableSelection)
  469. EGroup_Exists(name)
  470. EGroup_Filter(egroup, blueprint, filtertype)
  471. EGroup_FilterUnderConstruction(egroup, filtertype)
  472. EGroup_ForEach(egroup, f)
  473. EGroup_ForEachAllOrAny(egroup, all, f)
  474. EGroup_ForEachAllOrAnyEx(egroup, all, f, spawned, despawned)
  475. EGroup_ForEachEx(egroup, f, spawned, despawned)
  476. EGroup_FromName(name)
  477. EGroup_GetAvgHealth(egroup)
  478. EGroup_GetDeSpawnedEntityAt(group, index)
  479. EGroup_GetInvulnerable(egroup, all)
  480. EGroup_GetLastAttacker(EGroupVictim, SGroupAttacker)
  481. EGroup_GetName(egroup)
  482. EGroup_GetOffsetPosition(egroup, offset, value)
  483. EGroup_GetPosition(group)
  484. EGroup_GetRandomSpawnedEntity(egroupid)
  485. EGroup_GetSequence(name)
  486. EGroup_GetSpawnedEntityAt(group, index)
  487. EGroup_GetSpawnedEntityFilter(egroupid, condition)
  488. EGroup_GetSpread(egroup)
  489. EGroup_GetSquadsHeld(egroup, sgroupRecipient)
  490. EGroup_GetWBTable(format)
  491. EGroup_HasUpgrade(egroup, upgrade, all)
  492. EGroup_Hide(egroup, hide)
  493. EGroup_InstantCaptureStrategicPoint(egroup, player)
  494. EGroup_InstantRevertOccupiedBuilding(egroup)
  495. EGroup_Intersection(group, grouptointersect)
  496. EGroup_IsBurning(egroup, ALL)
  497. EGroup_IsCapturedByPlayer(egroup, playerId, all)
  498. EGroup_IsCapturedByTeam(egroup, teamId, all)
  499. EGroup_IsDoingAttack(egroup, all, time)
  500. EGroup_IsEmpty(egroup)
  501. EGroup_IsHoldingAny(egroup)
  502. EGroup_IsInCover(egroup, all)
  503. EGroup_IsMoving(egroupid, all)
  504. EGroup_IsOnScreen(player, group, all, percent)
  505. EGroup_IsProducingSquads(egroup, all)
  506. EGroup_IsSpawned(egroup, ALL)
  507. EGroup_IsUnderAttack(egroup, all, time)
  508. EGroup_IsUnderAttackByPlayer(group, attackerplayer, duration)
  509. EGroup_IsUnderAttackFromDirection(egroup, all, offset, time)
  510. EGroup_IsUsingAbility(egroup, ALL)
  511. EGroup_Kill(egroup)
  512. EGroup_NotifyOnPlayerDemolition(id, _function)
  513. EGroup_Remove(group, entity)
  514. EGroup_RemoveDemolitions(egroup)
  515. EGroup_RemoveGroup(group, grouptoremove)
  516. EGroup_RemoveUpgrade(egroup, upgrade)
  517. EGroup_ReSpawn(egroup)
  518. EGroup_SetAnimatorAction(egroup, actionName)
  519. EGroup_SetAnimatorEvent(egroup, eventName)
  520. EGroup_SetAnimatorState(egroup, stateMachineName, stateName)
  521. EGroup_SetAnimatorVariable(egroup, variableName, value)
  522. EGroup_SetAutoTargetting(group, hardpoint, enable)
  523. EGroup_SetAvgHealth(egroup, healthPercent)
  524. EGroup_SetCrushable(egroup, crushable)
  525. EGroup_SetDemolitions(player, egroupid, numcharges)
  526. EGroup_SetHealthMinCap(egroup, minhealth)
  527. EGroup_SetInvulnerable(egroup, enabled, reset_time)
  528. EGroup_SetPlayerOwner(egroup, owner)
  529. EGroup_SetRallyPoint(egroup, target)
  530. EGroup_SetRecrewable(sgroup, recrewable)
  531. EGroup_SetSelectable(egroup, selectable)
  532. EGroup_SetSharedProductionQueue(egroup, enable)
  533. EGroup_SetStrategicPointNeutral(egroup)
  534. EGroup_SetWorldOwned(egroup)
  535. EGroup_Single(egroup, entity)
  536. Encounter:AddSgroup()
  537. Encounter:ClearGoal()
  538. Encounter:ConvertSgroup(squadgroup)
  539. Encounter:Create(data, spawnNow, spawnStaggered)
  540. Encounter:CreateAbility(name, encUnits, spawnLoc, encTarget, dynamicSpawn, moveRange)
  541. Encounter:CreateAttack(name, encUnits, spawnLoc, encTarget, dynamicSpawn, encRange, encLeash)
  542. Encounter:CreateBasic(name, spawnLoc, encUnits, dynamicSpawn)
  543. Encounter:CreateDefend(name, encUnits, spawnLoc, encTarget, dynamicSpawn, encRange, encLeash)
  544. Encounter:CreateMove(name, encUnits, spawnLoc, encTarget, dynamicSpawn, moveRange)
  545. Encounter:CreatePatrol(name, encUnits, spawnLoc, encPath, dynamicSpawn, pathWait, pathLoop)
  546. Encounter:Disable()
  547. Encounter:Enable()
  548. Encounter:GetGoalData()
  549. Encounter:GetSgroup()
  550. Encounter:RemoveOnDeath(includeUnits)
  551. Encounter:RestartGoal()
  552. Encounter:SetGoal(goalData)
  553. Encounter:SetGoalOnSuccess()
  554. Encounter:SetOnDeath(func)
  555. Encounter:Spawn(spawnStaggered)
  556. Encounter:UpdateGoal(goalData)
  557. Encounter_KillHalf(...)
  558. EntityQuery_CanCauseSuppression(aiPlayer, entity)
  559. EntityQuery_CanLoadSquadAndAttackCurrentTarget(entity, squad, bCheckSquadState, bOverload)
  560. EntityQuery_FindClosestOpenPositionForStructure(aiPlayer, pEntityPBG, posIn)
  561. Entity_AddAbility(...)
  562. Entity_ApplyCritical(pEntity, criticalPBG, removeAtHealth)
  563. Entity_BuildingPanelInfo(pEntity, cam, terrain)
  564. Entity_BuildingReset(...)
  565. Entity_CalculatePassableSpawnPosition(ebp, pos)
  566. Entity_CanAttackNow(attacker, target)
  567. Entity_CancelProductionQueueItem(entity, index)
  568. Entity_CanLoadSquad(entity, squad, bCheckSquadState, bOverload)
  569. Entity_CanLoadSquadAndAttackCurrentTarget(entity, squad, bCheckSquadState, bOverload)
  570. Entity_CanSeeEntity(entity, target)
  571. Entity_CanSeeSquad(entity, target)
  572. Entity_ClearDemolitionCallbacks(...)
  573. Entity_ClearPostureSuggestion(entity)
  574. Entity_ClearTagDebug()
  575. Entity_CompleteUpgrade(pEntity, upgradePBG)
  576. Entity_Create(ebp, player, pos, toward)
  577. Entity_CreateENV(ebp, pos, toward)
  578. Entity_DeSpawn(entity)
  579. Entity_Destroy(entity)
  580. Entity_DisableBuildingDeath(pEntity, bDisableDeath)
  581. Entity_DoBuildingDamageRay(pEntity, cam, terrain, dmgType, isDestory, radius)
  582. Entity_DoBurnDamage(...)
  583. Entity_EnableAttention(entity, attentive)
  584. Entity_EnableProductionQueue(entity, enable)
  585. Entity_EnableStrategicPoint(entity, enable)
  586. Entity_ExtensionEnabled(...)
  587. Entity_ExtensionExecuting(...)
  588. Entity_ExtensionName(...)
  589. Entity_ForceConstruct(e)
  590. Entity_FromWorldID(id)
  591. Entity_GetActiveCommand(entity)
  592. Entity_GetBlueprint(entity)
  593. Entity_GetBuildingProgress(pEntity)
  594. Entity_GetCoverValue(entity)
  595. Entity_GetGameID(entity)
  596. Entity_GetHeading(entity)
  597. Entity_GetHealth(entity)
  598. Entity_GetHealthMax(entity)
  599. Entity_GetHealthPercentage(entity)
  600. Entity_GetInvulnerable(squad)
  601. Entity_GetInvulnerableMinCap(entity)
  602. Entity_GetInvulnerableToCritical(entity)
  603. Entity_GetLastAttacker(entity, group)
  604. Entity_GetLastAttackers(entity, group, timeSeconds)
  605. Entity_GetMaxCaptureCrewSize(entity)
  606. Entity_GetOffsetPosition(entity, offset, distance)
  607. Entity_GetPlayerOwner(entity)
  608. Entity_GetPosition(entity)
  609. Entity_GetProductionQueueItem(entity, index)
  610. Entity_GetProductionQueueItemType(entity, index)
  611. Entity_GetProductionQueueSize(entity)
  612. Entity_GetRadius(entity)
  613. Entity_GetResourceType(entity)
  614. Entity_GetSightInnerHeight(entity)
  615. Entity_GetSightInnerRadius(entity)
  616. Entity_GetSightOuterHeight(entity)
  617. Entity_GetSightOuterRadius(entity)
  618. Entity_GetSquad(pEntity)
  619. Entity_GetSquadsHeld(pEntity, sgroup)
  620. Entity_GetTotalPanelCount(pEntity)
  621. Entity_GetUndestroyedPanelCount(pEntity)
  622. Entity_GetWeaponBlueprint(entity, hardPointIndex)
  623. Entity_GetWeaponHardpointCount(entity)
  624. Entity_HasAbility(entity, ability)
  625. Entity_HasAnyCritical(pEntity)
  626. Entity_HasCritical(pEntity, criticalPBG)
  627. Entity_HasProductionQueue(entity)
  628. Entity_HasUpgrade(pEntity, upgradePBG)
  629. Entity_InstantCaptureStrategicPoint(entity, player)
  630. Entity_InstantRevertOccupiedBuilding(entity)
  631. Entity_IsAlive(pEntity)
  632. Entity_IsAttacking(entity, time)
  633. Entity_IsBuilding(e)
  634. Entity_IsBurning(e)
  635. Entity_IsCamouflaged(entity)
  636. Entity_IsCapturableBuilding(entity)
  637. Entity_IsCasualty(entity)
  638. Entity_IsCuttable(entity)
  639. Entity_IsDemolitionReady(entity)
  640. Entity_IsEBPBuilding(ebp)
  641. Entity_IsEBPObjCover(ebp)
  642. Entity_IsEBPOfType(ebp, type)
  643. Entity_IsHardpointActive(entity, hardPointIndex)
  644. Entity_IsHoldingAny(entity)
  645. Entity_IsInCover(entityId)
  646. Entity_IsMoving(pEntity)
  647. Entity_IsOfType(entity, type)
  648. Entity_IsPartOfSquad(pEntity)
  649. Entity_IsPlane(pEntity)
  650. Entity_IsSlotItem(entity)
  651. Entity_IsSoldier(pEntity)
  652. Entity_IsSpawned(entity)
  653. Entity_IsStartingPosition(entity)
  654. Entity_IsStrategicPoint(entity)
  655. Entity_IsStrategicPointCapturedBy(entity, player)
  656. Entity_IsSyncWeapon(entity)
  657. Entity_IsUnderAttack(entity, time)
  658. Entity_IsUnderAttackByPlayer(entity, pAttackerOwner, time)
  659. Entity_IsUnderAttackFromDirection(entity, offset, timeSeconds)
  660. Entity_IsValid(id)
  661. Entity_IsVaultable(pEntity)
  662. Entity_IsVehicle(pEntity)
  663. Entity_IsVictoryPoint(pEntity)
  664. Entity_Kill(entity)
  665. Entity_NotifyOnPlayerDemolition(entity, _function)
  666. Entity_Population(entity, type)
  667. Entity_RemoveAbility(...)
  668. Entity_RemoveBoobyTraps(pEntityTarget)
  669. Entity_RemoveCritical(pEntity, criticalPBG)
  670. Entity_RemoveDemolitions(entity)
  671. Entity_RemoveUpgrade(entity, upgrade)
  672. Entity_SetAnimatorAction(pEntity, actionName)
  673. Entity_SetAnimatorActionParameter(pEntity, actionParameterName, actionParameterValue)
  674. Entity_SetAnimatorEvent(pEntity, eventName)
  675. Entity_SetAnimatorState(pEntity, stateMachineName, stateName)
  676. Entity_SetAnimatorVariable(pEntity, variableName, value)
  677. Entity_SetBuildingVisualFireState(pEntity, newFireState)
  678. Entity_SetCrushable(entity, crushable)
  679. Entity_SetCrushMode(entity, mode)
  680. Entity_SetDemolitions(player, entity, numcharges)
  681. Entity_SetEnableCasualty(enable, pEntity)
  682. Entity_SetHeading(entity, pos, bInterpolate)
  683. Entity_SetHealth(entity, healthPercent)
  684. Entity_SetInvulnerable(entity, enable, reset_time)
  685. Entity_SetInvulnerableMinCap(entity, minHealthPercentage, resetTime)
  686. Entity_SetInvulnerableToCritical(entity, invulnerable)
  687. Entity_SetOnFire(pEntity)
  688. Entity_SetPlayerOwner(entity, owner)
  689. Entity_SetPosition(entity, pos)
  690. Entity_SetProjectileCanExplode(projectile, canExplode)
  691. Entity_SetRecrewable(entity, capturable)
  692. Entity_SetSharedProductionQueue(entity, shared)
  693. Entity_SetStrategicPointNeutral(entity)
  694. Entity_SetWorldOwned(entity)
  695. Entity_SimHide(entity, hide)
  696. Entity_Spawn(entity)
  697. Entity_StopAbility(entity, ability, bEarlyExit)
  698. Entity_SuggestPosture(entity, posture, duration)
  699. Entity_SupportsDemolition(entity)
  700. Entity_TagDebug(entity)
  701. Entity_VisHide(pEntity, bHide)
  702. Enum_ToNumber(var)
  703. Enum_ToString(var)
  704. EventCue_Create(style, title, description, cameratarget, hintpointtext, _function, lifetime, dismissOnClick)
  705. EventCue_InternalHintPointManager(...)
  706. EventCue_InternalManager(...)
  707. EventCue_RepeaterManager(...)
  708. EventHandler_AddEncounterUnits(data)
  709. EventHandler_AssignEncounterGoal(data)
  710. EventHandler_ObjectiveComplete(data)
  711. EventHandler_ObjectiveStart(data)
  712. EventHandler_RemoveHint(data)
  713. EventHandler_RemoveMinimapBlip(data)
  714. EventHandler_RemoveObjectiveUI(data)
  715. EventHandler_Retreat(data)
  716. EventHandler_StaggeredRetreat(data)
  717. EventHandler_StartIntel(data)
  718. EventHandler_StartNislet(data)
  719. EventHandler_StopFlashing(data)
  720. EventHandler_TriggerEncounterGoal(data)
  721. EventRule_AddEntityEvent(...)
  722. EventRule_AddEvent(...)
  723. EventRule_AddPlayerEvent(...)
  724. EventRule_AddSquadEvent(...)
  725. EventRule_Exists(...)
  726. EventRule_GetNextUniqueRuleID(...)
  727. EventRule_Refresh(...)
  728. EventRule_RemoveAll(...)
  729. EventRule_RemoveEntityEvent(...)
  730. EventRule_RemoveEvent(...)
  731. EventRule_RemoveMe(...)
  732. EventRule_RemovePlayerEvent(...)
  733. EventRule_RemoveRuleIDEvent(...)
  734. EventRule_RemoveSquadEvent(...)
  735. Event_Add(...)
  736. Event_CreateAND(callback, data, events, delay)
  737. Event_CreateOR(callback, data, events, delay)
  738. Event_Delay(seconds)
  739. Event_ElementOnScreen(callback, data, player, element, all, percent, canSee, delay)
  740. Event_EncounterIsDead(callback, data, unknown, delay)
  741. Event_Exists(eventID)
  742. Event_GetEvent(...)
  743. Event_GroupBurning(callback, data, group_entityID, delay)
  744. Event_GroupCount(callback, data, group, count, spawned, delay)
  745. Event_GroupHasCritical(callback, data, group, delay_1, Critical, ALL, delay_2)
  746. Event_GroupIsDead(callback, data, group, delay, retreating)
  747. Event_GroupIsNotPinned(callback, data, group, ANY_ALL, delay)
  748. Event_GroupIsNotSuppressed(callback, data, group, ANY_ALL, delay)
  749. Event_GroupIsPinned(callback, data, group, ANY_ALL, delay)
  750. Event_GroupIsSuppressed(callback, data, group, ANY_ALL, delay)
  751. Event_GroupLeftAlive(callback, data, group, amount, delay)
  752. Event_IsAnyQueuedInternal(...)
  753. Event_IsAnyRunning(priority_threshold)
  754. Event_IsAnyRunningInternal(...)
  755. Event_IsDoingAttack(callback, data, group, all, attackTime, delay)
  756. Event_IsEngaged(callback, data, group, all, attackTime, delay)
  757. Event_IsHoldingAny(callback, data, target, empty, delay)
  758. Event_IsHoldingBP(callback, data, target, blueprint, delay)
  759. Event_IsInHold(callback, data, target, inHold, delay)
  760. Event_IsQueued(f)
  761. Event_IsRunning(f)
  762. Event_IsSelected(callback, data, target, delay)
  763. Event_IsUnderAttack(callback, data, group, ANY_ALL, attackTime, player, delay)
  764. Event_MembersCount(callback, data, sgroup, amount, delay)
  765. Event_NarrativeEventsNotRunning(callback, data, delay)
  766. Event_NarrativeEventsRunning(callback, data, delay)
  767. Event_ObjectiveStarted(callback, data, Objective, delay)
  768. Event_OnHealth(callback, data, target, threshold, higher, delay)
  769. Event_PlayerBuildingCount(callback, data, player, unknown, delay)
  770. Event_PlayerCanNotSeeElement(callback, data, player, element, all, delay)
  771. Event_PlayerCanSeeElement(callback, data, player_team, element, all, delay)
  772. Event_PlayerDoesntOwnTerritory(callback, data, player, sectorID_group_entity, delay)
  773. Event_PlayerOwnsElement(callback, data, player, unknown, delay)
  774. Event_PlayerOwnsTerritory(callback, data, player, territory, all, delay)
  775. Event_PlayerResourceLevel(callback, data, player, resourceType, amount, delay)
  776. Event_PlayerSquadCount(callback, data, _false, delay)
  777. Event_Proximity(callback, data, target, location, range, all, delay)
  778. Event_Remove(eventID)
  779. Event_RemoveAll()
  780. Event_Skip()
  781. Event_Start(f, priority)
  782. Event_StartEx(f, priority, onComplete)
  783. Event_TeamBuildingCount(callback, data, team, unknown, delay)
  784. Event_TeamCanNotSeeElement(callback, data, team, element, all, delay)
  785. Event_TeamCanSeeElement(callback, data, team, element, all, delay)
  786. Event_TeamDoesntOwnTerritory(callback, data, team, sectorID_group_entity, delay)
  787. Event_TeamOwnsElement(callback, data, team, unknown, delay)
  788. Event_TeamOwnsTerritory(callback, data, team, sectorID_group_entity, all, delay)
  789. Event_TeamResourceLevel(callback, data, team, resourceType, amount, delay)
  790. Event_TeamSquadCount(callback, data, team, _false, delay)
  791. Event_TerritoryInSupply(callback, data, player, territory, inSupply, delay)
  792. Event_Timer(callback, data, delay)
  793. Event_ToggleDebug()
  794. Event_View(eventID)
  795. fatal(state)
  796. Fatality_Execute(...)
  797. Fatality_Play(...)
  798. FireTargettingArtillery(caster, target, targettingData)
  799. FixUpVPTickerData(...)
  800. FixUpVPTickerLastPlayedData(...)
  801. FOW_Enable(enable)
  802. FOW_EnableTint(...)
  803. FOW_IsTintEnabled(...)
  804. FOW_PlayerExploreAll(player)
  805. FOW_PlayerRevealAll(player)
  806. FOW_PlayerRevealArea(player, pos, radius, durationSecs)
  807. FOW_PlayerUnExploreAll(player)
  808. FOW_PlayerUnRevealAll(player)
  809. FOW_PlayerUnRevealArea(player, pos, radius)
  810. FOW_RevealAll()
  811. FOW_RevealArea(pos, radius, durationSecs)
  812. FOW_RevealEGroup(group, durationSecs)
  813. FOW_RevealEGroupOnly(group, durationSecs)
  814. FOW_RevealEntity(entity, durationSecs)
  815. FOW_RevealMarker(marker, duration)
  816. FOW_RevealSGroup(group, durationSecs)
  817. FOW_RevealSGroupOnly(group, durationSecs)
  818. FOW_RevealSquad(squad, durationSecs)
  819. FOW_RevealTerritory(player, sectorID, durationSecs, mustOwn)
  820. FOW_Toggle(...)
  821. FOW_UnRevealAll()
  822. FOW_UnRevealArea(pos, radius)
  823. FOW_UnRevealMarker(marker)
  824. FOW_UnRevealTerritory(player, sectorID)
  825. Game_ColdTechDisabled(...)
  826. Game_CurrentSystemTime(...)
  827. Game_DefaultGameRestore()
  828. Game_EnableInput(enabled)
  829. Game_EndSP(win, nis, sandmap)
  830. Game_EndSubTextFade()
  831. Game_EndTextTitleFade()
  832. Game_FadeToBlack(direction, length)
  833. Game_GetGameRestoreCallbackExists(callback)
  834. Game_GetLocalPlayer()
  835. Game_GetMode()
  836. Game_GetRenderFrameCount(...)
  837. Game_GetSPDifficulty()
  838. Game_HasLocalPlayer()
  839. Game_IsLetterboxed()
  840. Game_IsPerformanceTest()
  841. Game_IsRTM()
  842. Game_Letterbox(on, timeSecs)
  843. Game_LoadAtmosphere(filename, transitionTime)
  844. Game_LockRandom()
  845. Game_ProfileDumpFrames(name, frameCount)
  846. Game_QuitApp()
  847. Game_RemoveGameRestoreCallback(callback)
  848. Game_ScreenFade(r, g, b, a, timeSecs)
  849. Game_SetGameRestoreCallback(callback)
  850. Game_SetLocalPlayer(player)
  851. Game_SetMode(mode)
  852. Game_ShowPauseMenu()
  853. Game_SkipAllEvents(deleteQueued)
  854. Game_SkipEvent()
  855. Game_StartMuted(startMuted)
  856. Game_SubTextFade(location, time, detail, _in, lifetime, out)
  857. Game_SubTextFadeInternal(...)
  858. Game_TextTitleFade(text, fadeIn, duration, fadeOut)
  859. Game_TriggerLightning()
  860. Game_UnlockInputOnLetterBox()
  861. Game_UnLockRandom()
  862. Ghost_DisableSpotting()
  863. Ghost_EnableSpotting()
  864. HintMouseover_Add(hintText, hintTarget, targetRadius, looping)
  865. HintMouseover_Manager(...)
  866. HintMouseover_Remove(hintText, hintTarget)
  867. HintPoint_Add(where, bVisible, hintText, height, actionType, iconName)
  868. HintPoint_AddToEGroup(egroup, priority, visible, _function, hint, arrow, arrowOffset, actionType, iconName)
  869. HintPoint_AddToEntity(entity, priority, visible, _function, hint, arrow, arrowOffset, objectiveID, actionType, iconName)
  870. HintPoint_AddToPosition(position, priority, visible, _function, hint, arrow, arrowOffset, objectiveID, actionType, iconName)
  871. HintPoint_AddToSGroup(sgroup, priority, visible, _function, hint, arrow, arrowOffset, actionType, iconName)
  872. HintPoint_AddToSquad(squad, priority, visible, _function, hint, arrow, arrowOffset, objectiveID, actionType, iconName)
  873. HintPoint_ClearFacing(id)
  874. HintPoint_Remove(HintPointID)
  875. HintPoint_RemoveAll()
  876. HintPoint_RemoveInternal(...)
  877. HintPoint_SetDisplayOffset(hintpointID, x, y, z)
  878. HintPoint_SetDisplayOffsetInternal(id, offset)
  879. HintPoint_SetFacingEntity(id, entity)
  880. HintPoint_SetFacingPosition(id, position)
  881. HintPoint_SetFacingSquad(id, squad)
  882. HintPoint_SetVisible(HintPointID, bVisible)
  883. HintPoint_SetVisibleInternal(id, visible)
  884. import(file)
  885. Import_Once(Path)
  886. INIT_BonusCaptureIntel(...)
  887. INIT_BonusDemolition(...)
  888. INIT_BonusDestroyTank(...)
  889. INIT_BonusRescueSquads(...)
  890. INIT_BonusVIP(...)
  891. Init_Framedump(...)
  892. inv_dump()
  893. isAFunctionNameWeAreInterstedIn(...)
  894. IsAllies(...)
  895. IsAxis(...)
  896. IsOfType(pbg, type)
  897. IsSecuringStructure(pbg)
  898. IsStructure(pbg)
  899. KillVIP_IntroEvent(...)
  900. KillVIP_OutroEvent(...)
  901. KillVIP_ShowReward(...)
  902. KillVIP_Start(...)
  903. License_CanPlayRace(raceName)
  904. LOC(text)
  905. Loc_ConvertNumber(number)
  906. Loc_Empty()
  907. Loc_FormatText(FormatID, parameters)
  908. Loc_FormatText1(...)
  909. Loc_FormatText2(...)
  910. Loc_FormatText3(...)
  911. Loc_FormatText4(...)
  912. Loc_FormatTime(secs, show_hours, leading_zeroes)
  913. Loc_ToAnsi(locStringID)
  914. lod_setmaxdistance(...)
  915. ManualMovieCaptureEnd(...)
  916. ManualMovieCaptureStart(...)
  917. MapIcon_ClearFacing(...)
  918. MapIcon_CreateArrow(position_from, position_to, red, green, blue, alpha)
  919. MapIcon_CreateEntity(...)
  920. MapIcon_CreatePosition(...)
  921. MapIcon_CreateSquad(...)
  922. MapIcon_Destroy(...)
  923. MapIcon_DestroyAll(...)
  924. MapIcon_SetFacingEntity(...)
  925. MapIcon_SetFacingPosition(...)
  926. MapIcon_SetFacingSquad(...)
  927. Marker_CleanUpTheDead(player, marker)
  928. Marker_Create(...)
  929. Marker_DoesNumberAttributeExist(marker, attrname)
  930. Marker_DoesStringAttributeExist(marker, attrname)
  931. Marker_Exists(name, type)
  932. Marker_FromName(name, type)
  933. Marker_GetDirection(marker)
  934. Marker_GetName(marker)
  935. Marker_GetNonSequentialTable(format, size)
  936. Marker_GetNumberAttribute(marker, attrname)
  937. Marker_GetPosition(marker)
  938. Marker_GetProximityRadius(marker)
  939. Marker_GetProximityType(marker)
  940. Marker_GetRandomPositionInternal(...)
  941. Marker_GetSequence(name, type)
  942. Marker_GetStringAttribute(marker, attrname)
  943. Marker_GetTable(format)
  944. Marker_GetType(marker)
  945. Marker_InProximity(marker, pos)
  946. MergeClone(defaultTable, overrideTable)
  947. MergeCloneTable(modifyGoalData)
  948. Metrics_CheckPoint(...)
  949. Metrics_Complete(...)
  950. Metrics_RegisterCapturePoint(...)
  951. Metrics_Start(...)
  952. Misc_AbortToFE()
  953. Misc_AddRestrictCommandsCircle(...)
  954. Misc_AddRestrictCommandsMarker(marker)
  955. Misc_AddRestrictCommandsOBB(...)
  956. Misc_AIControlLocalPlayer()
  957. Misc_AreDefaultCommandsEnabled()
  958. Misc_ClearControlGroup(...)
  959. Misc_ClearSelection(...)
  960. Misc_ClearSubselection(...)
  961. Misc_DetectKeyboardInput()
  962. Misc_DetectMouseInput()
  963. Misc_DoWeaponHitEffectOnEntity(entity, pos, weaponPBG, penetrated)
  964. Misc_DoWeaponHitEffectOnPosition(pos, weaponPBG, penetrated)
  965. Misc_DumpMemStats(...)
  966. Misc_EnablePerformanceTest(toEnable)
  967. Misc_GetCommandLineString(option)
  968. Misc_GetControlGroupContents(groupIndex, squads, nonSquadEntities)
  969. Misc_GetEntityControlGroup(entity)
  970. Misc_GetHiddenPositionOnPath(checkType, origin, destination, ebp, stepDistance, cameraPadding, fowPlayer, debugDisplay)
  971. Misc_GetMouseOnTerrain()
  972. Misc_GetMouseOverEntity()
  973. Misc_GetScarFullFilename()
  974. Misc_GetSelectedEntities(group, subselection)
  975. Misc_GetSelectedSquads(group, subselection)
  976. Misc_GetSpeechDebugEnabled(...)
  977. Misc_GetSquadControlGroup(squad)
  978. Misc_GetTerrainHeight(p)
  979. Misc_IsCommandLineOptionSet(option)
  980. Misc_IsDevMode()
  981. Misc_IsEGroupOnScreen(group, percent, all)
  982. Misc_IsEGroupSelected(egroup, all)
  983. Misc_IsEntityOnScreen(entity, percent)
  984. Misc_IsEntitySelected(entity)
  985. Misc_IsMouseOverEntity()
  986. Misc_IsPosOnScreen(pos, percent)
  987. Misc_IsSelectionInputEnabled()
  988. Misc_IsSGroupOnScreen(group, percent, all)
  989. Misc_IsSGroupSelected(sgroup, all)
  990. Misc_IsSquadOnScreen(squad, percent)
  991. Misc_IsSquadSelected(squad)
  992. Misc_RemoveCommandRestriction()
  993. Misc_RestrictCommandsToMarker(marker)
  994. Misc_ScreenFadeChange(...)
  995. Misc_ScreenFadeRemove(...)
  996. Misc_ScreenFadeStart(...)
  997. Misc_Screenshot()
  998. Misc_ScreenshotExt(fileExtension)
  999. Misc_SelectEntity(entity)
  1000. Misc_SelectSquad(squad, selected)
  1001. Misc_SetAmbientFXVisibility(...)
  1002. Misc_SetDefaultCommandsEnabled(enabled)
  1003. Misc_SetDesignerSplatsVisibility(bVisible)
  1004. Misc_SetEntityControlGroup(entity, groupIndex)
  1005. Misc_SetEntitySelectable(entity, selectable)
  1006. Misc_SetSelectionInputEnabled(enabled)
  1007. Misc_SetSpeechDebugEnabled(...)
  1008. Misc_SetSquadControlGroup(squad, groupIndex)
  1009. Misc_SetSquadSelectable(squad, selectable)
  1010. Misc_SuperScreenshot(...)
  1011. Misc_SyncCheckVariable(...)
  1012. Misc_ToggleEntities()
  1013. Mission_CheatLose(...)
  1014. Mission_CheatWin(...)
  1015. Mission_Complete()
  1016. Mission_Fail()
  1017. Mission_GetNIS(...)
  1018. Mission_GetSecondaryObjective()
  1019. Mission_IsDebug(...)
  1020. Mission_SetDebug(...)
  1021. Mission_SetSecondaryObjectiveOverride(...)
  1022. Mission_StartBonusObjective(showTitle, skipIntel, index)
  1023. Mission_StartSecondaryObjective(...)
  1024. Mission_Win()
  1025. Modifier_AddToEntityTable(...)
  1026. Modifier_AddToMiscTable(...)
  1027. Modifier_AddToSquadTable(...)
  1028. Modifier_ApplyToEntity(modifier, entity)
  1029. Modifier_ApplyToPlayer(modifier, player)
  1030. Modifier_ApplyToSquad(modifier, squad)
  1031. Modifier_Create(applicationType, modtype, usageType, exclusive, value, v)
  1032. Modifier_Destroy(modifier)
  1033. Modifier_Init(...)
  1034. Modifier_IsEnabled(pEntity, modtype, bEnabledByDefault)
  1035. Modifier_IsEnabledOnEGroup(egroup, modifier, modtype, all, bEnabledByDefault)
  1036. Modifier_Remove(modifier)
  1037. Modifier_RemoveAllFromEGroup(egroup)
  1038. Modifier_RemoveAllFromSGroup(sgroup)
  1039. Modifier_RemoveInternal(...)
  1040. Modify_AbilityDelayTime(player, ability, scalefactor)
  1041. Modify_AbilityDurationTime(player, ability, scalefactor)
  1042. Modify_AbilityManpowerCost(player, ability, scalefactor, mathtype)
  1043. Modify_AbilityMaxCastRange(player, ability, scalefactor)
  1044. Modify_AbilityMinCastRange(player, ability, scalefactor)
  1045. Modify_AbilityMunitionsCost(player, ability, scalefactor, mathtype)
  1046. Modify_AbilityRechargeTime(player, ability, scalefactor)
  1047. Modify_Armor(group, scalefactor, exclusive)
  1048. Modify_CaptureTime(sgroup, scalefactor)
  1049. Modify_DisableHold(group, disable)
  1050. Modify_Enable_ParadropReinforcements(playerId, enable)
  1051. Modify_EntityBuildTime(playerId, ebp, scalefactor)
  1052. Modify_EntityCost(player, blueprint, resourcetype, addition)
  1053. Modify_PlayerExperienceReceived(player, factor)
  1054. Modify_PlayerProductionRate(sgroup, scalefactor)
  1055. Modify_PlayerResourceCap(playerId, resourceType, scalefactor, mathtype)
  1056. Modify_PlayerResourceGift(playerId, resourceType, scalefactor)
  1057. Modify_PlayerResourceRate(playerId, resourceType, scalefactor, mathtype)
  1058. Modify_PlayerSightRadius(player, scalefactor)
  1059. Modify_ProductionRate(sgroup, scalefactor)
  1060. Modify_ProductionSpeed(entity, scalefactor)
  1061. Modify_ProjectileDelayTime(player, entityBP, factor)
  1062. Modify_ReceivedAccuracy(group, scalefactor, exclusive)
  1063. Modify_ReceivedDamage(group, scalefactor, exclusive)
  1064. Modify_ReceivedSuppression(sgroup, scalefactor)
  1065. Modify_SetUpgradeCost(playerId, upgrade, resourceType, newCost)
  1066. Modify_SightRadius(group, scalefactor)
  1067. Modify_SlotItemDropRate(...)
  1068. Modify_SquadAvailability(player, blueprint, addition)
  1069. Modify_SquadCaptureRate(group, scalefactor)
  1070. Modify_SquadTypeSightRadius(player, blueprint, scalefactor)
  1071. Modify_TargetPriority(group, addition)
  1072. Modify_TeamWeapon(group, modifier, scalefactor, hardpoint)
  1073. Modify_TerritoryRadius(group, scalefactor)
  1074. Modify_UnitSpeed(sgroup, scalefactor)
  1075. Modify_UnitVeterancyValue(group, scalefactor, mathtype)
  1076. Modify_UpgradeBuildTime(playerId, upgrade, scalefactor)
  1077. Modify_Upkeep(playerId, scalefactor)
  1078. Modify_VehicleRepairRate(player, factor, engineer_entity_blueprint)
  1079. Modify_VehicleRotationSpeed(group, factor)
  1080. Modify_VehicleTurretRotationSpeed(group, hardpoint, scalefactor)
  1081. Modify_Vulnerability(group, scalefactor)
  1082. Modify_WeaponAccuracy(group, hardpoint, scalefactor)
  1083. Modify_WeaponBurstLength(group, hardpoint, scalefactor)
  1084. Modify_WeaponBurstRateOfFire(group, hardpoint, scalefactor)
  1085. Modify_WeaponCooldown(group, hardpoint, scalefactor)
  1086. Modify_WeaponDamage(group, hardpoint, scalefactor)
  1087. Modify_WeaponEnabled(group, hardpoint, enabled)
  1088. Modify_WeaponPenetration(group, hardpoint, scalefactor)
  1089. Modify_WeaponRange(group, hardpoint, scalefactor)
  1090. Modify_WeaponReload(group, hardpoint, scalefactor)
  1091. Modify_WeaponScatter(group, hardpoint, scalefactor)
  1092. Modify_WeaponSuppression(group, hardpoint, scalefactor)
  1093. ModMisc_ApplyDeformation(...)
  1094. ModMisc_MakeCasualtyAction(pTargetEntity)
  1095. ModMisc_MakeWreckAction(pTargetEntity)
  1096. ModMisc_OOCAction(pTargetEntity)
  1097. MP_BlizzardInit(blizzard_atmosphere, default_atmosphere, startInBlizzard, blizzardData, useSpeech, transitionOutAtmosphere)
  1098. MP_BlizzardInterval(...)
  1099. MP_BlizzardTransition(...)
  1100. nis_load(nisFile)
  1101. nis_pause()
  1102. nis_play()
  1103. nis_setintransitiontime(numSeconds)
  1104. nis_setnextnis()
  1105. nis_setouttransitionnis(filename)
  1106. nis_setouttransitiontime(numSeconds)
  1107. nis_settime()
  1108. nis_skip()
  1109. nis_skipone()
  1110. nis_stop()
  1111. nis_synchelp()
  1112. nothing(...)
  1113. Objective_AddPing(objectiveTable, pos)
  1114. Objective_AddUIElements(objTable, pos, ping, hintpointText, worldArrow, objectiveArrowOffset, objectiveArrowFacing, actionType, iconName)
  1115. Objective_AreAllPrimaryObjectivesComplete()
  1116. Objective_Complete(objTable, bShowTitle, skipIntel)
  1117. Objective_Fail(objTable, bShowTitle, skipIntel)
  1118. Objective_GetCounter(objTable)
  1119. Objective_GetTimerSeconds(objTable)
  1120. Objective_IncreaseCounter(objTable, amount)
  1121. Objective_IsComplete(objTable)
  1122. Objective_IsCounterSet(objTable)
  1123. Objective_IsFailed(objTable)
  1124. Objective_IsStarted(objTable)
  1125. Objective_IsTimerSet(objTable)
  1126. Objective_IsVisible(objTable)
  1127. Objective_PauseTimer(objTable)
  1128. Objective_Register(objTable, owner)
  1129. Objective_RemovePing(objectiveTable, PingID)
  1130. Objective_RemoveUIElements(objTable, elementID)
  1131. Objective_ResumeTimer(objTable)
  1132. Objective_SetAlwaysShowDetails(objTable, title, hud_arrow, hintpoints)
  1133. Objective_SetCounter(objTable, current, maximum)
  1134. Objective_Show(objective_table, on_off)
  1135. Objective_Start(objTable, bShowTitle, skipIntel)
  1136. Objective_StartTimer(objTable, direction, initialTime, flashThreshold)
  1137. Objective_StopCounter(objTable)
  1138. Objective_StopTimer(objTable)
  1139. Objective_TogglePings(objective_table, on_off)
  1140. Objective_UpdateText(objTable, title, description, bShowTitle)
  1141. Obj_Create(player, title, desc, icon, type, parentID)
  1142. Obj_CreatePopup(...)
  1143. Obj_Delete(objectiveID)
  1144. Obj_DeleteAll()
  1145. Obj_GetState(objectiveID)
  1146. Obj_GetVisible(objectiveID)
  1147. Obj_HideProgress()
  1148. Obj_HideProgressEx(...)
  1149. Obj_HighlightEntity(...)
  1150. Obj_HighlightPosition(...)
  1151. Obj_HighlightSquad(...)
  1152. Obj_SetDescription(objectiveID, desc)
  1153. Obj_SetIcon(objectiveID, icon)
  1154. Obj_SetObjectiveFunction(id, fnType, f)
  1155. Obj_SetProgressBlinking(blinking)
  1156. Obj_SetRadioShown(...)
  1157. Obj_SetState(objectiveID, state)
  1158. Obj_SetTitle(objectiveID, title)
  1159. Obj_SetVisible(objectiveID, visible)
  1160. Obj_ShowProgress(title, progress)
  1161. Obj_ShowProgress2(title, progress)
  1162. Obj_ShowProgressEx(...)
  1163. Obj_ShowProgressTimer(title, progress)
  1164. OnGameRestore(...)
  1165. OnGameSetup(...)
  1166. OnInit(...)
  1167. OnInitID(...)
  1168. OpBounty_AddRewardGroup(groupTable)
  1169. OpBounty_AddRewardTable(groupTable)
  1170. OpGameSetup()
  1171. OpNPC_AddSupportGroup(groupTable)
  1172. OpNPC_AddSyncWpnGroup(groupTable)
  1173. OpNPC_AddTeamWpnGroup(groupTable)
  1174. OpNPC_IsGroupActive(groupId)
  1175. OpNPC_Name(unknown, value)
  1176. OpNPC_RemoveGroup(groupID)
  1177. OpNPC_RetreatGroup(groupTable, activeStatus)
  1178. OpNPC_SetGroupActive(groupId, activeStatus)
  1179. OpPlayer_Action(unknown, value)
  1180. OpUtil_AddModifier()
  1181. OpUtil_AddResourcesToTeam(playerORteam, myTeam)
  1182. OpUtil_AssignSquadSameTypeControlGroup(sgroup, startWithFirst)
  1183. OpUtil_AssignSquadUnusedControlGroup(sgroup, startWithFirst)
  1184. OpUtil_ClearPlayZone(marker)
  1185. OpUtil_EgroupIsCapturedByTeam(capturePoint, playerTeam, anyAll)
  1186. OpUtil_EnemyEGroupArrowManager(objective, target, targetPlayer, blueprintTable, buildingGroup, objectiveText, pingArrow)
  1187. OpUtil_FindNearestCapturePoint(sgroup, range)
  1188. OpUtil_InvulnerableAdd(SGroupID, survivorThreshold, percentage)
  1189. OpUtil_InvulnerableRemove(SGroupID)
  1190. OpUtil_LogSyncWpn(syncweapon)
  1191. OpUtil_ReturnEnemyNPC(playerORteam)
  1192. OpUtil_ReturnHumanPlayer(compareVar)
  1193. OpUtil_ReturnNPCPlayer(compareVar)
  1194. OpUtil_ReturnRace(compareVar)
  1195. OpUtil_ReturnTeam(compareVar)
  1196. OpUtil_SetPlayZone(marker)
  1197. OpUtil_TeamOwnsEntity(owner, egroup, ANY_ALL)
  1198. OpVP_AddPenaltyGroup(groupTable)
  1199. OpVP_Name(unknown, value)
  1200. OpVP_RegisterCaptureablePoints(groupID_egroupTable)
  1201. OpVP_RegisterPointDefense(defendTable)
  1202. OpVP_RemoveGroup(groupID)
  1203. Order227_EndSpeech(...)
  1204. Order227_Init(timeLimit, timeBetweenShots, noMercy)
  1205. Order227_Start(...)
  1206. Order227_StartSpeech(...)
  1207. Order227_Update(...)
  1208. OutputEnumsToXML(...)
  1209. PersistentMode_SerializeResults(file, contents)
  1210. planecrash_FindPlane(...)
  1211. planecrash_Init(...)
  1212. planecrash_KillPlane(...)
  1213. planecrash_Trigger(...)
  1214. PlayerCanSeeVIP(...)
  1215. PlayerColour_Disable(...)
  1216. PlayerColour_Enable(...)
  1217. playertrigger_Init(...)
  1218. playertrigger_Trigger(...)
  1219. playertrigger_TriggerPrefab(...)
  1220. playertrigger_TriggerScarFunction(...)
  1221. Player_AddAbility(pPlayer, pAbilityPBG)
  1222. Player_AddAbilityLockoutZone(player, abilityPBG, marker)
  1223. Player_AddResource(playerId, resourceType, value)
  1224. Player_AddSquadsToSGroup(playerId, squadgroupName)
  1225. Player_AddUnspentCommandPoints(player, points)
  1226. Player_AreSquadsNearMarker(playerid, marker)
  1227. Player_CanCastAbilityOnEntity(player, abilityPBG, targetEntity)
  1228. Player_CanCastAbilityOnPlayer(player, abilityPBG, targetPlayer)
  1229. Player_CanCastAbilityOnPosition(player, abilityPBG, targetPosition)
  1230. Player_CanCastAbilityOnSquad(player, abilityPBG, targetSquad)
  1231. Player_CanConstructOnPosition(player, sgroupid, ebp, targetid, Facing)
  1232. Player_CanPlaceStructureOnPosition(player, sgroup, ebp, position, facing)
  1233. Player_CanSeeEGroup(playerid, egroup, all)
  1234. Player_CanSeeEntity(player, entity)
  1235. Player_CanSeePosition(player, pos)
  1236. Player_CanSeeSGroup(playerid, sgroup, all)
  1237. Player_CanSeeSquad(player, squad, all)
  1238. Player_ClearArea(player, marker, invulnerable)
  1239. Player_ClearAvailabilities(player)
  1240. Player_ClearPopCapOverride(player)
  1241. Player_CompleteUpgrade(pPlayer, pUpgradePBG)
  1242. Player_DoParadrop(player, sgroup, pos, dropHeight, dropDrift, blueprint, maxSquadEntityCount, maxDeathOnBuilding)
  1243. Player_FindFirstEnemyPlayer(player)
  1244. Player_FromId(id)
  1245. Player_GetAIType(pPlayer)
  1246. Player_GetAll(player, sgroup, egroup)
  1247. Player_GetAllEntitiesNearMarker(playerid, egroup, position, range)
  1248. Player_GetAllSquadsNearMarker(player, sgroup, position, range)
  1249. Player_GetBuildingID(player, entitytypes)
  1250. Player_GetBuildingsCount(playerId)
  1251. Player_GetBuildingsCountExcept(playerId, exceptions)
  1252. Player_GetBuildingsCountOnly(playerId, ebplist)
  1253. Player_GetCurrentPopulation(player, capType)
  1254. Player_GetDisplayName(player)
  1255. Player_GetEntities(player)
  1256. Player_GetEntitiesFromType(player, unitType)
  1257. Player_GetEntityConcentration(player, popcapOnly, includeBlueprints, excludeBlueprints, bLeastConcentrated, onlyInThisMarker)
  1258. Player_GetEntityCount(player)
  1259. Player_GetEntityName(player, index)
  1260. Player_GetFatalityAbility(...)
  1261. Player_GetFatalityFunctionName(player)
  1262. Player_GetID(player)
  1263. Player_GetMapEntryPosition(...)
  1264. Player_GetMaxPopulation(player, capType)
  1265. Player_GetNumStrategicPoints(p)
  1266. Player_GetNumVictoryPoints(p)
  1267. Player_GetPopulationPercentage(playerid, captype)
  1268. Player_GetRace(player)
  1269. Player_GetRaceName(player)
  1270. Player_GetRelationship(player1, player2)
  1271. Player_GetResource(player, type)
  1272. Player_GetResourceRate(player, type)
  1273. Player_GetSquadBPCost(pPlayer, pbg)
  1274. Player_GetSquadConcentration(player, popcapOnly, includeBlueprints, excludeBlueprints, bLeastConcentrated, onlyInThisMarker)
  1275. Player_GetSquadCount(player)
  1276. Player_GetSquads(player)
  1277. Player_GetStartingPosition(player)
  1278. Player_GetStrategicPointCaptureProgress(player, strategicPoint)
  1279. Player_GetTeam(p)
  1280. Player_GetUnitCount(player)
  1281. Player_GetUpgradeCost(player, upgradePBG, resourceType)
  1282. Player_HasAbility(pPlayer, pAbilityPBG)
  1283. Player_HasBuilding(player, entitytypes)
  1284. Player_HasBuildingsExcept(playerId, exceptions)
  1285. Player_HasBuildingUnderConstruction(player, entitytypes)
  1286. Player_HasCapturingSquadNearStrategicPoint(player, strategicPoint)
  1287. Player_HasLost(player, Blueprints)
  1288. Player_HasMapEntryPosition(player)
  1289. Player_HasUpgrade(pPlayer, upgradePBG)
  1290. Player_IsAlive(player)
  1291. Player_IsAllied(playerId1, playerId2)
  1292. Player_IsHuman(pPlayer)
  1293. Player_IsSurrendered(player)
  1294. Player_NumUpgradeComplete(player, upgradePBG)
  1295. Player_OwnsEGroup(playerid, egroup, all)
  1296. Player_OwnsEntity(playerid, entity)
  1297. Player_OwnsSGroup(playerid, sgroup, all)
  1298. Player_OwnsSquad(playerid, squad)
  1299. Player_RemoveAbilityLockoutZone(player, abilityPBG, marker)
  1300. Player_RemoveUpgrade(player, upgrade)
  1301. Player_ResetResource(player, type)
  1302. Player_RestrictAddOnList(playerid, addonlist)
  1303. Player_RestrictBuildingList(playerid, blueprintlist)
  1304. Player_RestrictResearchList(playerid, list)
  1305. Player_SetAbilityAvailability(player, bp, availability)
  1306. Player_SetAbilityAvailabilityInternal(...)
  1307. Player_SetAllCommandAvailability(...)
  1308. Player_SetAllCommandAvailabilityInternal(player, availability, reason)
  1309. Player_SetCommandAvailability(player, command, availability)
  1310. Player_SetCommandAvailabilityInternal(...)
  1311. Player_SetConstructionMenuAvailability(player, menuname, availability)
  1312. Player_SetConstructionMenuAvailabilityInternal(...)
  1313. Player_SetDefaultSquadMoodMode(pPlayer, mood)
  1314. Player_SetEntityProductionAvailability(player, bp, availability)
  1315. Player_SetEntityProductionAvailabilityInternal(...)
  1316. Player_SetHeatGainRate(player, gainRatePerSecond)
  1317. Player_SetHeatLossRate(player, lossRatePerSecond)
  1318. Player_SetMaxCapPopulation(playerid, captype, newcap)
  1319. Player_SetMaxPopulation(playerid, captype, newcap)
  1320. Player_SetPopCapOverride(player, personnel)
  1321. Player_SetResource(player, type, amt)
  1322. Player_SetSquadProductionAvailability(player, bp, availability)
  1323. Player_SetSquadProductionAvailabilityInternal(...)
  1324. Player_SetUpgradeAvailability(player, bp, availability)
  1325. Player_SetUpgradeAvailabilityInternal(...)
  1326. Player_SetUpgradeCost(player, upgrade, manpower, fuel, munition, action, command)
  1327. Player_SpawnGlider(player, glider, start, _end)
  1328. Player_StopAbility(player, ability, bEarlyExit)
  1329. Player_StopEarningActionPoints(player)
  1330. Player_Triangulate(player, squads, eg)
  1331. PrefabHelper_StandardTriggerSystem(...)
  1332. PrefabHelper_StandardTriggerSystem_Trigger(...)
  1333. Prefab_ApplyDefaults(...)
  1334. Prefab_ApplySchemaToDataTable(...)
  1335. Prefab_DoAction(...)
  1336. Prefab_GenerateUniqueInstanceName(...)
  1337. Prefab_GetInstance(...)
  1338. Prefab_Init(...)
  1339. Prefab_InitAll(...)
  1340. Prefab_Load(...)
  1341. Prefab_ReloadAll(...)
  1342. Prefab_ReplaceDataWithProperType(...)
  1343. Prefab_Reset(...)
  1344. Prefab_ResetFromWorldBuilder(...)
  1345. Prefab_Stop(...)
  1346. PreInit(...)
  1347. PrintObject(...)
  1348. PrintOnScreen(text)
  1349. PrintOnScreen_Add(object, id, style)
  1350. PrintOnScreen_GetString(...)
  1351. PrintOnScreen_Remove(id)
  1352. PrintOnScreen_RemoveFromScreen()
  1353. Produce80mmMortar(...)
  1354. Produce120mmMortar(...)
  1355. ProduceCombatEngineer(...)
  1356. ProduceCommandSquad(...)
  1357. ProduceFieldATGun(...)
  1358. ProduceHMG(...)
  1359. ProduceIS2(...)
  1360. ProduceISU122(...)
  1361. ProduceMotorcycle(...)
  1362. ProduceRocketTruck(...)
  1363. ProduceRussianArmouredCar(...)
  1364. ProduceSniper(...)
  1365. ProduceStructure(...)
  1366. ProduceSU85(...)
  1367. ProduceT34(...)
  1368. ProduceT70m(...)
  1369. ProduceVeteranInfantry(...)
  1370. Prox_AreEntitiesNearMarker(egroup, position, all, range)
  1371. Prox_ArePlayerMembersNearMarker(player, position, all, range, filterlist, filtertype)
  1372. Prox_ArePlayersNearMarker(player, position, all, range, filterlist, filtertype)
  1373. Prox_AreSquadMembersNearMarker(sgroup, position, all, range)
  1374. Prox_AreSquadsNearMarker(sgroup, position, all, range)
  1375. Prox_AreTeamsNearMarker(team, position, all, range, filterlist, filtertype)
  1376. Prox_EGroupEGroup(egroup1, egroup2, checktype)
  1377. Prox_EGroupSGroup(egroup1, sgroup2, checktype)
  1378. Prox_EntitiesInProximityOfEntities(egroup1, egroup2, proximity, all)
  1379. Prox_GetRandomPosition(item, radius, minimum)
  1380. Prox_MarkerEGroup(marker, egroup, checktype)
  1381. Prox_MarkerSGroup(marker, sgroup, checktype)
  1382. Prox_PlayerEntitiesInProximityOfEntities(playerid, egroup, proximity, all, exclude)
  1383. Prox_PlayerEntitiesInProximityOfPlayerSquads(playerentities, playersquads, proximity, all)
  1384. Prox_PlayerEntitiesInProximityOfSquads(playerid, sgroup, proximity, all)
  1385. Prox_PlayerSquadsInProximityOfEntities(playerid, egroup, proximity, all, filterlist, filtertype)
  1386. Prox_PlayerSquadsInProximityOfPlayerEntities(playersquads, playerentities, proximity, all)
  1387. Prox_PlayerSquadsInProximityOfPlayerSquads(playerid1, playerid2, proximity, all)
  1388. Prox_PlayerSquadsInProximityOfSquads(playerid, sgroup, proximity, all, exclude, filterlist, filtertype)
  1389. Prox_SGroupSGroup(sgroup1, sgroup2, checktype)
  1390. Prox_SquadsInProximityOfEntities(sgroup, egroup, proximity, all)
  1391. Prox_SquadsInProximityOfSquads(sgroup1, sgroup2, proximity, all)
  1392. quitgame(...)
  1393. RainSplashes_ReLoadConfig(...)
  1394. RegisterObjectiveUpdate(...)
  1395. RemoveTargettingArtilleryHint(...)
  1396. Request_Construction(...)
  1397. Request_ConstructionWithSquad(...)
  1398. Request_FinishIncompleteStructure(...)
  1399. Request_PlayerAbility(...)
  1400. Request_PlayerAbilitySingleTarget(...)
  1401. Request_Production(...)
  1402. RescueSquads_IntroEvent(...)
  1403. RescueSquads_OutroEvent(...)
  1404. RescueSquads_ShowReward(...)
  1405. RescueSquads_Start(...)
  1406. ResourceAmount_Add(amt1, amt2)
  1407. ResourceAmount_ClampToZero(amt)
  1408. ResourceAmount_Has(amt1, amt2)
  1409. ResourceAmount_Mult(amt1, mult)
  1410. ResourceAmount_Subtract(amt1, amt2)
  1411. ResourceAmount_Sum(amt1)
  1412. ResourceAmount_Zero()
  1413. ResourceCheat(...)
  1414. Resources_Disable()
  1415. Resources_Enable()
  1416. Rule_Add(rule, priority)
  1417. Rule_AddDelayedInterval(rule, delay, interval, priority)
  1418. Rule_AddDelayedIntervalEx(rule, delay, interval, calls_1, priority, calls_2)
  1419. Rule_AddEGroupEvent(rule, egroup, eventtype)
  1420. Rule_AddEntityEvent(rule, entity, eventtype)
  1421. Rule_AddGlobalEvent(rule, eventtype)
  1422. Rule_AddInterval(rule, interval, priority)
  1423. Rule_AddIntervalEx(rule, interval, calls, priority)
  1424. Rule_AddOneShot(rule, delay, priority)
  1425. Rule_AddPlayerEvent(rule, player, eventtype)
  1426. Rule_AddSGroupEvent(rule, sgroup, eventtype)
  1427. Rule_AddSquadEvent(rule, squad, eventtype)
  1428. Rule_ChangeInterval(rule, interval)
  1429. Rule_Exists(rule)
  1430. Rule_Remove(rule)
  1431. Rule_RemoveAll(max_priority)
  1432. Rule_RemoveEGroupEvent(rule, egroup)
  1433. Rule_RemoveEntityEvent(rule, entity)
  1434. Rule_RemoveGlobalEvent(rule)
  1435. Rule_RemoveIfExist(rule)
  1436. Rule_RemoveMe()
  1437. Rule_RemovePlayerEvent(rule, player)
  1438. Rule_RemoveSGroupEvent(rule, sgroup)
  1439. Rule_RemoveSquadEvent(rule, squad)
  1440. Rule_SquadMarkerProxDeleter(...)
  1441. SBP_Exists(pbgShortname)
  1442. scartype(value)
  1443. scartype_tostring(value)
  1444. Scar_AddInit(f)
  1445. Scar_Autosave()
  1446. Scar_CompleteIntelBulletinTask(pCompleter, taskId)
  1447. Scar_DebugConsoleExecute(command)
  1448. Scar_DoString(string)
  1449. Scar_InitExists(f)
  1450. Scar_PlayNIS(filename)
  1451. Scar_PlayNIS2(filename1, filename2)
  1452. Scar_PlayNISEx(...)
  1453. Scar_ReloadAIScripts()
  1454. Scar_ReloadScripts(...)
  1455. Scar_RemoveInit(f)
  1456. Scar_SetSimRate(...)
  1457. SetGlobals(...)
  1458. SetHeatRateForAllPlayers(...)
  1459. Setup_GetVictoryPointTickerOption()
  1460. Setup_GetWinConditionOption(...)
  1461. Setup_Player(playerIndex, playerName, playerRace, team)
  1462. Setup_SetPlayerName(player, name)
  1463. Setup_SetPlayerRace(player, raceIndex)
  1464. Setup_SetPlayerStartingPosition(...)
  1465. Setup_SetPlayerTeam(p, team_id)
  1466. SetVisionRadiusForAllPlayers(...)
  1467. SGroup_Add(group, squadron)
  1468. SGroup_AddAbility(sgroup, ability)
  1469. SGroup_AddGroup(group, grouptoadd)
  1470. SGroup_AddGroups(sgroup, groupList)
  1471. SGroup_AddLeaders(sgroup)
  1472. SGroup_AddSlotItemToDropOnDeath(groupid, itemid, drop_chance, exclusive)
  1473. SGroup_CallEntityFunction(sgroup, entityFunction)
  1474. SGroup_CallSquadFunction(sgroup, squadFunction, list)
  1475. SGroup_CallSquadFunctionAllOrAny(sgroup, all, squadFunction, list)
  1476. SGroup_CanCastAbilityOnEntity(caster, ability, target_entity, all)
  1477. SGroup_CanCastAbilityOnPosition(caster, ability, position, all)
  1478. SGroup_CanCastAbilityOnSquad(caster, ability, target_squad, all)
  1479. SGroup_CanInstantReinforceNow(group, all)
  1480. SGroup_CanSeeSGroup(sgroup, targetsgroup, all)
  1481. SGroup_Clear(sgroup)
  1482. SGroup_ClearPostureSuggestion(sgroup)
  1483. SGroup_Compare(group1, group2)
  1484. SGroup_CompleteEntityUpgrade(sgroup, upgrade)
  1485. SGroup_ContainsBlueprints(sgroup, blueprints, all)
  1486. SGroup_ContainsSGroup(group1, group2, all)
  1487. SGroup_ContainsSquad(group, SquadID)
  1488. SGroup_Count(sgroup)
  1489. SGroup_CountDeSpawned(sgroup)
  1490. SGroup_CountSpawned(sgroup)
  1491. SGroup_Create(name)
  1492. SGroup_CreateIfNotFound(name)
  1493. SGroup_CreateKickerMessage(group, player, textid)
  1494. SGroup_CreateTable(format, size)
  1495. SGroup_DeSpawn(groupid)
  1496. SGroup_Destroy(egroup)
  1497. SGroup_DestroyAllInMarker(sgroup, marker)
  1498. SGroup_DestroyAllSquads(sgroup)
  1499. SGroup_DisableCombatPlans(groupID)
  1500. SGroup_Duplicate(sgroup1, sgroup2)
  1501. SGroup_EnableAttention(sgroup, attentive)
  1502. SGroup_EnableMinimapIndicator(group, enable)
  1503. SGroup_EnableSurprise(groupid, enable)
  1504. SGroup_EnableUIDecorator(group, enable)
  1505. SGroup_Exists(name)
  1506. SGroup_FaceEachOther(sgroup1, sgroup2)
  1507. SGroup_FaceMarker(sgroup, marker)
  1508. SGroup_FacePosition(sgroup, pos)
  1509. SGroup_Filter(sgroup, blueprint, unknown, splitSGroup)
  1510. SGroup_FilterCount(sgroup1, groupSize)
  1511. SGroup_FilterThreat(sgroup, tableSBPs, bEmpty)
  1512. SGroup_ForEach(sgroup, f)
  1513. SGroup_ForEachAllOrAny(sgroup, all, f)
  1514. SGroup_ForEachAllOrAnyEx(sgroup, all, f, spawned, despawned)
  1515. SGroup_ForEachEx(sgroup, f, spawned, despawned)
  1516. SGroup_FromName(name)
  1517. SGroup_GetAvgHealth(sgroup)
  1518. SGroup_GetAvgLoadout(sgroup)
  1519. SGroup_GetDeSpawnedSquadAt(group, index)
  1520. SGroup_GetGarrisonedBuildingEntity(groupid)
  1521. SGroup_GetHoldEGroup(sgroup, EGroupHold)
  1522. SGroup_GetHoldSGroup(sgroup, SGroupHold)
  1523. SGroup_GetInvulnerable(sgroup, all)
  1524. SGroup_GetLastAttacker(SGroupVictim, SGroupAttacker, seconds)
  1525. SGroup_GetLoadedVehicleSquad(groupid)
  1526. SGroup_GetName(sgroup)
  1527. SGroup_GetNumSlotItem(group, itemID)
  1528. SGroup_GetOffsetPosition(sgroup, offset, value)
  1529. SGroup_GetPosition(group)
  1530. SGroup_GetRandomSpawnedSquad(sgroupid)
  1531. SGroup_GetSequence(name)
  1532. SGroup_GetSpawnedSquadAt(group, index)
  1533. SGroup_GetSpread(sgroup)
  1534. SGroup_GetSquadsHeld(sgroup, sgroupRecipient)
  1535. SGroup_GetSuppression(groupid)
  1536. SGroup_GetVeterancyExperience(groupid)
  1537. SGroup_GetVeterancyRank(groupid)
  1538. SGroup_GetWBTable(format)
  1539. SGroup_HasCritical(group, critical, all)
  1540. SGroup_HasEntityUpgrade(egroup, upgrade, all)
  1541. SGroup_HasLeader(sgroup, all)
  1542. SGroup_HasSquadBlueprint(sgroup, blueprint, all)
  1543. SGroup_HasTeamWeapon(sgroup, all)
  1544. SGroup_HasUpgrade(sgroup, upgrade, all)
  1545. SGroup_Hide(sgroup, hide)
  1546. SGroup_IncreaseVeterancyExperience(groupid, experience, silent, applyModifiers)
  1547. SGroup_IncreaseVeterancyRank(groupid, numranks, silent)
  1548. SGroup_Intersection(group, grouptointersect)
  1549. SGroup_IsAlive(sgroup)
  1550. SGroup_IsAttackMoving(sgroup, all)
  1551. SGroup_IsCamouflaged(sgroup, all)
  1552. SGroup_IsCapturing(sgroup, ALL)
  1553. SGroup_IsConstructingBuilding(sgroup, all)
  1554. SGroup_IsDoingAbility(sgroupid, ability, all)
  1555. SGroup_IsDoingAttack(sgroup, all, time)
  1556. SGroup_IsDugIn(group, all)
  1557. SGroup_IsEmpty(sgroup)
  1558. SGroup_IsFemale(sgroup, all)
  1559. SGroup_IsHoldingAny(sgroup)
  1560. SGroup_IsIdle(sgroup, ALL)
  1561. SGroup_IsInCover(sgroup, all)
  1562. SGroup_IsInfiltrated(sgroup, all)
  1563. SGroup_IsInHoldEntity(sgroup, ALL)
  1564. SGroup_IsInHoldSquad(sgroup, ALL)
  1565. SGroup_IsMoving(sgroup, all)
  1566. SGroup_IsOnScreen(player, group, all, percent)
  1567. SGroup_IsPinned(group, all)
  1568. SGroup_IsReinforcing(sgroup, all)
  1569. SGroup_IsRetreating(sgroup, all)
  1570. SGroup_IsSettingDemolitions(sgroup, all)
  1571. SGroup_IsSuppressed(group, all)
  1572. SGroup_IsUnderAttack(sgroup, all, time)
  1573. SGroup_IsUnderAttackByPlayer(group, attackerplayer, duration)
  1574. SGroup_IsUnderAttackFromDirection(sgroup, all, offset, time)
  1575. SGroup_IsUpgrading(sgroup, blueprint, all)
  1576. SGroup_IsUsingAbility(sgroup, ALL)
  1577. SGroup_Kill(sgroup)
  1578. SGroup_Remove(group, squadron)
  1579. SGroup_RemoveGroup(group, grouptoremove)
  1580. SGroup_RemoveUpgrade(sgroup, upgrade)
  1581. SGroup_ReSpawn(groupid)
  1582. SGroup_RestoreCombatPlans(sgroupID)
  1583. SGroup_RewardActionPoints(sgroup, actionpoint)
  1584. SGroup_SetAnimatorState(sgroupid, stateMachineName, stateName)
  1585. SGroup_SetAutoTargetting(group, hardpoint, enable)
  1586. SGroup_SetAvgHealth(sgroup, healthpercent)
  1587. SGroup_SetAvgMorale(sgroup, moralepercent)
  1588. SGroup_SetCrushable(sgroup, crushable)
  1589. SGroup_SetInvulnerable(sgroup, enabled, reset_time)
  1590. SGroup_SetInvulnerableToCritical(sgroup, enabled)
  1591. SGroup_SetMoodMode(group, mode)
  1592. SGroup_SetMoveType(group, movetype)
  1593. SGroup_SetPlayerOwner(sgroup, owner)
  1594. SGroup_SetRecrewable(sgroup, recrewable)
  1595. SGroup_SetSelectable(sgroupid, selectable)
  1596. SGroup_SetSharedProductionQueue(egroup, enable)
  1597. SGroup_SetSuppression(groupid, suppression)
  1598. SGroup_SetTeamWeaponCapturable(group, enable)
  1599. SGroup_SetVeterancyDisplayVisibility(groupid, visible)
  1600. SGroup_SetWorldOwned(sgroup)
  1601. SGroup_Single(groupID, squad)
  1602. SGroup_SnapFaceEachOther(sgroup1, sgroup2)
  1603. SGroup_SnapFacePosition(sgroup, pos)
  1604. SGroup_SuggestPosture(sgroup, posture, duration)
  1605. SGroup_TotalMembersCount(sgroup, dontCountTeamWeapons)
  1606. SGroup_WarpToMarker(sgroup, marker)
  1607. SGroup_WarpToPos(sgroup, pos)
  1608. shadowmap_set_distance_override(...)
  1609. shadowmap_toggle(...)
  1610. shadowmap_toggle_distance_override(...)
  1611. ShootTheSky_AddSyncWeapon(syncweapon, player)
  1612. ShootTheSky_Manager(...)
  1613. ShootTheSky_RemoveAll()
  1614. ShootTheSky_RemoveSyncWeapon(syncweapon)
  1615. SimpleDefendEncounter_GetEncounterID(...)
  1616. simpledefendencounter_GetEncounterID(...)
  1617. simpledefendencounter_Init(...)
  1618. simpledefendencounter_Stop(...)
  1619. simpledefendencounter_Trigger(...)
  1620. simpledefendencounter_TriggerGoal(...)
  1621. SitRep_PlayMovie(url)
  1622. SitRep_PlaySpeech(icon, loc, disableIconSubtitle, continueButton, blockInput, stickySubtitle, additionalPath)
  1623. SitRep_StopMovie()
  1624. skipNIS(...)
  1625. SmokeEntrance_Do(marker)
  1626. Sound_ContainerDebug()
  1627. Sound_DisableSpeechEvent(event)
  1628. Sound_IsPlaying(handle)
  1629. Sound_PerfTest_Play2D(name, instances)
  1630. Sound_Play2D(name)
  1631. Sound_Play3D(name, actor)
  1632. Sound_PlayMusic(name, fade, delay)
  1633. Sound_PlayOnSquad(soundpathname, sgroupid)
  1634. Sound_PlayStreamed(name)
  1635. Sound_PreCacheSinglePlayerSpeech(mission)
  1636. Sound_PreCacheSound(name)
  1637. Sound_PreCacheSoundFolder(name)
  1638. Sound_SetGlobalControlSource(name, value)
  1639. Sound_SetMusicCombatFactor(...)
  1640. Sound_SetMusicCombatMaxDistance(...)
  1641. Sound_SetMusicCombatMinDistance(...)
  1642. Sound_SetMusicCombatValue(immCombatValue, overrideTime)
  1643. Sound_SetMusicFilterFactor(...)
  1644. Sound_SetMusicFoWFilterFactor(...)
  1645. Sound_SetVolume(name, volume, time)
  1646. Sound_SetVolumeDefault(name, time)
  1647. Sound_SetVolumeInv(name, volume, time)
  1648. Sound_StartRecording(name)
  1649. Sound_Stop(handle)
  1650. Sound_StopAll()
  1651. Sound_StopMusic(fade, delay)
  1652. Sound_StopRecording()
  1653. Sound_ToggleMusicDebug(...)
  1654. Sound_ToggleRainSurfaceDebug(...)
  1655. Speech_SetGlobalStealthRead(sunlightThreshold)
  1656. SquadQuery_CanCauseSuppression(aiPlayer, pSquad)
  1657. SquadQuery_CanDecrew(pDriverSquad, pDecrewTargetEntity)
  1658. SquadQuery_GetAnySquadCombatTarget(pSquad)
  1659. Squad_AddAbility(squad, ability)
  1660. Squad_AddSlotItemToDropOnDeath(squad, pbg, dropChance, exclusive)
  1661. Squad_CanCaptureStrategicPoint(squad, entity)
  1662. Squad_CanCaptureTeamWeapon(pSquad, pEntity)
  1663. Squad_CanCastAbilityOnEGroup(caster, ability, target_egroup)
  1664. Squad_CanCastAbilityOnEntity(castingSquad, abilityPBG, targetEntity)
  1665. Squad_CanCastAbilityOnPosition(castingSquad, abilityPBG, targetPos)
  1666. Squad_CanCastAbilityOnSGroup(caster, ability, target_sgroup)
  1667. Squad_CanCastAbilityOnSquad(castingSquad, abilityPBG, targetSquad)
  1668. Squad_CancelProductionQueueItem(squad, index)
  1669. Squad_CanHold(squad)
  1670. Squad_CanInstantReinforceNow(squad)
  1671. Squad_CanLoadSquad(squad, loadthis, bCheckSquadState, bOverload)
  1672. Squad_CanPickupSlotItem(pSquad, pEntity)
  1673. Squad_CanRecrew(pSquad, pEntity)
  1674. Squad_CanSeeEntity(squad, entity)
  1675. Squad_CanSeeSquad(squad, target)
  1676. Squad_ClearPostureSuggestion(squad)
  1677. Squad_CompleteUpgrade(pSquad, upgradePBG)
  1678. Squad_Count(squad)
  1679. Squad_CreateAndSpawnToward(sbp, player, loadoutCount, pos, toward)
  1680. Squad_DeSpawn(squad)
  1681. Squad_Destroy(squad)
  1682. Squad_EnableProductionQueue(squad, enable)
  1683. Squad_EnableSurprise(squad, enable)
  1684. Squad_EntityAt(squad, index)
  1685. Squad_ExtensionEnabled(...)
  1686. Squad_ExtensionName(...)
  1687. Squad_FacePosition(squad, pos)
  1688. Squad_FaceSquad(squad1, squad2)
  1689. Squad_FindCover(squad, pos, coverSearchRadius)
  1690. Squad_FindCoverCompareCurrent(squad, pos, coverSearchRadius, maxPathDistanceFromGoal, compareToCurrentCover)
  1691. Squad_FromWorldID(id)
  1692. Squad_GetActiveCommand(squad)
  1693. Squad_GetAttackPlan(squad)
  1694. Squad_GetAttackTargets(squad, group)
  1695. Squad_GetBlueprint(squad)
  1696. Squad_GetCoverLevel(pSquad)
  1697. Squad_GetDestination(squad)
  1698. Squad_GetGameID(squad)
  1699. Squad_GetHeading(squad)
  1700. Squad_GetHealth(squad)
  1701. Squad_GetHealthMax(squad)
  1702. Squad_GetHealthPercentage(squad)
  1703. Squad_GetHoldEntity(squad)
  1704. Squad_GetHoldSquad(squad)
  1705. Squad_GetInvulnerable(squad)
  1706. Squad_GetInvulnerableEntityCount(squad)
  1707. Squad_GetInvulnerableMinCap(squad)
  1708. Squad_GetLastAttacker(squad, group)
  1709. Squad_GetLastAttackers(squad, group, timeSeconds)
  1710. Squad_GetLastEntityAttacker(pSquad, pEGroup)
  1711. Squad_GetMax(squad)
  1712. Squad_GetMinArmor(squad)
  1713. Squad_GetNumSlotItem(squad, pbg)
  1714. Squad_GetOffsetPosition(squad, offset, distance)
  1715. Squad_GetPinnedPlan(squad)
  1716. Squad_GetPlayerOwner(squad)
  1717. Squad_GetPosition(squad)
  1718. Squad_GetPositionDeSpawned(squad)
  1719. Squad_GetProductionQueueItem(squad, index)
  1720. Squad_GetProductionQueueItemType(squad, index)
  1721. Squad_GetProductionQueueSize(squad)
  1722. Squad_GetReactionPlan(squad)
  1723. Squad_GetRetaliationPlan(squad)
  1724. Squad_GetSlotItemAt(squad, index)
  1725. Squad_GetSlotItemCount(squad)
  1726. Squad_GetSlotItemsTable(squadid)
  1727. Squad_GetSquadsHeld(squad, sgroup)
  1728. Squad_GetSuppression(squad)
  1729. Squad_GetVehicleMobileDriverSquad(pSquad)
  1730. Squad_GetVeterancyExperience(squad)
  1731. Squad_GetVeterancyRank(squad)
  1732. Squad_GiveSlotItem(squad, pbg)
  1733. Squad_GiveSlotItemsFromTable(squadid, itemTable)
  1734. Squad_HasAbility(...)
  1735. Squad_HasActiveCommand(squad)
  1736. Squad_HasAnyCritical(squad)
  1737. Squad_HasBuilding(...)
  1738. Squad_HasCritical(squad, critical)
  1739. Squad_HasDestination(squad)
  1740. Squad_HasProductionQueue(squad)
  1741. Squad_HasSetupWeapon(pSquad)
  1742. Squad_HasSlotItem(squad, slotItem)
  1743. Squad_HasSoldier(pSquad)
  1744. Squad_HasTeamWeapon(squad)
  1745. Squad_HasUpgrade(squad, pbg)
  1746. Squad_HasVehicle(pSquad)
  1747. Squad_HasWeaponHardpoint(...)
  1748. Squad_IncreaseVeterancyExperience(squad, experience, silent, applyModifiers)
  1749. Squad_IncreaseVeterancyRank(squad, numranks, silent)
  1750. Squad_InstantSetupTeamWeapon(squad)
  1751. Squad_IsAttacking(squad, time)
  1752. Squad_IsCamouflaged(squad)
  1753. Squad_IsDoingAbility(squad, pbg)
  1754. Squad_IsFemale(squad)
  1755. Squad_IsHoldingAny(squad)
  1756. Squad_IsInCover(squadId, all)
  1757. Squad_IsInHoldEntity(squad)
  1758. Squad_IsInHoldSquad(squad)
  1759. Squad_IsMoving(squad)
  1760. Squad_IsPinned(squad)
  1761. Squad_IsPinnedOrSuppressed(squad)
  1762. Squad_IsPopCapPreventingInstantReinforce(...)
  1763. Squad_IsReinforcing(squad)
  1764. Squad_IsRetreating(squadid)
  1765. Squad_IsSuppressed(squad)
  1766. Squad_IsUnderAttack(squad, time)
  1767. Squad_IsUnderAttackByPlayer(squad, pAttackerOwner, time)
  1768. Squad_IsUnderAttackFromDirection(squad, offset, timeSeconds)
  1769. Squad_IsUpgrading(squad, upgrade)
  1770. Squad_IsUpgradingAny(squad)
  1771. Squad_IsValid(id)
  1772. Squad_Kill(squad)
  1773. Squad_Population(squad, type)
  1774. Squad_RemoveAbility(squad, ability)
  1775. Squad_RemoveSlotItemAt(squad, index, bInstantWeaponChange)
  1776. Squad_RemoveUpgrade(squad, upgrade)
  1777. Squad_RewardActionPoints(squad, actionPoint)
  1778. Squad_SBPEntityAt(sbp, index)
  1779. Squad_SBPGetMax(sbp)
  1780. Squad_SetAnimatorState(squadid, stateMachineName, stateName)
  1781. Squad_SetAttackPlan(squad, planName)
  1782. Squad_SetHealth(squad, healthPercent)
  1783. Squad_SetInvulnerable(squad, enable, reset_time)
  1784. Squad_SetInvulnerableEntityCount(squad, invEntityCount, resetTime)
  1785. Squad_SetInvulnerableMinCap(squad, minHealthPercentage, resetTime)
  1786. Squad_SetInvulnerableToCritical(squad, invulnerable)
  1787. Squad_SetMoodMode(squad, mood)
  1788. Squad_SetMoveType(squad, movetypePBG)
  1789. Squad_SetPinnedPlan(squad, planName)
  1790. Squad_SetPlayerOwner(squad, owner)
  1791. Squad_SetPosition(squad, pos, toward)
  1792. Squad_SetReactionPlan(squad, planName)
  1793. Squad_SetRecrewable(squad, capturable)
  1794. Squad_SetRetaliationPlan(squad, planName)
  1795. Squad_SetSharedProductionQueue(squad, shared)
  1796. Squad_SetSuppression(squad, percentage)
  1797. Squad_SetVeterancyDisplayVisibility(squad, visible)
  1798. Squad_SetWorldOwned(squad)
  1799. Squad_Spawn(squad, pos)
  1800. Squad_SpawnToward(squad, pos, toward)
  1801. Squad_Split(squad, num)
  1802. Squad_StopAbility(squad, ability, bEarlyExit)
  1803. Squad_SuggestPosture(squad, posture, duration)
  1804. Squad_WarpToPos(squad, pos)
  1805. StartNIS(...)
  1806. statgraph()
  1807. statgraph_channel(channel)
  1808. statgraph_channel_get_enabled(channel)
  1809. statgraph_channel_set_enabled(channel, enable)
  1810. statgraph_clear()
  1811. statgraph_list()
  1812. statgraph_pause()
  1813. Stats_BalancePrint(...)
  1814. Stats_BeginBalanceStatsDump(...)
  1815. Stats_BuildingsLost(player)
  1816. Stats_DumpFramesToDisk(...)
  1817. Stats_EndBalanceStatsDump(...)
  1818. Stats_GetScenarioName(...)
  1819. Stats_InfantryLost(player)
  1820. Stats_KillsTotal(player)
  1821. Stats_PlayerAt(index)
  1822. Stats_PlayerCount()
  1823. Stats_ReportGameStats(...)
  1824. Stats_ResGathered(player)
  1825. Stats_ResSpent(player)
  1826. Stats_SoldiersKilled(player)
  1827. Stats_StructuresKilled(player)
  1828. Stats_TeamTally(teamindex, statfunction)
  1829. Stats_TotalDuration()
  1830. Stats_TotalSquadsLost(player)
  1831. Stats_UnitSoldierKills(player, sbp)
  1832. Stats_UnitStructureKills(player, sbp)
  1833. Stats_UnitTotalKills(player, sbp)
  1834. Stats_UnitVehicleKills(player, sbp)
  1835. Stats_VehiclesKilled(player)
  1836. Stats_VehiclesLost(player)
  1837. Stinger_AddEvent(player, marker, eventname)
  1838. Stinger_AddFunction(player, marker, functionname)
  1839. Stinger_Remove(player, marker)
  1840. StopBlizAudio(...)
  1841. Subtitle_EndAllSpeech()
  1842. Subtitle_EndCurrentSpeech()
  1843. Subtitle_PlaySpeech(icon, loc, disableIconSubtitle, continueButton, blockInput, stickySubtitle, additionalPath)
  1844. Subtitle_UnstickCurrentSpeech()
  1845. SyncWeapon_CanAttackNow(weapon, target)
  1846. SyncWeapon_Exists(weapon)
  1847. SyncWeapon_GetEntity(weapon)
  1848. SyncWeapon_GetFromEGroup(egroup)
  1849. SyncWeapon_GetFromSGroup(sgroup)
  1850. SyncWeapon_GetPosition(weapon)
  1851. SyncWeapon_IsAttacking(weapon, time)
  1852. SyncWeapon_IsOwnedByPlayer(weapon, player)
  1853. SyncWeapon_SetAutoTargetting(weapon, hardpoint, enable)
  1854. TableCount(...)
  1855. Table_Contains(OriginalTable, item)
  1856. Table_Copy(OriginalTable)
  1857. Table_GetRandomItem(table, numberofitems)
  1858. Taskbar_IsVisible()
  1859. Taskbar_SetVisibility(visible)
  1860. TaskCountActivePBG(pPlayer, pbg, buildtype, bCheckState, bCheckActive)
  1861. TaskCountPBG(pPlayer, pbg, buildtype)
  1862. TeamWeapon_AddGroup(group, facingdirections, currentfacing, threatarrow, turnTime, totalResponses)
  1863. TeamWeapon_RemoveDirections(gun)
  1864. TeamWeapon_RemoveGroup(gun)
  1865. Team_AddResource(team, resourceType, value)
  1866. Team_AddSquadsToSGroup(team, squadgroupName)
  1867. Team_AreSquadsNearMarker(team, marker)
  1868. Team_CanSee(teamid, item, all)
  1869. Team_ClearArea(team, marker, invulnerable)
  1870. Team_DefineAllies()
  1871. Team_DefineEnemies()
  1872. Team_FindByRace(race, race2)
  1873. Team_ForEachAllOrAny(team, all, _function)
  1874. Team_ForEachAllOrAny_LEGACY(...)
  1875. Team_GetAll(team, sgroup, egroup)
  1876. Team_GetAllEntitiesNearMarker(team, egroup, position, range)
  1877. Team_GetAllSquadsNearMarker(team, sgroup, position, range)
  1878. Team_GetBuildingID(player, entitytypes, bool)
  1879. Team_GetBuildingsCount(team)
  1880. Team_GetBuildingsCountExcept(team, exceptions)
  1881. Team_GetBuildingsCountOnly(team, ebplist)
  1882. Team_GetEnemyTeam(team)
  1883. Team_GetEntitiesFromType(team, unitType)
  1884. Team_GetEntityConcentration(team, popcapOnly, includeBlueprints, excludeBlueprints, bLeastConcentrated, onlyInThisMarker)
  1885. Team_GetPlayers(...)
  1886. Team_GetSquadConcentration(team, popcapOnly, includeBlueprints, excludeBlueprints, bLeastConcentrated, onlyInThisMarker)
  1887. Team_HasBuilding(team, entitytypes, bool)
  1888. Team_HasBuildingsExcept(team, exceptions, bool)
  1889. Team_HasBuildingUnderConstruction(team, entitytypes, bool)
  1890. Team_HasHuman(team, bool)
  1891. Team_IsAlive()
  1892. Team_OwnsEGroup(team, egroup, any)
  1893. Team_OwnsEntity(team, entity)
  1894. Team_OwnsSGroup(team, sgroup, all)
  1895. Team_OwnsSquad(team, squad)
  1896. Team_RestrictAddOnList(team, addonlist)
  1897. Team_RestrictBuildingList(team, blueprintlist)
  1898. Team_RestrictResearchList(team, list)
  1899. Team_SetAbilityAvailability(team, bp, availability)
  1900. Team_SetCommandAvailability(team, command, availability)
  1901. Team_SetConstructionMenuAvailability(team, menuname, availability)
  1902. Team_SetEntityProductionAvailability(team, bp, availability)
  1903. Team_SetMaxCapPopulation(team, captype, newcap)
  1904. Team_SetMaxPopulation(team, captype, newcap)
  1905. Team_SetSquadProductionAvailability(team, bp, availability)
  1906. Team_SetTechTreeByYear(team, year)
  1907. Team_SetUpgradeAvailability(team, bp, availability)
  1908. Team_SetUpgradeCost(team, upgrade, manpower, fuel, munition, action, command)
  1909. ThreatArrow_Add(GroupID, Threat, icon)
  1910. ThreatArrow_CreateGroup(threats)
  1911. ThreatArrow_DestroyAllGroups()
  1912. ThreatArrow_DestroyGroup(GroupID)
  1913. ThreatArrow_Remove(GroupID, Threat)
  1914. ThreatGroup_AddEntity(...)
  1915. ThreatGroup_AddPosition(...)
  1916. ThreatGroup_AddSquad(...)
  1917. ThreatGroup_Create(...)
  1918. ThreatGroup_Destroy(...)
  1919. ThreatGroup_DestroyAll(...)
  1920. ThreatGroup_RemoveEntity(...)
  1921. ThreatGroup_RemovePosition(...)
  1922. ThreatGroup_RemoveSquad(...)
  1923. TimeRule_Add(f, priority)
  1924. TimeRule_AddInterval(f, interval, priority)
  1925. TimeRule_AddIntervalEx(f, delay, interval, calls, priority)
  1926. TimeRule_AddOneShot(f, interval, priority)
  1927. TimeRule_ChangeInterval(f, interval)
  1928. TimeRule_Exists(f)
  1929. TimeRule_Refresh(...)
  1930. TimeRule_Remove(f)
  1931. TimeRule_RemoveAll(maxpriority)
  1932. TimeRule_RemoveMe()
  1933. TimeRule_Replace(oldf, newf)
  1934. Timer_Add(timerID, period)
  1935. Timer_Advance(timerID, period)
  1936. Timer_Display(timerID)
  1937. Timer_DisplayOnScreen(timerID)
  1938. Timer_End(timerID)
  1939. Timer_Exists(timerID)
  1940. Timer_GetElapsed(timerID)
  1941. Timer_GetMinutesAndSeconds(getTimeFunction, TimerID)
  1942. Timer_GetRemaining(timerID)
  1943. Timer_Init(...)
  1944. Timer_IsPaused(timerID)
  1945. Timer_Pause(timerID)
  1946. Timer_Resume(timerID)
  1947. Timer_Start(timerID, period)
  1948. Timer_Validate(...)
  1949. ToW_DefenseCreateWave(waveNumber)
  1950. ToW_SetStandardResources(player, overrideData)
  1951. ToW_SetUpBattleObjectives()
  1952. ToW_SetUpTechTreeByYear(player, year)
  1953. UIWarning_Show(text)
  1954. UI_AddControl(control)
  1955. UI_AddHintAndFlashAbility(playerid, abilityID, text, length, blueprint_filter)
  1956. UI_AutosaveMessageHide()
  1957. UI_AutosaveMessageShow()
  1958. UI_ButtonAdd(path, name, x, y, width, height, callback, enabled, icon, style, tag, text)
  1959. UI_ButtonSetCallback(path, callback)
  1960. UI_ButtonSetEnabled(path, enabled)
  1961. UI_ButtonSetIcon(path, icon)
  1962. UI_ButtonSetTag(path, tag)
  1963. UI_ButtonSetText(path, text)
  1964. UI_ClearCompany(...)
  1965. UI_ClearEventCues()
  1966. UI_ClearModalAbilityPhaseCallback()
  1967. UI_ClearNISEndCallback()
  1968. UI_ControlClear(path)
  1969. UI_ControlRemove(path)
  1970. UI_ControlSetColour(path, red, green, blue, alpha)
  1971. UI_ControlSetPosition(path, x, y)
  1972. UI_ControlSetRect(path, x, y, width, height)
  1973. UI_CoverPreviewHide()
  1974. UI_CoverPreviewShow()
  1975. UI_CreateColouredEntityKickerMessage(player, entity, message, red, green, blue, alpha)
  1976. UI_CreateColouredPositionKickerMessage(player, position, message, red, green, blue, alpha)
  1977. UI_CreateColouredSquadKickerMessage(player, squad, message, red, green, blue, alpha)
  1978. UI_CreateEntityKickerMessage(player, entity, message)
  1979. UI_CreateEventCue(iconPath, soundPath, title, description, lifetime, dismissOnClick)
  1980. UI_CreateEventCueClickable(...)
  1981. UI_CreateMinimapBlip(where, lifetime, blipType)
  1982. UI_CreateMinimapBlipOnEGroup(...)
  1983. UI_CreateMinimapBlipOnEntity(...)
  1984. UI_CreateMinimapBlipOnMarker(...)
  1985. UI_CreateMinimapBlipOnPos(...)
  1986. UI_CreateMinimapBlipOnSGroup(...)
  1987. UI_CreateMinimapBlipOnSquad(...)
  1988. UI_CreatePositionKickerMessage(player, position, message)
  1989. UI_CreateSGroupKickerMessage(player, sgroup, message)
  1990. UI_CreateSquadKickerMessage(player, squad, message)
  1991. UI_DeleteMinimapBlip(blipID)
  1992. UI_DeleteMinimapBlipInternal(...)
  1993. UI_EnableEntityDecorator(entity, enabled)
  1994. UI_EnableEntityMinimapIndicator(entity, enabled)
  1995. UI_EnableEntitySelectionVisuals(entity, enabled)
  1996. UI_EnableGameEventCueType(gameEventType, enable)
  1997. UI_EnableResourceTypeKicker(resourceType, enable)
  1998. UI_EnableSquadDecorator(squad, enabled)
  1999. UI_EnableSquadMinimapIndicator(squad, enabled)
  2000. UI_EnableUIEventCueType(uiEventType, enable)
  2001. UI_FlashAbilityButton(ability, stopOnClick)
  2002. UI_FlashConstructionButton(ebp, stopOnClick)
  2003. UI_FlashConstructionMenu(menuName, stopOnClick)
  2004. UI_FlashEntity(entity, actionOnName)
  2005. UI_FlashEntityCommandButton(command, stopOnClick)
  2006. UI_FlashEventCue(eventCueID, stopOnClick)
  2007. UI_FlashMinimap(...)
  2008. UI_FlashObjectiveCounter(objectiveID)
  2009. UI_FlashObjectiveIcon(objectiveID, stopOnClick)
  2010. UI_FlashProductionBuildingButton(type, stopOnClick)
  2011. UI_FlashProductionButton(type, pbg, stopOnClick)
  2012. UI_FlashResourceItem(...)
  2013. UI_FlashSquadCommandButton(command, stopOnClick)
  2014. UI_ForceHudArrowOnObjective(...)
  2015. UI_GetAbilityIconName(abilityBag)
  2016. UI_GetAllowLoadAndSave(...)
  2017. UI_GetDecoratorsEnabled()
  2018. UI_GetViewportHeight(Void)
  2019. UI_GetViewportWidth(Void)
  2020. UI_HideTacticalMap()
  2021. UI_HighlightSGroup(sgroup, duration)
  2022. UI_HighlightSquad(squad, duration)
  2023. UI_IconAdd(path, name, x, y, width, height, icon)
  2024. UI_IconSetIcon(path, icon)
  2025. UI_IsTacticalMapShown()
  2026. UI_LabelAdd(path, name, x, y, width, height, alignHorizontal, alignVertical, bold, italic, size, text)
  2027. UI_LabelSetText(path, text)
  2028. UI_MessageBoxHide(button)
  2029. UI_MessageBoxReset(...)
  2030. UI_MessageBoxSetButton(dialogResult, text, tooltip, bEnabled)
  2031. UI_MessageBoxSetText(title, message)
  2032. UI_MessageBoxShow(...)
  2033. UI_NewHUDFeature(newHUDFeature, featureText, featureIcon, duration)
  2034. UI_OutOfBoundsLinesHide()
  2035. UI_OutOfBoundsLinesShow()
  2036. UI_PanelAdd(path, name, x, y)
  2037. UI_PopUpMessage(locstring_1, locstring_2, table_1, table_2, unknown)
  2038. UI_RestrictBuildingPlacement(marker)
  2039. UI_ScreenFade(r, g, b, a, duration, persistent)
  2040. UI_SetAbilityCardVisibility(visible)
  2041. UI_SetAlliedBandBoxSelection(allow)
  2042. UI_SetAllowLoadAndSave(allowLoadAndSave)
  2043. UI_SetCompany(...)
  2044. UI_SetCPMeterVisibility(visible)
  2045. UI_SetDecoratorsEnabled(enabled)
  2046. UI_SetForceShowSubtitles(forceShowSubtitles)
  2047. UI_SetModalAbilityPhaseCallback(_function)
  2048. UI_SetNISEndCallback(_function)
  2049. UI_SetSGroupSpecialLevel(sgroup, level)
  2050. UI_SetSoviet227Blinking(blinking)
  2051. UI_SetSoviet227Visibility(visible)
  2052. UI_ShowTacticalMap()
  2053. UI_StatusIndicatorAdd(path, name, x, y, width, height, value)
  2054. UI_StatusIndicatorSetValue(path, value)
  2055. UI_StopFlashing(id)
  2056. UI_SystemMessageHide(message)
  2057. UI_SystemMessageShow(message)
  2058. UI_TerritoryHide()
  2059. UI_TerritoryShow()
  2060. UI_TitleDestroy(id)
  2061. UI_ToggleDecorators()
  2062. UI_UnrestrictBuildingPlacement()
  2063. UnsavedEventRule_AddPlayerEvent(...)
  2064. UnsavedEventRule_AddRuleIDEvent(...)
  2065. UnsavedTimeRule_AddIntervalEx(...)
  2066. UnsavedTimeRule_AddOneShot(...)
  2067. Util_AddMouseoverSquadToSGroup(clearGroup)
  2068. Util_AddProxCheck(element, location, all, range, callback, delay)
  2069. Util_ApplyModifier(groupid, modifier, scalefactor, mathtype, applytype, exclusive, targetname)
  2070. Util_AutoAmbient(intelEventTable)
  2071. Util_AutoIntel(intelEventTable)
  2072. Util_AutoNISlet(nisletType, intelEventTable, bFOWvisible)
  2073. Util_Autosave(checkpoint, delay, noFade)
  2074. Util_ClearProxChecks()
  2075. Util_ClearWrecksFromMarker(position, range, wrecksList)
  2076. Util_CreateEntities(player, egroup, blueprintID, location, numentities, toward)
  2077. Util_CreateSquads(player, sgroup, sbp, spawn_point, destination, numsquads, loadout, attackmove, dest_facing, upgrades, spawn_facing)
  2078. Util_DespawnAll(despawn, playerNum, egroups)
  2079. Util_DifVar(difficultyVariables, difficulty)
  2080. Util_ElementCanSee(playerID_teamID, element)
  2081. Util_EntityLimit(entityLimit)
  2082. Util_FallBackToGarrisonBuilding(sgroupid, radius)
  2083. Util_FindHiddenItem(items)
  2084. Util_FindHiddenSpawn(origin, destination)
  2085. Util_ForceRetreatAll(sgroup, marker, aiEncounterDisable)
  2086. Util_GarrisonNearbyBuilding(sgroup, pos, radius, occupied, filter)
  2087. Util_GarrisonNearbyVehicle(sgroup, pos, radius, occupied, filter)
  2088. Util_GetClosestMarker(var, markers)
  2089. Util_GetDistance(Object1, Object2)
  2090. Util_GetEntitiesByBP(sourcegroup, destgroup, ebp)
  2091. Util_GetHealth(var)
  2092. Util_GetMouseoverSGroup()
  2093. Util_GetOffsetPosition(pos, offset, distance)
  2094. Util_GetPlayerOwner(Object)
  2095. Util_GetPosition(var)
  2096. Util_GetPositionAwayFromPlayer(pos, player, searchRadius, distance)
  2097. Util_GetPositionFromAtoB(a, b, distance)
  2098. Util_GetRandomHiddenPosition(items)
  2099. Util_GetRandomPosition(unknown, range)
  2100. Util_GetRelationship(Object_1, Object_2)
  2101. Util_GetRelativeOffset(element, pos)
  2102. Util_GetSquadsByBP(sourcegroup, destgroup, sbp)
  2103. Util_GetTrailingNumber(val)
  2104. Util_Grab(subselect)
  2105. Util_HasPosition(var)
  2106. Util_HidePlayerForNIS(player, hide)
  2107. Util_IsSequenceSkipped()
  2108. Util_Kill(var)
  2109. Util_LogSyncWpn(syncweapon, kill)
  2110. Util_MarkerFX(markername, eventfile)
  2111. Util_MissionTitle(title, time_fade_in, lifetime, time_fade_out)
  2112. Util_MonitorTerritory(terrs, captureThreshold, timeoutValue, callback, alertIntel, parentObjective)
  2113. Util_MuteAmbientSound(enable, fade)
  2114. Util_NewHUDFeatureEvent(newHUDFeature, featureText, featureIcon, duration)
  2115. Util_PlayMovie(name, fadeOut, fadeIn, onComplete, delay, onCompleteAfterMovie)
  2116. Util_PlayMusic(name, fade, delay)
  2117. Util_PrintObject(obj, max_depth, data_type, print_func)
  2118. Util_ProductionRestriction(sbps_upgs, ebps, Warning_1, Warning_2)
  2119. Util_ReinforceEvent(sgroupName, custumTitle, customDescript)
  2120. Util_ReloadScript()
  2121. Util_RemoveProxCheck(location)
  2122. Util_RemoveProxCheckByID(checkID)
  2123. Util_RestoreMusic()
  2124. Util_ScarPos(xpos, zpos, ypos)
  2125. Util_SetPlayerCanSkipSequence(event, skippedCallback, noFadeIn, fadeInTime)
  2126. Util_SetPlayerOwner(Object, owner, bApplyToSquadsHeldtrue)
  2127. Util_SetPlayerUnableToSkipSequence(event, skippedCallback, noFadeIn)
  2128. Util_SortPositionsByClosest(origin, positions)
  2129. Util_SpawnDemoCharge(player, location)
  2130. Util_StartAmbient(func)
  2131. Util_StartIntel(func)
  2132. Util_StartNIS(NIS, onComplete, hide, preNIS, postNIS, framedump, preserveFOW)
  2133. Util_StartNislet(event, skippedCallback, noFadeIn, fadeInTime)
  2134. Util_StartQuickIntel(actor, speech)
  2135. Util_TableContains(targetTable, obj)
  2136. Util_ToggleAllowIntelEvents()
  2137. Util_TriggerEvent(playerid, position, range, func, non_combat, onscreen_only, onscreen_duration)
  2138. Util_TutorialIntel(Actor_String_Button_Sticky_Input)
  2139. Util_UnitCounts(player)
  2140. Vector_Normalize(...)
  2141. view(...)
  2142. View_DownArrow(...)
  2143. View_DrawItem(...)
  2144. View_Focus(...)
  2145. View_Init(...)
  2146. View_LeftArrow(...)
  2147. View_Manager(...)
  2148. View_RightArrow(...)
  2149. View_ToggleDisplay(...)
  2150. View_UpArrow(...)
  2151. VIS_OccCullToggleOBB()
  2152. VIS_ToggleDebugDeferredPasses(...)
  2153. VIS_ToggleTopDownView(...)
  2154. VIS_ToggleTrackView(...)
  2155. VPAnnihilate_RemoveAllRules(...)
  2156. VPTicker_DelayedWin(...)
  2157. VPTicker_FinalTickerWarningReminder(...)
  2158. VPTicker_GameOver(...)
  2159. VPTicker_GameOverLose(...)
  2160. VPTicker_GameOverTie(...)
  2161. VPTicker_GetTeamTickerFromPlayerID(...)
  2162. VPTicker_GetTeamTickers(...)
  2163. VPTicker_GetTeamVictoryPoints(...)
  2164. VPTicker_MainRule(...)
  2165. VPTicker_OnInit(...)
  2166. VPTicker_PointReminder(...)
  2167. VPTicker_PublishLoseReminder(...)
  2168. VPTicker_SetAllTeamTickers(...)
  2169. VPTicker_SetTeamTickers(...)
  2170. VPTicker_UpdateTickers(...)
  2171. VPTicker_VictoryBalanceReminder(...)
  2172. VPTicker_VictorySpeechReminder(...)
  2173. VPVictoryMessage(...)
  2174. warning(message)
  2175. water_reflection_enable(...)
  2176. water_reflection_toggle(...)
  2177. WaveDefense_GetWave(...)
  2178. WaveDefense_Init(...)
  2179. WaveDefense_NextWave(...)
  2180. WaveDefense_PreviousWave(...)
  2181. WaveDefense_SelectSpawns(...)
  2182. WaveDefense_SetCommandSGroup(...)
  2183. WaveDefense_SetObjectives(...)
  2184. WaveDefense_SetWave(...)
  2185. WaveDefense_SpawnWave(...)
  2186. WaveManager_CheckWaveIsValid(waveManagerTable, waveDataTableID)
  2187. WaveManager_ClearWaveManager(Void)
  2188. WaveManager_DisableWaveManager(...)
  2189. WaveManager_FinishWave(waveManagerTableID)
  2190. WaveManager_GetActiveEncountersCount(waveManagerTableID)
  2191. WaveManager_GetAutomation(waveManagerTableID)
  2192. WaveManager_GetCommandSGroup(waveManagerTableID)
  2193. WaveManager_GetCompletionData(waveManagerTableID, waveDataTableID)
  2194. WaveManager_GetEventsTable(waveManagerTableID)
  2195. WaveManager_GetManagerTable(waveManagerTableID)
  2196. WaveManager_GetTotalWaves(waveManagerTableID)
  2197. WaveManager_GetVehicleSGroup(waveManagerTableID)
  2198. WaveManager_GetWave(waveManagerTableID)
  2199. WaveManager_GetWaveDataTable(waveManagerTable, waveDataTableID)
  2200. WaveManager_InitilizeData(...)
  2201. WaveManager_LastWave(waveManagerTableID, finishCurrentWave)
  2202. WaveManager_NextWave(waveManagerTableID, finishCurrentWave)
  2203. WaveManager_RemoveWaveManager(waveManagerTableID)
  2204. WaveManager_ResetGoals(waveManagerTableID)
  2205. WaveManager_SelectSpawns(waveManagerTableID)
  2206. WaveManager_SetAutomation(waveManagerTableID, automated)
  2207. WaveManager_SetCoreWaveManagerData(waveManagerTableID, newWaveManagerTable)
  2208. WaveManager_SetupNewManagerTable(waveManagerTable, automated)
  2209. WaveManager_SetWave(waveManagerTableID, newWave, finishCurrentWave)
  2210. WaveManager_SpawnWave(waveManagerTableID)
  2211. WaveManager_Start(waveManagerTableID)
  2212. WaveManager_UpdateMainGoalData(waveManagerTableID, newGoalData, waveDataTableID)
  2213. WCNone_CheckSurrender(...)
  2214. WCNone_DelayedWin(...)
  2215. WCNone_GameOver(...)
  2216. Weather_SetType(weatherLevelName)
  2217. WinCondition_CheckAnnihilation(...)
  2218. WinWarning_PublishLoseReminder(player, warningLevel)
  2219. WinWarning_ScoreDisplayIconAdd(icon, red, green, blue, alpha, tooltipName, tooltipHelp, tooltipIcon)
  2220. WinWarning_ScoreDisplayIconsClear()
  2221. WinWarning_SetCritical(team1Critical, team2Critical)
  2222. WinWarning_SetMaxTickers(team1MaxTickers, team2MaxTickers)
  2223. WinWarning_SetTickers(team1Tickers, team2Tickers)
  2224. WinWarning_SetToolTip(teamIndex, name, help, icon)
  2225. WinWarning_ShowLoseWarning(text, fadeIn, duration, fadeOut)
  2226. WithdrawFromMap(...)
  2227. WMPrint(...)
  2228. WM_GetCallbackData(...)
  2229. WM_GetHordeAttackData(...)
  2230. WM_GetRallyGoalData(...)
  2231. WM_GetRandomizeData(...)
  2232. WM_GetSpawnerData(...)
  2233. WM_GetSustainedAttackData(...)
  2234. WM_GetWaveWarningData(...)
  2235. WM_SetCallbackData(...)
  2236. WM_SetHordeAttackData(...)
  2237. WM_SetRallyGoalData(...)
  2238. WM_SetRandomizeData(...)
  2239. WM_SetSpawnerData(...)
  2240. WM_SetSustainedAttackData(...)
  2241. WM_SetWaveWarningData(...)
  2242. World_AddPilferLockArea(pos, radius)
  2243. World_CleanUpTheDead(player)
  2244. World_ClearCasualties()
  2245. World_DamageIce(pos, innerRadius, outerRadius, innerDamage, outerDamage)
  2246. World_DestroyWallsNearMarker(marker)
  2247. World_DistanceEGroupToPoint(egroup, p1, closest)
  2248. World_DistancePointToPoint(p1, p2)
  2249. World_DistanceSGroupToPoint(sgroup, p1, closest)
  2250. World_DistanceSquaredPointToPoint(p1, p2)
  2251. World_EnableReplacementObjectForEmptyPlayers(enable)
  2252. World_EnableSharedLineOfSight(p0, p1, enable)
  2253. World_EndSP(win)
  2254. World_GetClosest(var, items)
  2255. World_GetCurrentInteractionStage()
  2256. World_GetEntitiesNearMarker(player, egroup, marker, ownerType)
  2257. World_GetEntitiesNearPoint(player, egroup, pos, radius, ownerType)
  2258. World_GetEntitiesWithinTerritorySector(player, egroup, sectorID, ownerType)
  2259. World_GetEntity(index)
  2260. World_GetEnviroCount(...)
  2261. World_GetEnviroName(...)
  2262. World_GetFurthest(var, items)
  2263. World_GetGameTime()
  2264. World_GetHeightAt(x, y)
  2265. World_GetHiddenPositionOnPath(player, origin, destination, checktype)
  2266. World_GetLength()
  2267. World_GetNearestInteractablePoint(position)
  2268. World_GetNeutralEntitiesNearMarker(egroup, marker)
  2269. World_GetNeutralEntitiesNearPoint(egroup, pos, radius)
  2270. World_GetNeutralEntitiesWithinTerritorySector(egroup, sectorID)
  2271. World_GetNumEntities()
  2272. World_GetNumEntitiesNearPoint(ebp, pos, radius)
  2273. World_GetNumStrategicPoints()
  2274. World_GetNumVictoryPoints()
  2275. World_GetOffsetPosition(position, heading, offset, distance)
  2276. World_GetPlayerAt(index)
  2277. World_GetPlayerCount()
  2278. World_GetPlayerIndex(player)
  2279. World_GetPossibleEntitiesBlueprint(...)
  2280. World_GetPossibleEntitiesCount(...)
  2281. World_GetPossibleSquadsBlueprint(race_index, squad_index)
  2282. World_GetPossibleSquadsCount(race_index)
  2283. World_GetRaceBlueprint(racename)
  2284. World_GetRaceIndex(racename)
  2285. World_GetRand(min, max)
  2286. World_GetSpawnablePosition(around, entity)
  2287. World_GetSquadsNearMarker(player, sgroup, marker, ownerType)
  2288. World_GetSquadsNearPoint(player, sgroup, pos, radius, ownerType)
  2289. World_GetSquadsWithinTerritorySector(player, sgroup, sectorID, ownerType)
  2290. World_GetStrategyPoints(group, bIncludeVP)
  2291. World_GetTeamTerritoryGaps(sectorid1, sectorid2, results)
  2292. World_GetTeamVictoryTicker(teamID)
  2293. World_GetTerritorySectorID(pos)
  2294. World_GetTerritorySectorPosition(sectorID)
  2295. World_GetWidth()
  2296. World_IncreaseInteractionStage()
  2297. World_Intersect(...)
  2298. World_IsGameOver()
  2299. World_IsInSupply(player, pos)
  2300. World_IsPointInPlayerTerritory(player, position)
  2301. World_IsReplay()
  2302. World_IsTerritorySectorOwnedByPlayer(player, sectorID)
  2303. World_IsWinterMap()
  2304. World_KillAllNeutralEntitesNearMarker(marker)
  2305. World_OwnsEGroup(egroup, all)
  2306. World_OwnsEntity(entity)
  2307. World_OwnsSGroup(sgroup, all)
  2308. World_OwnsSquad(squad)
  2309. World_PointPointProx(p1, p2, prox)
  2310. World_Pos(x, y, z)
  2311. World_RemoveAllResourcePoints()
  2312. World_RemovePilferLockArea(pos, radius)
  2313. World_SetDesignerSupply(point, bSupply)
  2314. World_SetGameOver()
  2315. World_SetIceHealingRate(percentPerSecond)
  2316. World_SetPlayerCustomSkin(pPlayer, skin)
  2317. World_SetPlayerLose(player)
  2318. World_SetPlayerWin(player)
  2319. World_SetSnowHealingRate(percentPerSecond)
  2320. World_SetTeamWin(team)
  2321. World_SpawnDemolitionCharge(player, pos)
  2322. World_TeamTerritoryPointsConnected(team_index, p1, p2)
  2323. XP1_AddCompanyStrength(strength, announce)
  2324. XP1_CommanderPortrait(UnknownType)
  2325. XP1_CompanyDif(companyVariables)
  2326. XP1_ConstructCompanySpeechTable(intelEventName)
  2327. XP1_EncounterCreate(data, spawnNow, spawnStaggered)
  2328. XP1_GetActualCompanyStrength(UnknownType)
  2329. XP1_GetCommanderDataTable(CommanderDivision)
  2330. XP1_GetCompanyIcon(UnknownType)
  2331. XP1_GetCompanyLocName(UnknownType)
  2332. XP1_GetCompanyStrength(UnknownType)
  2333. XP1_GetDivision(UnknownType)
  2334. XP1_GetDivisionName(UnknownType)
  2335. XP1_GetMetaSubPhase(UnknownType)
  2336. XP1_GetMissionSuccessLevel(UnknownType)
  2337. XP1_GetNodeStrength(UnknownType)
  2338. XP1_GetNodeStrengthVeterancy(Void)
  2339. XP1_IncrementMissionSuccessLevel(amount)
  2340. XP1_IsCompanyAvailable(isCompanyActive)
  2341. XP1_NodeDif(nodeDifficultyVariables)
  2342. XP1_PlayCompanySpeechLine(commanderLines)
  2343. XP1_RemoveCompanyStrength(newAmount, announce)
  2344. XP1_SetActiveCommander(CommanderDivision, showUIDetails)
  2345. XP1_SetActualCompanyStrength(strength)
  2346. XP1_SetCompanyStrength(strength)
  2347. XP1_SetMissionSuccessLevel(newValue)
  2348. XP1_ShowResults(win)
  2349. XP1_StopCompanyStatTracking(UnknownType)
  2350. _IntelDebugNext(UnknownType)
  2351. _IntelDebugPrev(UnknownType)
  2352. _IntelDebugReplay(UnknownType)
Advertisement
RAW Paste Data Copied
Advertisement