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- This program cannot be run in DOS mode.
- .text
- .rdata
- .data
- .idata
- .didat
- .rsrc
- angle_bounds_dialog
- terminator X
- custom
- explanation
- skip
- pad
- array end
- array start
- data
- long block index
- short block index
- block
- tag reference
- fraction bounds
- real bounds
- angle bounds
- short integer bounds
- real ahsv color
- real hsv color
- real argb color
- real rgb color
- real plane 3d
- real plane 2d
- real euler angles 3d
- real euler angles 2d
- real quaternion
- real vector 3d
- real vector 2d
- real point 3d
- real point 2d
- real fraction
- real
- argb color
- rgb color
- rectangle 2d
- point 2d
- byte flags
- word flags
- long flags
- enum
- tag
- angle
- long integer
- short integer
- char integer
- string
- Microsoft\Microsoft Games\Halo HEK\guerilla
- angle_dialog
- block_dialog
- error: unable to create element
- error: unable to insert element
- error: unable to duplicate element
- Are you sure you want to delete all block elements?
- block_index_dialog
- long_index<SHORT_MAX
- .\block_index_dialog.cpp
- NONE
- char_integer_dialog
- color_dialog
- vshxbgra
- 789:
- ?
- verify == result
- %s: assert_valid_real_argb_color(%f, %f, %f, %f)
- color
- ..\bitmaps\bitmaps_inlines.h
- %s: assert_valid_real_rgb_color(%f, %f, %f)
- .\color_dialog.cpp
- %@
- "@
- @
- "%@
- style>=0 && style<NUMBER_OF_COLOR_DIALOG_STYLES
- data_dialog
- error: couldn't resize tag data
- sample_rate>=0 && sample_rate<NUMBER_OF_SOUND_SAMPLE_RATES
- ..\sound\sound_definitions.h
- Failed to decompress all MS-ADPCM samples: %s.
- Failed to initialize ogg stream for sound %s.
- Not enough memory for header.
- Failed to open waveform output device.
- DriverProc
- xbadpcm.acm
- enum_dialog
- explanation_dialog
- field_custom_dialog
- new_field_info->field->type==_field_custom
- new_field_info
- parent
- .\field_custom_dialog.cpp
- field_dialog
- Unable to create field %s. Please close some windows and try again.
- Static
- <custom dialog>
- IDD_EXPLANATION
- IDD_PAD
- IDD_DATA
- IDD_BLOCK_INDEX
- IDD_BLOCK
- IDD_TAG_REFERENCE
- IDD_FRACTION_BOUNDS
- IDD_REAL_BOUNDS
- IDD_ANGLE_BOUNDS
- IDD_SHORT_BOUNDS
- IDD_REAL_PLANE3D
- IDD_REAL_PLANE2D
- IDD_REAL_EULER_ANGLES3D
- IDD_REAL_EULER_ANGLES2D
- IDD_REAL_QUATERNION
- IDD_REAL_VECTOR3D
- IDD_REAL_VECTOR2D
- IDD_REAL_POINT3D
- IDD_REAL_POINT2D
- IDD_REAL_FRACTION
- IDD_REAL
- IDD_COLOR
- IDD_RECTANGLE2D
- IDD_POINT2D
- IDD_FLAGS
- IDD_ENUM
- IDD_TAG
- IDD_ANGLE
- IDD_LONG_INTEGER
- IDD_SHORT_INTEGER
- IDD_CHAR_INTEGER
- IDD_STRING
- field_dialog_named
- field_dialog_named_with_units
- FieldCButton
- FieldCComboBox
- FieldCEdit
- flags_dialog
- .\flags_dialog.cpp
- long_integer_dialog
- point2d_dialog
- real_bounds_dialog
- real_dialog
- real_euler_angles2d_dialog
- real_euler_angles3d_dialog
- real_fraction_bounds_dialog
- real_fraction_dialog
- real_plane2d_dialog
- real_plane3d_dialog
- real_point2d_dialog
- real_point3d_dialog
- real_quaternion_dialog
- real_vector2d_dialog
- real_vector3d_dialog
- rectangle2d_dialog
- short_integer_bounds_dialog
- short_integer_dialog
- string_dialog
- tag_dialog
- tag_reference_dialog
- bitmap_show_dialog
- guerilla.bitmap_template
- field_info->tag_info->get_group_tag()==BITMAP_GROUP_TAG
- .\bitmap_show_dialog.cpp
- hud_interface_show_dialog
- guerilla.hud_interface_template
- .\hud_interface_show_dialog.cpp
- music_play_dialog
- %s:%s#%d
- %s:%s:%s#%d
- profile_load_dialog
- %d
- Could not update deviceid
- device id*
- device type*
- Could not open player profile.
- Could not read player profile into tag memory.
- Could not modify profile for inclusion into tag.
- Tag format incorrect.
- profile*
- blam.sav
- |*.sav
- Halo Savegames (*.sav
- field_info->tag_info->get_group_tag()==INPUT_DEVICE_DEFAULTS_TAG
- .\profile_load_dialog.cpp
- bitmap_view
- :
- show alpha
- don't show alpha
- bitmap: %d
- p1
- \@H1
- bitmap_view_doc
- block_indent
- tags
- doc->IsKindOf(RUNTIME_CLASS(tag_document))
- .\guerilla_application.cpp
- error: couldn't initialize tags interface
- note: processed command line only
- error: couldn't allocate standard template
- error: couldn't allocate guerilla window
- error: couldn't load frame IDR_GUERILLA
- text files|*.txt|all files|*.*||
- ||
- tags|*.
- all tags|*.*
- \tags\
- \
- tags\
- /.$/halo/tags/
- %@
- =
- guerilla_frame
- *
- couldn't save preferences
- guerilla.cfg
- cfg
- workspace|*.cfg||
- =
- hud_interface_view
- H1
- hud_interface_view_doc
- ui\hud\counter
- Invalid DateTimeSpan
- Invalid DateTime
- .@
- H1
- tag_document
- couldn't import tag
- couldn't create tag
- you need to set your working directory.
- couldn't open tag
- couldn't save tag
- error: invalid tag path
- error: extension doesn't match group
- couldn't export tag
- txt
- .txt
- tag_frame
- tag_view
- S:%u
- %hd
- %sd
- %ld
- %lu
- %.*g
- transparent_static
- ^
- end element
- element
- '%@
- @
- "@
- field->type==_field_block
- .\tags_interface.cpp
- element_index==NONE || (address && element_index>=0 && element_index<((struct tag_block *)address)->count)
- field->definition
- field
- group
- ui_widget_collection
- tag_collection
- ui_widget_definition
- field_info->field->definition
- fields
- *owner==NULL
- owner
- field_info->field==state.field
- first_field
- new_fields
- field_info
- indices
- field_info->field
- new_index==NONE || (address && new_index>=0 && new_index<((struct tag_block *)address)->count)
- %s%d
- %s%s %s
- resolved_block_info
- block_index_field_info->address
- block_index_field_info->field->type==_field_short_block_index || block_index_field_info->field->type==_field_long_block_index
- block_index_field_info
- fields==NULL
- fields!=NULL
- group_fields!=NULL
- index>=0&&index<block->count
- coudn't parse %s field %s.
- parser
- BAD -1
- NONE -1
- %c%ld
- %s%c%s
- %f%c%f%c%f%c%f
- %f%c%f%c%f
- %f%c%f
- %d%c%d%c%d%c%d
- %d%c%d
- %f
- block count out of range.
- failed to find block element %d
- failed to create block element.
- warning: converting a field of type %s to one of type %s.
- expected field %s but got field %s
- expected type %s but got type %s
- failed to find end of block element %d
- tag_index==NONE||reference->group_tag==get_group_tag()
- reference
- Version mismatch. Attempting maximally invasive emergency surgery.
- %s%s %s %s
- field->type>=0 && field->type<NUMBER_OF_TAG_FIELD_TYPES
- %s %s%d
- [%7d] %s
- network.log
- %s
- <TIME UNAVAILABLE>
- %02d.%02d.%02d %02d:%02d:%02d
- debug.txt
- a+b
- reference address: %x
- reference function: %s
- _write_to_error_file
- guerilla pc 01.00.00.0609 ----------------------------------------------
- prefix_size + copy_size + new_size < ERROR_MESSAGE_BUFFER_MAXIMUM_SIZE
- [...too many errors to print...]
- too many errors, only printing to debug.txt
- priority>=0 && priority<NUMBER_OF_ERROR_MESSAGE_PRIORITIES
- \halopc\haloce\source\cseries\errors.c
- symbol_table
- \halopc\haloce\source\cseries\stack_walk_windows.c
- %s + %04lX : %s
- <unknown>
- %08lX %s
- %08lX %s
- EIP: 0x%08lX, %02lX %02lX %02lX %02lX %s
- ?????
- ESP: 0x%08lX
- EBP: 0x%08lX
- ESI: 0x%08lX
- EDI: 0x%08lX
- EDX: 0x%08lX
- ECX: 0x%08lX
- EBX: 0x%08lX
- EAX: 0x%08lX
- could not allocate enough memory for map file
- string_storage_used + strlen(library_object_file_name) + 1 < string_storage_size
- string_storage_used + strlen(symbol_name) + 1 < string_storage_size
- string_storage_used + strlen(symbol_name) + 1 + strlen(library_object_file_name) + 1 < string_storage_size
- _load_symbol_table
- Static symbols
- entry point at
- :
- nothing
- map file appears corrupt
- Timestamp
- Lib:Object
- Couldn't read map file '%s'
- ./guerillabeta.map
- Sat Jun 28 18:20:44 2003
- Failed to load/create SHFOLDER
- SHGetFolderPathA
- shfolder.dll
- Failed to load/create DINPUT
- DirectInput8Create
- dinput8.dll
- Failed to load/create DSOUND
- DirectSoundCreate8
- dsound.dll
- Failed to load/create D3D
- Direct3DCreate9
- d3d9.dll
- buffer
- \halopc\haloce\source\shell\shell_windows.c
- param && (*param == '-')
- sound_manager_update_channel_for_looping_sound
- sound_manager_channel_queue_sound
- sound_manager_set_channel_location
- sound_manager_update_channels
- sound_manager_update_channel_for_impulse_sound
- sound_manager_source_audible
- sound_manager_sound_idle
- sound_render
- sound_manager_sound_cache_idle
- sound_manager_end_scene
- sound_manager_begin_scene
- sound_manager_prioritize_sounds
- sound_manager_refresh_sounds
- sound_manager_process_looping_sounds
- sound_manager_refresh_listener
- sound_manager_sound_render
- definition->maximum_number_per_object<=MAXIMUM_SOUND_INSTANCES_PER_OBJECT_PER_DEFINITION
- definition->maximum_number_per_definition<=MAXIMUM_SOUND_INSTANCES_PER_DEFINITION
- sound_class_names[class_index][0]
- class_index>=0 && class_index<NUMBER_OF_SOUND_CLASSES
- c:\halopc\haloce\source\sound\sound_classes.h
- <index>=0 && index<sound_manager_globals.channel_count
- \halopc\haloce\source\sound\sound_manager.c
- index>=0 && index<MAXIMUM_NUMBER_OF_LOCAL_PLAYERS
- sound_get(sound_index)->playing_channel_index==NONE
- listener_get(listener_index)->valid
- sound->playing_channel_index==NONE || channel_get(sound->playing_channel_index)->sound_index==sound_index
- summary->like_source_count<summary->maximum_source_instance_count
- summary->like_definition_count<summary->maximum_instance_count
- summary->maximum_instance_count<=MAXIMUM_SOUND_INSTANCES_PER_OBJECT_PER_DEFINITION
- summary->maximum_source_instance_count<=MAXIMUM_SOUND_INSTANCES_PER_DEFINITION
- challenger_sound_index!=champion_sound_index
- gCurrentTimer
- gain>=0.f && gain<=1.f
- volume >= -10000 && volume <= 0
- properties->pitch>0.f
- 333333?
- 333333?
- !channel->queued_permutation
- channel_stop was told to stop channel %d which doesn't exist!
- %s|n%f %f
- fade_in_sound_index!=NONE || fade_out_sound_index!=NONE
- seconds>=0.f
- mode==_sound_fade_mode_linear || mode==_sound_fade_mode_crossfade
- sound_definition->class_index == _sound_class_music
- B`;sound_cache_sound_loaded(permutation)
- TEST_FLAG(definition->flags, _sound_definition_linked_permutations_bit)
- sound->type!=_sound_impulse
- sound_manager_globals.channel_count<=MAXIMUM_SOUND_CHANNELS
- sound->track_data
- source->spatialization_mode==_sound_spatialization_mode_none || valid_real_normal3d(&source->location.forward)
- track_data_size<=MAXIMUM_SOUND_CALLBACK_DATA
- sound_get(sound_index)->type==_sound_impulse
- loop->definition_index==definition_index
- camera
- channel_get(sound->playing_channel_index)->sound_index==sound_index
- Alistener->valid
- definition
- music
- sound_class_ambient_computers
- sound_class_game_event
- sound_class_player_hurt
- sound_class_ambient_computer
- sound_class_ambient_machinery
- sound_class_ambient_nature
- sound_class_device_computers
- sound_class_device_nature
- sound_class_device_machinery
- sound_class_device_force_field
- sound_class_device_door
- sound_class_vehicle_engine
- sound_class_vehicle_impact
- sound_class_footstep
- sound_class_slow_impacts
- sound_class_particle_impacts
- sound_class_object_impacts
- sound_class_weapon_idle
- sound_class_weapon_overheat
- sound_class_weapon_charge
- sound_class_weapon_empty
- sound_class_weapon_reload
- sound_class_weapon_ready
- weapon_fire
- sound_class_projectile_detonation
- sound_class_projectile_impact
- TEST_FLAG(sound->flags, _sound_delayed_bit) || sound_class_get(sound_definition_get(sound->definition_index)->class_index)->cache_miss_mode==_sound_cache_miss_mode_postpone
- sound->playing_channel_index==channel_index
- sound_valid_for_channel(definition->compression, definition->encoding, definition->sample_rate, sound->source.spatialization_mode, channel->type_flags)
- \halopc\haloce\source\source_safe\cVSS.cpp
- strlen(pchPassword) < m_kBufferSize
- strlen(pchUserName) < m_kBufferSize
- strlen(pchIniPath) < m_kBufferSize
- login_prefs
- szStr != NULL
- m_gpcvssVSS->m_pVdb
- m_gpcvssVSS
- bPath
- itemName
- Could not initialize class id from program ID "SourceSafe"
- Could not get class object.
- Could not create database instance.
- LOGIN FAILED! INI:%s, USER:%s, PASSWD%s
- !m_gpcvssVSS
- SourceSafe
- bPath && bName && bPasswd
- pchIniPath && pchUserName && pchPassword
- pItem
- \halopc\haloce\source\source_safe\cVSSItem.cpp
- m_pItem
- lStr
- ERROR: could not generate local path name
- ERROR: checking out file %s
- ERROR: checking in file %s
- ERROR: undoing checkout for file %s
- ERROR: getting latest file for file %s
- EXCEPTION %s in %s,#%d: %s
- warn
- halt
- <no reason given>
- size>=0 && size<=MAXIMUM_MEMCMP_SIZE
- \halopc\haloce\source\cseries\cseries.c
- p1 && p2
- size>=0 && size<=MAXIMUM_MEMCPY_MEMMOVE_SIZE
- destination && source
- size>=0 && size<=MAXIMUM_MEMSET_SIZE
- s1 && s2
- size>=0 && size<MAXIMUM_STRING_SIZE
- s2
- s1
- source+source_size<destination || destination+source_size<source
- source_size>=0 && source_size<MAXIMUM_STRING_SIZE
- (byte *)source+size<=(byte *)destination || (byte *)destination+size<=(byte *)source
- size>=0 && size<MAXIMUM_MEMCPY_MEMMOVE_SIZE
- \halopc\haloce\source\cseries\cseries_windows.c
- s_ClockFrequency.QuadPart > 0
- %Y-%m-%d %H_%M_%S
- max_length_in_bytes >= 15
- User Name
- pointer||size
- size>=0
- Error
- EXCEPTION_PRIV_INSTRUCTION
- EXCEPTION_INT_OVERFLOW
- EXCEPTION_INT_DIVIDE_BY_ZERO
- EXCEPTION_FLT_UNDERFLOW
- EXCEPTION_FLT_STACK_CHECK
- EXCEPTION_FLT_OVERFLOW
- EXCEPTION_FLT_INVALID_OPERATION
- EXCEPTION_FLT_INEXACT_RESULT
- EXCEPTION_ARRAY_BOUNDS_EXCEEDED
- EXCEPTION_FLT_DENORMAL_OPERAND
- EXCEPTION_FLT_DIVIDE_BY_ZERO
- EXCEPTION_NONCONTINUABLE_EXCEPTION
- EXCEPTION_ACCESS_VIOLATION
- EXCEPTION_SINGLE_STEP
- EXCEPTION_DATATYPE_MISALIGNMENT
- EXCEPTION_BREAKPOINT
- unknown exception %08lX
- -path
- 7
- 6?bitmap_get_pixel_data_size(cloned_bitmap)==pixel_data_size
- ### ERROR failed to allocate temporary bitmap
- ### ERROR unsupported bitmap type
- source_bitmap->base_address
- source_bitmap
- \halopc\haloce\source\bitmaps\bitmap_utilities.c
- scale>1
- source_bitmap->type==_bitmap_type_2d
- bitmap_verify(source_bitmap, TRUE)
- source_bitmap->type==_bitmap_type_3d
- source_bitmap->type==_bitmap_type_cube_map
- Cbitmap_verify(bitmap, TRUE)
- ### WARNING tried to smooth a bitmap with a filter which is too large
- ### ERROR failed to allocate temporary buffer
- filter_coefficients
- bitmap->type==_bitmap_type_2d
- bitmap->type==_bitmap_type_3d
- ### WARNING tried to smooth a cube map
- bitmap->type==_bitmap_type_cube_map
- negative_table
- positive_table
- ### WARNING tried to sharpen a 3d bitmap
- ### WARNING tried to sharpen a cube map
- passes>0
- ### WARNING tried to alpha-bleed a cube map (skipping)
- Bbump_height>0.0f
- ### WARNING tried to use a cube map as a height map
- <### ERROR unsupported bitmap format
- cols%4==0
- rows%4==0
- TEST_FLAG(destination_bitmap->flags, _bitmap_compressed_bit)
- MAX(1, destination_bitmap->depth >>destination_mipmap_index)==source_bitmap->depth
- MAX(1, destination_bitmap->height>>destination_mipmap_index)==source_bitmap->height
- MAX(1, destination_bitmap->width >>destination_mipmap_index)==source_bitmap->width
- destination_mipmap_index>=0 && destination_mipmap_index<=destination_bitmap->mipmap_count
- destination_bitmap->type==_bitmap_type_2d
- bitmap_verify(destination_bitmap, FALSE)
- destination_bitmap->type==_bitmap_type_3d
- destination_bitmap->type==_bitmap_type_cube_map
- bitmap_verify(destination_bitmap, TRUE)
- TEST_FLAG(source_bitmap->flags, _bitmap_compressed_bit)
- MAX(1, source_bitmap->depth >>source_mipmap_index)==destination_bitmap->depth
- MAX(1, source_bitmap->height>>source_mipmap_index)==destination_bitmap->height
- MAX(1, source_bitmap->width >>source_mipmap_index)==destination_bitmap->width
- source_mipmap_index>=0 && source_mipmap_index<=source_bitmap->mipmap_count
- bitmap_verify(source_bitmap, FALSE)
- rgb!=(rgb_color *)hsv
- hsv
- 7rgb
- 7rgb!=(real_rgb_color *)hsv
- rgb_result
- rgb_upper_bound
- rgb_lower_bound
- rgb_scale
- ### ERROR unupported bitmap type
- filter_size<=(float)MAXIMUM_FILTER_SIZE
- ### WARNING importing special-effect bump map with zero-height
- data_definition
- !data->address
- data && data->definition
- block_element
- \halopc\haloce\source\tag_files\tag_groups.c
- data->address
- data->address || size
- <element #%d out of range>
- %d. %s
- block && buffer
- state->stack[state->stack_index].count>0
- state->stack_index<TAG_FIELD_SCAN_STACK_SIZE
- state->stack_index>0
- !state->done
- block && block->definition
- element_index>=0 && element_index<=block->count
- fixed corrupt tag flags field (%s).
- fixed corrupt tag enum field (%s).
- fixed corrupt tag string field (%s).
- tag reference name too large (this tag is corrupted).
- can't change a tag reference name or group without calling tag_reference_set()
- reference->name_length<=TAG_FILE_NAME_LENGTH
- reference->name
- can't write data that hasn't been loaded
- tag data '%s' too large.
- couldn't allocate tag data for '%s'
- couldn't allocate memory for tag block definition byte swapping codes
- fields[field_index].definition != block_definition
- element '%s' of block '%s' is NULL
- code_index<MAXIMUM_FIELD_BYTE_SWAP_CODES
- fields[field_index].type>=0 && fields[field_index].type<NUMBER_OF_TAG_FIELD_TYPES
- tag reference "%s" and actual index do not match: is %08lX but should be %08lX
- offset>=0 && offset+size<=data->size
- block->address
- #%d is not a valid %s index in [#0,#%d)
- !block->definition || block->definition->element_size==element_size
- block->count>=0
- tag_get(0x%x) expected group '%s' but got group '%s'
- can't rename '%s' to '%s' because a tag with that name is already open.
- new_name
- % 80s % 12d
- % 80s % 12d % 10d
- %s
- tag_dump.txt
- couldn't write elements for %s block
- strlen(name)<TAG_FILE_NAME_LENGTH
- group_tag==NONE || tag_group_get(group_tag)
- (struct tag_field *)next_combined_field-(struct tag_field *)combined_fields==total_field_count
- tag_chain_size<=MAXIMUM_TAGS_PER_TAG_CHAIN
- parent_group->header_block_definition
- parent_group->child_count<MAXIMUM_CHILDREN_PER_TAG
- no definition specified for explanation field.
- (long)field->definition>0
- no definition specified for block index field.
- definition->maximum_size>0
- VALID_FLAGS(definition->flags, NUMBER_OF_TAG_DATA_DEFINITION_FLAGS)
- definition->name
- no definition specified for tag_data field.
- no definition specified for block field.
- tag_group_get(*group_tag)
- definition->group_tags==NULL
- tag_group_get(definition->group_tag)
- VALID_FLAGS(definition->flags, NUMBER_OF_TAG_GROUP_TAG_REFERENCE_FLAGS)
- no definition specified for tag reference field.
- flags field '%s' in block '%s' doesn't have enough strings
- definition->count>=0 && definition->count<=LONG_BITS
- definition->count>=0 && definition->count<=SHORT_BITS
- definition->count>=0 && definition->count<=CHAR_BITS
- no definition specified for flags field.
- enum field '%s' in block '%s' doesn't have enough strings
- definition->count>=0
- no definition specified for enum field.
- block->fields
- block->element_size>=0
- block->maximum_element_count>=0
- VALID_FLAGS(block->flags, NUMBER_OF_TAG_BLOCK_DEFINITION_FLAGS)
- block->name
- there is already a %s tag named '%s' loaded.
- there are no more free tag slots for new %s tag file '%s'.
- couldn't allocate memory for new %s tag file '%s'.
- couldn't create new tag %s.
- group->child_count==0
- name
- cannot save the read-only tag '%s.%s'
- failed to create new tag '%s.%s'
- failed to save '%s.%s'
- '%s' block has NULL fields
- element_count>=0
- index>=0 && index<=block->count
- slave_block->definition->fields[0].type==_field_string
- master_block->definition->fields[0].type==_field_string
- %s block has invalid element count: #%d not in [0,#%d]
- couldn't allocate memory for #%d element %s block
- couldn't read elements for %s block
- destination_block->count==0
- source.field->type==destination.field->type
- source_block->definition==destination_block->definition
- the group tag '%s' does not exist (can't load '%s').
- %s.%s
- there are no more free tag slots.
- failed to load %s tag '%s'
- the %s tag '%s' may be corrupt.
- couldn't allocate tag group globals
- tag instance
- there are two groups using the tag '%s'.
- detail sounds#detail sounds play at random throughout the duration of the looping sound.
- tracks#tracks play in parallel and loop continuously for the duration of the looping sound.
- continuous damage effect
- detail sound period
- as the sound's input scale changes from zero to one, these modifiers move between the two values specified here. the sound will play using the current scale modifier multiplied by the value specified below. (0 values are ignored.)
- sound_looping
- stops music#all other music loops will stop when this one starts.
- not a loop#this is a collection of permutations strung together that should play once then stop.
- deafening to AIs#when used as a background stereo track, causes nearby AIs to be unable to hear
- distance bounds:world units#the sound's distance (from its spatialized looping sound or from the listener if the looping sound is stereo) will be randomly selected from this range.
- pitch bounds:degrees#the sound's position above (positive values) or below (negative values) the horizon will be randomly selected from this range.
- yaw bounds:degrees#the sound's position along the horizon will be randomly selected from this range.
- if the sound specified above is not stereo it will be randomly spatialized according to the following constraints. if both lower and upper bounds are zero for any of the following fields, the sound's position will be randomly selected from all possible directions or distances.
- random spatialization
- random period bounds:seconds#the time between successive playings of this sound will be randomly selected from this range.
- frequency of play
- sound^
- looping_sound_detail_block
- don't play without alternate
- don't play with alternate
- alternate end
- alternate loop
- end
- loop^
- start
- fade out duration:seconds
- fade in duration:seconds
- gain
- looping_sound_track_block
- fade in alternate#when the sound changes to the alternate version, .
- fade out at stop#the loop sound should fade out while the stop sound is playing.
- fade in at start#the loop sound should fade in while the start sound is playing.
- pitch ranges#pitch ranges allow multiple samples to represent the same sound at different pitches
- promotion count#when there are this many instances of the sound, promote to the new sound.
- promotion sound
- encoding*
- import properties
- when scale is ONE
- pitch modifier
- skip fraction modifier
- as the sound's input scale changes from zero to one, these modifiers move between the two values specified here. the sound will play using the current scale modifier multiplied by the value specified above. (0 values are ignored.)
- when scale is ZERO
- maximum bend per second
- gain modifier
- outer cone gain#the gain to use when the sound is directed away from the listener
- outer cone angle:degrees#outside the cone defined by this angle and the sound's direction, the sound plays with a gain of OUTER CONE GAIN. (0 means the sound does not attenuate with direction.)
- inner cone angle:degrees#within the cone defined by this angle and the sound's direction, the sound plays with a gain of 1.0.
- random pitch bounds#the sound's pitch will be randomly selected and will be in this range. (1.0 is the recorded pitch.)
- these settings control random variation of volume and pitch.
- randomization
- skip fraction#fraction of requests to play this sound that will be ignored (0 means always play.)
- maximum distance:world units#the distance beyond which this sound is no longer audible
- minimum distance:world units#the distance below which this sound no longer gets louder
- sample rate*
- class
- flags
- sound
- microsoft is totally gay.
- permutations#permutations represent equivalent variations of this sound.
- actual permutation count*
- bend bounds#the range of pitches that will be represented using this sample. this should always contain the natural pitch.
- natural pitch#the apparent pitch when these samples are played at their recorded pitch.
- these settings control what pitches this set of samples represents. if there is only one pitch range, all three values are ignored.
- pitch control
- name*#the name of the imported pitch range directory
- sound_pitch_range_block
- subtitle data
- mouth data
- samples#sampled sound data
- next permutation index*
- compression*
- gain#fraction of recorded volume to play at.
- skip fraction#fraction of requests to play this permutation that are ignored (a different permutation is selected.)
- name*^#name of the file from which this sample was imported
- sound_permutations_block
- sound_subtitle_data
- sound_mouth_data
- sound_samples
- 44kHz
- 22kHz
- stereo
- mono
- ogg
- ima adpcm
- xbox adpcm
- none
- split long sound into permutations
- fit to adpcm blocksize
- c:\halopc\haloce\source\sound\sound_definitions.h
- \halopc\haloce\source\sound\sound_definitions.c
- >sound->compression>=0 && sound->compression<NUMBER_OF_SOUND_COMPRESSION_TYPES
- sound->encoding>=0 && sound->encoding<NUMBER_OF_SOUND_ENCODINGS
- %s:%.2f to %.2f
- always played
- tick_index>=0 && tick_index<permutation->mouth_data.size
- ERROR %s: sound has invalid class.
- ERROR %s: speech must be mono, 22kHz. (ask matt if you didn't do this by accident)
- but how can you speak if you have no mouth data? (permutation %s)
- range->permutations.count
- PC
- Failed to decompress XBOX ADPCM tag.
- stream != NULL
- \halopc\haloce\source\sound\oggvorbis.c
- stream->data != NULL
- Failed to close OggVorbis_file
- Ogg Vorbis: '%s' (%s)
- Unknown error
- The given stream is not seekable.
- The given link exists in the Vorbis data stream, but is not decipherable due to garbacge or corruption.
- Bad packet.
- Not audio.
- The bitstream format revision of the given stream is not supported.
- The file/data is apparently an Ogg Vorbis stream, but contains a corrupted or undecipherable header.
- The given file/data was not recognized as Ogg Vorbis data.
- Either an invalid argument, or incompletely initialized argument passed to libvorbisfile call.
- Feature not implemented.
- Internal inconsistency in decode state. Continuing is likely not possible.
- Read error while fetching compressed data for decode.
- Vorbisfile encoutered missing or corrupt data in the bitstream. Recovery is normally automatic and this return code is for informational purposes only.
- EOF
- Not true, or no data available.
- ov_read failed trying to read %d bytes
- Vorbisfile encoutered missing or corrupt data in the bitstream. Recovery is normally automatic and this return code is for informational purposes only.
- bytes_to_read <= buffer_length
- bytes_read <= buffer_length
- ov_crosslap failed, this sample will not be cross lapped.
- state->stream.data
- state->lap_stream.data
- state->valid
- tag_file_index_file_packet
- tag_header
- !tag_file_globals.open
- \halopc\haloce\source\tag_files\tag_files.c
- couldn't read header from the %s tag '%s' (%s)
- the %s tag '%s' (%s) had an invalid header
- the tag '%s' was the wrong group type ('%s' instead of '%s')
- the %s tag '%s' was an old version
- the tag '%s' was a new version
- tag_file_globals.single_file_open
- couldn't read #%d bytes from offset #%d in local tag '%s'
- couldn't write #%d bytes to offset #%d in local tag '%s'
- tag_file_globals.single_file_write_permission
- '/' is not a valid directory separator for tag files.
- file name '%s%s%s' is too long
- %s%s%s
- !tag_file_globals_threaded.open
- tag_file_globals_threaded.single_file_open
- tag_file_globals_threaded.single_file_write_permission
- tag file index couldn't be read into memory
- tag file index looked corrupted
- header
- !key_name || strlen(key_name)<=TAG_FILE_NAME_LENGTH
- key_group_tag==NONE || tag_group_get(key_group_tag)
- sort_order<0
- accelerator->file_count<MAXIMUM_TAG_FILES_PER_INDEX
- tag_file_globals.open
- the %s tag '%s' starts with a directory character.
- the %s tag '%s' was not found in the index file.
- couldn't open %s tag '%s'.
- the %s tag '%s' cannot be opened for writing.
- couldn't overwrite read-only tag file '%s'
- couldn't create tag file '%s'
- tag_file_globals_threaded.open
- %03d\%03d
- tag_file_count<MAXIMUM_TAG_FILES_PER_INDEX
- full_name
- flags*
- input_device_defaults
- player_profile_data
- deviceid_data
- unused
- full profile definition
- joysticks/gamepads/etc...
- mouse and keyboard
- sprofile
- \halopc\haloce\source\input\input_device_defaults.c
- Default profile in tag %d
- deviceid %s has no default
- Unable to find profile %ls
- failed to open player profile file
- failed to read player profile
- checksum failed on player profile file
- full_path && profile
- \halopc\haloce\source\saved games\player_profile_pc_tools.c
- info
- src
- dst
- palettized bump map
- compressed with interpolated alpha
- compressed with explicit alpha
- compressed with color-key transparency
- true-color with alpha
- true-color
- high-color with alpha
- high-color with 1-bit alpha
- r6g5b5
- high-color
- separate alpha-intensity
- combined alpha-intensity
- intensity
- alpha
- cube map
- 3d texture
- 2d texture
- bitmap_type_string_table[NUMBER_OF_BITMAP_TYPES]==NULL
- type>=0 && type<NUMBER_OF_BITMAP_TYPES
- \halopc\haloce\source\bitmaps\bitmaps.c
- bitmap_format_string_table[NUMBER_OF_BITMAP_FORMATS]==NULL
- format>=0 && format<NUMBER_OF_BITMAP_FORMATS
- bitmap_format_bits_per_pixel_table[format]!=0
- bitmap
- !TEST_FLAG(bitmap->flags, _bitmap_swizzled_bit) || (x==0 && y==0)
- !TEST_FLAG(bitmap->flags, _bitmap_compressed_bit) || (x==0 && y==0)
- mipmap_index>=0 && mipmap_index<=bitmap->mipmap_count
- y>=0 && y<bitmap->height
- x>=0 && x<bitmap->width
- bitmap->base_address
- !TEST_FLAG(bitmap->flags, _bitmap_swizzled_bit) || (x==0 && y==0 && z==0)
- !TEST_FLAG(bitmap->flags, _bitmap_compressed_bit) || (x==0 && y==0 && z==0)
- z>=0 && z<bitmap->depth
- mipmap_address
- closest_match_index!=NONE
- ### ERROR bitmap @%p (#%dx#%d) appears to be invalid
- ### ERROR bitmap @%p (#%dx#%d) appears to be invalid for import
- bitmap_verify(bitmap, FALSE)
- !TEST_FLAG(bitmap->flags, _bitmap_swizzled_bit)
- !TEST_FLAG(bitmap->flags, _bitmap_compressed_bit)
- y>=0 && y<4096
- x>=0 && x<4096
- bitmap_2d_get_pixel tried to access compressed block @ -%d bytes from address end (w=%d, h=%d, m=%d, x=%d, y=%d, lod=%f)
- bitmap_2d_get_pixel tried to access compressed block @ -%d bytes from address start (w=%d, h=%d, m=%d, x=%d, y=%d, lod=%f)
- lod>=0.0f && lod<=1.0f
- point
- !TEST_FLAG(bitmap->flags, _bitmap_linear_bit)
- ### ERROR failed to allocate bitmap
- ### ERROR failed to allocate bitmap->base_address
- bitmap_format_type_valid_height(format, _bitmap_type_2d, height)
- bitmap_format_type_valid_width (format, _bitmap_type_2d, width)
- bitmap_format_type_valid_depth (format, _bitmap_type_3d, depth)
- bitmap_format_type_valid_height(format, _bitmap_type_3d, height)
- bitmap_format_type_valid_width (format, _bitmap_type_3d, width)
- (width&(width-1))==0
- bitmap_format_type_valid_width(format, _bitmap_type_cube_map, width)
- !TEST_FLAG(slice_bitmap->flags, _bitmap_swizzled_bit)
- slice_bitmap->format==source_bitmap->format
- slice_bitmap->type==_bitmap_type_2d
- slice_bitmap->mipmap_count==0
- bitmap_verify(slice_bitmap, FALSE)
- !TEST_FLAG(source_bitmap->flags, _bitmap_swizzled_bit)
- MAX(1, source_bitmap->height>>source_mipmap_index)==slice_bitmap->height
- MAX(1, source_bitmap->width >>source_mipmap_index)==slice_bitmap->width
- source_slice_index>=0 && source_slice_index<source_bitmap->depth
- !TEST_FLAG(destination_bitmap->flags, _bitmap_swizzled_bit)
- MAX(1, destination_bitmap->height>>destination_mipmap_index)==slice_bitmap->height
- MAX(1, destination_bitmap->width >>destination_mipmap_index)==slice_bitmap->width
- destination_slice_index>=0 && destination_slice_index<destination_bitmap->depth
- slice_bitmap->format==destination_bitmap->format
- !TEST_FLAG(face_bitmap->flags, _bitmap_swizzled_bit)
- face_bitmap->format==source_bitmap->format
- face_bitmap->type==_bitmap_type_2d
- face_bitmap->mipmap_count==0
- bitmap_verify(face_bitmap, FALSE)
- MAX(1, source_bitmap->height>>source_mipmap_index)==face_bitmap->height
- MAX(1, source_bitmap->width >>source_mipmap_index)==face_bitmap->width
- source_face_index>=0 && source_face_index<NUMBER_OF_FACES_PER_CUBE
- MAX(1, destination_bitmap->height>>destination_mipmap_index)==face_bitmap->height
- MAX(1, destination_bitmap->width >>destination_mipmap_index)==face_bitmap->width
- destination_face_index>=0 && destination_face_index<NUMBER_OF_FACES_PER_CUBE
- face_bitmap->format==destination_bitmap->format
- top_reference
- \halopc\haloce\source\bitmaps\bitmap_extract.c
- ### WARNING horizontal border broken at (#%d,#%d)
- ### ERROR extract: plateless cube map had invalid dimensions #%dx#%d
- ### ERROR extract: can't handle more than (#%d) temporary bitmaps
- ### ERROR extract: failed to allocate temporary bitmap
- adjusted_bounds_reference
- bounds
- ### ERROR extract: unsupported bitmap group format
- destination_bitmap->type==source_bitmap->type
- source_bitmap->depth ==MAX(1, destination_bitmap->depth >>destination_mipmap_index)
- source_bitmap->height==MAX(1, destination_bitmap->height>>destination_mipmap_index)
- source_bitmap->width ==MAX(1, destination_bitmap->width >>destination_mipmap_index)
- source_bitmap->type==destination_bitmap->type
- destination_bitmap->depth ==MAX(1, source_bitmap->depth >>source_mipmap_index)
- destination_bitmap->height==MAX(1, source_bitmap->height>>source_mipmap_index)
- destination_bitmap->width ==MAX(1, source_bitmap->width >>source_mipmap_index)
- sequence spanned %d texture pages
- ### ERROR failed to allocate debug plate bitmap
- ### ERROR failed to allocate debug slice bitmap
- ### ERROR failed to allocate debug bitmap
- %s(seq#%02d-id#%03d).tif
- bitmaps-debug
- alpha_bias>=-255 && alpha_bias<=255
- destination_bitmap->depth==source_bitmap->depth
- destination_bitmap->height==source_bitmap->height
- destination_bitmap->width==source_bitmap->width
- destination_bitmap->base_address
- destination_bitmap
- bitmap created: #%dx#%d, %s, %dK-bytes
- bitmap created: #%dx#%dx#%d, %s, %dK-bytes
- ### ERROR unsupported bitmap group type
- ### WARNING tried to smooth an interface-bitmap group
- ### WARNING tried to smooth a sprite group
- skipping 3D texture with non power-of-two slice count
- skipping 3D texture with incompatible slices
- ### ERROR extract: failed to create temporary bitmap
- skipping cube map which spanned sequence
- skipping cube map with incompatible-size faces
- skipping cube map with less than six faces
- skipping cube map with non-square faces
- !temporary_bitmap
- ### ERROR sprite budget exceeded (%3.0f%%)
- sprite budget met (%3.0f%%)
- ### WARNING no sprite budget set
- texture page created #%dx#%d (%3.2f%% used)
- ### ERROR extract_sprite: failed to allocate texture page bitmap
- ### ERROR hey - don't even try it! (uniform sprite sequences)
- don't fucking swim in that septic tank with your mouth open like that
- ### ERROR one or more sprites do not fit in the requested page size
- ### WARNING skipped a bitmap which contained no data
- ### ERROR extract: failed to add sprite to sequence
- ### ERROR extract: tried to extract non-2d textures without a valid place but they weren't cube maps and/or EXTRACT_PLATELESS_CUBE_MAPS aren't allowed
- ### ERROR interface/linear bitmap cannot be DXT-compressed
- ==> !!WARNING!! bitmap with greater than 1-bit alpha being compressed as DXT1 <==
- ==> !!WARNING!! usage set to alpha; non-zero color overlaps with zero-alpha <==
- ### ERROR can't extract sprites without a valid plate
- ### ERROR can't extract 3D textures without a valid plate
- ### ERROR extract: compressed color-key transparency format must use a valid plate
- bottom<=extract_data.plate->height
- bottom>=top
- top>=0
- ### ERROR extract: failed to allocate sequence
- ### ERROR extract: failed to allocate color plate
- ### ERROR extract: failed to decompress color plate
- decompressed_plate_size==sizeof(pixel32)*group->import_width*group->import_height
- ### ERROR extract: failed to resize bitmap group tags to zero
- ### ERROR extract: failed to allocate bitmap array
- group->usage >=0 && group->usage <NUMBER_OF_BITMAP_GROUP_USAGES
- group->format>=0 && group->format<NUMBER_OF_BITMAP_GROUP_FORMATS
- group->type >=0 && group->type <NUMBER_OF_BITMAP_GROUP_TYPES
- ### ERROR extract: failed to allocate temporary buffer
- ### ERROR extract: failed to compress color plate
- ### ERROR extract: failed to realloc color plate
- bitmap_verify(plate, TRUE)
- index.dat
- halo
- xsync.txt
- xsync-to.txt
- ### COULDN'T ESTABLISH CONNECTION TO XBOX
- ### COULDN'T CREATE NEW INDEX FILE (this is really bad)
- (no shit)
- ### FAILED TO COPY INDEX FILE
- !!!
- successfully synchronized with xbox
- (use xsync-clean if you know better)
- %s
- found nothing newer to copy to xbox
- ### FAILED TO COPY '%s' TO '%s'
- %s\%s
- there was no local index file: copying all tags from scratch!
- couldn't find index file on xbox: copying all tags from scratch!
- xbox's index file was corrupt: copying all tags from scratch!
- index files do not match: copying all tags from scratch!
- (somebody else has probably been synchronizing with this xbox)
- ### FAILED TO COPY FILES TO XBOX (could not connect?)
- temp.index.dat
- XDemos\softball\mike.png
- XDemos\softball\mike1.bik
- XDemos\softball\mike.bik
- XDemos\media\wait.png
- XDemos\media\Up.png
- XDemos\media\screenT.png
- XDemos\media\screen.png
- XDemos\media\menu.wav
- XDemos\media\launch.wav
- XDemos\media\fontn.xpr
- XDemos\media\fontb.xpr
- XDemos\media\Dn.png
- XDemos\media\ambient.wma
- XDemos\Dolphin\media\textures\seafloor.bmp
- XDemos\Dolphin\media\textures\gamepad.tga
- XDemos\Dolphin\media\textures\dolphin.bmp
- XDemos\Dolphin\media\textures\caust31.tga
- XDemos\Dolphin\media\textures\caust30.tga
- XDemos\Dolphin\media\textures\caust29.tga
- XDemos\Dolphin\media\textures\caust28.tga
- XDemos\Dolphin\media\textures\caust27.tga
- XDemos\Dolphin\media\textures\caust26.tga
- XDemos\Dolphin\media\textures\caust25.tga
- XDemos\Dolphin\media\textures\caust24.tga
- XDemos\Dolphin\media\textures\caust23.tga
- XDemos\Dolphin\media\textures\caust22.tga
- XDemos\Dolphin\media\textures\caust21.tga
- XDemos\Dolphin\media\textures\caust20.tga
- XDemos\Dolphin\media\textures\caust19.tga
- XDemos\Dolphin\media\textures\caust18.tga
- XDemos\Dolphin\media\textures\caust17.tga
- XDemos\Dolphin\media\textures\caust16.tga
- XDemos\Dolphin\media\textures\caust15.tga
- XDemos\Dolphin\media\textures\caust14.tga
- XDemos\Dolphin\media\textures\caust13.tga
- XDemos\Dolphin\media\textures\caust12.tga
- XDemos\Dolphin\media\textures\caust11.tga
- XDemos\Dolphin\media\textures\caust10.tga
- XDemos\Dolphin\media\textures\caust09.tga
- XDemos\Dolphin\media\textures\caust08.tga
- XDemos\Dolphin\media\textures\caust07.tga
- XDemos\Dolphin\media\textures\caust06.tga
- XDemos\Dolphin\media\textures\caust05.tga
- XDemos\Dolphin\media\textures\caust04.tga
- XDemos\Dolphin\media\textures\caust03.tga
- XDemos\Dolphin\media\textures\caust02.tga
- XDemos\Dolphin\media\textures\caust01.tga
- XDemos\Dolphin\media\textures\caust00.tga
- XDemos\Dolphin\media\textures\bubble.bmp
- XDemos\Dolphin\media\shaders\seafloor.xvu
- XDemos\Dolphin\media\shaders\seafloor.vsh
- XDemos\Dolphin\media\shaders\dolphin.xvu
- XDemos\Dolphin\media\shaders\dolphin.vsh
- XDemos\Dolphin\media\models\seafloor.xbg
- XDemos\Dolphin\media\models\seafloor.x
- XDemos\Dolphin\media\models\path.xbg
- XDemos\Dolphin\media\models\path.x
- XDemos\Dolphin\media\models\dolphin3.xbg
- XDemos\Dolphin\media\models\dolphin3.x
- XDemos\Dolphin\media\models\dolphin2.xbg
- XDemos\Dolphin\media\models\dolphin2.x
- XDemos\Dolphin\media\models\dolphin1.xbg
- XDemos\Dolphin\media\models\dolphin1.x
- XDemos\Dolphin\media\fonts\arial_16.tga
- XDemos\Dolphin\media\fonts\arial_16.abc
- XDemos\Dolphin\media\resource.xpr
- XDemos\Dolphin\media\gamepad.xpr
- XDemos\Dolphin\media\font.xpr
- XDemos\Dolphin\dol.png
- XDemos\Dolphin\Dolphin.xbe
- XDemos\CountDown\media\screen.png
- XDemos\CountDown\media\Font.xpr
- XDemos\CountDown\media\countdown.png
- XDemos\CountDown\CountDown.xbe
- XDemos\xdemos.xdi
- XDemos\XDemos.xbe
- loading.tga
- bink\attract sequence.bik
- bink\intro.bik
- bypass_security.txt
- playlist.txt
- cheats.txt
- init.txt
- cache.xbe
- cachebeta.map
- cachebeta.xbe
- halobeta.map
- halobeta.xbe
- copying all the misc. files
- %scachebeta.xbe
- %scache.xbe
- %sbeta.xbe
- connected to xbox %s
- building index file%s...
- from old index file
- from scratch
- initializing connection to the xbox
- xsync to %s: %s
- FAILED
- SUCCESS
- index_%s.dat
- strlen(volume_name)<=MAXIMUM_FILENAME_LENGTH
- strlen(file_location_volume_names[location])==0
- location != _file_reference_absolute
- location>0 && location<NUMBER_OF_FILE_REFERENCE_LOCATIONS
- \halopc\haloce\source\tag_files\files.c
- location>=NONE && location<NUMBER_OF_FILE_REFERENCE_LOCATIONS
- references
- maximum_count>0
- info->location>=NONE && info->location<NUMBER_OF_FILE_REFERENCE_LOCATIONS
- VALID_FLAGS(info->flags, NUMBER_OF_REFERENCE_INFO_FLAGS)
- info->signature==FILE_REFERENCE_SIGNATURE
- !TEST_FLAG(info->flags, _has_filename_bit)
- directory
- !TEST_FLAG(flags, _name_directory_bit) || !TEST_FLAG(flags, _name_parent_directory_bit)
- flags!=(FLAG(_name_directory_bit)|FLAG(_name_extension_bit))
- VALID_FLAGS(info->flags, NUMBER_OF_NAME_FLAGS)
- strlen(field_name) < DATASTORE_MAX_FIELD_NAME_SIZE
- length < DATASTORE_MAX_DATA_SIZE
- '\0' != field_name[0]
- '\0' != file_name[0]
- NULL != field_name
- NULL != file_name
- success
- location<=_file_reference_application_relative || strlen(file_location_volume_names[location])>0
- \halopc\haloce\source\tag_files\files_windows.c
- !TEST_FLAG(info->flags, has_filename_bit)
- VALID_FLAGS(flags, NUMBER_OF_FIND_FILES_FLAGS)
- strlen(path)+1+strlen(name)<=MAXIMUM_FILENAME_LENGTH
- strlen(path)+1+strlen(extension)<=MAXIMUM_FILENAME_LENGTH
- DRIVE_NAME_LENGTH+strlen(path)<=MAXIMUM_FILENAME_LENGTH
- path && full_path
- '%s' returned #%d
- xe:\
- xbcp /y /f "%s%s" "%s"
- xbox_copy_file.dat
- %s.%s
- xbcp /y %s/t /f "%s" "%s%s"
- /d
- xbdel /f "%s%s"
- %s('%s') error 0x%08x '%s'
- file_create
- file_delete
- file_exists
- file_open
- TEST_FLAG(flags, _permission_write_bit) || !TEST_FLAG(flags, _permission_append_bit)
- flags & (FLAG(_permission_read_bit)|FLAG(_permission_write_bit))
- VALID_FLAGS(flags, NUMBER_OF_PERMISSION_FLAGS)
- file_close
- file_get_position
- file_set_position
- file_get_eof
- file_set_eof
- file_read
- file_write
- file_get_last_modification_date
- file_get_size
- size
- ..
- CVS
- *.*
- Debug memory manager is uninitialized or corrupted. (%s:%d)
- \halopc\haloce\source\cseries\debug_memory.c
- Pointer allocated at %s, %d has overrun the end of its buffer. (Size: %d) (%s:%d)
- Invalid pointer: header: 0x%x signature: 0x%x line: %d file: 0x%x size: 0x%x reason: %s (%s:%d)
- Checksum is incorrect.
- Signature is incorrect.
- Pointer has been disposed.
- Attempted an operation with pointer at 0x%x, outside of the valid pointer range. (%s:%d)
- Attempted an operation with pointer at 0x%x when no pointers have been allocated. (%s:%d)
- pointer
- previous
- Total Allocated: %d bytes
- % 40s % 6d % 10d % 10d bytes
- % 40s % 6s % 10s % 10s
- file
- line
- id
- heap_dump.txt
- Total: %40d bytes in %4d pointers
- Largest Heap Size: %28d bytes
- total_pointer_size==debug_memory_globals.current_heap_size
- File: %32s %8d bytes in %4d pointers. (Min: %8d Max: %8d Avg: %5.3f)
- file_count<MAXIMUM_FILES_WITH_POINTERS
- size>=0 && size<MAXIMUM_POINTER_SIZE
- pointer || size
- smhd
- sv_mapcycle_begin is a dedicated server-only function!
- sv_mapcycle is a dedicated server-only function!
- sv_mapcycle_add is a dedicated server-only function!
- sv_mapcycle_del is a dedicated server-only function!
- sv_map_next is a dedicated server-only function!
- sv_map_reset is a server-only function!
- Map reset.
- sv_end_game is a server-only function!
- Server is stopping the game...
- sv_players is a server-only function!
- %-3d %-*s %-6s %-4d %-6ls %-3d %-4d
- Blue
- Red
- %-8s%-*s %-6s %-6s %-6s %-6s %-8s
- Number
- Name
- Team
- Ping
- Score
- TK Num
- TK Timer
- game
- server != NULL
- \halopc\haloce\source\networking\network_sv_func.c
- Protocol changeover is not enabled. Enable it through the -parameters command line argument.
- %s is a server-only function!
- sv_say
- sv_say: must specify a message
- message != NULL
- sv_status
- Game is ending...
- Use the 'sv_end_game' command to stop the game.
- Dedicated server is running on map %s (%d / %d players)
- [%-4d %2d %*S]
- [Num Bans Name]
- hash && strlen(hash)<=BANNED_PLAYER_HASH_LEN
- name && ustrlen(name)<=MAXIMUM_NETWORK_GAME_PLAYER_NAME_LENGTH
- str
- failed to send join request
- Halo
- strlen(str) == ustrlen(wstr)
- str != NULL && wstr != NULL
- ui\small_ui
- %-36s
- Maps matching substring "%s" :
- %-36ls
- Game types matching substring "%ls" :
- %S
- Game in progress... Changes will apply to the next game.
- sv_friendly_fire: %s
- 0 = default
- 3 = on
- 2 = shields
- 1 = off
- Incorrect usage. Type help sv_friendly_fire for more information.
- sv_friendly_fire: invalid parameter %s
- on
- 3
- shields
- 2
- off
- 1
- default
- 0
- sv_timelimit: -1 = default
- sv_timelimit: 0 = infinite
- sv_timelimit: %d minutes
- Incorrect usage. Type help sv_timelimit for more information.
- sv_timelimit: invalid parameter %s
- infinite
- -1
- Incorrect usage. Type help sv_maxplayers for more information.
- sv_maxplayers must be between 1 and %d
- sv_maxplayers: %d
- WARNING: sv_maxplayers set to 1, are you sure you want to do this?
- sv_rcon_password: '%s'
- Incorrect usage. Type help sv_rcon_password for more information.
- Maximum rcon password length is %d characters
- sv_rcon_password: '' (rcon is DISABLED)
- strings[0] != NULL
- strings != NULL
- Could not encode rcon request message
- failed to send a rcon request to the server
- ERROR: Maximum rcon command length is %d characters
- ERROR: Maximum rcon password length is %d characters
- game_connection() == _game_connection_network_client
- command != NULL
- password != NULL
- Could not encode rcon response message for client #%d
- failed to send a rcon response to the client #%d
- game_connection() == _game_connection_network_server
- Ignoring meaningless rcon_response
- Ignoring meaningless rcon_response message
- Could not decode rcon response
- client != NULL
- header->decoding_information->definition_type == _message_rcon_response
- header->decoding_information != NULL
- header != NULL
- Could not encode motd for client #%d
- failed to send motd to client #%d
- machine_index >= 0 && machine_index < MAXIMUM_NETWORK_MACHINE_COUNT
- motd_text != NULL
- Ignoring meaningless sv_motd
- Ignoring meaningless sv_motd message
- Could not decode motd
- header->decoding_information->definition_type == _message_sv_motd
- strchr(all_valid_suffixes,default_time_suffix) != NULL
- %04d-%02d-%02d
- %02d:%02d:%02d
- time_structure && str_len
- %04d-%02d-%02d%02d:%02d:%02d
- Incorrect usage. Type help %s for more information.
- %s: %u
- true
- false
- new_value != NULL
- Server names must be between 1 and %d characters.
- Incorrect usage. Type help sv_name for more information.
- Server names must only contain printable ASCII characters supported by the Halo UI.
- sv_name: %ls
- name != NULL
- Server passwords must be no more than %d characters.
- Incorrect usage. Type help sv_password for more information.
- Server passwords must only contain printable ASCII characters supported by the Halo UI.
- sv_password: %ls
- sv_single_flag_force_reset
- sv_kick is a server-only function!
- sv_kick: Can't kick a local client!
- >%1d %s
- Infinite
- %1d %s
- ---
- %ds
- %dm %ds
- %dh %dm %ds
- Incorrect usage. Type help sv_ban_penalty for more information.
- %dd %dh %dm %ds
- Offense %s
- Ban Time
- dhms
- Incorrect usage. Type help sv_tk_grace for more information.
- sv_tk_grace: %ds
- ms
- Incorrect usage. Type help sv_tk_cooldown for more information.
- sv_tk_cooldown: %ds
- rcon is a client-only function!
- Incorrect usage. Type help rcon for more information.
- rcon password must be between 1 and %d characters
- rcon command can be no longer than %d characters
- "
- Ignoring meaningless rcon_request message #%d
- Ignoring meaningless rcon_request message from client #%d
- Could not decode rcon message from client #%d
- Ignoring rcon request from client #%d (bad password)
- rcon command ignored (bad password)
- Ignoring rcon request from client #%d (empty command)
- rcon command ignored (empty)
- Failure executing rcon command from client #%d.
- rcon command failed
- Successfully executed rcon command from client #%d.
- rcon command finished
- Ignoring rcon request from client #%d (rcon is disabled)
- rcon command ignored (rcon is disabled)
- header->decoding_information->definition_type == _message_rcon_request
- machine != NULL
- sv_motd: %s (FILE NOT FOUND)
- sv_motd: %s
- sv_motd: DISABLED
- Failed to read MOTD
- Incorrect usage. Type help sv_motd for more information.
- Server MOTD file names cannot be longer than %d characters.
- new_name != NULL
- sv_map specified invalid map or game variant
- sv_map is a server-only function!
- sv_public_value: %d
- WARNING: sv_name unspecified in init.txt, defaulting to %ls
- %32s %32s
- --
- rt
- %s %s
- --
- %S,%s,%d,
- # Name, CD key hash, ban count, ban end date
- wt
- sv_ban is a server-only function!
- sv_ban: Can't ban a local client!
- Incorrect usage. Type help sv_ban for more information.
- sv_banlist_file: %s
- %s\banned%s.txt
- Ban list file names must be alphanumeric.
- Ban file names cannot be longer than %d characters.
- Incorrect usage. Type help sv_banlist_file for more information.
- Ban file names must not be empty.
- banned_noship.txt
- @
- =machine_index == NONE || (machine_index >= 0 && machine_index < MAXIMUM_NETWORK_MACHINE_COUNT)
- \halopc\haloce\source\interface\terminal.c
- external terminal: couldn't update cursor visibility, code %d
- terminal_gets_active()
- external terminal: could not read input, code %d
- read == 1
- strcmp(search_for, replace_with) != 0
- strlen(search_for) > strlen(replace_with)
- strlen(search_for) > 0
- replace_with != NULL
- search_for != NULL
- text != NULL
- Could not move cursor to input line, code %d
- external terminal: could not update cursor position for active input terminal, code %d
- terminal output
- new_line_index!=NONE
- external terminal: couldn't update draw prompt and current input for active input terminal, code %d
- %s %s
- |n
- |t
- text_source != NULL
- state
- terminal_printf call generated %d characters; the buffer size is %d characters.
- format
- [4883328: "0x0000803F0000803F0000000000000000000000000000803F0000000000000000000000000000803F000000000000000000000000000000000000803F000080BF000000000000000000000000000080BF000000000000000000000000000080BF0000000000000000000000000000000000000000000000000000803FFFFF7F7FFFFF7FFFFFFF7F7FFFFF7FFFFFFF7F7FFFFF7FFF020001000100020000000200020000000100000000000100"]
- -noSSE
- projection>=_x && projection<=_z
- ..\math\real_math.h
- ~(sign&~1)
- angles
- up
- forward
- \halopc\haloce\source\math\real_math.c
- (t1 >= 0.0f) && (t1 <= 1.0f)
- (t0 >= 0.0f) && (t0 <= 1.0f)
- (d0 < REAL_MAX) || (d1 < REAL_MAX)
- cosine>=0.0f
- 75dequantize_byte_to_real(min, max, test)<=value || (test==0 && dequantize_byte_to_real(min, max, test)<=value+_real_epsilon)
- %lf is not between %lf and %lf
- dequantize_byte_to_real(min, max, test)>=value || (test==UNSIGNED_CHAR_MAX && dequantize_byte_to_real(min, max, test)>=value-_real_epsilon)
- rectangle->x1==REAL_MIN && rectangle->y0==REAL_MAX && rectangle->y1==REAL_MIN && rectangle->z0==REAL_MAX && rectangle->z1==REAL_MIN
- [0x40490FDB]%s, %s: assert_valid_real_sine_cosine(%f, %f)
- sine
- cosine
- sine>0.0f && cosine>=0.0f
- result
- direction
- %s: assert_valid_real_normal3d(%f, %f, %f)
- normal
- main_present_frame
- main_game_render
- main_pregame_render
- levels\b30\demob30
- levels\d40\d40
- levels\d20\d20
- levels\c40\c40
- levels\c20\c20
- levels\c10\c10
- levels\b40\b40
- levels\b30\b30
- levels\a50\a50
- levels\a30\a30
- levels\a10\a10
- frame_rasterizer
- frame_pre_rasterizer1
- heartbeat
- main_loop
- button_index>=0 && button_index<NUMBER_OF_GAMEPAD_BUTTONS
- \halopc\haloce\source\main\main.c
- Failed to Create Sync thread for GetHostbyName
- main_want_to_exit TYPED QUIT
- core.bin
- warning, core file name will be truncated to 63 characters
- tried to switch to invalid structure-bsp %d
- tried to switch to current structure-bsp %d
- cannot skip more than 15 frames (half a second)
- scenario->type==_scenario_type_main_menu
- d40
- d20
- c40
- c20
- c10
- b40
- b30
- a50
- a30
- a10
- num_players>0
- horizontal_index>=0 && horizontal_index<horizontal_count
- vertical_index>=0 && vertical_index<vertical_count
- player_index<num_players
- @?main_new_map() failed.
- game_load() failed.
- o:
- manual skipping doesn't work outside of cinemtatic start/stop...
- unsafe save
- gave up trying to save
- ?movie
- main_globals.movie==NULL
- #<sapien pc 01.00.00.0609 built at: Apr 27 2004 15:50:18
- old tags\internal system plain
- chucky was here! NULL belongs to me!!!!!
- sapien pc 01.00.00.0609 Apr 27 2004 15:50:18
- map_name d20
- ###Video Options###
- Resolution= %d x %d
- Refresh rate= %d Hz
- Framerate throttle= No Vsync
- Specular= %s
- Shadows= %s
- Decals= %s
- Particles= %s
- Texture Quality= %s
- For further information, please visit the timedemo FAQ at: http://halo.bungie.net/site/halo/features/hpcperformancefaq.html
- Off
- ###Sound Options###
- Sound Disabled
- ###Sound Options###
- Hardware Acceleration= %s
- Sound Quality= %s
- Environmental Sound= %s
- Sound Variety= %s
- Yes
- Normal
- No
- EAX
- Low
- Medium
- High
- Frames=%d
- Total Time=%.2fs
- Average frame rate=%.2ffps
- Below 5fps=% 2d%% (time) %d%% (frames) (%.3fs spent in %d frame%s
- Below 10fps=% 2d%% (time) %d%% (frames)
- Below 15fps=% 2d%% (time) %d%% (frames)
- Below 20fps=% 2d%% (time) %d%% (frames)
- Below 25fps=% 2d%% (time) %d%% (frames)
- Below 30fps=% 2d%% (time) %d%% (frames)
- Below 40fps=% 2d%% (time) %d%% (frames)
- Below 50fps=% 2d%% (time) %d%% (frames)
- Below 60fps=% 2d%% (time) %d%% (frames)
- (Version=%d.%d.%d.%d)
- %dMHz, %dMB
- %dMHz, %dMB, %dM %s %s (DeviceID=0x%04x) Driver=%d.%d.%d.%d Shader=%s
- %d.%d
- Fixed Function
- 2.0a
- Date / Time: %s %s (%dms)
- timedemo.txt
- map_name c10
- map_name b30
- %s:%d
- Connect functions unavailable in -devmode.
- levels\ui\ui
- !main_globals.main_menu_scenario_loaded
- congratulations, you won the game!
- movie\frame%06d.tga
- error opening saved film
- %s\%dscreenshot%d%d.tif
- screenshots
- main_loop exiting
- end of saved film
- [%d]: Update [%d] ([%d]): ([%f] [%f] [%f]), ([%f] [%f]), ([%f] [%f])
- the game host went down
- -parameters
- -codeprofile
- main_loop entering Date[%04d-%02d-%02d] Time[%2d:%02d:%02d]
- global_rasterizer_model_ambient_reflection_tint
- \halopc\haloce\source\rasterizer\rasterizer.c
- rasterizer model ambient reflection tint
- global_current_collision_user_depth > 1
- global_current_collision_user_depth < MAXIMUM_COLLISION_USER_STACK_DEPTH
- V=
- %d%c
- I=
- node_weight0>=0.0f && node_weight0<=1.0f
- node_index1<skinning->node_matrix_count
- node_index0<skinning->node_matrix_count
- part->triangle_buffer.type==_triangle_buffer_type_precompiled_strip
- part
- CentaurHauls
- CyrixInstead
- GenuineIntel
- AuthenticAMD
- queue_sound_to_channel_dsound_idle_block_Play
- queue_sound_to_channel_dsound_idle_block_SetCurrentPosition
- queue_sound_to_channel_dsound_idle_block_CommitDeferredSettings
- queue_sound_to_channel_dsound_idle_block
- sound_dsound_channel_fill_chunk
- sound_dsound_channel_fill_unlock
- sound_dsound_channel_fill_lock
- sound_dsound_channel_fill
- sound_dsound_update_channel_dsound
- IDirectSoundBuffer_GetCurrentPosition
- sound_dsound_uncompressed_stream_to_buffer
- c:\halopc\haloce\source\sound\sound_dsound.h
- samples_per_second==22050 || samples_per_second==44100
- index<MAXIMUM_SOUND_CHANNELS
- index<dsound_globals.actual_channel_count
- index >= 0
- c:\halopc\haloce\source\sound\sound_dsound_pc.h
- index>=0 && index<dsound_globals.virtual_channel_count
- channel_index < MAXIMUM_SOUND_CHANNELS
- channel_index < dsound_globals.actual_channel_count
- channel_index >= 0
- Trying to load a sound whose compression isn't supported: %d
- !state->valid
- \halopc\haloce\source\sound\sound_dsound_pc.c
- trying to queue sound but samples is null.
- *samples_streamed<=buffer_length
- *bytes_streamed <= buffer_length
- current_pos != NULL
- !(((int)buffer)&1)
- samples_streamed
- buffer_length
- type_index>=0 && type_index<NUMBER_OF_SOUND_CHANNEL_TYPES
- play_cursor_position >= 0 && play_cursor_position < GetAvgBytesPerSecond(sound_samples_per_second(channel_type_sample_rate(channel->type_flags)), channel_get_num_channels(channel_index))
- length==0
- length>=0
- channel->state!=_sound_channel_idle
- start_position + length <= GetAvgBytesPerSecond(sound_samples_per_second(channel_type_sample_rate(channel->type_flags)), channel_get_num_channels(channel_index))
- length>0
- start_position>=0
- ###ERROR: setting state to idle, but we haven't finished writing all the samples yet. current_sound_end or insertion_point must be wrong!
- DirectSound: '%s' (%s#%d)
- DSERR_UNINITIALIZED
- DSERR_OTHERAPPHASPRIO
- DSERR_BUFFERLOST
- DSERR_ALREADYINITIALIZED
- DSERR_NODRIVER
- DSERR_BADFORMAT
- DSERR_PRIOLEVELNEEDED
- DSERR_INVALIDCALL
- DSERR_INVALIDPARAM
- DSERR_ALLOCATED
- DSERR_CONTROLUNAVAIL
- DSERR_OUTOFMEMORY
- DSERR_NOAGGREGATION
- DSERR_GENERIC
- DSERR_UNSUPPORTED
- DSERR_NOINTERFACE
- <unknown error>
- success && "All sounds re-initialized after changing software/hardware format"
- channel_get(vchannel->channel_index)->virtual_channel_index==virtual_channel_index
- couldn't set listener velocity.
- couldn't set listener orientation.
- couldn't set listener position.
- couldn't set channel velocity.
- couldn't set channel orientation.
- couldn't set channel position.
- couldn't set channel spatialization.
- channel->buffer_3d
- TEST_FLAG(channel->type_flags, _sound_channel_3d_bit)
- couldn't set channel cone volume.
- couldn't set channel cone angles.
- couldn't set channel min distance.
- couldn't set channel max distance.
- couldn't set channel pitch.
- couldn't set channel volume.
- channel->buffer
- dsound_globals.pause_gain>=0 && dsound_globals.pause_gain<=1.f
- properties->gain>=0.f && properties->gain<=1.f
- couldn't unlock buffer.
- length == lock_length1 || length == lock_length1+lock_length2
- couldn't lock buffer.
- hr != DSERR_BUFFERLOST
- length <= channel->buffer_size
- Failed to get buffer status in RestoreBuffer
- Error trying to GetStatus for channel: %d
- channel->stopping
- channel != NULL
- WARNING: ran out of actual sound channels of type %d
- vchannel->type_index>=0 && vchannel->type_index<NUMBER_OF_SOUND_CHANNEL_TYPES
- vchannel->channel_index==NONE
- vchannel->channel_index==NONE || channel_get(vchannel->channel_index)->virtual_channel_index==virtual_channel_index
- vchannel->channel_index==NONE || channel_get(vchannel->channel_index)->type_flags==sound_channel_type_flags[vchannel->type_index]
- dsound_virtual_touch tried return invalid channel index %d, resetting to NONE
- Failed to create DirectSound secondary buffer.
- could not query interface for IID_IDirectSound3DBuffer.
- Error creating channel buffer %d
- Error reading caps from buffer %d that was just created.
- Failed to restore buffer
- Failed to play buffer
- channel->current_sound_end!=NONE
- bad DirectSound channel state.
- failed to stop channel %d
- actual_channel_index >= 0 && actual_channel_index <= MAXIMUM_SOUND_CHANNELS
- could not set dsound cooperative level to exclusive
- could not get caps for sound card?
- could not create primary buffer
- could not set format of primary buffer
- could not create dsound3d listener
- could not adjust distance factor
- could not adjust rolloff factor
- Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
- Failed to set doppler factor
- (num_mono3d_voices >= MIN_3D_MONO_CHANNELS) && (num_mono2d_voices >= MIN_2D_MONO_CHANNELS) && (num_stereo22k_voices >= MIN_STEREO_22K_CHANNELS) && (num_stereo44k_voices >= MIN_STEREO_44K_CHANNELS)
- could not create direct sound object
- preferences
- %i / %i 44k stereo channels.|n
- %i / %i stereo channels.|n
- %i / %i mono channels.|n
- |n|n%i / %i mono 3D channels.|n
- %1.2f %1.2f %s(%s)
- couldn't commit deferred settings.
- unmatched call to unlock_random_seed() somewhere
- \halopc\haloce\source\math\random_math.c
- you should not be using global random(); use local random() instead
- random_direction_geosphere
- index>=0 && index<random_math_globals.random_direction_table_size
- random_math_globals.random_direction_table
- game_event
- scripted_dialog_force_unspatialized
- scripted_dialog_other
- scripted_effect
- scripted_dialog_player
- first_person_damage
- ambient_computers
- ambient_machinery
- ambient_nature
- device_computers
- device_nature
- device_machinery
- device_force_field
- device_door
- vehicle_engine
- vehicle_collision
- unit_dialog
- unit_footsteps
- slow_particle_impacts
- particle_impacts
- object_impacts
- weapon_idle
- weapon_overheat
- weapon_charge
- weapon_empty
- weapon_reload
- weapon_ready
- projectile_detonation
- projectile_impact
- sound classes
- sound_class_data
- index>=0 && index<NUMBER_OF_SOUND_CLASSES
- \halopc\haloce\source\sound\sound_classes.c
- size>0
- \halopc\haloce\source\memory\data.c
- identifier || !data->identifier_zero_invalid
- data->valid
- %s index #%d (0x%x) is unused or changed
- %s data array @%p is bad or not allocated
- iterator->data->valid
- uninitialized iterator passed to iterator_next()
- hardware sound reference count failure.
- \halopc\haloce\source\cache\pc_sound_cache.c
- sound->cache_base_address==NULL
- tried to delete sound %s(%s) from the cache while it was playing (hard).
- tried to delete sound %s(%s) from the cache while it was playing (soft).
- Increasing sound decompression buffer size to %d bytes
- Failed to decompress all XBXOX ADPCM sample: %s.
- sound->unused0[0] != 0
- cache_sound->software_reference_count
- --- finish %d %s
- cache_sound->sound->cache_block_index==block_index
- tried to delete sound %s(%s) from the cache while it was playing.
- ;:%d - %s %d c bytes %d u bytes
- [sounds in cache]
- [sounds in cache]
- %d / 512 sounds in cache
- %.2f MB / %.2f MB used %.2f percent free
- %d / %d pages allocated
- %d / %d pages used this frame
- %d / %d pages old
- %d / %d pages locked
- sound_cache_dump.txt
- w+
- pc_sound_cache_globals.base_address
- pc_sound_cache_globals.cache
- pc sound cache
- pc_sound_cache_globals.cache_sounds
- pc sound
- Dumping sound cache state, please attach sound_cache_dump.txt with your minidump for Scott =)
- Failed to create new sound cache block: %s
- new_cache_sound_index==cache_block_index
- new_size > 0
- sound != NULL
- %d / 512 sounds in cache|n%.2f MB / %.2f MB used|n%d / %d pages allocated|n%d / %d pages used this frame|n%d / %d pages old|n%d / %d pages locked|n
- cache_sound->software_reference_count<UNSIGNED_CHAR_MAX
- --- request %d %s
- sound->cache_tag_index!=0
- load || !reference
- load || !block
- scenario globals
- global_scenario
- \halopc\haloce\source\scenario\scenario.c
- global_structure_bsp
- global_collision_bsp
- global_bsp3d
- global_game_globals
- material_type==NONE || (material_type>=0 && material_type<NUMBER_OF_MATERIAL_TYPES)
- cluster_index1>=0 && cluster_index1<structure_bsp->clusters.count
- location->cluster_index>=0 && location->cluster_index<global_structure_bsp_get()->clusters.count
- <no scenario loaded>
- dead
- at (%.2f,%.2f,%.2f) (leaf#%d,cluster#%d)
- player 0x%08x
- "%s" bsp "%s" (#%d)
- couldn't load game globals (get new tags)
- globals\globals
- !bink_playback_active()
- L=position
- location
- failed to load structure bsp '%s'
- |n|n|n|n%s
- no sound environment
- need to get the following tags:
- scenario doesn't have a structure bsp
- frame_game_time_update
- game time globals
- game_time_globals && !game_time_globals->initialized
- \halopc\haloce\source\game\game_time.c
- game_time_globals
- game_time_globals && game_time_globals->initialized
- positive latency means you're behind the server, negative means you're ahead.
- each line represents about %d milliseconds.
- game_time_statistics.txt
- !game_time_globals->active
- game_time_globals->leftover_time_sec>=0.f && game_time_globals->leftover_time_sec<100.f
- JWS: tons-o-ticks!! %d
- \halopc\haloce\source\main\profile_service.c
- ProfileService ROOT
- [%-*s] == Num[%11d] Tot[%9I64u] UnT[%9I64u] Avg[%14.4f] Min[%14.4f] Max[%14.4f] POP[%8.4f]%s
- Hint[candidate for inlining]
- Hint[A func is taking a lot of frame time, and not well timed]
- %s %d %I64u %f %f %f %f
- knownParents != NULL
- (*timerVar)->parentsList->mNumParents < MAX_UNIQUE_TIMER_PARENTS
- knownParents->mNumParents < MAX_UNIQUE_TIMER_PARENTS
- timerVar != NULL
- -------Stack Order:
- -------Unique timers:
- (Days[%2d] Hours[%2d] Minutes[%2d] Seconds[%2d])
- Total Process Time in Seconds[%7f]
- Legend:
- Num == NumTimings
- Tot == TotalTime
- UnT == UnaccountedTime
- Avg == Average ms
- Min = Min Timing
- Max = Max Timing
- POP == PercentOfProcess
- Code Profile %05u.xls
- Code Profile %05u.txt
- point2
- point1
- point0
- immediate
- \halopc\haloce\source\render\render_debug.c
- point3
- points
- render debug cache string overflow
- render debug cache overflow.
- vector
- center
- height
- base
- |n%s
- HB
- |nground_point(%01.2f,%01.2f,%01.2f) facing(%01.2f) surface(#%d)
- point(%01.2f,%01.2f,%01.2f) leaf(#%d [%d]) cluster(#%d [%d])
- speed %5f|nslide %5f|nturn %5f%s
- |nstuck!
- riding an elevator
- %d
- debug_bsp.txt
- solid
- leaf %5d
- %5d %5d %c|n
- plane_count<MAXIMUM_BSP3D_DEPTH
- node plane|n
- plane
- p1
- p0
- can't add box2d to debug cache
- hf reference(20 to 20,000):Hz#for hf values, what frequency defines hf, from 20 to 20,000
- density
- diffusion
- reverb delay (0 to .1):seconds
- reverb intensity
- reflections delay (0 to .3):seconds
- reflections intensity
- decay hf ratio (.1 to 2)
- decay time (.1 to 20):seconds
- room rolloff (0 to 10)#how quickly the room effect rolls off, from 0.0 to 10.0
- room intensity hf#intensity of the room effect above the reference high frequency
- room intensity#intensity of the room effect
- priority#when multiple listeners are in different sound environments in split screen, the combined environment will be the one with the highest priority.
- sound_environment
- game_sound_sound_raycast
- game_sound_sound_pvs
- game_sound_sound_obstruction
- game_sound_update_potentially_audible_looping
- game_sound_update
- game sound globals
- object looping sounds
- TEST_FLAG(sound->flags, _game_looping_sound_scripted_bit)
- \halopc\haloce\source\sound\game_sound.c
- marker_name
- definition->runtime_scripting_sound_index==NONE || game_looping_sound_get(definition->runtime_scripting_sound_index)
- definition->runtime_scripting_sound_index!=looping_sound_index
- scale>=0.f && scale<=1.f
- TEST_FLAG(definition->flags, _looping_sound_fake_impulse_sound_bit)
- source
- attachment_data
- [0x40010204]
- location->cluster_index>=NONE && location->cluster_index<global_structure_bsp_get()->clusters.count
- [1.4]
- source->spatialization_mode==_sound_spatialization_mode_absolute
- position && forward
- head
- definition->runtime_scripting_sound_index==NONE
- [4900272: "0x0000803F0000000000000000000000000000803F0000000000000000000080BF00000000F304353FF30435BF00000000F304353FF304353F000000003ACD133F3ACD133F3ACD133F3ACD133F3ACD133F3ACD13BF3ACD133F3ACD13BF3ACD133F3ACD133F3ACD13BF3ACD13BF"]
- players_update_after_game
- players_update_before_game_client
- players_update_before_game
- players_update_before_game_server
- players globals
- teams
- players
- failed to create a player
- \halopc\haloce\source\game\players.c
- failed to remove a player
- JWS: deleting player %d machine index %d
- player->quit_out_of_game == TRUE
- local_player_index>=NONE && local_player_index<MAXIMUM_NUMBER_OF_LOCAL_PLAYERS
- local_player_index>=0 && local_player_index<MAXIMUM_NUMBER_OF_LOCAL_PLAYERS
- JWS: calling player_cleanup_after_player_has_quit_game_and_no_longer_attached_to_unit() from player_died() for %d
- game_connection()==_game_connection_local
- tried to fix broken player control for a game w/ player_spawn_count= %d... but we don't allow restored games for anything other than player_spawn_count= 1
- failed to correct player control for restored saved game... probably won't be able to control the player
- corrected player control for restored saved game
- player_update_history_is_valid_id(player->server_update_data.last_completed_update_id)
- [%d]: [%d]: Completed [%d] ([%f] [%f] [%f]), ([%f] [%f]), ([%f] [%f])
- player_update_history_is_valid_id(unit->unit.last_completed_client_update_id)
- player_index != NONE
- [1.1]
- position != NULL
- unit != NULL
- unit_index != NONE
- Can't update pos: [%d] != [%d]
- Waited [%d], dist [%f].
- player != NULL
- Vehicle waited [%d], dist [%f].
- SDJ: ERROR: player_create_from_network(): Ignoring meaningless attempt to decode incremental player create message
- SDJ: ERROR: player_create_from_network(): Could not decode player create message
- SDJ: ERROR: player_create_from_network(): Player still does not exist with translated index [%d], raw index [%d] already exists.
- SDJ: ERROR: player_create_from_network(): Player with translated index [%d], raw index [%d] already exists.
- SDJ: ERROR: player_create_from_network(): network_game_spawn_player_client() failed.
- JWS: network_game_spawn_player_client() happening as result of player_create message (raw player index %d, translated index %d)
- network_player_data != NULL
- header->custom_header != NULL
- header->decoding_information->definition_type == _message_player_create
- Could not encode player creation message for player index %d
- server failed to send player create message to client machine %d; client machine may be out of sync
- server failed to send player create message to all machines; client machine may be out of sync
- Could not encode player spawn message for player index %d
- Sent player spawn to one machine for player [%d], translated index [%d]
- server failed to send player spawn message to client machine %d; client machine may be out of sync
- Sent player spawn to all loaded machines for player [%d], translated index [%d]
- server failed to send player spawn message to all machines; client machine may be out of sync
- Could not encode player set action result message for player index %d
- server failed to send player_set_action_result message to all machines; client machine may be out of sync
- current_weapon_index == weapon_to_drop_as_result_of_swap
- SDJ: ERROR: player_handle_weapon_swap_client(): Could not add weapon [%d] to unit [%d]
- [1.80178]
- SDJ: RAID 1322: Client: Player [%d], has action [%d], but can't proceed because his unit index [%d] is NONE.
- SDJ: RAID 1322: Skipped action: Player [%d], action [%d], unit index [%d].
- SDJ: RAID 1322: Client: Player [%d], has action [%d], but can't proceed because his unit index [%d] resolves to NULL.
- Could not encode player handle powerup message for player index %d
- server failed to send player_handle_powerup message to all machines; client machine may be out of sync
- JWS: player creation failed!!
- JWS: player creation succeeded, as expected
- JWS: trying to create a player on machine_index %d player_index %d local_player_index %d
- ((local_player_index>=0) && (local_player_index<MAXIMUM_NUMBER_OF_LOCAL_PLAYERS)) || (local_player_index==NONE)
- Could not attach starting weapon to player
- player->local_player_index!=NONE
- couldn't teleport player into a valid location
- player->unit_index!=NONE
- scale
- magnitude3d(&best_adjustment_vector)
- [0x40400000]
- [sine 45]
- source_unit_index==NONE || local_player_count()>1
- (NONE == control_data.zoom_level) || ((control_data.zoom_level >= 0))
- (NONE == control_data.grenade_index) || ((control_data.grenade_index >= 0) && (control_data.grenade_index <= NUMBER_OF_UNIT_GRENADE_TYPES))
- (NONE == control_data.weapon_index) || ((control_data.weapon_index >= 0) && (control_data.weapon_index <= MAXIMUM_WEAPONS_PER_UNIT))
- (NONE == action.desired_zoom_level) || ((action.desired_zoom_level >= 0))
- (NONE == action.desired_grenade_index) || ((action.desired_grenade_index >= 0) && (action.desired_grenade_index <= NUMBER_OF_UNIT_GRENADE_TYPES))
- (NONE == action.desired_weapon_index) || ((action.desired_weapon_index >= 0) && (action.desired_weapon_index <= MAXIMUM_WEAPONS_PER_UNIT))
- action.primary_trigger
- %s: assert_valid_real_vector2d(%f, %f)
- &action.throttle
- action.desired_facing.yaw
- %s: assert_valid_real(0x%08X %f)
- action.desired_facing.pitch
- [%d]: Caught up on [%d] updates == [%d] ticks.
- !"Haven't handled spawning a player without a unit in Multiplayer."
- server failed to send biped new message for object index [%d]
- seat_index != NONE
- Ignoring meaningless attempt to decode incremental player set action result message
- Could not decode player set action result message for translated player index %d (may not be valid!)
- player_set_action_result_from_network(): Client received an action whose action_object_index resolved to NONE. action result type [%d]
- player_set_action_result_from_network(): Curious, client received an action whose action_object_index was NONE. action result type [%d]
- header->decoding_information->definition_type == _message_player_set_action_result
- powerup_type>=0 && powerup_type<NUMBER_OF_PLAYER_POWERUPS
- player_index!=NONE
- no players in the bsp
- SDJ: ERROR: player_spawn_from_network(): Ignoring meaningless attempt to decode incremental player spawn message
- SDJ: ERROR: player_spawn_from_network(): Could not decode player spawn message
- SDJ: ERROR: player_spawn_from_network(): Attempt to spawn player with translated index [%d], raw index [%d] failed because player_get(raw_index) return NULL.
- SDJ: player_spawn_from_network(): Player [%d] spawned as just a biped. Vehicle index translated from [%d] to [%d].
- test == TRUE
- SDJ: player_spawn_from_network(): Player [%d] spawned in vehicle. Vehicle index translated from [%d] to [%d].
- unit->unit.weapon_object_indices[x] == local_weapon_index
- SDJ: ERROR: player_spawn_from_network(): Spawned player [%d] with no unit.
- SDJ: ERROR: player_spawn_from_network(): Player [%d], unit index [%d] resolved to NULL.
- SDJ: player_spawn_from_network(): Player [%d], unit index translated from [%d] to [%d].
- local_unit_index != NONE
- header->decoding_information->definition_type == _message_player_spawn
- Ignoring meaningless incremental player_handle_powerup_from_network request
- Could not decode player handle powerup message for translated player index %d (may not be valid!)
- header->decoding_information->definition_type == _message_player_handle_powerup
- (NONE == action->desired_zoom_level) || ((action->desired_zoom_level >= 0))
- (NONE == action->desired_grenade_index) || ((action->desired_grenade_index >= 0) && (action->desired_grenade_index <= NUMBER_OF_UNIT_GRENADE_TYPES))
- (NONE == action->desired_weapon_index) || ((action->desired_weapon_index >= 0) && (action->desired_weapon_index <= MAXIMUM_WEAPONS_PER_UNIT))
- action->primary_trigger
- &action->throttle
- action->desired_facing.yaw
- action->desired_facing.pitch
- action_index>=0 && action_index<NETWORK_GAME_MAXIMUM_PLAYER_COUNT
- [%d]: No action available.
- !!!WARNING!!! teleported player triggering a bsp switch!!!
- a6<cinematic_globals
- \halopc\haloce\source\cutscene\cinematics.c
- cinematic globals
- no free chapter title slots to display title '%s'
- [39]
- [0.8]
- [480]
- [0.125]
- player_effect_update
- player_effect_globals
- \halopc\haloce\source\effects\player_effects.c
- player effects
- Could not encode player effect start message for player index %d
- server failed to send player effect start message to client machine; client machine may be out of sync
- direction != NULL
- damage != NULL
- screen_flash->intensity
- screen_flash->intensity>=0.0f && screen_flash->intensity<=1.0f
- screen_flash
- matrix
- [0x4016CBE4] or 2.35619
- [0.785398]
- Ignoring meaningless attempt to decode incremental player effect start message
- Could not decode player effect start message
- header->decoding_information->definition_type == _message_player_effect_start
- -C6?!realcmp(determinant, 0.0f)
- \halopc\haloce\source\math\matrix_math.c
- valid_real_plane3d(plane)
- DDPG
- PG
- PG=-2>biped_predicted_movement_localplayer
- observer_update
- \halopc\haloce\source\camera\observer.c
- observer->result.location.cluster_index>=NONE && observer->result.location.cluster_index<global_structure_bsp_get()->clusters.count
- @A
- @
- Invalid camera command.
- F: (%f, %f, %f) U: (%f, %f, %f)
- P: (%f, %f, %f) O: (%f, %f, %f)
- D: %f V: (%f, %f, %f), FOV: %f, T: %f, FL: %ld
- aE
- @E
- @A@observer->velocities.n[parameter_index]
- forward1
- up1
- %s, %s: assert_valid_real_vector3d_axes2(%f, %f, %f / %f, %f, %f)
- forward0
- up0
- ?valid_field_of_view(observer->field_of_view)
- valid_world_real_point3d(&observer->result.position)
- valid_focus_distance(focus_distance)
- valid_world_real_point3d((real_point3d *) &observer->focus_offset)
- &observer->forward
- &observer->up
- valid_world_real_point3d(&focus_position)
- !observer->updated_for_frame
- observer->header_signature==OBSERVER_SIGNATURE && observer->trailer_signature==OBSERVER_SIGNATURE
- |l%s|t|r% 3.2f/% 4ld|t% 3.2f/% 4ld|t% 3.2f/% 4ld|n
- %-50s%6ld / %7.3f %5.2f / %7.3f %ld / %7.3f
- |t|rthis frame|taverage|tpeak|n
- section total calls / time av. calls / time peak calls / time
- parent_timesection->self_msec >= child_timesection->elapsed_msec
- \halopc\haloce\source\cseries\profile.c
- profile_globals.section_count<MAXIMUM_PROFILE_SECTIONS
- don't call profile_enter_private(), call profile_enter()
- section->active
- section
- section->stack_depth==NONE
- section->stack_depth==profile_globals.stack_depth
- f-misc %6.2f
- r-misc %6.2f
- tex%6.2f
- stall%6.2f
- %s
- %s%6.2f%s
- np render%6.2f
- %s
- %6.2f%s
- (
- game%2d
- idle%6.2f
- (synced)
- (slowed)
- (f.%3dms)
- (l.%3dms)
- (free%3d)
- (lost%3d)
- frame %5d vbl tot%6.2f
- !"unreachable"
- maximum_section_count>0
- format_mode>=0 && format_mode<NUMBER_OF_PROFILE_DUMP_FORMAT_MODES
- sort_mode>=0 && sort_mode<NUMBER_OF_PROFILE_SORT_MODES
- %s
- profile.txt
- framedump.txt
- wb
- *
- gpu
- dt
- idle
- texture
- stall
- game_render
- render0_3np
- render0_3
- render0_2
- render0_1
- render0
- render
- nonplayer
- player3
- player2
- player1
- player0
- game7
- game6
- game5
- game4
- game3
- game2
- game1
- game0
- load
- frame
- name && section_index_reference
- iterator->current_buffer_index != profile_globals.current_frame_history_index
- (iterator->current_buffer_index >= 0) && (iterator->current_buffer_index < profile_globals.current_frame_history_count)
- iterator
- (profile_globals.current_frame.game_tick_count > 0) && (profile_globals.current_frame.game_tick_count <= MAXIMUM_GAME_TICKS_PER_FRAME)
- (profile_globals.current_frame.window_count > 0) && (profile_globals.current_frame.window_count <= MAXIMUM_WINDOWS)
- (profile_globals.current_frame.window_count >= 0) && (profile_globals.current_frame.window_count <= MAXIMUM_WINDOWS)
- (profile_globals.current_frame.game_tick_count >= 0) && (profile_globals.current_frame.game_tick_count <= MAXIMUM_GAME_TICKS_PER_FRAME)
- game_engine_update
- `ff?ui\multiplayer_game_text
- aD
- C
- %?weapon_is_flag(weapon_index)
- weapon_index != NONE
- \halopc\haloce\source\game\game_engine.c
- (item->object.scale >= 0.5f) && (item->object.scale <= 3.f)
- NULL != game_engine
- netgame_equipment_new_to_network(): Failed to send netgame equipment spawn message to all loaded machines.
- bits_encoded > 0
- message_data.server_object_index != NONE
- netgame_equipment_index >= 0
- server_object_index != NONE
- variant && map_name
- dead_player_index != NONE
- Could not encode multiplayer hud message
- server failed to send multiplayer hud message to client machine_index #%d; client machine may be out of sync
- game_engine
- failed to teleport %d
- WKS?>
- @33?L>vehicle
- object
- !allow_pick_up || !TEST_FLAG(weapon_definition->weapon.flags, _weapon_must_be_readied_bit) || !unit_has_weapon_with_flag(unit_index, _weapon_must_be_readied_bit)
- global_goal[index].in_use
- G!??mp map referring to original needler
- NONE != lookup_index
- place.place < maximum_places
- (!all_tied || (tied)) || (1 == group_count)
- item
- variant
- >alpha>=0.0f && alpha<=1.0f
- %s%s
- (%s)ui\shell\main_menu\settings_select\multiplayer_setup\vehicle_options_edit\var_vehicles_respawn
- ui\shell\main_menu\settings_select\multiplayer_setup\vehicle_options_edit\vehicle_options_labels
- ui\shell\main_menu\settings_select\multiplayer_setup\teamplay_options_edit\var_friendly_fire_penalty
- ui\shell\main_menu\settings_select\multiplayer_setup\teamplay_options_edit\var_friendly_fire
- ui\shell\main_menu\settings_select\multiplayer_setup\teamplay_options_edit\teamplay_options_labels
- ui\shell\main_menu\settings_select\multiplayer_setup\player_options_edit\var_suicide_penalty
- ui\shell\main_menu\settings_select\multiplayer_setup\player_options_edit\var_invisible_players
- ui\shell\main_menu\settings_select\multiplayer_setup\player_options_edit\var_odd_man_out
- ui\shell\main_menu\settings_select\multiplayer_setup\player_options_edit\var_respawn_time_growh
- ui\shell\main_menu\settings_select\multiplayer_setup\player_options_edit\var_respawn_time
- ui\shell\main_menu\settings_select\multiplayer_setup\player_options_edit\var_shields
- @@?ui\shell\main_menu\settings_select\multiplayer_setup\player_options_edit\var_maximum_health
- ui\shell\main_menu\settings_select\multiplayer_setup\player_options_edit\var_number_of_lives
- ui\shell\main_menu\settings_select\multiplayer_setup\player_options_edit\player_options_labels
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\race_edit\var_team_play
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\race_edit\var_laps_to_win
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\race_edit\var_race_type
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\race_edit\var_team_scoring
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\race_edit\race_labels
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\koth_edit\var_score_to_win
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\koth_edit\var_moving_hill
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\koth_edit\koth_labels
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\oddball_edit\var_score_to_win
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\oddball_edit\var_ball_spawn_count
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\oddball_edit\var_random_start
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\oddball_edit\var_ball_type
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\oddball_edit\var_speed_with_ball
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\oddball_edit\var_trait_with_ball
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\oddball_edit\oddball_labels
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\slayer_edit\var_team_play
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\slayer_edit\var_kills_to_win
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\slayer_edit\var_kill_penalty
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\slayer_edit\var_kill_in_order
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\slayer_edit\var_death_bonus
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\slayer_edit\slayer_labels
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\ctf_edit\var_time_limit
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\ctf_edit\var_captures_to_win
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\ctf_edit\var_flag_at_home
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\ctf_edit\var_flag_must_reset
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\ctf_edit\var_single_flag
- %s %s
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\ctf_edit\var_assault
- ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\ctf_edit\ctf_labels
- ui\shell\strings\game_variant_descriptions
- Server Message of the Day
- %s:%s
- 0%d
- %d
- %s:%s
- 0%d
- NETGAME CODE FAILURE: game_engine_variant_cleanup changed the variant
- g_player_score_is_initialized == TRUE
- g_player_score_is_initialized == FALSE
- Failed sending player_score_update_message to machine_index #%d.
- Failed sending player_score_update_message to all loaded machines.
- game_engine_globals.mode == game_engine_mode_active
- game_engine_globals.mode == game_engine_mode_postgame_delay
- game_engine_globals.mode == game_engine_mode_postgame_rasterize_delay
- Ignoring meaningless incremental game_engine_change_mode_from_network() request
- Could not decode game_engine_change_mode message.
- game_engine_change_mode_from_network() ignoring unsupported/unknown new_mode %d
- network_game_client_get_state(client, NULL) == _network_game_client_state_ingame || network_game_client_get_state(client, NULL) == _network_game_client_state_postgame
- VALID_MESSAGE_DELTA_MODE(header->decoding_information->mode)
- %s(): Failed sending message to all loaded machines.
- game_engine_map_reset_to_network
- %s(): Ignoring meaningless incremental request
- %s(): Could not decode message.
- game_engine_map_reset_from_network
- player->team_index != NONE
- player_count < MULTIPLAYER_MAXIMUM_PLAYERS
- place<MULTIPLAYER_MAXIMUM_PLAYERS
- found local player
- player_count=%d, maxcount=%d
- SDJ: ERROR: netgame_equipment_new_from_network(): Ignoring meaningless attempt to decode incremental netgame equipment spawn message
- SDJ: ERROR: netgame_equipment_new_from_network(): Could not decode netgame equipment spawn message
- SDJ: ERROR: netgame_equipment_new_from_network(): Client could not find netgame_equipment with index [%d]
- SDJ: ERROR: netgame_equipment_new_from_network(): object_new() of item definition index [%d] resulted in NONE.
- match_game_type(game_engine_get_type(), 4, netgame_equipment->game_type) == TRUE
- header->decoding_information->definition_type == _message_netgame_equipment_new
- Game Complete. Dedicated server is now idle.
- Ignored multiplayer_message() for unknown recipient player %d
- NONE != player_index
- ?player
- NETGAME MAP FAILURE: failed to find any equipment for race
- NETGAME MAP FAILURE: failed to find any equipment for king
- NETGAME MAP FAILURE: failed to find any equipment for oddball
- NETGAME MAP FAILURE: failed to find any equipment for slayer
- NETGAME MAP FAILURE: failed to find any equipment for ctf
- NETGAME MAP FAILURE: failed to find enough spawn points for race %d/%d
- NETGAME MAP FAILURE: failed to find enough spawn points for king %d/%d
- NETGAME MAP FAILURE: failed to find enough spawn points for oddball %d/%d
- NETGAME MAP FAILURE: failed to find enough spawn points for slayer %d/%d
- NETGAME MAP FAILURE: failed to find enough spawn points for ctf team 1 (%d/%d)
- NETGAME MAP FAILURE: failed to find enough spawn points for ctf team 0 (%d/%d)
- NETGAME MAP FAILURE: duplicate race track flag [team %d]
- NETGAME MAP FAILURE: missing race flag [team %d]
- NETGAME MAP FAILURE: missing oddball flag [team %d]
- NETGAME MAP FAILURE: missing hill flag [team %d]
- NETGAME MAP FAILURE: ctf flag out of range [team %d]
- NETGAME MAP FAILURE: duplicate ctf flag [team %d]
- NETGAME MAP FAILURE: missing ctf flag [team %d]
- game_engine_player_score_get_slot_index_for_player(player_index) != NONE
- g_player_score_number_of_used_slots <= NETWORK_GAME_MAXIMUM_PLAYER_COUNT
- x < NETWORK_GAME_MAXIMUM_PLAYER_COUNT
- g_player_score_number_of_used_slots < NETWORK_GAME_MAXIMUM_PLAYER_COUNT
- game_engine_player_score_get_slot_index_for_player(player_index) == NONE
- slot != NONE
- g_player_score_baselines[slot].is_slot_used == TRUE
- slot < NETWORK_GAME_MAXIMUM_PLAYER_COUNT
- slot >= 0
- failed to initialize custome game engine for new map, reverting to default game engine
- title_string
- %d
- %d
- %d
- %s
- %s
- %s
- %s %s %s %s %s %s
- Ignoring meaningless attempt to decode incremental message multiplayer hud message
- Could not decode message multiplayer hud message
- header->decoding_information->definition_type == _message_multiplayer_hud_message
- ui\default_multiplayer_game_setting_names
- team_race
- team_king
- team_oddball
- team_slayer
- assault
- ctf
- race
- crazy_king
- king
- juggernaut
- oddball
- slayer
- classic_team_slayer
- classic_team_king
- classic_team_oddball
- classic_team_rally
- classic_team_race
- classic_ctf_pro
- classic_iron_ctf
- classic_invasion
- classic_ctf
- classic_rally
- classic_race
- classic_crazy_king
- classic_king_pro
- classic_king
- classic_stalker
- classic_juggernaut
- classic_accumulation
- classic_reverse_tag
- classic_oddball
- classic_snipers
- classic_rockets
- classic_endurance
- classic_phantoms
- classic_elimination
- classic_slayer_pro
- classic_slayer
- map_name
- Adding game %s on map %s to playlist.
- Could not find engine variant matching %s.
- levels\test\
- in_variant_name || in_variant
- ### WARNING Nothing added to playlist
- %s%s
- %s%s:%u
- %s %s %s %d %d %d %d
- * %s %s %s %d %d %d %d
- %s %s %s %s %s %s %s
- Ping
- ERROR game_engine_replicate_player_score_to_new_client(): Attempted to replicate player without a slot, player_index [%d], to new player on machine [%d].
- ERROR game_engine_replicate_new_player_score_to_all_clients(): Attempted to replicate new player's score without a slot, player_index [%d], to all client.
- Cannot restart the map when the game is over.
- NONE != local_player_index
- halo(
- Requested function "%s" cannot be executed now.
- profile_load
- %s: %s
- filename
- \halopc\haloce\source\main\console.c
- editor_%s
- buffer_size>=0
- \halopc\haloce\source\memory\crc.c
- v>=0 && v<=4
- u>=0 && u<=4
- \halopc\haloce\source\bitmaps\s3tc\s3tc.c
- tag references
- <no tag chosen>
- garbage
- effects
- material_effects
- materials
- material_effect_block
- effect
- material_effect_material_block
- vehicle unused 2
- vehicle unused 1
- vehicle chassis slip
- vehicle tire slip
- impact
- biped unused2
- biped unused1
- jump land
- jump
- shuffle
- sliding
- run
- walk
- material_index>=0 && material_index<NUMBER_OF_MATERIAL_TYPES
- \halopc\haloce\source\effects\material_effect_definitions.c
- event_index>=0 && event_index<NUMBER_OF_MATERIAL_EFFECT_TYPES
- high frequency:[0,1]
- low frequency:[0,1]
- vibrate parameters
- continuous_damage_effect
- hunter shield:[0,+inf]
- ice:[0,+inf]
- elite energy shield:[0,+inf]
- leaves:[0,+inf]
- water:[0,+inf]
- plastic:[0,+inf]
- monitor:[0,+inf]
- sentinel:[0,+inf]
- human:[0,+inf]
- armored human:[0,+inf]
- cyborg energy shield:[0,+inf]
- cyborg:[0,+inf]
- flood carrier form:[0,+inf]
- flood combat form:[0,+inf]
- engineer force field:[0,+inf]
- engineer:[0,+inf]
- jackal energy shield:[0,+inf]
- jackal:[0,+inf]
- elite:[0,+inf]
- hunter skin:[0,+inf]
- hunter armor:[0,+inf]
- grunt:[0,+inf]
- force field:[0,+inf]
- glass:[0,+inf]
- rubber:[0,+inf]
- metal (thick):[0,+inf]
- metal (thin):[0,+inf]
- metal (hollow):[0,+inf]
- wood:[0,+inf]
- snow:[0,+inf]
- stone:[0,+inf]
- sand:[0,+inf]
- dirt:[0,+inf]
- damage modifiers
- instantaneous acceleration:[0,+inf]
- stun time:seconds#duration of stun due to this damage
- maximum stun:[0,1]#damaged unit's stun will never exceed this amount
- stun:[0,1]#amount of stun added to damaged unit
- active camouflage damage:[0,1]#how much more visible this damage makes a player who is active camouflaged
- vehicle passthrough penalty:[0,1]#zero damages passengers in vehicles, one does not
- damage upper bound
- damage lower bound
- AOE core radius:world units#if this is area of effect damage
- category
- side effect
- damage
- outward exponent
- outward radius:world units
- outward velocity:world units per second
- forward exponent
- forward radius:world units
- forward velocity:world units per second
- Controls particle velocities when a damage effect shatters a materal.
- breaking effect
- wobble weight#a value of 0.0 signifies that the wobble function has no effect; a value of 1.0 signifies that the effect will not be felt when the wobble function's value is zero.
- wobble function period:seconds
- wobble function#a function to perturb the effect's behavior over time
- random rotation:degrees#random rotation in all directions
- random translation:world units#random translation in all directions
- falloff function#a function to envelope the effect's magnitude over time
- duration:seconds#the effect will last for this duration.
- camera shaking
- angle:degrees
- permanent camera impulse
- jitter:world units
- pushback:world units
- rotation:degrees
- temporary camera impulse
- high frequency vibrate
- frequency:[0,1]
- low frequency vibrate
- maximum intensity:[0,1]
- fade function
- duration:seconds
- priority
- type
- There are seven screen flash types:
- NONE: DST'= DST
- LIGHTEN: DST'= DST(1 - A) + C
- DARKEN: DST'= DST(1 - A) - C
- MAX: DST'= MAX[DST(1 - C), (C - A)(1-DST)]
- MIN: DST'= MIN[DST(1 - C), (C + A)(1-DST)]
- TINT: DST'= DST(1 - C) + (A*PIN[2C - 1, 0, 1] + A)(1-DST)
- INVERT: DST'= DST(1 - C) + A)
- In the above equations C and A represent the color and alpha of the screen flash, DST represents the color in the framebuffer before the screen flash is applied, and DST' represents the color after the screen flash is applied.
- screen flash
- cutoff scale:[0,1]
- radius:world units
- damage_effect
- don't scale damage by distance
- infection form pop
- can cause multiplayer headshots
- only hurts one infection form
- skips shields
- damage indicators always point down
- causes flaming death
- only hurts shields
- detonates explosives
- does not ping units
- does not hurt friends
- pings resistant units
- can cause headshots
- does not hurt owner
- shotgun
- needle
- plasma
- mounted weapon
- flame
- melee
- sniper
- high explosive
- grenade
- bullet
- falling
- emp
- lethal to the unsuspecting
- harmless
- high
- medium
- low
- tint
- invert
- min
- max
- darken
- lighten
- use this to attach widgets that are loaded as 'children'
- of this widget (children are always loaded as part of the parent widget)
- child widgets
- use this to attach widgets that are loaded only
- if some internal criteria is met while processing a widget event
- conditional widgets
- extended description widget
- parameters specific to column list widgets
- child widgets are the list items
- footer bounds
- header bounds
- list footer bitmap
- list header bitmap
- parameters specific to spinner list widgets
- child widgets are the list items
- These options affect list items for both spinner and column lists
- * child widgets are used to define the visible list items
- * for lists with code-generated list items, the child widgets are used
- as templated for visible list item placement
- IMPORTANT: for list widgets, the ONLY thing you can have as child widgets are the list item widgets!
- list items
- vert offset#offsets the text position in its bounding area
- horiz offset#offsets text position in its bounding area
- string list index#default is 0
- blah blah blah
- more text box parameters
- justification
- text color
- text font
- text label unicode strings list
- parameters specific to text box widgets
- NOTE: the string list tag can also be used for lists whose items come from a string list tag
- search and replace functions
- These are used to run a search-and-replace on the specified
- word in the text-box text, replacing all occurrences of the word
- with the output of the replace-function. These are invoked each
- time the text box is rendered (after any game data input functions
- have been run). The searching is case-sensitive.
- search-and-replace
- These allow actions to be tied to certain ui events.
- The event handler is run every time the widget receives the specified event.
- By default, the 'back' and 'B' buttons will take you to the previous screen.
- event handlers
- game data inputs
- These functions use current game data to modify the appearance of
- the widget. These functions are called every time the widget is
- rendered.
- game data input fxns
- background bitmap
- milliseconds auto close fade time#<= 0 for immediate close
- milliseconds to auto close#<=0 to never auto-close
- controller index
- widget type
- ui widget definitions
- ui_widget_references_block
- visible_list_item_placement_reference_block
- replace function
- search string
- search_and_replace_reference_block
- horizontal offset
- vertical offset
- custom controller index
- child_widget_reference_block
- use custom controller index
- custom controller index (unused)
- name (unused)
- conditional_widget_reference_block
- load if event handler function fails
- script
- sound effect
- widget tag
- event type
- event_handler_references_block
- try to branch on failure
- run scenario script
- go back to previous widget
- replace self w/ widget
- run function
- give focus to widget
- reload other widget
- reload self
- open widget
- close all widgets
- close other widget
- close current widget
- function
- game_data_input_references_block
- list single preview no scroll
- list items only one tooltip
- list items from string list tag
- list items generated in code
- don't do that weird focus test
- flashing
- password
- editable
- center justify
- right justify
- left justify
- force handle mouse
- don't push history
- always use nifty render fx
- always use tag controller index
- return to main menu if no history
- pass handled events to all children
- render regardless of controller index
- pass unhandled events to all children
- dont focus a specific child widget
- dpad left/right tabs thru list items
- dpad up/down tabs thru list items
- dpad left/right tabs thru children
- dpad up/down tabs thru children
- flash background bitmap
- pause game time
- pass unhandled events to focused child
- post-render
- custom activation
- double click
- right mouse
- middle mouse
- left mouse
- lose focus
- get focus
- deleted
- created
- right analog stick right
- right analog stick left
- right analog stick down
- left analog stick right
- left analog stick left
- left analog stick down
- left analog stick up
- right thumb
- left thumb
- back button
- start button
- dpad right
- dpad left
- dpad down
- dpad up
- right trigger
- left trigger
- white button
- black button
- Y button
- X button
- B button
- A button
- custom (not implemented)
- movie (not implemented)
- game model (not implemented)
- column list
- spinner list
- text box
- container
- any player
- player 4
- player 3
- player 2
- player 1
- failed to load ui tags tied to solo scenarios
- ui\ui_tags_loaded_solo_scenario_type
- failed to load ui tags tied to multiplayer scenarios
- ui\ui_tags_loaded_multiplayer_scenario_type
- failed to load ui tags tied to the main menu scenario
- ui\ui_tags_loaded_mainmenu_scenario_type
- unknown scenario type
- \halopc\haloce\source\interface\ui_widget_group.c
- failed to load ui failure sound tag
- sound\sfx\ui\flag_failure
- failed to load ui back sound tag
- sound\sfx\ui\back
- failed to load ui forward sound tag
- sound\sfx\ui\forward
- failed to load ui cursor sound tag
- sound\sfx\ui\cursor
- failed to load ui tags not tied to any scenario
- ui\ui_tags_loaded_all_scenario_types
- messages*
- message elements*
- text data*
- hud_message_text
- panel count*
- start index of message block*
- start index into text blob*
- name*
- hud_messages_block
- data*
- type*
- hud_message_elements_block
- string data
- sound_scenery
- global_z_reference_vector_block
- global_detail_object_counts_block
- global_detail_object_block
- global_detail_object_cells_block
- types
- sprite plate
- global z offset:applied to all detail objects of in this collection so they don't float above the ground
- collection type
- detail_object_collection
- ambient color:[0,255]
- maximum color:[0,1]
- minimum color:[0,1]
- size:world units per pixel
- far fade distance:world units
- near fade distance:world units
- color override factor#fraction of detail object color to use instead of the base map color in the environment:[0,1]
- type flags
- sequence index:[0,15]
- name^
- detail_object_type_block
- ...more colors
- interpolate color in hsv
- viewer-facing
- screen-facing
- layer_index<MAXIMUM_DETAIL_OBJECT_LAYERS_PER_STRUCTURE
- \halopc\haloce\source\structures\detail_object_definitions.c
- type does not reference a valid sequence
- bitmap '%s' does not exist
- error loading detail_object_collection '%s'
- detail_object_type %s: %s
- multiplayer scenarios
- multiplayer_scenario_description
- scenario tag directory path#this is the path to the directory containing the scenario tag file of the same name
- displayed map name
- descriptive bitmap
- these provide the info required by the UI to load a net map
- net map info
- scenario_description_block
- scenario_list
- ui\multiplayer_scenarios
- count
- \halopc\haloce\source\scenario\multiplayer_scenario_description.c
- */\|,.;:"^&?<>
- virtual keys
- special key labels string list
- display font
- virtual_keyboard
- sticky background bitmap
- active background bitmap
- selected background bitmap
- unselected background bitmap
- caps+symbols character
- shift+symbols character
- shift+caps character
- symbols character
- caps character
- shift character
- lowercase character
- enter unicode character values as integer numbers
- key codes
- keyboard key
- virtual_key_block
- SPACE
- RIGHT
- LEFT
- BACKSPACE
- SYMBOLS
- CAPS LOCK
- SHIFT
- DONE
- ZYXWVUTSRQPONMLKJIHGFEDCBA987654$
- %
- &' !"#((((+++++++))**
- failed to load virtual keyboard caret bitmap '%s'
- ui\shell\bitmaps\white
- failed to load virtual keyboard for '%s' language
- virtual_keyboard_globals.keyboard
- \halopc\haloce\source\interface\virtual_keyboard.c
- ui\english
- virtual_keyboard_globals.active
- ui\large_ui
- (caption_index>=FIRST_VIRTUAL_KEYBOARD_CAPTION_STRING_INDEX) && (caption_index<NUMBER_OF_VIRTUAL_KEYBOARD_STRINGS)
- text_buffer && buffer_size && !(buffer_size&1) && !virtual_keyboard_globals.active
- bad virtual keyboard tag; there should be %d keys defined
- rect
- (virtual_keyboard_globals.keyboard != NULL) && (virtual_keyboard_globals.text_font_tag != NONE)
- .fortunevirtual_keyboard_globals.buffer_size>0
- right stick (not a button)
- left stick (not a button)
- right thumb button
- left thumb button
- y button
- x button
- b button
- a button
- checkpoint sound
- checkpoint end text
- checkpoint begin text
- loading end text
- loading begin text
- Hud crap that wouldn't fit anywhere else
- carnage report bitmap
- Time out flash color
- Not much time left flash color
- Hud timer definitions
- multiplayer sequence index
- sequence index
- indicator bitmap
- Hud damage indicators
- default chapter title bounds
- motion sensor scale [DON'T TOUCH EVER]*
- motion sensor velocity sensitivity#how fast something moves to show up on the motion sensor
- motion sensor range
- default weapon hud
- Hud globals
- hud scale in multiplayer
- Multiplayer parameters
- waypoint arrows
- arrow bitmap
- right offset
- left offset
- bottom offset
- top offset
- The offset values are how much the waypoint rectangle border is offset from the safe camera bounds
- Waypoint parameters
- fade ticks
- uptime ticks
- Objective colors
- hud messages
- Other hud messaging data
- disabled color
- time of each flash
- flash length
- flash flags
- number of flashes
- time between flashes
- flash delay
- flash period
- flashing color
- default color
- HUD HELP TEXT COLOR
- button icons
- alternate icon text
- icon bitmap
- item message text
- text spacing
- icon color
- fade time
- up time
- multi player font
- single player font
- scaling flags
- height scale
- width scale
- anchor offset
- anchor
- Messaging parameters
- hud_globals
- occluded sequence index
- off screen sequence index
- on screen sequence index
- translucency
- opacity
- hud_waypoint_arrow_block
- text index
- frame rate [0,30]
- override icon color
- offset from reference corner
- width offset#extra spacing beyond bitmap width for text alignment
- sequence index#sequence index into the global hud icon bitmap
- hud_button_icon_block
- colon width
- decimal point width
- y offset
- x offset
- screen digit width
- bitmap digit width
- digits bitmap
- hud_number
- width offset is absolute icon width
- override default color
- use text from string_list instead
- don't rotate when pointing offscreen
- reverse default/flashing colors
- effectors
- tertiary wrap mode
- secondary wrap mode
- primary wrap mode
- tertiary
- secondary
- primary
- which maps to use
- map
- tertiary offset
- secondary offset
- primary offset
- how much to offset the origin of the texture
- map offsets
- tertiary scale
- secondary scale
- primary scale
- how much to scale the textures
- map scales
- 1 to 2 blend func
- 0 to 1 blend func
- how to blend the textures together
- blending function
- tertiary anchor
- secondary anchor
- primary anchor
- where you want the origin of the texture.
- *"texture" uses the texture coordinates supplied
- *"screen" uses the origin of the screen as the origin of the texture
- anchors
- framebuffer blend func
- global_hud_multitexture_overlay_definition
- function phase:seconds
- function period:seconds
- periodic function
- If you use a periodic function as the source, this lets you tweak it.
- periodic functions
- tint color upper bound
- tint color lower bound
- If destination is tint, these values are used instead of the out bounds.
- tint color bounds
- out bounds:pixels
- in bounds:source units
- When the source is at the lower inbound, the destination ends up the lower outbound and vice-versa applies for the upper values.
- in/out bounds
- destination
- destination type
- These describe the relationship that causes the effect.
- * destination type is the type of variable you want to be effected
- * destination tells which texture map (or geometry offset) to apply it to
- * source says which value to look at when computing the effect
- source/destination
- global_hud_multitexture_overlay_effector_definition
- wrap
- clamp
- screen
- dot
- multiply2x
- multiply
- subtract
- add
- weapon zoom level
- explicit (uses low bound)
- weapon heat
- weapon ammo (loaded)
- weapon ammo (total)
- player yaw
- player pitch tangent
- player pitch
- tertiary map
- secondary map
- primary map
- geometry offset
- fade [0,1]
- tint [0,1]
- Real-time monochromatic color filter.
- desaturation
- intensity:[0,1]
- script source:[0,3]
- Real-time gamma correction to make dark objects appear brighter.
- night-vision
- radius out bounds:pixels
- FOV in bounds:degrees
- Warp effect like in 'Pitch-Black', sort of.
- convolution
- mask (splitscreen)
- mask (fullscreen)
- Mask bitmap overlay. Use either a 2D bitmap or an interface bitmap.
- mask
- global_hud_screen_effect_definition
- additive
- masked
- connect to flashlight
- only when zoomed
- invert interpolation
- ...more colors for hsv interpolation
- interpolate color along hsv space
- interpolate between min/max flash colors as state changes
- use min/max for state changes
- draw a trailing m
- only show when zoomed
- show leading zeros
- use high res scale
- don't scale size
- don't scale offset
- large
- small
- multiplayer
- solo
- any
- bottom right
- bottom left
- top right
- top left
- bottom_right
- bottom_left
- top_right
- top_left
- ### ERROR multitexture_overlay does not respect [0,1] bounds
- ### tell Bernie or Adrian IMMEDIATELY!! (call Bernie @206-289-3764 if after hours)
- invalid button
- element
- \halopc\haloce\source\interface\hud_definitions.c
- Vehicle hud
- meters
- Auxilary hud meters
- sounds
- Hud warning sounds
- overlays
- Auxilary overlays
- The blips use this as a reference point
- Motion sensor center
- Motion sensor foreground
- Motion sensor background
- min color health fraction cutoff
- max color health fraction cutoff
- medium health left color
- Health panel meter
- Health panel background
- overcharge empty color
- overcharge flash color
- overcharge maximum color
- overcharge minimum color
- Shield panel meter
- Shield panel background
- Unit hud background
- Weapon hud screen alignment
- unit_hud_interface
- minimum fraction cutoff
- value scale#used for non-integral values, i.e. health and shields
- alpha bias
- alpha multiplier
- minumum meter value
- empty color
- flash color
- color at meter maximum
- color at meter minimum
- meter bitmap
- METER
- BACKGROUND
- unit_hud_auxilary_panel_block
- multitex overlay
- interface bitmap
- unit_hud_auxilary_overlay_block
- use team color
- team icon
- latched to
- unit_hud_sound_block
- flash once if activated while disabled
- show only when active
- integrated light
- health major damage
- health minor damage
- health empty
- health low
- shield empty
- shield low
- shield damaged
- shield recharging
- Warning sounds
- Total grenades overlays
- flash cutoff
- Total grenades numbers
- Total grenades background
- Grenade hud background
- Grenade hud screen alignment
- grenade_hud_interface
- grenade_hud_sound_block
- throw on no grenades
- no grenades left
- low grenade count
- grenade_hud_overlay_block
- Messaging information
- screen effect
- overlay elements
- crosshairs
- Crosshairs always go in the center of the screen.
- Crosshairs can be attached to one of four different states:
- * Aim: Default crosshair. Frame 0 is the default state, frame 1 is the auto-aim state (frame rate ignored)
- * Zoom: Zoom overlay. Each zoom level has a corresponding frame (frame rate ignored)
- * Charge: Charging overlay. If you wish to display an animation for charging, put it here.
- * Flash: Similar to charging, but for low ammo/batter/heat states
- * Reload/Overheat: Similar to charging, but for reloading/overheating
- Crosshairs
- number elements
- meter elements
- static elements
- age cutoff
- heat cutoff
- loaded ammo cutoff
- total ammo cutoff
- Flash cutoffs
- child hud
- weapon_hud_interface
- weapon_hud_sound_block
- Crosshair overlays
- Crosshair bitmap
- crosshair type
- weapon_hud_crosshair_block
- weapon_hud_crosshair_item_block
- Overlays
- Overlay bitmap
- weapon_hud_overlays_block
- weapon specific flags
- number of fractional digits
- maximum number of digits
- weapon_hud_number_block
- weapon_hud_meter_block
- can use on map type
- state attached to
- weapon_hud_static_block
- frame rate
- weapon_hud_overlay_block
- divide number by clip size
- don't show when zoomed
- one zoom level
- hide area outside reticle
- show sniper data
- show only when zoomed
- not a sprite
- flash when firing with depleted battery
- secondary trigger ready
- primary trigger ready
- low secondary ammo and none left to reload
- flash when firing secondary trigger with no ammo
- flash secondary reload
- flash secondary total ammo
- should reload secondary trigger
- low ammo and none left to reload
- flash when throwing and no grenade
- flash when firing and no ammo
- reload/overheat
- flash battery
- flash total ammo
- flash heat
- charge
- zoom
- aim
- fired depleted weapon
- battery depleted
- no total ammo left
- low battery
- low total ammo
- overheating
- high heat
- should reload
- zoom change
- auto-aim lock-on
- use parent hud flashing parameters
- flashes when active
- elevation to target
- distance to target
- secondary weapon loaded ammo
- secondary weapon total ammo
- age
- heat
- loaded ammo
- total ammo
- show on reload/overheating
- show always
- show on default
- show on empty
- show on flashing
- overlay item %d for %s references an invalid sequence
- crosshair item %d for %s references an invalid sequence
- crosshair element %d for %s is not valid
- overlay element %d for %s is not valid
- meter element %d for %s is not valid
- static element %d for %s is not valid
- spawn time (in seconds, 0 = default)
- item permutations
- item_collection
- item^#which item to
- weight#relatively how likely this item will be chosen
- item_permutation
- detonation effect
- detonating effect
- detonation delay:seconds
- collision sound
- material effects
- D in
- C in
- B in
- A in
- hud message value scale
- sort order
- message index
- This sets which string from tags\ui\hud\hud_item_messages.unicode_string_list to display.
- message-index
- $$$ ITEM $$$
- unaffected by gravity
- destroyed by explosions
- always maintains z up
- rout re
- rout
- massacre re
- massacre
- wounded re
- seriously wounded re
- wounded
- seriously wounded
- unscathed
- alone
- sh corps ply
- shooting dead enemy player
- sh corps
- shooting dead enemy
- check fri
- check body friend
- check en
- check body enemy
- celeb
- celebration
- resurrect
- resurrection
- leap att
- leap attack
- unc leap
- uncover leap
- dive
- melee attack
- bersk
- berserk
- surpr
- surprise
- pleading
- part nothn
- nothing there
- part sight
- partially sighted
- veh collide
- vehicle collision
- veh scare
- vehicle scared
- veh yeah
- vehicle woohoo
- veh exit
- vehicle exit
- veh entry
- vehicle entry
- hid finish
- hiding finished
- lostcont
- lost contact
- a-flee re
- attempted flee re
- a-flee
- attempted flee
- flee ldr
- flee leader died
- flee re
- flee
- taunt re
- taunt
- shoot trai
- shooting traitor
- shoot grp
- shooting group
- shoot brs
- shooting berserk
- shoot veh
- shooting vehicle
- shoot
- shooting
- friend play
- sighted friend player
- cover
- retreat re
- retreat
- advance re
- advance
- unc start re
- uncover start re
- unc start
- uncover start
- sea g-aband
- search group abandon
- sea aband
- search abandon
- sea report
- search report
- sea query re
- search query re
- sea query
- search query
- sea start
- search start
- blocked re
- blocked
- al lost re
- alert lost contact re
- al lostcom
- alert lost contact
- al nonc re
- alert friend re
- al nonc
- alert friend
- en nearby re
- nea combat nearby re
- en group re
- new combat group re
- gre friend
- grenade danger friend
- gre self
- grenade danger self
- gre enemy
- grenade danger enemy
- gre sight
- grenade sighted
- gre start
- grenade startle
- gre throw
- grenade throwing
- ally reform
- alliance reformed
- ally broken
- alliance broken
- deadbody
- dead friend found
- en unex
- unexpected enemy
- en search
- old enemy sighted
- en recent
- new enemy recent combat
- en new
- new combat alone
- d betray
- friend betrayed
- d b sent
- friend killed by sentinel
- d b flood
- friend killed by flood
- d b cov
- friend killed by covenant
- d b en playr
- friend killed by enemy player
- d b enemy
- friend killed by enemy
- d b playr
- friend killed by friendly player
- d b fri
- friend killed by friend
- d playr
- friend player died
- d fri
- friend died
- pk spree cm
- player killing spree cm
- pk mount cm
- player kill mountedweapon cm
- pk veh cm
- player kill vehicle cm
- pk shotg cm
- player kill shotgun cm
- pk flame cm
- player kill flame cm
- pk melee cm
- player kill melee cm
- pk expl cm
- player kill explosion cm
- pk gren cm
- anyone kill grenade cm
- pk snipe cm
- player kill sniper cm
- pk plas cm
- player kill plasma cm
- pk need cm
- player kill needler cm
- pk bull cm
- player kill bullet cm
- pk cm
- player kill cm
- k spree
- killing spree
- k en mount
- killed enemy mountedweapon
- k en veh
- killed enemy vehicle
- k en shotg
- killed enemy shotgun
- k en flame
- killed enemy flame
- k en melee
- killed enemy melee
- k en expl
- killed enemy explosion
- k en gren
- killed enemy grenade
- k en snipe
- killed enemy sniper
- k en plas
- killed enemy plasma
- k en need
- killed enemy needler
- k en bull
- killed enemy bullet
- k sent cm
- killed enemy sentinel cm
- k sent
- killed enemy sentinel
- k carrier cm
- killed enemy floodcarrier cm
- k carrier
- killed enemy floodcarrier
- k flood cm
- killed enemy floodcombat cm
- k flood
- killed enemy floodcombat
- k cov cm
- killed enemy covenant cm
- k cov
- killed enemy covenant
- k en play cm
- killed enemy player cm
- k en play
- killed enemy player
- k en cm
- killed enemy cm
- k enemy
- killed enemy
- k playr cm
- killed friend player cm
- k playr
- killed friend player
- k fri cm
- killed friend cm
- k fri
- killed friend
- h en mount
- hurt enemy mountedweapon
- h en veh
- hurt enemy vehicle
- h en shotg
- hurt enemy shotgun
- h en flame
- hurt enemy flame
- h en melee
- hurt enemy melee
- h en expl
- hurt enemy explosion
- h en gren
- hurt enemy grenade
- h en snipe
- hurt enemy sniper
- h en plas
- hurt enemy plasma
- h en need
- hurt enemy needler
- h en bull
- hurt enemy bullet
- h en cm
- hurt enemy cm
- h en re
- hurt enemy re
- h enemy
- hurt enemy
- h playr
- hurt friend player
- h fri re
- hurt friend re
- h fri
- hurt friend
- s en cm
- damaged enemy cm
- s enemy
- damaged enemy
- s playr
- damaged friend player
- s fri
- damaged friend
- d flying
- death flying
- d inst
- death instant
- d agony
- death agonizing
- d fall
- death falling
- d viol
- death violent
- d quiet
- death quiet
- maim head
- maimed head
- maim limb
- maimed limb
- scream pain
- scream fear
- p fall
- pain falling
- p shield
- pain shield
- p b major
- pain body major
- p b minor
- pain body minor
- idle flee
- idle combat
- idle noncom
- idle noncombat
- rout re#post-combat reply: our friends kicked alien ass
- rout#post-combat our friends kicked alien ass
- massacre re#post-combat reply: our friends took heavy casualties
- massacre#post-combat our friends took heavy casualties
- seriously wounded re#post-combat replying to a friend who was badly hurt
- seriously wounded#post-combat we were badly hurt
- unscathed#post-combat we were not hurt
- alone#post-combat all friends killed
- post-combat chatter
- shooting dead enemy player#post-combat shooting an enemy player's dead body
- shooting dead enemy#post-combat shooting an enemy's dead body
- check body friend#post-combat checking a friend's dead body
- check body enemy#post-combat checking an enemy's dead body
- celebration#all enemies defeated
- vocalizations that immediately follow combat
- post-combat actions
- resurrection#arise and return to life
- leap attack#begin a leap attack
- uncover exclamation#leapt out of corner to uncover a suspected target
- dive#dove away from danger or into cover
- melee attack#attacked an enemy in melee
- berserk#went berserk
- surprise#surprised by an enemy, noise, body or weapon impact
- vocalizations that interrupt our talking
- exclamations
- pleading#pleading for the player to spare our pitiable lives
- nothing there#decided that a suspicious sighting was nothing after all
- partially sighted#saw something suspicious but not sure it was an enemy
- vehicle collision#riding in a vehicle and the driver collides with something
- vehicle scared#scared while in vehicle (imminent crash)
- vehicle woohoo#excited while in vehicle (big air, etc)
- vehicle exit#exits vehicle
- vehicle entry#enters vehicle
- hiding finished#stops hiding and pursues target
- lost contact#target was not at expected location
- attempted flee re#unable to flee because a leader is nearby - response
- attempted flee#unable to flee because a leader is nearby
- flee leader died#fleeing in panic because our leaders are all dead
- flee re#fleeing in panic: response
- flee#fleeing in panic
- taunt re#taunted by an enemy: response
- taunt#taunting the enemy
- shooting traitor#shooting at a traitorous player
- shooting group#shooting at a group of enemies
- shooting berserk#shooting at an enemy while berserk
- shooting vehicle#shooting from a vehicle at an enemy
- shooting#shooting at an enemy
- sighted friend player#sighted a new friendly player
- vocalizations that don't require friends
- actions
- cover#telling friends to seek cover
- retreat re#our platoon starts to defend or retreat: response
- retreat#our platoon starts to defend or retreat
- advance re#our platoon starts to attack or advance: response
- advance#our platoon starts to attack or advance
- group uncover re#starting to uncover target: response
- group uncover#starting to uncover target with friend
- search group abandon#search coordinator giving up on search
- search abandon#searcher giving up on search
- search report#searcher reporting that an area is clear
- search query re#asking searchers whether they have found anything: response
- search query#asking searchers whether they have found anything
- search start#starting to search
- blocked re#friend is blocking us from moving or firing: response
- blocked#friend is blocking us from moving or firing
- alert lost contact re#alert friends that target was not at expected location: response
- alert lost contact#alert friends that target was not at expected location
- alert friend re#alerted by a friend when in a noncombat state
- alert friend#alert a friend who is in a noncombat state
- new combat nearby re#reply to a distant friend who alerted us to an enemy
- new combat group re#reply to a nearby friend who alerted us to an enemy
- vocalizations that require friends
- group communication
- grenade danger friend#in danger from a friendly grenade (not our own)
- grenade danger self#in danger from your own grenade
- grenade danger enemy#in danger from an enemy grenade
- grenade startle#alerted by a grenade bouncing near us
- grenade sighted#see an enemy grenade
- grenade throwing#throwing a grenade
- alliance reformed#we forgive a traitor and make him our friend again
- alliance broken#we decide that a former ally is now a traitor
- dead friend found#unexpectedly finds a dead body of a friend
- unexpected enemy#unexpectedly encounters enemy (behind or to the side)
- old enemy sighted#see an enemy that we are currently looking for
- new enemy recent combat#see a new enemy and we have recently been in combat
- new combat alone#see an enemy and we have not previously been in combat
- vocalizations that can be played even if a friend is talking
- shouting
- friend betrayed#a friend was deliberately killed by an ally that we don't trust (e.g. player killed a marine)
- friend killed by sentinel#a friend died from sentinel fire
- friend killed by flood#a friend died from the flood
- friend killed by covenant#a friend died from covenant fire
- friend killed by enemy player# friend died from an enemy player
- friend killed by enemy#a friend died from enemy fire
- friend killed by friendly player# friend died from player's friendly fire
- friend killed by friend#a friend died from friendly fire
- friend player died#a friendly player died
- friend died#a friendly AI died
- friends dying
- player killling spree cm#response to the player going on a killing spree
- player kill mountedweapon cm#response to the player killing an enemy with a fixed weapon
- player kill vehicle cm#response to the player killing an enemy by hitting them with a vehicle
- player kill shotgun cm#response to the player killing an enemy with a shotgun
- player kill flame cm#response to the player killing an enemy with flamethrower
- player kill melee cm#response to the player killing an enemy with a melee weapon
- player kill explosion cm#response to the player killing an enemy with an explosive weapon
- anyone kill grenade cm#response to _anyone_ killing an enemy with a grenade
- player kill sniper cm#response to the player killing an enemy with a sniper weapon
- player kill plasma cm#response to the player killing an enemy with a plasma bolt
- player kill needler cm#response to the player killing an enemy with needles
- player kill bullet cm#response to the player killing an enemy with bullets
- player kill cm#response to the player killing an enemy
- responses to a friendly player killing an enemy nearby
- player kill responses
- killing spree#we are on a killing spree
- killed enemy mountedweapon#killed an enemy with a fixed weapon
- killed enemy vehicle#killed an enemy by hitting them with a vehicle
- killed enemy shotgun#killed an enemy with a shotgun
- killed enemy flame#killed an enemy with flamethrower
- killed enemy melee#killed an enemy with a melee weapon
- killed enemy explosion#killed an enemy with an explosive weapon
- killed enemy grenade#killed an enemy with a grenade
- killed enemy sniper#killed an enemy with a sniper weapon
- killed enemy plasma#killed an enemy with a plasma bolt
- killed enemy needler#killed an enemy with needles
- killed enemy bullet#killed an enemy with bullets
- killed enemy sentinel cm#killed an enemy sentinel: comment from a friend
- killed enemy sentinel#killed an enemy sentinel
- killed enemy floodcarrier cm#killed an enemy flood carrier form: comment from a friend
- killed enemy floodcarrier#killed an enemy flood carrier form
- killed enemy floodcombat cm#killed an enemy flood combat form: comment from a friend
- killed enemy floodcombat#killed an enemy flood combat form
- killed enemy covenant cm#killed an enemy covenant: comment from a friend
- killed enemy covenant#killed an enemy covenant
- killed enemy player cm#killed an enemy player: comment from a friend
- killed enemy player#killed an enemy player
- killed enemy cm#killed an enemy: comment from a friend
- killed enemy#killed an enemy
- killed friend player cm#killed a friendly player: comment from a friend
- killed friend player#killed a friendly player
- killed friend cm#killed a friendly AI: comment from a friend
- killed friend#killed a friendly AI
- killing people
- hurt enemy mountedweapon#hurt by an enemy with a fixed weapon
- hurt enemy vehicle#hurt by an enemy with a vehicle
- hurt enemy shotgun#hurt by an enemy with a shotgun
- hurt enemy flame#hurt by an enemy with flamethrower
- hurt enemy melee#hurt by an enemy with a melee weapon
- hurt enemy explosion#hurt by an enemy with an explosive weapon
- hurt enemy grenade#a grenade is stuck to us
- hurt enemy sniper#hurt by an enemy with a sniper weapon
- hurt enemy plasma#hurt by an enemy with a plasma bolt
- hurt enemy needler#hurt by an enemy with needles
- hurt enemy bullet#hurt by an enemy with bullets
- hurt enemy cm#hurt by an enemy: comment from a friend of ours
- hurt enemy re#hurt by an enemy: response from the enemy that hurt us ('you like that?')
- hurt enemy#hurt by an enemy
- hurt friend player#hurt by a friendly player
- hurt friend re#hurt by a friendly AI: response from that friend
- hurt friend#hurt by a friendly AI
- being hurt
- damaged enemy cm#hurt an enemy: comment to friend
- damaged enemy#hurt an enemy
- damaged friend player#hurt a friendly player
- damaged friend#hurt a friendly AI
- hurting people
- death flying#died and was blown up into the air
- death instant#died instantly
- death agonizing#died in a horribly painful fashion (burnt to death)
- death falling#died from falling
- death violent#died from violent trauma
- death quiet#died from minor damage, or was unprepared
- maimed head#head body part was destroyed
- maimed limb#limb body part (arm or leg) was destroyed
- scream pain#screaming in pain (being flamed)
- scream fear#screaming in fear (falling to your death, explosive stuck to you)
- pain falling#took damage from falling
- pain shield#took shield damage
- pain body major#took a significant amount of body damage
- pain body minor#took body damage
- vocalizations generated automatically when damaged; interrupt everything except scripted dialogue.
- involuntary
- idle flee#played continuously while we are fleeing
- idle combat#played randomly and intermittently whenever we're in combat
- idle noncombat#played randomly and intermittently whenever we aren't in combat
- vocalizations generated at intervals when nothing else is happening.
- dialogue
- 1565656565655555555555PPPPPPPPPPPP]^_``b`ddddlml5p<error>
- maximum sprite extent:pixels*
- sprite info
- framebuffer blend function
- shader
- decay time:seconds
- lifetime:seconds
- animation speed:[1,120] ticks per frame
- animation loop frame
- animation
- color upper bounds
- color lower bounds
- intensity:[0,1]#1 is fully visible, 0 is invisible
- radius:world units#0 defaults to 0.125
- radius and color
- next decal in chain
- layer
- type#controls how the decal wraps onto surface geometry
- A 'compound decal' is a chain of decals which are instantiated simultaneously. Compound decals are created by choosing a <next_decal_in_chain> below. NOTE: Do not attempt to create a circularly linked decal chain, i.e. A->B->C->A! Also, do not reference a decal from an effect if it is not the 'head' of the chain; for example an effect should not instantiate decal B if the chain was A->B->C. Compound decals can have seperate bitmaps, seperate framebuffer blend functions, and can be drawn in seperate layers. In addition, each decal in the chain can either inherit its parent's <radius>, rotation, <color>, <fade>, and <sequence> - or it can randomly choose its own. This behavior is controlled by the 'geometry_inherited_by_next_decal_in_chain' flag, below.
- The decal <type> (or layer) determines the drawing order of the decal with respect to the rest of the environment. Decals in the primary layer are drawn after the environment diffuse texture, hence they affect the already-lit texture of the surface. Decals in the secondary layer are drawn immediately after decals in the primary layer, so they 'cover up' the primary decals. Decals in the 'light' layer are drawn before the environment diffuse texture, hence they affect the accumulated diffuse light and only indirectly affect the lit texture.
- decal
- water
- alpha-tested
- light
- painted sign
- burn
- splatter
- scratch
- preserve aspect
- animation loop
- SAPIEN- incremental counter
- SAPIEN- snap to axis
- water effect
- no random rotation
- geometry inherited by next decal in chain
- \halopc\haloce\source\effects\decal_definitions.c
- encoded stencil
- mask distance:meter units#fade from fully unmasked to fully masked this distance below full (and beyond empty)
- unmask distance:meter units#fade from fully masked to fully unmasked this distance beyond full (and below empty)
- full color
- anchor colors...
- interpolate colors...
- source sequence index
- stencil sequence index
- source bitmap#optional bitmap to draw into the unmasked regions of the meter (modulated by the colors below)
- stencil bitmaps#two bitmaps specifying the mask and the meter levels
- meter
- meter_stencil_data_definition
- at full
- at empty
- at both ends
- through random noise
- faster near full
- faster near empty
- linearly
- encoded_data
- mask_bitmap->height==levels_bitmap->height
- mask_bitmap->width==levels_bitmap->width
- levels_bitmap->format==_bitmap_format_y8
- mask_bitmap->format==_bitmap_format_y8
- mask_bitmap && levels_bitmap
- \halopc\haloce\source\interface\meter_definitions.c
- the meter definition %s does not specify a stencil bitmap group.
- the meter definition %s must specify %d stencil bitmaps.
- the meter definition %s specifies stencil bitmaps which are not 16 bits intensity per pixel.
- the stencil bitmaps and source bitmaps for the meter definition %s are of different dimensions.
- the meter definition %s exceeds the limit for stencil size.
- !meter->encoded_stencil.size
- meter->encoded_stencil.size==size
- placeholder
- sound environment
- background sound
- SOUND
- wind perpendicular weight:[0,1]
- wind acceleration weight:[0,1]
- wind period:seconds#0 defaults to 1
- wind velocity:world units per second
- animation period:seconds
- SCREEN LAYER ANIMATION
- map scale#0 defaults to 1
- zoom multiplier:[0,1]
- strafing multiplier:[0,1]
- rotation multiplier:[0,1]
- color#0 defaults to planar fog color
- start distance from fog plane:world units#do NOT set this to the same value as maximum_depth
- density gradient:[0,1]
- distance gradient:world units
- layer count:[0,4]#0 layers disables the effect
- SCREEN LAYERS
- COLOR
- distance to water plane:world units#the fog becomes water at this distance from its surface
- opaque depth:world units#the fog becomes opaque at this distance from its surface
- opaque distance:world units#the fog becomes opaque at this distance from the viewer
- maximum density:[0,1]#planar fog density is clamped to this value
- DENSITY
- Setting <atmosphere dominant> prevents polygon popping when the atmospheric fog maximum density (in the sky tag) is 1 and the atmospheric fog opaque distance is less than the diameter of the map. However, this flag will cause artifacts when the camera goes below the fog plane - so it should only be used when the fog plane is close to the ground.
- FLAGS
- fog
- no texture-based falloff
- no model multipass
- no environment multipass
- fog screen only
- atmosphere dominant
- is water
- reflections
- vertical scale#amount to stretch the corona along the vertical axis; 0 defaults to 1
- horizontal scale#amount to stretch the corona along the horizontal axis; 0 defaults to 1
- corona radius scale
- rotation function scale:degrees
- rotation function
- Controls how corona rotation is affected by viewer and light angles.
- corona rotation
- bitmap#used by reflections
- bitmaps
- far fade distance:world units#distance at which the lens flare brightness is minimum; set to zero to disable distance fading
- near fade distance:world units#distance at which the lens flare brightness is maximum
- occlusion offset direction
- occlusion radius:world units#radius of the square used to test occlusion
- Occlusion factor affects overall lens flare brightness and can also affect scale. Occlusion never affects rotation.
- occlusion
- cutoff angle:degrees
- falloff angle:degrees
- lens_flare
- sun
- translation
- rotation-translation
- rotation B
- rotation A
- marker forward
- toward viewer
- animation phase:seconds
- animation period:seconds#0 defaults to 1
- animation function
- color upper bound#if a=r=g=b=0, default to a=r=g=b=1
- color lower bound#if a=r=g=b=0, default to a=r=g=b=1
- Causes lens flare reflection to flicker, pulse, or whatever. Animated color modulates tint color, above, while animated alpha modulates brightness. Animation is ignored if tint color is BLACK or the animation function is ONE or ZERO.
- tint color#if a=r=g=b=0 use light color instead; alpha blends between modulation and tinting
- Tinting and modulating are not the same; 'tinting' a reflection will color the darker regions but leave the white highlights, while 'modulating' will color everything uniformly (as in most games). The tint alpha controls how much the reflection is tinted as opposed to modulated (0 is modulated, 1 is tinted). If all components are zero, the reflection is fully tinted by the light color.
- tint color
- brightness scaled by
- brightness:[0,1]#interpolated by light scale
- radius scaled by
- radius:world units#interpolated by light scale
- rotation offset:degrees
- position:along flare axis#0 is on top of light, 1 is opposite light, 0.5 is the center of the screen, etc.
- bitmap index
- lens_flare_reflection_block
- distance from center
- rotation and strafing
- rotation
- occluded by solid objects
- radius scaled by occlusion factor
- radius NOT scaled by distance
- align rotation with screen center
- falloff function#the scale of the light will diminish over time according to this function
- duration:seconds#the light will last this long when created by an effect
- if the light is created by an effect, it will animate itself as follows
- EFFECT PARAMETERS
- how the light affects the lightmaps (ignored for dynamic lights)
- RADIOSITY
- lens flare
- optional lens flare associated with this light
- LENS FLARE
- pitch period:seconds#time between repeats
- pitch function#a function to control rotation of the gel in pitch
- roll period:seconds#time between repeats
- roll function#a function to control rotation of the gel in roll
- yaw period:seconds#time between repeats
- yaw function#a function to control rotation of the gel in yaw
- secondary cube map#used for specular light
- texture animation period:seconds#time between repeats
- texture animation function#a function to control texture animation
- primary cube map#used for diffuse and specular light
- the gel map tints the light per-pixel of cube map
- GEL
- color upper bound
- color lower bound
- interpolation flags
- lens flare only radius
- cutoff angle#the angle at which the illumination is zero.
- falloff angle#the angle at which the light begins to fade.
- radius modifer#how the radius changes with external scale
- radius#the radius where illumination is zero. (lens flare only if this is 0)
- the size and shape of the light
- SHAPE
- don't fade active camouflage
- first person flashlight
- supersize in first person#for dynamic lights, light every environment surface if this light is on the gun of the current window.
- don't light own object#for dynamic lights, don't light the object that the light is attached to.
- no specular#for dynamic lights, cast only diffuse light.
- dynamic#dynamically illuminate interiors
- damping
- local variation rate
- local variation weight
- variation area#the wind direction varies inside a box defined by these angles on either side of the direction from the weather region.
- velocity:world units#the wind magnitude in the weather region scales the wind between these bounds
- wind
- lights
- animations
- shader functions
- indoor fog screen#used for FOG SCREEN only; not used for planar fog
- indoor fog opaque distance:world units#beyond this distance surfaces are completely fogged
- indoor fog start distance:world units#below this distance there is no fog
- indoor fog maximum density:[0,1]#density at opaque distance - 0 defaults to 1
- indoor fog color
- outdoor fog opaque distance:world units#beyond this distance surfaces are completely fogged
- outdoor fog start distance:world units#below this distance there is no fog
- outdoor fog maximum density:[0,1]#density at opaque distance - 0 defaults to 1
- outdoor fog color
- outdoor ambient radiosity power#the outdoor ambient light power from 0 to infinity
- outdoor ambient radiosity color#the outdoor ambient light color
- indoor ambient radiosity power#the indoor ambient light power from 0 to infinity
- indoor ambient radiosity color#the indoor ambient light color
- animation_graph
- model
- sky
- diameter#angular diameter of the light source in the sky.
- direction#direction toward the light source in the sky.
- test distance#the length of the ray for shadow testing.
- power#light power from 0 to infinity
- color#light color
- these parameters control how the light illuminates the world.
- lens flare marker name#the lens flare for this light will be attached to the specified marker in the model
- sky_light_block
- affects interiors
- affects exteriors
- period:seconds
- animation index#the index of the animation in the animation graph
- sky_animation_block
- global function name^#the global function that controls this shader value
- sky_shader_function_block
- change colors
- forced shader permutation#if nonzero, overrides the unit's shader permutation
- shield sapping radius:world units#how far away we can drain the player's shields
- shield vitality#maximum shield vitality of our unit
- body vitality#maximum body vitality of our unit
- drop weapon ammo#total number of rounds in the weapon that we drop (ignored for energy weapons)
- drop weapon loaded#amount of ammo loaded into the weapon that we drop (in fractions of a clip, e.g. 0.3 to 0.5)
- dont drop grenades chance:[0,1]#how likely we are not to drop any grenades when we die, even if we still have some
- grenade count#number of grenades that we start with
- equipment#equipment item to drop when we die
- items
- encounter grenade timeout:seconds#we cannot throw grenades if someone else in our encounter threw one this recently
- grenade check time:seconds#for continuous stimuli (e.g. visible target), how often we check to see if we want to throw a grenade
- grenade chance:[0,1]#how likely we are to throw a grenade
- collateral damage radius:world units#we won't throw if there are friendlies around our target within this range
- grenade ranges:world units#ranges within which we will consider throwing a grenade
- grenade velocity:world units per second#how fast we can throw our grenades
- enemy radius:world units#we consider enemies within this radius when determining where to throw
- minimum enemy count#how many enemies must be within the radius of the grenade before we will consider throwing there
- grenade stimulus#what causes us to consider throwing a grenade
- trajectory type#how we throw our grenades
- grenade type#type of grenades that we throw
- grenades
- berserk melee abort range:world units#while berserking, if our target gets this far away from us, we stop trying to melee them
- berserk melee range:world units#while berserking, how close an enemy target must get before triggering a melee charge
- berserk firing ranges:world units#if we are outside maximum range, we advance towards target, stopping when we reach minimum range
- melee abort range:world units#if our target gets this far away from us, we stop trying to melee them
- melee range:world units#how close an enemy target must get before triggering a melee charge
- berserking and melee
- special-fire delay:seconds#how long we must wait between uses of our special weapon fire mode
- special-fire chance:[0,1]#how likely we are to use our special weapon fire mode
- special-fire situation#when we will decide to use our special weapon fire mode
- special-fire mode#the type of special weapon fire that we can use
- modified vision range#any custom vision range that this actor variant has (zero = normal)
- bombardment range#we offset our burst targets randomly by this range when firing at non-visible enemies (zero = never)
- super-ballistic range#we try to aim our shots super-ballistically if target is outside this range (zero = never)
- special-case firing properties
- berserk projectile error#error multiplier when the actor is berserk (zero = unchanged)
- berserk rate of fire#rate-of-fire multiplier when the actor is berserk (zero = unchanged)
- berserk burst separation#burst separation multiplier when the actor is berserk (zero = unchanged)
- berserk burst duration#burst duration multiplier when the actor is berserk (zero = unchanged)
- moving projectile error#error multiplier when the actor is moving (zero = unchanged)
- moving rate of fire#rate-of-fire multiplier when the actor is moving (zero = unchanged)
- moving burst separation#burst separation multiplier when the actor is moving (zero = unchanged)
- moving burst duration#burst duration multiplier when the actor is moving (zero = unchanged)
- new-target projectile error#error multiplier for newly appeared targets (zero = unchanged)
- new-target rate of fire#rate-of-fire multiplier for newly appeared targets (zero = unchanged)
- new-target burst separation#burst separation multiplier for newly appeared targets (zero = unchanged)
- new-target burst duration#burst duration multiplier for newly appeared targets (zero = unchanged)
- a firing pattern lets you modify the properties of an actor's burst geometry. actors choose which firing pattern to use based on their current state:
- 'new-target' when the target just appeared
- 'moving' when the actor is moving
- 'berserk' if the actor is berserk
- if none of these apply, no firing pattern is used.
- the default values in the burst geometry are multiplied by any non-zero modifiers in the firing pattern.
- firing patterns
- special projectile error:degrees#projectile error angle for special weapon fire (applied in addition to the normal error)
- special damage modifier:[0,1]#damage modifier for special weapon fire (applied in addition to the normal damage modifier. zero = no change)
- burst angular velocity:degrees per second#the maximum rate at which we can sweep our fire (zero = unlimited)
- burst separation:seconds#how long we wait between bursts
- burst duration:seconds#how long each burst we fire is
- burst return angle:degrees#the range from the horizontal that the return direction can be
- burst return length:world units#how far the burst point moves back towards the target (could be negative)
- burst origin angle:degrees#the range from the horizontal that our starting error can be
- burst origin radius:world units#how far away from the target the starting point is
- at the start of every burst we pick a random point near the target to fire at, on either the left or the right side.
- the burst origin angle controls whether this error is exactly horizontal or might have some vertical component.
- over the course of the burst we move our projectiles back in the opposite direction towards the target. this return motion is also controlled by an angle that specifies how close to the horizontal it is.
- for example if the burst origin angle and the burst return angle were both zero, and the return length was the same as the burst length, every burst would start the same amount away from the target (on either the left or right) and move back to exactly over the target at the end of the burst.
- burst geometry
- damage per second#only used if weapon damage modifier is zero... how much damage we should deliver to the target per second while firing a burst at them (zero = use weapon default)
- weapon damage modifier#what fraction of its normal damage our weapon inflicts (zero = no modifier)
- target leading:[0,1]#how much we lead moving targets. 0.0= no prediction. 1.0= predict completely.
- target tracking:[0,1]#how well our bursts track moving targets. 0.0= fire at the position they were standing when we started the burst. 1.0= fire at current position
- custom crouch gun offset#custom crouching gun offset for overriding the default in the base actor
- custom stand gun offset#custom standing gun offset for overriding the default in the base actor
- desired combat range:world units
- death fire-wildly time:seconds
- death fire-wildly chance:[0,1]
- surprise fire-wildly time:seconds
- surprise delay time:seconds
- new-target firing pattern time:seconds
- first burst delay time:seconds
- projectile error:degrees#error added to every projectile we fire
- rate of fire#how many times per second we pull the trigger (zero = continuously held down)
- maximum firing distance:world units#we can only fire our weapon at targets within this distance
- weapon
- ranged combat
- run time:seconds#when switching movement types, how long we will run for before slowing to a crouch
- crouch time:seconds#when switching movement types, how long we will stay crouched for before running
- initial crouch chance:[0,1]#actors that start their movement try to maintain this fraction of crouched actors
- movement type#when we have a choice of movement types, which type we will use
- note: only the flood combat forms will ever try to switch movement types voluntarily during combat
- movement switching
- major variant
- unit
- actor definition
- actor_variant
- actor_variant_change_colors_block
- strafing
- enemy out of sight
- enemy visible
- secondary trigger
- overcharge
- switch types
- always crouch
- always run
- seek cover
- visible target
- bounce
- lob
- toss
- prefer passenger seat
- cannot use ranged weapons
- super active camouflage
- active camouflage
- moveswitch stay w/ friends
- has unlimited grenades
- interpolate color in HSV
- can shoot while flying
- DO NOT USE: major upgrade
- combat idle speech time:seconds#time between idle vocalizations when we are in combat or searching
- noncombat idle speech time:seconds#time between idle vocalizations when we are not in combat
- communication
- friend avoid dist:world units#distance we try and stay from any friends
- old position avoid dist:world units#distance we try and stay from our last discarded firing position
- combat position time:seconds#time after which we change combat firing positions
- guard position time:seconds#time after which we decide to change guard positions (zero = never)
- firing positions
- berserk grenade chance:[0,1]#chance of berserking when we have a dangerous projectile stuck to us
- suicide sensing dist:world units#when we are this close to a target, we check to see if they're getting away and if so blow up
- berserk proximity:world units#if we ever get this close to a target, we berserk
- berserk damage threshold:[0,1]#how low our body health must get before we will consider berserking
- berserk damage amount:[0,1]#amount of body damage in a short time that makes us berserk
- melee leap ballistic:[0,1]#fraction that controls how ballistic our leaping melee trajectory is
- melee leap chance:[0,1]#chance of launching a leaping melee attack at a ground-based target (we always leap at flying targets)
- melee leap velocity:world units per tick#how fast we spring at targets when launching a leaping melee attack
- melee leap range:world units#we can launch leaping melee attacks at targets within these ranges (zero = can't leap)
- melee charge time:seconds#how long we can stay in the charging state trying to reach our target before we give up
- melee fudge factor:world units#fudge factor that offsets how far in front of the target we start our attack (negative = we try to time our attack so that we go _through_ the target). this should be close to zero, but might be bigger for suiciding units
- melee attack delay:seconds#how long we must wait between attempting melee attacks
- num positions (normal):[0,n]#number of pursuit positions to check when in normal search mode
- num positions (coord):[0,n]#number of pursuit positions to check when in coordinated group search mode
- pursuit-position time:seconds#time we search at a pursuit position
- target search time:seconds#time we search at target's position
- uncover delay time:seconds#time to look at target's position after it becomes visible
- pursuit
- change-facing stand time:seconds#how long we must stand up for after changing our fixed stationary facing
- stationary facing angle:angle#angle outside of which we must abandon a stationary facing direction and suffer any penalties
- stalking max distance:world units#distance outside of which we don't bother stalking
- stalking discovery time:seconds#if our target sees us for this long while we are stalking them, our cover is blown and we do something else (zero = never stop stalking)
- cover damage threshold:[0,1]#how much damage we must take before we are allowed to seek cover (zero = always allowed to)
- max seek-cover distance:world units#maximum distance we will consider going to find cover (zero = default)
- evasion delay time:seconds#minimum time period between evasion moves
- evasion seek-cover chance:[0,1]#chance of seeking cover (otherwise we just evade)
- defending evasion threshold#when in defending mode, we consider seeking cover or evading when our danger gets this high
- attacking evasion threshold#when in attacking mode, we consider seeking cover or evading when our danger gets this high
- defending hide time modifier#how much longer we hide behind cover for when in the defending state (zero = unchanged)
- min crouch time:seconds#minimum time to remain crouching (zero = default)
- min stand time:seconds#minimum time to remain standing (zero = default)
- defending crouch threshold#when in defending mode, if our crouch type is based on shields, we crouch when our shields are below this number; if our crouch type is based on danger, we crouch when our danger is above this number
- attacking crouch threshold#when in attacking mode, if our crouch type is based on shields, we crouch when our shields are below this number; if our crouch type is based on danger, we crouch when our danger is above this number
- defensive crouch type
- pursue shield fraction:[0,1]#elites and jackals only come out from cover to pursue if they have this much shields
- attack shield fraction:[0,1]#elites and jackals only come out from cover to attack if they have this much shields
- hide shield fraction:[0,1]#elites and jackals only seek cover if their shield falls below this value
- hide target-not-visible time:seconds#if this is non-zero then we will only seek cover if our target has not been visible recently
- hide behind cover time:seconds#how long we stay behind cover after seeking cover
- danger values: being aimed at: 0.7
- an enemy shooting in our general direction: 1.2
- an enemy shooting directly at us: 1.6
- an enemy damaging us: 2.0
- defensive
- surprise distance:world units#the distance at which newly acknowledged props or weapon impacts are considered 'close' for surprise purposes
- panic damage threshold:[0,1]#panic if we take this much body damage in a short period of time
- leader killed panic chance:[0,1]#chance of panicking when we see a leader killed
- leader type#if we see a friend of this type killed we have a chance of panicking
- friend killed panic chance:[0,1]#chance of panicking when we see a friend killed near us and the enemy is looking at us too
- cowering time:seconds#how long we hide in cover after being panicked
- panic
- retreat time:seconds#how long we retreat from an unopposable enemy for
- friends retreating trigger#if this many of our friends are retreating from an unopposable enemy, we retreat as well (zero = never use this as a retreat condition)
- friends killed trigger#if this many of our friends are killed by an unopposable enemy, we trigger a retreat (zero = never use this as a retreat condition)
- danger trigger time:seconds#how long it takes for an unopposable enemy that has the above danger level to trigger a retreat
- player danger trigger#danger level of an enemy player which will trigger a retreat if it continues over time
- vehicle danger trigger#danger level of a vehicle-based enemy which will trigger a retreat if it continues over time
- unreachable danger trigger#danger level of an unreachable enemy which will trigger a retreat if it continues over time
- unopposable
- DO NOT USE: projectile
- DO NOT USE: weapon
- combat idle looking:seconds#rate at which we change look around randomly when searching or in combat
- combat idle aiming:seconds#rate at which we change aiming directions when looking around randomly when searching or in combat
- combat idle facing:seconds#rate at which we change facing when looking around randomly when searching or in combat
- guard idle looking:seconds#rate at which we change look around randomly when guarding
- guard idle aiming:seconds#rate at which we change aiming directions when looking around randomly when guarding
- guard idle facing:seconds#rate at which we change facing when looking around randomly when guarding
- noncombat idle looking:seconds#rate at which we change look around randomly when not in combat
- noncombat idle aiming:seconds#rate at which we change aiming directions when looking around randomly when not in combat
- noncombat idle facing:seconds#rate at which we change facing when looking around randomly when not in combat
- event look time modifier#multiplier for how long we look at interesting events (zero = unchanged)
- idle looking range:degrees#range in which we select random directions to look at
- idle aiming range:degrees#range in which we select random directions to aim in
- combat look delta R:degrees#how far we can turn our head right away from our aiming vector when in combat
- combat look delta L:degrees#how far we can turn our head left away from our aiming vector when in combat
- noncombat look delta R:degrees#how far we can turn our head right away from our aiming vector when not in combat
- noncombat look delta L:degrees#how far we can turn our head left away from our aiming vector when not in combat
- maximum looking deviation:degrees#how far we can turn our head
- maximum aiming deviation:degrees#how far we can turn our weapon
- looking
- begin moving angle:degrees#we must be facing this close to our target before we start applying the throttle (default: 180 degrees)
- free-flying sidestep:world units#distance which we allow sidestepping for flying units
- stationary movement dist:world units#movement distance which is considered 'stationary' for considering whether we crouch
- glass ignorance chance:[0,1]#chance of not noticing that breakable surfaces have been destroyed
- pathfinding radius:world units
- dive from grenade chance:[0,1]#chance of running a dive animation when moving away from a grenade
- emerge from cover chance:[0,1]#chance of running an emerge animation when uncovering a target
- dive into cover chance:[0,1]#chance of running a dive animation when moving into cover
- movement
- non-combat perception time:seconds#time required to acknowledge a visible enemy when we are not alerted
- guard perception time:seconds#time required to acknowledge a visible enemy when we have been alerted
- combat perception time:seconds#time required to acknowledge a visible enemy when we are already in combat or searching for them
- notice vehicle chance:[0,1]#random chance of noticing a dangerous vehicle
- notice projectile chance:[0,1]#random chance of noticing a dangerous enemy projectile (e.g. grenade)
- hearing distance:world units#maximum range at which sounds can be heard
- crouching gun offset#offset of gun from feet when crouch (x=forward, y=left, z=up)
- standing gun offset#offset of gun from feet when standing (x=forward, y=left, z=up)
- peripheral distance:world units#maximum range at which we can see targets our of the corner of our eye
- peripheral vision angle:degrees#maximum horizontal angle within which we can see targets out of the corner of our eye
- max vision angle:degrees#maximum horizontal angle within which we see targets at range
- central vision angle:degrees#horizontal angle within which we see targets out to our maximum range
- max vision distance:world units#maximum range of sight
- perception
- more flags
- actor
- damaging us
- shooting near us
- visible
- flood shamble
- any target
- hide behind shield
- low shields
- danger
- never
- sentinel
- monitor
- carrier form
- infection form
- combat form
- crew
- marine
- assassin
- engineer
- hunter
- grunt
- jackal
- elite
- no corpse shooting
- panic in groups
- pathfinding ignores danger
- disallow vehicle combat
- must stop to fire
- must stand to fire
- avoid all enemy attack vectors
- avoid friends' line of fire
- crouch when in line of fire
- fixed crouch facing
- cannot move while crouching
- suicidal melee attack
- swarm
- dive off ledges
- always charge in 'attacking' mode
- crouch when hiding from unopposable
- panicked by unopposable enemy
- flying
- berserking uses panicked movement
- always berserk in attacking mode
- stalking freeze if exposed
- use stalking behavior
- defensive crouch while charging
- crouching must move forward
- standing must move forward
- start firing before aligned
- gets in vehicles with player
- always charge at enemies
- panic when surprised
- must crouch to shoot
- crouch when guarding
- crouch when not in combat
- try to stay still when crouched
- shoot at target's last location
- sneak uncovering pursuit position
- sneak uncovering target
- can see in darkness
- actor definition %s has values in tag reference fields that should be left unused!
- rcsscedsvnesososrtosihcsxecstawsalgstemsalpssecondary noise map scale
- secondary animation direction
- secondary animation period:seconds
- secondary noise map
- primary noise map scale
- primary animation direction
- primary animation period:seconds
- primary noise map
- tint color source#modulates perpendicular and parallel colors above
- Controls the tint color and Fresnel brightness effects.
- offset exponent#0 defaults to 1
- offset amount:world units
- offset source
- Controls how far the plasma energy extends from the model geometry.
- offset
- intensity exponent#0 defaults to 1
- intensity source
- Controls how bright the plasma is.
- plasma shader
- shader_transparent_plasma
- flash-extension source#position of flash extension leading edge (default is 1)
- gradient source#high color leading edge (default is 1)
- value source#position of flash leading edge (default is 1)
- flash brightness source#brightness of flash (default is 1)
- meter brightness source#overall meter brightness (default is 1)
- external function sources
- background transparency:[0,1]#used only when 'tint mode-2' is set
- meter transparency:[0,1]#used only when 'tint mode-2' is set
- tint color#modulates framebuffer color unless map alpha is zero
- background color
- gradient max color
- gradient min color
- colors
- meter shader
- shader_transparent_meter
- tint mode-2
- flash color is negative
- specular detail map
- specular detail map scale#0 defaults to 1
- specular map
- specular map scale#0 defaults to 1
- Specular lights are accumulated in monochrome and then alpha-blended with diffuse map and diffuse detail map. The color is determined by double-multiplying both maps and multiplying with the accumulated light, the result being alpha-blended into the framebuffer. The opacity is determined by multiplying both map's alpha channels. Since this effect is alpha-blended, it covers up tinting, reflection and diffuse texture on pixels with high opacity.
- diffuse detail map
- diffuse detail map scale#0 defaults to 1
- diffuse map
- diffuse map scale#0 defaults to 1
- Diffuse lights are accumulated in monochrome and then alpha-blended with diffuse map and diffuse detail map. The color is determined by double-multiplying both maps and multiplying with the accumulated light, the result being alpha-blended into the framebuffer. The opacity is determined by multiplying both map's alpha channels. Since this effect is alpha-blended, it covers up tinting and reflection on pixels with high opacity.
- reflection map
- parallel tint color
- parallel brightness:[0,1]
- perpendicular tint color
- perpendicular brightness:[0,1]
- reflection type
- Reflection maps are multiplied by fresnel terms (glancing angles cause reflections to disappear) and then added to the background. The primary reflection map is textured normally, while the secondary reflection map is magnified.
- background tint map
- background tint map scale#0 defaults to 1
- background tint color
- Background pixels are multiplied by the tint map and constant tint color.
- background tint properties
- glass shader
- shader_transparent_glass
- ripples
- ripple mipmap detail bias
- ripple mipmap fade factor:[0,1]#flatness of last mipmap
- ripple mipmap levels#0 defaults to 1
- ripple maps
- ripple scale#0 defaults to 1
- ripple animation velocity
- ripple animation angle:[0,360]
- reflection map:[0,1]
- view parallel tint color
- view parallel brightness:[0,1]#0 defaults to 1
- view perpendicular tint color
- view perpendicular brightness:[0,1]
- base map#controls reflection brightness and background tint
- Base map color modulates the background, while base map alpha modulates reflection brightness. Both of these effects can be independently enables and disabled. Note that if the <base map alpha modulates reflection> flag is not set, then the perpendicular/parallel brightness has no effect (but the perpendicular/parallel tint color DOES has an effect).
- water shader
- shader_transparent_water
- draw before fog
- atmospheric fog
- base map color modulates background
- base map alpha modulates reflection
- map index#index into ripple maps
- map repeats#0 defaults to 1
- map offset
- animation velocity
- animation angle:[0,360]
- contribution factor:[0,1]#0 defaults to 1
- shader_transparent_water_ripple_block
- 2 stage maps
- 4 stage maps
- chicago shader extended
- shader_transparent_chicago_extended
- extra flags
- chicago shader
- shader_transparent_chicago
- first map is viewer-centered cube map
- first map is object-centered cube map
- first map is reflection cube map
- numeric countdown timer
- don't fade active-camouflage
- map^
- alpha function#ignored for last map
- color function#ignored for last map
- shader_transparent_chicago_map_block
- blend next map alpha-inverse
- blend next map alpha
- blend current alpha-inverse
- blend current alpha
- subtract next map
- subtract current
- add-signed next map
- add-signed current
- double-multiply
- next map
- current
- alpha replicate
- stages
- extra layers
- framebuffer fade source#fade is multiplied by this external value
- framebuffer fade mode
- first map type
- numeric counter limit:[0,255]
- generic transparent shader
- shader_transparent_generic
- viewer-centered cube map
- object-centered cube map
- 2D map
- numeric
- scale first map with distance
- ignore effect
- draw before water
- first map is in screenspace
- alpha outputs
- alpha inputs
- output mapping
- output AB CD mux/sum
- output CD function
- output CD
- output AB function
- output AB
- color outputs
- input D mapping
- input D
- input C mapping
- input C
- input B mapping
- input B
- input A mapping
- input A
- color inputs
- color1
- color0 animation upper bound
- color0 animation lower bound
- color0 animation period:seconds#0 defaults to 1
- color0 animation function
- color0 source
- Constant color 0 is animated in exactly the same way as the self-illumination color of the model shader, except that it has an alpha component in addition to the RGB components. Constant color 1 is just a constant.
- constants and animation
- shader_transparent_generic_stage_block
- expand normal
- bias by -1/2
- scale by 4
- scale by 2
- scale by 1/2
- identity
- dot product
- vertex alpha 1
- vertex alpha 0 / fog
- scratch alpha 0 / final alpha
- vertex color 1
- vertex color 0
- scratch color 0 / final color
- discard
- -x
- 1/2 - clamp(x)
- clamp(x) - 1/2
- 1 - 2*clamp(x)
- 2*clamp(x) - 1
- 1 - clamp(x)
- clamp(x)
- constant blue 1
- constant blue 0
- scratch blue 1
- scratch blue 0
- vertex blue 1 / fade(parallel)
- vertex blue 0 / blue light
- map blue 3
- map blue 2
- map blue 1
- map blue 0
- constant alpha 1
- constant alpha 0
- scratch alpha 1
- scratch alpha 0
- vertex alpha 1 / fade(perpendicular)
- vertex alpha 0 / fade(none)
- map alpha 3
- map alpha 2
- map alpha 1
- map alpha 0
- constant color 1
- constant color 0
- scratch color 1
- scratch color 0
- vertex color 1 / fade(perpendicular)
- vertex color 0 / diffuse light
- map color 3
- map color 2
- map color 1
- map color 0
- negative one half
- negative one
- one half
- one
- zero
- A-out controls color0 animation
- alpha mux
- color mux
- 2D texture animation
- mipmap bias:[0,1]
- map rotation:degrees
- map v-offset
- map u-offset
- map v-scale#0 defaults to 1
- map u-scale#0 defaults to 1
- shader_transparent_generic_map_block
- v-clamped
- u-clamped
- shader_transparent_layer_block
- zsprite
- with screen space
- with primary
- don't overdraw fp weapon
- nonlinear tint
- sort bias
- parallel tint color#reflection tint color when viewed at a glancing angle
- parallel brightness:[0,1]#reflection brightness when viewed at a glancing angle
- perpendicular tint color#reflection tint color when viewed perpendicularly
- perpendicular brightness:[0,1]#reflection brightness when viewed perpendicularly
- reflection cutoff distance:world units#distance at which the reflection fades out entirely (0 means no cutoff)
- reflection falloff distance:world units#distance at which the reflection begins to fade out
- rotation-animation center
- rotation-animation scale:degrees#0 defaults to 360
- rotation-animation phase
- rotation-animation period:seconds#0 defaults to 1
- rotation-animation function
- rotation-animation source
- v-animation scale:repeats#0 defaults to 1
- v-animation phase
- v-animation period:seconds#0 defaults to 1
- v-animation source
- u-animation scale:repeats#0 defaults to 1
- u-animation phase
- u-animation period:seconds#0 defaults to 1
- u-animation source
- detail map v-scale#0 defaults to 1 (applied on top of detail map scale above)
- detail map
- detail map scale#0 defaults to 1
- detail mask#controls how detail map is masked
- detail function#controls how detail map is applied to diffuse map
- multipurpose map
- map v-scale#0 defaults to 1; scales all 2D maps simultaneously
- map u-scale#0 defaults to 1; scales all 2D maps simultaneously
- Base map alpha is used for alpha-testing.
- Multipurpose map is used for the following:
- * RED: specular reflection mask (modulates reflections)
- * GREEN: self-illumination mask (adds to diffuse light)
- * BLUE: primary change color mask (recolors diffuse map)
- * ALPHA: auxiliary mask
- Note that when DXT1 compressed color-key textures are used for the multipurpose map (as they should be normally), the alpha channel is 1-bit and any non-zero alpha pixels must have zero-color, therefore the secondary change color mask cannot affect pixels already affected by any of the other channels.
- Detail map affects diffuse map, and optionally affects reflection if <detail after reflection> flag is set.
- maps
- animation color upper bound
- animation color lower bound
- color source
- Self-illumination adds diffuse light to pixels based on the GREEN channel of the multipurpose map. The external self-illumination color referenced by <color source> is modulated by the self-illumination animation.
- self-illumination
- change color source
- Change color is used to recolor the diffuse map, it affects pixels based on the BLUE channel of the multipurpose map.
- change color
- translucency#amount of light that can illuminate the shader from behind
- Setting <true atmospheric fog> enables per-pixel atmospheric fog but disables point/spot lights, planar fog, and the ability to control the atmospheric fog density for this shader.
- model shader
- shader_model
- no random phase
- multipurpose map alpha
- multipurpose map alpha inverse
- change-color mask
- change-color mask inverse
- self-illumination mask
- self-illumination mask inverse
- reflection mask
- reflection mask inverse
- disable two-sided culling
- alpha-blended decal
- not alpha-tested
- two-sided
- detail after reflection
- reflection cube map
- parallel brightness:[0,1]#brightness when viewed at a glancing angle
- perpendicular brightness:[0,1]#brightness when viewed perpendicularly
- lightmap brightness scale:[0,1]#reflection brightness when lightmap brightness is 1
- Controls environment cube map reflections. The color of the cube map is "tinted" by a blend between <perpendicular color> and <parallel color> from the SPECULAR PROPERTIES above, and then modulated by a blend between <perpendicular brightness> and <parallel brightness>.
- BUMPED CUBE MAP:
- This type of reflection uses the shader's bump map (if it exists) to affect the reflection, as well as the perpendicular and parallel brightness (i.e. the "fresnel" effect).
- FLAT CUBE MAP:
- This is the fastest type of reflection. The bump map is used to attenuate the fresnel effect, but the reflection image itself is not bumped.
- Clear <reflection cube map> or set both <perpendicular brightness> and <parallel brightness> to zero to disable.
- reflection properties
- parallel color#hilight color when viewed at a glancing angle
- perpendicular color#hilight color when viewed perpendicularly
- brightness:[0,1]#0 is no specular hilights
- Controls dynamic specular highlights. The highlight is modulated by <brightness> as well as a blend between <perpendicular color> and <parallel color>.
- Set <brightness> to zero to disable.
- specular properties
- plasma animation phase:seconds
- plasma animation period:seconds#0 defaults to 1
- plasma animation function
- plasma off color
- plasma on color
- secondary animation phase:seconds
- secondary animation period:seconds#0 defaults to 1
- secondary animation function
- secondary off color
- secondary on color
- primary animation phase:seconds
- primary animation period:seconds#0 defaults to 1
- primary animation function
- primary off color
- primary on color
- There are three self-illumination effects which are added together. Each effect has an <on color>, used when the shader is active, and an <off color>, used when the shader is not active. The self-illumination map is used as follows:
- * RED: primary mask
- * GREEN: secondary mask
- * BLUE: plasma mask
- * ALPHA: plasma animation reference
- Each effect also has an animation <function>, <period> and <phase>, used when the shader is active. The primary and secondary effects simply modulate the <on color> by the animation value to produce an animation color, and then blend between the animation color and the <off color> based on the shader's activation level, and finally modulate by the mask.
- The plasma shader compares the animation value with the alpha channel of the map (the plasma animation reference) and produces a high value when they are similar and a dark value when they are different. This value modulates the <plasma on color> to produce a plasma animation color, and the rest proceeds just like the primary and secondary effects.
- self-illumination properties
- v-animation scale:base map repeats
- v-animation period:seconds
- v-animation function
- u-animation scale:base map repeats
- u-animation period:seconds
- u-animation function
- Scrolls all 2D maps simultaneously.
- texture scrolling animation
- bump map
- bump map scale
- Perforated (alpha-tested) shaders use alpha in bump map.
- bump properties
- material color#modulates incoming diffuse light, including lightmaps, but excluding self-illumination and specular effects
- micro detail map
- micro detail map scale#0 defaults to 1
- micro detail map function
- secondary detail map
- secondary detail map scale#0 defaults to 1
- primary detail map
- primary detail map scale#0 defaults to 1
- detail map function#affects primary and secondary detail maps
- base map
- diffuse properties
- lens flare spacing:world units#0 places a single lens flare
- lens flares
- Controls how diffuse maps are combined:
- NORMAL:
- Secondary detail map alpha controls blend between primary and secondary detail map. Specular mask is alpha of blended primary and secondary detail map alpha multiplied by alpha of micro detail map.
- BLENDED:
- Base map alpha controls blend between primary and secondary detail map. Specular mask is alpha of blended primary and secondary detail map alpha multiplied by alpha of micro detail map.
- BLENDED BASE SPECULAR:
- Same as BLENDED, except specular mask is alpha is base map times alpha of micro detail map.
- environment shader type
- Setting <true atmospheric fog> enables per-pixel atmospheric fog (for models) but disables point/spot lights, planar fog, and the ability to control the atmospheric fog density for this shader.
- environment shader
- shader_environment
- bumped radiosity
- flat cube-map
- bumped cube-map
- dynamic mirror
- lightmap is specular
- extra-shiny
- overbright
- unfiltered
- rescale bump map
- rescale detail maps
- double/biased add
- double/biased multiply
- blended base specular
- blended
- true atmospheric fog
- bump map is specular mask
- material type
- physics properties
- tint color#light passing through this surface (if it's transparent) will be tinted this color.
- color of emitted light
- power#power of emitted light from 0 to infinity
- detail level#affects the density of tesselation (high means slow).
- radiosity properties
- turd
- transparent lit
- ignore normals#light independent of normals (trees)
- simple parameterization#lightmap texture parametrization should correspond to diffuse texture parametrization
- transparent plasma
- transparent meter
- transparent glass
- transparent water
- transparent generic
- environment
- fade when parallel
- fade when perpendicular
- alpha-multiply add
- component max
- component min
- double multiply
- alpha blend
- shader->base.type==shader_type
- \halopc\haloce\source\shaders\shader_definitions.c
- ### ERROR unsupported shader type
- structure bsps
- ingame help text
- custom object names
- cutscene titles
- cutscene camera points
- cutscene flags
- source files*
- references*
- globals*
- scripts*
- script string data
- script syntax data
- ai conversations
- ai recording references
- ai script references
- ai animation references
- command lists
- encounters
- actor palette
- detail object collection palette
- decal palette
- decals
- bsp switch trigger volumes
- starting equipment
- netgame equipment
- netgame flags
- recorded animations
- trigger volumes
- player starting locations
- player starting profile
- sound scenery palette
- sound scenery
- light fixtures palette
- light fixtures
- control palette
- controls
- machine palette
- machines
- device groups
- weapon palette
- weapons
- equipment palette
- equipment
- vehicle palette
- vehicles
- biped palette
- bipeds
- scenery palette
- scenery
- object names*
- comments
- editor scenario data
- functions
- predicted resources*
- local north
- child scenarios
- skies
- CAN'T USE#set me!! me!!! i do something cool!!! you'll be happy forever if there this tag reference is filled in! don't believe the lies!!! LIESSSS!!!!!!!! YESS, MY PRECIOUSSSSS, LIESSSS...
- WON'T USE
- DON'T USE
- scenario
- use demo UI#uses alternate UI collection for demo
- cortana hack#sort cortana in front of other transparent geometry
- main menu
- comment
- editor_comment_block
- editor_comment_data_definition
- editor_scenario_data_definition
- scenario_sky_reference_block
- child scenario
- scenario_child_scenario_block
- structure bsp^
- scenario_structure_bsps_block
- fade out time [seconds]
- up time [seconds]
- fade in time [seconds]
- shadow color
- string index
- text bounds (on screen)
- scenario_cutscene_title_block
- bottom justify
- center vertically
- wrap vertically
- wrap horizontally
- right
- left
- underlined
- condensed
- italics
- bold
- plain
- field of view
- orientation
- scenario_cutscene_camera_point_block
- facing
- scenario_cutscene_flag_block
- position*
- pitch[-127,127]*
- yaw[-127,127]*
- decal type^
- scenario_decals_block
- reference^
- scenario_decal_palette_block
- scenario_object_palette_block
- scenario_detail_object_collection_palette_block
- scenario_sound_scenery_block
- scenario_sound_scenery_palette_block
- scenario_light_fixture_block
- scenario_light_fixture_palette_block
- *DON'T TOUCH THIS
- scenario_control_block
- scenario_control_palette_block
- usable from both sides
- position group
- power group
- scenario_machine_block
- scenario_machine_palette_block
- opened by melee attack
- never appears locked
- one-sided
- does not operate automatically
- not usable from any side
- position reversed
- initially off (0.0)
- initially open (1.0)
- multiplayer spawn flags
- multiplayer team index#on a multiplayer map, this determines which team the vehicle belongs to for custom vehicle sets.
- scenario_vehicle_block
- scenario_vehicle_palette_block
- oddball allowed#vehicle can spawn in a oddball game
- king allowed#vehicle can spawn in a king game
- ctf allowed#vehicle can spawn in a ctf game
- slayer allowed#vehicle can spawn in a slayer game
- unused#unused
- oddball default#vehicle will spawn when default vehicle set is used in a oddball game
- king default#vehicle will spawn when default vehicle set is used in a king game
- ctf default#vehicle will spawn when default vehicle set is used in a ctf game
- slayer default#vehicle will spawn when default vehicle set is used in a slayer game
- body vitality:[0,1]
- scenario_biped_block
- scenario_biped_palette_block
- dead
- rounds left
- scenario_weapon_block
- scenario_weapon_palette_block
- misc flags
- scenario_equipment_block
- scenario_equipment_palette_block
- does accelerate (moves due to explosions)
- obsolete
- initially at rest (doesn't fall)
- desired permutation#if non-zero, will try to use model permutations with names that end in that number, e.g. 7 would pick "body-7" and "head-7"
- not placed
- scenario_scenery_block
- scenario_scenery_palette_block
- on hard
- on normal
- on easy
- automatically
- trigger volume
- scenario_bsp_switch_trigger_volume_block
- scenario_trigger_volume_block
- bsp index
- facing:degrees
- scenario_players_block
- starting <unknown> grenade count
- starting plasma grenade count
- starting fragmentation grenade count
- secondary weapon
- rounds total
- rounds loaded
- primary weapon
- starting shield modifier:[0,1]
- starting health modifier:[0,1]
- scenario_profiles_block
- weapon group
- scenario_netgame_flags_block
- item collection 6
- item collection 5
- item collection 4
- item collection 3
- item collection 2
- item collection 1
- scenario_starting_equipment_block
- plasma grenades
- no grenades
- item collection
- facing:degress
- team index
- type 3
- type 2
- type 1
- type 0
- scenario_netgame_equipment_block
- levitate
- hill - flag
- teleport to
- teleport from
- vegas - bank
- race - vehicle
- race - track
- oddball - ball spawn
- ctf - vehicle
- ctf - flag
- all except race & ctf
- all except ctf
- all games
- ignored4
- ignored3
- ignored2
- ignored1
- stub
- terminator
- king of the hill
- initial value:[0,1]
- device_group_block
- can change only once
- scenario_object_names_block
- turn off with#if the specified function is off, so is this function
- bounds mode#controls how the bounds, below, are used
- scale result by#multiply this function (from a weapon, vehicle, etc.) final result of all of the above math
- sawtooth count#the number of times this function should repeat (e.g., a sawtooth count of 5 would give the function a value of 1.0 at each of 0.25,0.50,0.75 as well as at 1.0
- map to
- step count#the number of discrete values to snap to (e.g., a step count of 5 would snap the function to 0.00,0.25,0.50,0.75 or 1.00)
- square wave threshold#if non-zero, all values above the square wave threshold are snapped to 1.0, and all values below it are snapped to 0.0 to create a square wave.
- wobble magnitude:percent#the amount of random wobble in the magnitude
- wobble period:seconds#the length of time it takes for the magnitude of this function to complete a wobble
- wobble function#the curve used for the wobble
- scale function by#multiply this function by the result of the above function
- scale period by#multiply this function by the above period
- period:seconds#this is the period for the above function (lower values make the function oscillate quickly, higher values make it oscillate slowly)
- scenario_function_block
- always active#function does not deactivate when at or below lower bound
- invert#result of function is one minus actual result
- scripted#the level script will set this value; the other settings here will be ignored.
- scale to fit
- clip and normalize
- clip
- safe
- bsp
- WARNING WARNING WARNING!!!! %s was included twice in the scenario. ARE YOU SURE YOU WANT TO DO THIS? (NO, YOU'RE NOT!!!)
- can't add any more items to scenario block '%s'
- parent_scan_state.field->type==_field_block
- parent_scan_state.field==child_scan_state.field
- \halopc\haloce\source\scenario\scenario_definitions.c
- object name '%s' exists in '%s' and '%s'... this will certainly fuck shit up
- AAAAAAAAAAAAAIIIIIIIIIIIIEEEEEEEEEEEEEEE!!!!!!!!!!!!!!!!
- %s
- <invalid name>
- %s #%d
- netgame_flag_hill
- netgame_flag_teleporter_target
- netgame_flag_teleporter_source
- netgame_flag_vegas_bank
- netgame_flag_race_vehicle
- netgame_flag_race_track
- netgame_flag_oddball_ball_spawn
- netgame_flag_ctf_vehicle
- netgame_flag_ctf_flag
- unknown
- %s %s %s
- the scenario '%s' refers to the structure bsp '%s' twice
- happy day
- leaf map portals
- leaf map leaves
- runtime decals*
- detail objects*
- markers*
- sound PAS data*
- sound environment palette*
- background sound palette*
- pathfinding edges*
- pathfinding surfaces*
- weather polyhedra*
- fog regions*
- fog planes*
- breakable surfaces*
- cluster portals*
- cluster data*
- clusters*
- lens flare markers*
- lens flares*
- lightmaps*
- leaf surfaces*
- leaves*
- nodes*
- collision bsp*
- collision materials*
- default shadow color
- default shadow vector
- default reflection tint
- default distant light 1 direction
- default distant light 1 color
- default distant light 0 direction
- default distant light 0 color
- default ambient color
- vehicle ceiling:world units#height above which vehicles get pushed down by an unstoppable force
- vehicle floor:world units#height below which vehicles get pushed up by an unstoppable force
- lightmaps
- scenario_structure_bsp
- structure_bsp_runtime_decal_block
- z reference vectors
- counts
- instances
- cells
- structure_bsp_detail_object_data_block
- structure_bsp_marker_block
- structure_bsp_cluster_encoded_sound_data
- structure_collision_materials_block
- lens flare index*
- direction k-component*
- direction j-component*
- direction i-component*
- structure_bsp_lens_flare_marker_block
- structure_bsp_lens_flare_block
- collision surface index*
- radius*
- structure_bsp_breakable_surface_block
- midpoint*
- structure_bsp_pathfinding_edges_block
- structure_bsp_pathfinding_surfaces_block
- front region*
- structure_bsp_fog_plane_block
- weather palette*
- fog palette*
- structure_bsp_fog_region_block
- fog scale function
- structure_bsp_fog_palette_block
- structure_bsp_fog_plane_vertex_block
- planes*
- bounding sphere radius*
- bounding sphere center*
- structure_bsp_weather_polyhedron_block
- structure_bsp_weather_polyhedron_plane_block
- bounding radius*
- plane index*
- back cluster*
- front cluster*
- structure_bsp_cluster_portal_block
- ai can't hear through this shit
- structure_bsp_cluster_portal_vertex_block
- portals*
- mirrors*
- structure_bsp_cluster_surface_index_block
- lens flare marker count*
- first lens flare marker index*
- index*
- structure_bsp_subcluster_surface_index_block
- surface indices*
- world bounds z*
- world bounds y*
- world bounds x*
- structure_bsp_subcluster_block
- subclusters*
- transition structure bsp
- wind scale function
- wind magnitude
- wind direction
- particle system scale function
- particle system
- structure_bsp_weather_palette_block
- weather*
- structure_bsp_sound_environment_palette_block
- sound environment*
- scale function
- structure_bsp_background_sound_palette_block
- background sound*
- fog*
- sky*
- structure_bsp_cluster_block
- portal*
- structure_bsp_cluster_portal_index_block
- structure_bsp_mirror_block
- point*
- structure_bsp_mirror_vertex_block
- materials*
- bitmap*
- structure_bsp_lightmap_block
- compressed vertices
- uncompressed vertices
- offset*
- count*
- vertex buffers*
- breakable surface*
- plane*
- shadow color*
- shadow vector*
- reflection tint*
- distant light 1 direction*
- distant light 1 color*
- distant light 0 direction*
- distant light 0 color*
- distant light count*
- ambient color*
- centroid*
- surface count*
- surfaces*
- shader permutation*
- shader*
- structure_bsp_material_block
- fog plane*
- coplanar*
- surface references*
- surface reference count*
- cluster*
- structure_bsp_leaf_block
- node*
- surface*
- structure_bsp_surface_reference_block
- vertices*
- structure_bsp_surface_block
- structure_bsp_node_block
- structure_bsp_cluster_data_definition
- structure_bsp_compressed_vertex_data_definition
- structure_bsp_uncompressed_vertex_data_definition
- (cluster_index+1)*BIT_VECTOR_SIZE_IN_LONGS(structure_bsp->clusters.count)<=structure_bsp->cluster_data.size
- cluster_index>=0 && cluster_index<structure_bsp->clusters.count
- \halopc\haloce\source\structures\structure_bsp_definitions.c
- surface_index<material->first_surface_index+material->surface_count
- surface_index>=material->first_surface_index
- byte swap: structure vertices are %ld bytes but should be %ld or %ld bytes.
- postprocess: structure vertices are %ld bytes but should be %ld or %ld bytes.
- offset>=0 && offset<structure_bsp->sound_cluster_data.size
- row_index<column_index
- to_cluster_index>=0 && to_cluster_index<structure_bsp->clusters.count
- from_cluster_index>=0 && from_cluster_index<structure_bsp->clusters.count
- rhs
- lhs
- sort_structure_bsp
- WARNING: %d clusters in structure_bsp %s have no background sound or sound environment.
- new_index==next_index
- current_cluster_index==last_cluster_index || (current_cluster_index!=NONE && !BIT_VECTOR_TEST_FLAG(touched_clusters, current_cluster_index))
- invalid detail object data in structure %s
- reference_index != NONE
- air 0.0011 (g/mL)
- snow 0.128
- cork 0.24
- cedar 0.43
- oak 0.866
- ice 0.897
- water 1.0
- soil 1.1
- cotton 1.491
- dry earth 1.52
- sand 1.7
- granite 2.4
- glass 2.5
- iron 7.65
- steel 7.77
- lead 11.37
- uranium 18.74
- gold 19.3
- Densities (g/mL)
- elasticity#0.0 is inelastic collisions (no bounce) 1.0 is perfectly elastic (reflected velocity equals incoming velocity)
- surface friction#when hitting the ground or interior, percentage of velocity lost in one collision
- water friction
- air friction
- density:g/mL
- point_physics
- no gravity#the point is not affected by gravity
- uses damped wind#the wind on this point will be artificially slow
- uses simple wind#the wind on this point won't have high-frequency variations
- collides with water surface
- collides with structures
- flamethrower particle collision
- Gt>=0.f && t<=1.f
- physics2
- physics1
- \halopc\haloce\source\physics\point_physics.c
- ;radius>=0.f
- !translational_force || valid_real_vector3d(translational_force)
- %s: assert_valid_real_vector2d(%f, %f, %f)
- translational_velocity
- %s: assert_valid_real_point3d(%f, %f, %f)
- $$$ LIGHT FIXTURE $$$
- device_light_fixture
- deny
- call value:[0,1]
- triggers when
- $$$ CONTROL $$$
- device_control
- destroyed
- touched by player
- call button
- off button
- on button
- toggle switch
- elevator node
- collision response
- door open time:seconds
- $$$ MACHINE $$$
- device_machine
- reverse directions
- pause until crushed
- elevator#lighting based on what's around, rather than what's below
- ...but not when open
- pathfinding obstacle
- gear
- platform
- door
- automatic activation radius:world units
- delay effect
- delay time:seconds
- repowered
- depowered
- closed
- opened
- close (down)
- open (up)
- depowered position acceleration time:seconds
- depowered position transition time:seconds
- position acceleration time:seconds
- position transition time:seconds
- power acceleration time:seconds
- power transition time:seconds
- $$$ DEVICE $$$
- device
- position not interpolated
- position loops
- delay
- locked
- change in position
- change in power
- power
- tail
- r foot
- r calf
- r horselink
- r thigh
- r hand
- r forearm
- r upperarm
- r clavicle
- l foot
- l calf
- l horselink
- l thigh
- l hand
- l forearm
- l upperarm
- l clavicle
- neck
- spine1
- pelvis
- spine
- pathfinding spheres
- zypathfinding box
- modifiers
- regions*
- shield recharging effect
- shield depleted effect
- shield damaged effect
- shield damaged threshold
- recharge time:seconds#the length of time it would take for the shields to fully recharge after being completely depleted
- stun time:seconds#the length of time the shields stay stunned (do not recharge) after taking damage
- minimum stun damage#the minimum damage required to stun this object's shields
- failing shield leak fraction#the maximum percent [0,1] damage a failing shield will leak to the body
- shield failure threshold#when the shield begins to leak (0.5 would cause the shield to begin to fail after taking half damage)
- shield failure function#how fast the shield begins to leak
- shield material type#the material type used when projectiles impact the shield (instead of the body)
- maximum shield vitality#the default initial and maximum shield vitality of this object
- shield
- body destroyed effect
- body destroyed threshold#when passing this vitality (usually negative) the object is deleted
- body depleted effect
- body damaged effect
- body damaged threshold#when passing this vitality the 'body damaged' effect, below, is created
- area damage effect
- area damage effect threshold:[0,1]
- localized damage effect
- friendly damage resistance:[0,1]#the fraction of damage caused by friendly units ignored by this object (zero means full damage)
- body system shock#anything that kills us (body depleted) doing more than this amount of damage also destroys us
- maximum body vitality#the default initial and maximum body vitality of this object
- body
- indirect damage material#the material we use when shielding child objects or getting hit by area of effect damage
- model_collision_geometry
- radius
- bsps*
- first child node*
- next sibling node*
- parent node*
- region*
- name^*
- node
- sphere
- only damaged while occupied
- only damaged by explosives
- parent never takes body damage for us
- passes area damage to children
- always shields friendly damage
- takes body damage for children
- takes shield damage for children
- damage_modifiers_block
- permutations
- destroyed effect
- damage threshold#if this region takes this amount of damage, it will be destroyed
- damage_regions_block
- damage_permutations_block
- causes head-maimed scream
- forces drop weapon
- inhibits walking
- inhibits weapon attack
- inhibits melee attack
- disappears when shield is off
- dies when object is damaged
- dies when object dies
- forces object to die
- lives until object dies
- body damage multiplier#multiplier to body damage against this material (1.0 is normal)
- shield damage multiplier
- shield leak percentage#the percent [0,1] damage the shield always leaks through to the body
- name*^
- damage_materials_block
- material responses
- impact damage
- attached detonation damage
- flyby sound
- detonation started
- detonation noise
- guided angular velocity:degrees per second
- final velocity:world units per second#bullet's velocity when inflicting minimum damage
- initial velocity:world units per second#bullet's velocity when inflicting maximum damage
- water damage range:world units#the range over which damage is scaled when the projectile is in water.
- water gravity scale#the proportion of normal gravity applied to the projectile when in water.
- air damage range:world units#the range over which damage is scaled when the projectile is in air.
- air gravity scale#the proportion of normal gravity applied to the projectile when in air.
- physics
- maximum range:world units#detonates after travelling this distance
- minimum velocity:world units per second#detonates when slowed below this velocity
- timer:seconds#detonation countdown (zero is untimed)
- danger radius:world units
- arming time:seconds#won't detonate before this time elapses
- detonation
- collision radius:world units
- AI perception radius:world units
- super detonation
- impact noise
- detonation timer starts
- $$$ PROJECTILE $$$
- projectile
- tracer
- time remaining
- range remaining
- when at rest
- after first bounce
- immediately
- minimum unattached detonation time
- random attached detonation time
- combine initial velocity with parent velocity
- has super combining explosion
- detonation max time if attached
- AI must use ballistic aiming
- oriented along velocity
- perpendicular friction#the fraction of the projectile's velocity perpendicular to the surface lost on impact
- parallel friction#the fraction of the projectile's velocity parallel to the surface lost on impact
- reflection
- maximum distance#the maximum distance the projectile can travel through on object of this material
- initial friction#the fraction of the projectile's velocity lost on penetration
- penetration
- velocity noise:world units per second#the velocity is randomly perturbed by at most this amount to simulate irregularity.
- angular noise:degrees#the angle of incidence is randomly perturbed by at most this amount to simulate irregularity.
- scale effects by
- misc
- and:world units per second
- between:degrees
- skip fraction:[0,1]
- potential result
- response
- (if the potential result, below, fails to happen)
- default result
- projectile_material_response_block
- only against units
- attach
- overpenetrate
- reflect
- detonate
- disappear
- cannot be overpenetrated
- \halopc\haloce\source\items\projectile_definitions.c
- pattern
- secondary color
- primary color
- preferences_network_game
- particle types
- system update physics
- These settings affect the behavior of the system's origin.
- system behavior
- particle_system
- particle states
- states
- physics flags
- particle creation physics#This controls the initial placement of particles.
- complex sprite render modes
- initial particle count
- particle_system_types_block
- rotational
- simple
- don't draw in third person
- don't draw in first person
- rotation rate scales with effect
- animation rate scales with effect
- scale scales with effect
- creation rate scales with effect
- minimum count scales with effect
- initial count scales with effect
- tint by effect color
- disabled
- rotational sprites animate sideways#if the complex sprite mode is rotational and this flag is set, the sideways sequence is contains an animation rather than a set of permutations.
- particles die on ground
- particles die in air
- particles die in water
- particle states loop
- ... forward/backward
- type states loop
- zsprite radius scale
- Optional multitextured second map
- Secondary Map
- map flags
- shader flags
- point physics
- color 2#Particle will have a random color in the range determined by these two colors.
- color 1#Particle will have a random color in the range determined by these two colors.
- rotation rate:degrees per second#Rate of texture rotation.
- animation rate:frames per second#Rate of sprite animation.
- scale:world units per pixel#Apparent size of the particles.
- particle_system_type_particle_states_block
- physics constants
- particle update physics#This controls the motion of particles during this state.
- particle creation physics#This controls the placement of particles created during this state.
- particle creation rate:particles per second
- minimum particle count
- radius multiplier#This value will be multiplied into the radius computed by the type.
- color multiplier#This value will be multiplied into the color computed by the particles' state.
- rotation rate multiplier#This value will be multiplied into the rotation rate computed by the particles' state.
- animation_rate_multiplier#This value will be multiplied into the animation rate computed by the particles' state.
- scale multiplier#This value will be multiplied into the scale computed by the particles' state.
- transition time bounds:seconds#Time spent in transition to next state.
- duration bounds:seconds#Time in this state.
- particle_system_type_states_block
- jet
- explosion
- k#The meaning of this constant depends on the selected physics creation/update function.
- particle_system_physics_constants_block
- particle system particle type radius must be greater than zero.
- control points
- camera_track
- camera_track_control_point_block
- markers
- brightness scale source
- tint modulation source
- thickness scale source
- jitter scale source
- far fade distance:world units#distance at which lightning is at zero brightness
- near fade distance:world units#distance at which lightning is at full brightness
- count#number of overlapping lightning effects to render; 0 defaults to 1
- lightning
- connect in a loop
- lightning_shader_block
- tint#alpha is brightness
- thickness:world units
- random jitter:world units
- random position bounds:world units
- octaves to next marker
- attachment marker
- lightning_marker_block
- not connected to next marker
- frames
- frame animation source#interpolates between frames based on external value
- Frames are descriptions of the light volume at a particular point in time, interpolated by an external source. For example, a bolt of energy can be made to stretch out and grow thinner as it is fired from a weapon.
- frame animation
- count#number of bitmaps to draw (0 causes light volume not to render)
- map#NOT A SPRITE PLATE
- Bitmap tag used to draw the light volume, repeated <count> times. Default is 'tags\rasterizer_textures\glow'. Note that sprite plates are not valid for light volumes.
- brightness scale source#scales brightness based on external value
- parallel brightness scale:[0,1]#brightness scale when viewed directly
- perpendicular brightness scale:[0,1]#brightness scale when viewed at a 90-degree angle
- far fade distance:world units#distance at which light volume is zero brightness
- near fade distance:world units#distance at which light volume is full brightness
- Fades the effect in and out with distance, viewer angle, and external source.
- brightness scale
- attachment marker#the marker name that the light volume should be attached to
- Draws a sequence of glow bitmaps along a line. Can be used for contrail-type effects as well as volumetric lights.
- light volume
- light_volume
- brightness exponent#0 defaults to 1
- tint color exponent#0 defaults to 1; affects tint color only, not brightness
- tint color yon#tint color at far end of light volume (alpha is brightness)
- tint color hither#tint color near the marker (alpha is brightness)
- radius exponent#0 defaults to 1; >1 values are more teardrop-shaped, <1 values are more pill-shaped
- radius yon:world units#radius at far end of light volume
- radius hither:world units#radius near the marker
- length:world units#0 causes light volume not to render
- offset exponent#0 defaults to 1; >1 compresses light near marker, <1 compresses light near far end
- offset from marker:world units
- light_volume_frame_block
- trailing particle maximum t
- trailing particle minimum t
- velocity of trailing particles:wu/s
- lifetime of trailing particles#seconds that a trailing particle remains in existence:s
- particle generation freq#frequency in Hz that trailing particles are generated:Hz
- fading percentage of glow#percentage of the glow that is fading at any given time
- color rate of change#for glow effects that dynamically control particle color; sets rate of change
- scale color 1#used to scale the particle color; only used if controlled by attachment
- scale color 0#used to scale the particle color; only used if controlled by attachment
- color_bound_1#the color of all particles will vary between color bound 0 and color bound 1
- color_bound_0#the color of all particles will vary between color bound 0 and color bound 1
- size attachment multiplier#multiplied by particle size; only used if controlled by attachment
- particle size bounds:world units#size of particles
- distance to object mul high#multiplied by particle distance; only used if controlled by attachment
- distance to object mul low#multiplied by particle distance; only used if controlled by attachment
- max distance particle to object#in world units
- min distance particle to object#in world units
- effect trans vel mul high#multiplied by overall velocity; only used if controlled by attachment
- effect trans vel mul low#multiplied by overall velocity; only used if controlled by attachment
- effect translational velocity#in world units per second
- effect rot vel mul high#multiplied by overall velocity; only used if controlled by attachment
- effect rot vel mul low#multiplied by overall velocity; only used if controlled by attachment
- effect rotational velocity#in radians per second
- particle rot vel mul high#multiplied by overall velocity; only used if controlled by attachment
- particle rot vel mul low#multiplied by overall velocity; only used if controlled by attachment
- particle rotational velocity#radians per second
- attachment
- glow flags
- trailing particle distribution#distribution of the trailing particles about the object
- normal particle distribution#distribution of the normal particles about the object
- boundary effect#particles behavior on reaching the end of an object
- number of particles#the number of particles that comprise the glow system
- attachment marker#the marker name that the glow should be attached to
- glow
- trailing particles slow over time
- trailing particles shrink over time
- trailing particles fade over time
- partices move in both directions
- particles move backwards
- modify particle color in range
- D out
- C out
- B out
- A out
- emit randomly
- emit normal (up)
- emit vertically
- distributed uniformly
- distributed randomly
- weather_particle_system
- render direction source#Render modes that depend on an direction will use this vector.
- render mode
- sprite bitmap
- SHADER
- rotation rate:degrees per second
- animation rate:frames per second
- particle radius:world units
- acceleration change rate
- acceleration turning rate
- acceleration magnitude
- particle count:particles per cubic world unit
- fade-out end height:world units#Particles become fully invisible above this height
- fade-out start height:world units#Particles begin to fade out of visibility above this height
- fade-in end height:world units#Particles become fully visible above this height
- fade-in start height:world units#Particles begin to fade into visibility above this height
- fade-out end distance:world units#Particles become fully invisible beyond this distance
- fade-out start distance:world units#Particles begin to fade out of visibility beyond this distance
- fade-in end distance:world units#Particles become fully visible beyond this distance
- fade-in start distance:world units#Particles begin to fade into visibility beyond this distance
- weather_particle_type_block
- random rotation
- ... along long hue path
- interpolate colors in hsv
- from acceleration
- from velocity
- spheroid
- vertices
- cutoff pixels
- falloff pixels
- attachment marker name#the marker name where the antenna should be attached
- antenna
- LOD color#color at this vertex for the low-LOD line primitives
- color#color at this vertex
- sequence index#bitmap group sequence index for this vertex's texture
- length:world units#distance between this vertex and the next
- angles#direction toward next vertex
- spring strength coefficient#strength of the spring (larger values make the spring stronger)
- antenna_vertex_block
- attachment points#attachment points determine where the flag is attached
- blue flag shader^
- wind noise:world units per second^2
- red flag shader^
- cell height:world units#height of the cell between each pair of vertices
- cell width:world units#width of the cell between each pair of vertices
- height:vertices#flag size along the direction of attachment (should be odd)
- width:vertices#flag size from attached to trailing edge
- attached edge shape
- trailing edge shape offset:vertices#zero places the shape exactly on the trailing edge, positive numbers push it off the edge
- trailing edge shape
- flag
- trapezoid, short bottom
- trapezoid, short top
- convex triangular
- concave triangular
- flat
- marker name^
- height_to_next_attachment:vertices#flag vertices between this attachment point and the next
- flag_attachment_point_block
- pickup sound
- powerup time:seconds
- grenade type
- powerup type
- health
- full-spectrum vision
- over shield
- double speed
- covenant plasma
- human fragmentation
- playlist members
- first person interface
- player information
- multiplayer information
- cheat powerups
- weapon list (update _weapon_list enum in game_globals.h)
- interface bitmaps
- rasterizer data
- difficulty
- player control
- globals
- sound_block
- leave water
- enter water
- default unit camera track
- camera_block
- look function
- minimum angle for vehicle flipping#0 means the vehicle's up vector is along the ground, 90 means the up vector is pointing straight up:degrees
- minimum autolevelling ticks#amount of time player needs to move and not look up or down for autolevelling to kick in
- minimum weapon swap ticks#amount of time player needs to hold down ACTION to pick up a new weapon
- look autolevelling scale#1 is fast, 0 is none, >1 will probably be really fast
- look default yaw rate:degrees
- look default pitch rate:degrees
- look peg threshold [0,1]#magnitude of yaw for pegged acceleration to kick in
- look acceleration scale#maximum effect of a pegged look (scales last value in the look function below)
- look acceleration time:seconds#time for a pegged look to reach maximum effect
- inconsequential target scale#scales magnetism level for inconsequential targets like infection forms
- magnetism adhesion#how much the crosshair sticks to enemies
- magnetism friction#how much the crosshair slows over enemies
- player_control_block
- look_function_block
- imposs. major upgrade (many)#fraction of actors upgraded to their major variant when mix = many. on impossible difficulty
- hard major upgrade (many)#fraction of actors upgraded to their major variant when mix = many. on hard difficulty
- normal major upgrade (many)#fraction of actors upgraded to their major variant when mix = many. on normal difficulty
- easy major upgrade (many)#fraction of actors upgraded to their major variant when mix = many. on easy difficulty
- imposs. major upgrade (few)#fraction of actors upgraded to their major variant when mix = normal. on impossible difficulty
- hard major upgrade (few)#fraction of actors upgraded to their major variant when mix = normal. on hard difficulty
- normal major upgrade (few)#fraction of actors upgraded to their major variant when mix = normal. on normal difficulty
- easy major upgrade (few)#fraction of actors upgraded to their major variant when mix = normal. on easy difficulty
- imposs. major upgrade (normal)#fraction of actors upgraded to their major variant. on impossible difficulty
- hard major upgrade (normal)#fraction of actors upgraded to their major variant. on hard difficulty
- normal major upgrade (normal)#fraction of actors upgraded to their major variant. on normal difficulty
- easy major upgrade (normal)#fraction of actors upgraded to their major variant. on easy difficulty
- difficulty-affecting values for enemy placement
- placement
- imposs. grenade timer scale#scale factor affecting the delay period between grenades thrown from the same encounter (lower is more often). on impossible difficulty
- hard grenade timer scale#scale factor affecting the delay period between grenades thrown from the same encounter (lower is more often). on hard difficulty
- normal grenade timer scale#scale factor affecting the delay period between grenades thrown from the same encounter (lower is more often). on normal difficulty
- easy grenade timer scale#scale factor affecting the delay period between grenades thrown from the same encounter (lower is more often). on easy difficulty
- imposs. grenade chance scale#scale factor affecting the desicions to throw a grenade. on impossible difficulty
- hard grenade chance scale#scale factor affecting the desicions to throw a grenade. on hard difficulty
- normal grenade chance scale#scale factor affecting the desicions to throw a grenade. on normal difficulty
- easy grenade chance scale#scale factor affecting the desicions to throw a grenade. on easy difficulty
- difficulty-affecting values for enemy grenade behavior
- imposs. melee delay scale#multiplier for all existing non-berserk melee delay times. on impossible difficulty
- hard melee delay scale#multiplier for all existing non-berserk melee delay times. on hard difficulty
- normal melee delay scale#multiplier for all existing non-berserk melee delay times. on normal difficulty
- easy melee delay scale#multiplier for all existing non-berserk melee delay times. on easy difficulty
- imposs. melee delay base#delay period added to all melee attacks, even when berserk. on impossible difficulty
- hard melee delay base#delay period added to all melee attacks, even when berserk. on hard difficulty
- normal melee delay base#delay period added to all melee attacks, even when berserk. on normal difficulty
- easy melee delay base#delay period added to all melee attacks, even when berserk. on easy difficulty
- imposs. guidance vs player#guidance velocity scale factor for all projectiles targeted on a player. on impossible difficulty
- hard guidance vs player#guidance velocity scale factor for all projectiles targeted on a player. on hard difficulty
- normal guidance vs player#guidance velocity scale factor for all projectiles targeted on a player. on normal difficulty
- easy guidance vs player#guidance velocity scale factor for all projectiles targeted on a player. on easy difficulty
- imposs. special fire delay#delay between special-fire shots (overcharge, banshee bombs) scale factor for enemies. on impossible difficulty
- hard special fire delay#delay between special-fire shots (overcharge, banshee bombs) scale factor for enemies. on hard difficulty
- normal special fire delay#delay between special-fire shots (overcharge, banshee bombs) scale factor for enemies. on normal difficulty
- easy special fire delay#delay between special-fire shots (overcharge, banshee bombs) scale factor for enemies. on easy difficulty
- imposs. overcharge chance#overcharge chance scale factor for enemies. on impossible difficulty
- hard overcharge chance#overcharge chance scale factor for enemies. on hard difficulty
- normal overcharge chance#overcharge chance scale factor for enemies. on normal difficulty
- easy overcharge chance#overcharge chance scale factor for enemies. on easy difficulty
- imposs. target leading#additional target leading fraction for enemies. on impossible difficulty
- hard target leading#additional target leading fraction for enemies. on hard difficulty
- normal target leading#additional target leading fraction for enemies. on normal difficulty
- easy target leading#additional target leading fraction for enemies. on easy difficulty
- imposs. target tracking#additional target tracking fraction for enemies. on impossible difficulty
- hard target tracking#additional target tracking fraction for enemies. on hard difficulty
- normal target tracking#additional target tracking fraction for enemies. on normal difficulty
- easy target tracking#additional target tracking fraction for enemies. on easy difficulty
- imposs. burst separation#delay time between bursts scale factor for enemies. on impossible difficulty
- hard burst separation#delay time between bursts scale factor for enemies. on hard difficulty
- normal burst separation#delay time between bursts scale factor for enemies. on normal difficulty
- easy burst separation#delay time between bursts scale factor for enemies. on easy difficulty
- imposs. new target delay#enemy new-target delay scale factor. on impossible difficulty
- hard new target delay#enemy new-target delay scale factor. on hard difficulty
- normal new target delay#enemy new-target delay scale factor. on normal difficulty
- easy new target delay#enemy new-target delay scale factor. on easy difficulty
- imposs. burst error#enemy burst error scale; reduces intra-burst shot distance. on impossible difficulty
- hard burst error#enemy burst error scale; reduces intra-burst shot distance. on hard difficulty
- normal burst error#enemy burst error scale; reduces intra-burst shot distance. on normal difficulty
- easy burst error#enemy burst error scale; reduces intra-burst shot distance. on easy difficulty
- imposs. projectile error#enemy projectile error scale, as a fraction of their base firing error. on impossible difficulty
- hard projectile error#enemy projectile error scale, as a fraction of their base firing error. on hard difficulty
- normal projectile error#enemy projectile error scale, as a fraction of their base firing error. on normal difficulty
- easy projectile error#enemy projectile error scale, as a fraction of their base firing error. on easy difficulty
- imposs. rate of fire#enemy rate of fire scale on impossible difficulty
- hard rate of fire#enemy rate of fire scale on hard difficulty
- normal rate of fire#enemy rate of fire scale on normal difficulty
- easy rate of fire#enemy rate of fire scale on easy difficulty
- difficulty-affecting values for enemy ranged combat settings
- ranged fire
- imposs. infection forms#toughness of infection forms (may be negative) on impossible difficulty
- hard infection forms#toughness of infection forms (may be negative) on hard difficulty
- normal infection forms#toughness of infection forms (may be negative) on normal difficulty
- easy infection forms#toughness of infection forms (may be negative) on easy difficulty
- imposs. friend recharge#friend shield recharge scale on impossible difficulty
- hard friend recharge#friend shield recharge scale on hard difficulty
- normal friend recharge#friend shield recharge scale on normal difficulty
- easy friend recharge#friend shield recharge scale on easy difficulty
- imposs. friend shield#friend maximum shield vitality scale on impossible difficulty
- hard friend shield#friend maximum shield vitality scale on hard difficulty
- normal friend shield#friend maximum shield vitality scale on normal difficulty
- easy friend shield#friend maximum shield vitality scale on easy difficulty
- imposs. friend vitality#friend maximum body vitality scale on impossible difficulty
- hard friend vitality#friend maximum body vitality scale on hard difficulty
- normal friend vitality#friend maximum body vitality scale on normal difficulty
- easy friend vitality#friend maximum body vitality scale on easy difficulty
- imposs. friend damage#friend damage multiplier on impossible difficulty
- hard friend damage#friend damage multiplier on hard difficulty
- normal friend damage#friend damage multiplier on normal difficulty
- easy friend damage#friend damage multiplier on easy difficulty
- imposs. enemy recharge#enemy shield recharge scale on impossible difficulty
- hard enemy recharge#enemy shield recharge scale on hard difficulty
- normal enemy recharge#enemy shield recharge scale on normal difficulty
- easy enemy recharge#enemy shield recharge scale on easy difficulty
- imposs. enemy shield#enemy maximum shield vitality scale on impossible difficulty
- hard enemy shield#enemy maximum shield vitality scale on hard difficulty
- normal enemy shield#enemy maximum shield vitality scale on normal difficulty
- easy enemy shield#enemy maximum shield vitality scale on easy difficulty
- imposs. enemy vitality#enemy maximum body vitality scale on impossible difficulty
- hard enemy vitality#enemy maximum body vitality scale on hard difficulty
- normal enemy vitality#enemy maximum body vitality scale on normal difficulty
- easy enemy vitality#enemy maximum body vitality scale on easy difficulty
- imposs. enemy damage#enemy damage multiplier on impossible difficulty
- hard enemy damage#enemy damage multiplier on hard difficulty
- normal enemy damage#enemy damage multiplier on normal difficulty
- easy enemy damage#enemy damage multiplier on easy difficulty
- scale values for enemy health and damage settings
- difficulty_block
- hud interface
- throwing effect
- mp spawn default
- maximum count
- grenades_block
- powerup^
- cheat_powerups_block
- weapon^
- cheat_weapons_block
- interface goo map3
- interface goo map2
- interface goo map1
- motion sensor blip bitmap
- hud digits definition
- localization
- multiplayer hud bitmap
- motion sensor sweep bitmap mask
- motion sensor sweep bitmap
- hud globals
- dialog color table
- editor color table
- hud color table
- screen color table
- font terminal
- font system
- interface_tag_references
- distance attenuation 2D#the pc can't use 3d textures, so we use this instead
- The PC can't use 3D textures, so we use this instead.
- PC textures
- hyper-stealth tint color
- hyper-stealth distance falloff
- hyper-stealth refraction:pixels
- distance falloff
- refraction amount:pixels
- video noise map
- video scanline map
- Used in cinematics.
- video effect textures
- test 3
- test 2
- test 1
- test 0
- Used internally by the rasterizer. (Used by Bernie's experimental shaders.)
- experimental textures
- default cube map
- default 3D
- default 2D
- Used internally by the rasterizer - additive, multiplicative, detail, vector. (Do not change ever, period.)
- default textures
- active camouflage distortion
- linear corner fade#used for shadows
- planar fog density
- atmospheric fog density
- vector normalization
- distance attenuation
- Used internally by the rasterizer. (Do not change unless you know what you're doing!)
- function textures
- rasterizer_data_block
- tint edge density
- flaming death damage
- vehicle collision damage
- vehicle killed unit damage effect
- vehicle environemtn collision damage effect
- distance damage
- maximum falling distance:world units
- falling damage
- harmful falling distance:world units
- falling_damage_block
- night-vision ON->OFF effect
- night-vision OFF->ON effect
- body meter origin
- body meter
- shield meter origin
- shield meter
- base bitmap
- first person hands
- first_person_interface_block
- coop respawn effect
- first person skip fraction:[0,1]
- first person idle time:seconds
- maximum stun time:seconds#no stunning damage will last for longer than this
- minimum stun time:seconds#all stunning damage will last for at least this long
- stun jumping penalty:[0,1]#1.0 prevents jumping while stunned
- stun turning penalty:[0,1]#1.0 prevents turning while stunned
- stun movement penalty:[0,1]#1.0 prevents moving while stunned
- grenade origin
- speed multiplier: multiplayer only
- airborne acceleration:world units per second squared
- sneak acceleration:world units per second squared
- sneak sideways:world units per second
- sneak backward:world units per second
- sneak forward:world units per second
- run acceleration:world units per second squared
- run sideways:world units per second
- run backward:world units per second
- run forward:world units per second
- "double speed" multiplier:[1.0,+inf]
- walking speed:world units per second
- player_information_block
- ball
- flag shader
- hill shader
- multiplayer_information_block
- sounds_block
- vehicle^
- vehicles_block
- rating
- maximum player count
- minimum player count
- maximum experience
- minimum experience
- game variant
- map name
- playlist_autogenerate_choice_block
- melee hit sound
- particle effects
- maximum vitality
- breakable surface parameters
- ground damp fraction scale#fraction of original velocity perpendicular to the ground after one tick
- ground depth scale#depth a point mass rests in the ground
- ground friction normal k0 scale#cosine of angle at which friction is zero
- ground friction normal k1 scale#cosine of angle at which friction falls off
- ground friction scale#fraction of original velocity parallel to the ground after one tick
- the following fields modify the way a vehicle drives over terrain of this material type.
- vehicle terrain parameters
- materials_block
- tint upper bound
- tint lower bound
- radius:world units#particle radius
- angular velocity:degrees per second
- velocity scale#scales initial velocity
- density:world units
- particle type^
- breakable_surface_particle_effect_block
- hunter shield
- ice
- elite energy shield
- leaves
- plastic
- human skin
- human armor
- cyborg energy shield
- cyborg armor
- flood carrier form
- flood combat form
- engineer force field
- engineer skin
- jackal energy shield
- hunter skin
- hunter armor
- force field
- glass
- rubber
- metal (thick)
- metal (thin)
- metal (hollow)
- wood
- snow
- stone
- sand
- dirt
- \halopc\haloce\source\game\game_globals.c
- index>=0 && index<global_grenade_type_enum.count
- %.3f, %.3f
- sound_index>=0 && sound_index<NUMBER_OF_GLOBAL_SOUNDS
- material_type>=0 && material_type<NUMBER_OF_MATERIAL_TYPES
- (value_type >= 0) && (value_type < NUMBER_OF_GAME_DIFFICULTY_VALUES)
- game globals didn't specify exactly %d grenades
- game globals didn't specify rasterizer data
- game globals didn't specify first person interface
- game globals didn't specify falling damage
- ;game globals didn't specify player information
- game globals didn't specify multiplayer information
- game globals didn't specify difficulty information
- game globals didn't specify player control constants
- =final sequence count
- looping sequence count
- initial sequence count
- first sequence index#the index of the first sequence in the bitmap group used by this particle
- fade end size:pixels#kill the particle when it's smaller than this size on the screen
- fade start size:pixels#begin fading the particle out when it's smaller than this size on the screen
- contact deterioration#the decrease in the frame rate caused by a collision
- animation rate:frames per second#rate at which the particle animates
- radius animation#when created, the radius is multiplied by the first number. at the end of the lifetime, the radius is multiplied by the second number.
- minimum size:pixels#in the distance, don't get any smaller than this size on the screen
- death effect
- collision effect
- fade out time
- fade in time
- lifespan:seconds
- marty traded his kids for this
- particle
- random vertical mirroring
- random horizontal mirroring
- self-illuminated#don't cast world-lights onto this particle
- dies on contact with air
- dies on contact with water
- tint from diffuse texture
- dies on contact with structure
- dies at rest
- animate once per frame
- animation starts on random frame
- animation stops at rest
- can animate backwards
- Bevents
- locations
- loop stop event
- loop start event
- required for gameplay (cannot optimize out)
- deleted when attachment deactivates
- particles
- parts
- duration bounds:seconds#duration of this event
- delay bounds:seconds#delay before this event takes place
- skip fraction#chance that this event will be skipped entirely
- effect_event_block
- radius modifier bounds
- angular velocity bounds:degrees per second
- velocity cone angle:degrees#initial velocity will be inside the cone defined by this angle.
- velocity bounds:world units per second#initial velocity along the location's forward
- type^
- effect_part_block
- face down regardless of location (decals)
- type-specific scale
- B scales values:
- A scales values:
- SCALE MODIFIERS
- velocity cone angle:degrees#particle initial velocities will be inside the cone defined by this angle and the specified direction
- velocity:world units per second#initial velocity along the specified direction
- distribution radius:world units#initial distance from the location's origin
- count#number of particles created
- distribution function#describes how the part creations are distributed over the event duration
- relative offset#particle initial position offset relative to the locatin's forward
- relative direction#particle initial velocity direction relative to the location's forward
- create
- create in
- effect_particles_block
- buildup and falloff
- falloff
- buildup
- constant
- particle radius delta
- particle radius
- distribution radius delta
- distribution radius
- count delta
- angular velocity delta
- angular velocity
- velocity cone angle
- velocity delta
- velocity
- ... across the long hue path
- interpolate tint as HSV
- tint from object color
- random initial angle
- stay attached to marker
- effect_locations_block
- in first person if possible
- only in third person
- only in first person
- independent of camera mode
- space only
- water only
- air only
- any environment
- nonviolent mode only
- violent mode only
- either mode
- effect part %s is invalid.
- WARNING: effect %s references particle %s with an alpha tint of zero, but that particle has nonlinear tinting and will never draw. (You should fix this, shikai.)
- predicted resources
- weapon type
- more miscellaneous
- active camo regrowth rate#how fast to increase active camo (per tick) when a round is fired
- active camo ding#how much to decrease active camo when a round is fired
- zoom-out sound
- zoom-in sound
- first person animations
- first person model
- interface
- age misfire chance:[0,1]#at age 1.0, the misfire chance per shot
- age misfire start:[0,1]#the age threshold when the weapon begins to misfire
- age rate of fire penalty#how much the weapon's rate of fire is penalized as it ages
- age heat recovery penalty#how much the weapon's heat recovery is penalized as it ages
- light power-off effect
- light power-on effect
- light power-off time:seconds
- light power-on time:seconds
- miscellaneous
- looking time modifier#how much faster actors look around idly using this weapon (zero is unchanged)
- minimum target range#minimum range that actors using this weapon will try and target stuff at
- AI targeting parameters
- sideways movement penalty#percent slowdown to sideways and backward movement for units carrying this weapon
- forward movement penalty#percent slowdown to forward movement for units carrying this weapon
- movement penalized
- deviation angle:degrees#the maximum angle that a projectile is allowed to deviate from the gun barrel
- magnetism range:world units#the maximum distance that magnetism works at full strength
- magnetism angle:degrees#the maximum angle that magnetism works at full strength
- autoaim range:world units#the maximum distance that autoaim works at full strength
- autoaim angle:degrees#the maximum angle that autoaim works at full strength
- aim assist
- magnification range
- magnification levels#the number of magnification levels this weapon allows
- intersection reticle range#the maximum range at which the dynamic target reticle will be drawn
- far reticle range:world units#the range at which the farther of the two static target reticles will be drawn
- near reticle range:world units#the range at which the closer of the two static target reticles will be drawn
- reticle
- an optional actor variant that specifies the burst geometry and firing patterns to be used with this weapon
- actor firing parameters
- player melee response
- player melee damage
- heat illumination:[0,1]#the amount of illumination given off when the weapon is overheated
- heat loss per second:[0,1]#the amount of heat lost each second when the weapon is not being fired
- heat detonation fraction:[0,1]#the percent chance (between 0.0 and 1.0) the weapon will explode when fired over the heat detonation threshold
- heat detonation threshold:[0,1]#the heat value above which the weapon has a chance of exploding each time it is fired
- overheated threshold:[0,1]#the heat value over which a weapon first becomes overheated (should be greater than the heat recovery threshold)
- heat recovery threshold:[0,1]#the heat value a weapon must return to before leaving the overheated state, once it has become overheated in the first place
- ready effect
- ready time:seconds
- export to functions
- maximum alternate shots loaded#if the second trigger loads alternate ammunition, this is the maximum number of shots that can be loaded at a time
- secondary trigger mode
- label#the string used to match this weapon to an animation mode in the unit carrying it
- All weapons should have 'primary trigger' and 'secondary trigger' markers as appropriate.
- Blurred permutations are called '$primary-blur' and '$secondary-blur'.
- $$$ WEAPON $$$
- plasma rifle
- plasma pistol
- needler
- undefined
- when zoomed or reloading
- when zoomed
- always
- loads multiple primary ammunition
- loads alterate ammunition
- inhibits primary
- slaved to primary
- secondary firing on
- primary firing on
- secondary firing
- primary firing
- illumination
- secondary charged
- primary charged
- overheated
- secondary ejection port
- primary ejection port
- ready
- secondary rate of fire
- primary rate of fire
- secondary ammunition
- primary ammunition
- AIs use weapon melee damage
- enables integrated night vision
- (OBSOLETE)does not depower active camo in multilplayer
- secondary trigger overrides grenades
- cannot fire at maximum age
- detonates when dropped
- prevents melee attack
- holds triggers when dropped
- must be picked up
- prevents grenade throwing
- aim assists only when zoomed
- doesn't count toward maximum
- must be readied
- attacks automatically on bump
- mutually exclusive triggers
- vertical heat display
- firing effects#firing effects determine what happens when this trigger is fired
- overload time:seconds#the next trigger fires this often while holding down this trigger
- age generated per round:[0,1]#the amount the weapon ages each time the trigger is fired
- heat generated per round:[0,1]#the amount of heat generated each time the trigger is fired
- illumination recovery time#the amount of time (in seconds) it takes the illumination function to transition from 1.0 (bright) to 0.0 (dark) after a shot has been fired
- ejection port recovery time#the amount of time (in seconds) it takes for the ejection port to transition from 1.0 (open) to 0.0 (closed) after a shot has been fired
- first person offset:world units#+x is forward, +z is up, +y is left
- error angle:degrees
- minimum error:degrees
- distribution angle:degrees
- projectiles per shot
- distribution function
- charging effect#the charging effect is created once when the trigger begins to charge
- spew time:seconds#length of time the weapon will spew (fire continuously) while discharging
- charged illumination:[0,1]#the amount of illumination given off when the weapon is fully charged
- overcharged action
- charged time:seconds#the amount of time this trigger can be charged before becoming overcharged
- charging time:seconds#the amount of time it takes for this trigger to become fully charged
- charging
- deceleration time:seconds#the continuous idle time it takes for the weapon to return to its initial error
- acceleration time:seconds#the continuous firing time it takes for the weapon to achieve its final error
- error#the accuracy (between 0.0 and 1.0) of the weapon during firing
- error
- firing noise#how loud this weapon appears to the AI
- rounds between tracers#the number of non-tracer rounds fired between tracers
- minimum rounds loaded#the minimum number of rounds necessary to fire the weapon
- rounds per shot#the number of rounds expended to create a single firing effect
- magazine#the magazine from which this trigger draws its ammunition
- blurred rate of fire#a percentage between 0 and 1 which controls how soon in its firing animation the weapon blurs
- deceleration time:seconds#the continuous idle time it takes for the weapon to return from its final rounds per second to its initial
- acceleration time:seconds#the continuous firing time it takes for the weapon to achieve its final rounds per second
- rounds per second#the number of firing effects created per second
- firing
- triggers
- horizontal fan
- discharge
- explode
- projectile is client-side only
- projectiles have identical error
- projectile vector cannot be adjusted#projectiles fired by this weapon cannot have their direction adjusted by the AI to hit the target
- use error when unzoomed
- analog rate of fire
- discharging spews
- ejects during chamber#this trigger's ejection port is started during the key frame of its chamber animation
- sticks when dropped#if this trigger is pressed when its owner drops the weapon (for whatever reason) this trigger stays down
- projectiles use weapon origin#instead of coming out of the magic first person camera origin, the projectiles for this weapon actually come out of the gun
- locks in on/off state#once depressed, this trigger must be released and pressed again to turn it off (and likewise to turn it back on)
- does not repeat automatically#once fired, this trigger must be released and pressed to fire again
- can fire with partial ammo#allows a weapon to be fired as long as there is a non-zero amount of ammunition loaded
- random firing effects#rather than being chosen sequentially, firing effects are picked randomly
- tracks fired projectile#poo poo ca ca pee pee
- empty damage#this effect is used when the weapon is not loaded
- misfire damage#this effect is used when the weapon is loaded but fired while overheated
- firing damage#this effect is used when the weapon is loaded and fired normally
- empty effect#this effect is used when the weapon is not loaded
- misfire effect#this effect is used when the weapon is loaded but fired while overheated
- firing effect^#this effect is used when the weapon is loaded and fired normally
- shot count upper bound#the maximum number of times this firing effect will be used, once it has been chosen
- shot count lower bound#the minimum number of times this firing effect will be used, once it has been chosen
- trigger_firing_effect_block
- chambering effect
- reloading effect
- chamber time:seconds#the length of time it takes to chamber the next round
- rounds reloaded
- reload time:seconds#the length of time it takes to load a single magazine into the weapon
- rounds loaded maximum
- rounds total maximum
- rounds total initial
- rounds recharged:per second
- magazines
- every round must be chambered
- wastes rounds when reloaded
- rounds
- magazine_objects
- trigger_index>=0 && trigger_index<MAXIMUM_NUMBER_OF_TRIGGERS_PER_WEAPON
- \halopc\haloce\source\items\weapon_definitions.c
- magazine_index>=0 && magazine_index<MAXIMUM_NUMBER_OF_MAGAZINES_PER_WEAPON
- point states
- sequence count
- first sequence index
- texture animation v:repeats per second#the texture across the contrail is animated by this value
- texture animation u:repeats per second#the texture along the contrail is animated by this value
- texture repeats v#texture repeats across contrail width
- texture repeats u#texture repeats per contrail segment
- render type#this specifies how the contrail is oriented in space
- rendering
- inherited velocity fraction#fraction of parent object's velocity that is inherited by contrail points.
- point velocity cone angle:degrees#initial velocity is inside the cone defined by the marker's forward vector and this angle
- point velocity:world units per second#velocity added to each point's initial velocity
- point generation rate:points per second#this many points are generated per second
- point creation
- contrail
- texture animation v
- texture animation u
- texture scale v
- texture scale u
- sequence animation rate
- inherited velocity fraction
- point velocity cone angle
- point velocity delta
- point velocity
- point generation rate
- edge effect fades slowly
- points always pinned to ground
- points always pinned to media
- points start pinned to ground
- points start pinned to media
- last point unfaded
- first point unfaded
- double-marker linked
- viewer facing
- ground mapped
- media mapped
- horizontal orientation
- vertical orientation
- scale flags#these flags determine which fields are scaled by the contrail density
- color upper bound#contrail color at this point
- color lower bound#contrail color at this point
- width:world units#contrail width at this point
- point variables
- transition duration:seconds#the time a point takes to transition to the next state
- duration:seconds:seconds#the time a point spends in this state
- state timing
- contrail_point_states_block
- width
- transition duration delta
- transition duration
- duration delta
- duration
- seconds
- + %.2f
- -%.2f
- %.2f
- contrail point generation rate must be greater than zero.
- widgets
- attachments
- forced shader permuation index
- hud text message index
- render bounding radius:world units#if set, this radius is used to determine if the object is visible. set it for the pelican.
- creation effect
- modifier shader
- collision model
- animation graph
- acceleration scale:[0,+inf]#marine 1.0, grunt 1.4, elite 0.9, hunter 0.5, etc.
- origin offset
- bounding offset
- bounding radius:world units
- not a pathfinding obstacle
- brighter than it should be
- transparent self-occlusion
- does not cast shadow
- compass
- alive
- region #07 damage
- region #06 damage
- region #05 damage
- region #04 damage
- region #03 damage
- region #02 damage
- region #01 damage
- region #00 damage
- umbrella shield stun
- recent umbrella shield vitality
- shield stun
- umbrella shield vitality
- random constant
- recent shield damage
- recent body damage
- shield vitality
- body vitality
- scale flags
- scale by
- darken by
- object_change_colors
- ...more colors#blends colors through more hues (goes the long way around the color wheel)
- blend in hsv#blends colors in hsv rather than rgb space
- weight
- object_change_color_permutations
- object_widget_block
- marker
- object_attachment_block
- usage
- scale by#applied before clip, ignored if zero
- add#add this function to the final result of all of the above math
- object_function_block
- %s (%s)
- function_index>=0 && function_index<NUMBER_OF_OUTGOING_OBJECT_FUNCTIONS
- \halopc\haloce\source\objects\object_definitions.c
- change_color_index>=0 && change_color_index<NUMBER_OF_OBJECT_CHANGE_COLORS
- the object '%s' will not be collidable
- the model '%s' and the collision model '%s' don't match (%s)
- region permutation counts don't match
- region counts don't match
- node counts don't match
- the object '%s' will not animate
- the model '%s' and the animation graph '%s' don't match
- mass points
- powered mass points
- inertial matrix and inverse*
- zz moment
- yy moment
- xx moment
- water density
- water depth
- ground normal k0
- ground normal k1
- ground damp fraction
- ground depth
- gravity scale
- center of mass*
- mass
- moment scale
- radius#positive uses old inferior physics, negative uses new improved physics
- friction perpendicular scale
- friction parallel scale
- friction type
- density*
- relative density
- mass*
- relative mass
- model node*
- powered mass point
- mass_point_block
- metallic
- antigrav normal k0
- antigrav normal k1
- antigrav damp fraction
- antigrav height
- antigrav offset
- antigrav strength
- powered_mass_point_block
- antigrav
- thrust
- air lift
- water lift
- ground friction
- -zx -yz xx+yy
- -xy zz+xx -yz
- yy+zz -xy -zx
- inertial_matrix_block
- ### ERROR couldn't add inertial matrix and inverse to physics
- crash sound
- suspension sound
- ai move-position time
- ai throttle maximum
- ai steering maximum
- ai oversteering bounds
- ai strafing abort range
- ai charge repeat timeout
- ai pathfinding radius
- ai avoidance distance
- ai destination radius
- ai sideslip distance
- fixed gun pitch
- fixed gun yaw
- maximum flipping angular velocity
- minimum flipping angular velocity
- slide deceleration
- slide acceleration
- maximum right slide
- maximum left slide
- blur speed
- turn rate
- wheel circumference
- maximum right turn (negative)
- maximum left turn
- speed deceleration
- speed acceleration
- maximum reverse speed
- maximum forward speed
- $$$ VEHICLE $$$
- wingtip contrail new
- engine hack
- hover
- wingtip contrail
- back right tire velocity
- back left tire velocity
- front right tire velocity
- front left tire velocity
- back right tire position
- back left tire position
- front right tire position
- front left tire position
- right tread velocity
- left tread velocity
- right tread position
- left tread position
- velocity up
- velocity left
- velocity forward
- velocity ground
- velocity water
- velocity air
- crouch
- turn right
- turn left
- turn absolute
- speed slide maximum
- slide right
- slide left
- slide absolute
- speed backward
- speed forward
- speed absolute
- turret
- alien fighter
- alien scout
- human plane
- human boat
- human jeep
- human tank
- ai driver hovering
- ai driver can-sidestep
- ai driver flying
- ai driver enable
- ai unused
- ai does not require driver
- ai weapon cannot rotate
- causes collision damage
- kills riders at terminal velocity
- slide wakes physics
- control opposite speed sets brake
- gunner power wakes physics
- driver power wakes physics
- turn wakes physics
- speed wakes physics
- contact points#these are the points where the biped touches the ground
- autoaim width:world units
- crouching collision height:world units
- standing collision height:world units
- crouch transition time:seconds
- crouching camera height:world units
- standing camera height:world units
- camera, collision, and autoaim
- death hard landing velocity:world units per second#the maximum velocity with which a character can strike the ground and live
- maximum hard landing velocity:world units per second#the velocity corresponding to the maximum landing time
- minimum hard landing velocity:world units per second#below this velocity the biped will not do a soft landing when returning to the ground
- minimum soft landing velocity:world units per second#below this velocity the biped does not react when landing
- maximum hard landing time:seconds#the longest amount of time the biped can take to recover from a hard landing
- maximum soft landing time:seconds#the longest amount of time the biped can take to recover from a soft landing
- jump velocity:world units per second
- jumping and landing
- footsteps
- uphill velocity scale
- uphill cutoff angle:degrees
- uphill falloff angle:degrees
- downhill velocity scale
- downhill cutoff angle:degrees
- downhill falloff angle:degrees
- maximum slope angle:degrees
- crouch velocity modifier:[0,1]#how much slower we fly if crouching (zero = same speed)
- angular acceleration maximum:degrees per second squared#turn acceleration rate
- angular velocity maximum:degrees per second#turn rate
- deceleration:world units per second squared
- acceleration:world units per second squared
- max sidestep velocity:world units per second#max sideways or up/down velocity when not crouching
- max velocity:world units per second#max velocity when not crouching
- pitch ratio#amount that we pitch up/down when moving up or down
- bank decay time:seconds#time it takes us to recover from a bank
- bank apply time:seconds#time it takes us to apply a bank
- bank angle:degrees#angle at which we bank left/right when sidestepping or turning while moving forwards
- stationary turning threshold
- moving turning speed:degrees per second
- $$$ BIPED $$$
- biped
- flying velocity
- unit uses old (NTSC) player physics
- random speed increase
- has no dying airborne
- uses limp body physics
- rotate while airborne
- immune to falling damage
- can climb any surface
- passes through other bipeds
- spherical
- physics pill centered at origin
- uses player physics
- turns without animating
- contact_point_block
- Biped %s's animation node %d isn't set up for limp body physics
- Biped %s's model's nodes (first node %d) aren't set up for limp body physics
- ### the biped '%s' has no 'body' marker
- ### the biped '%s' has no 'head' marker
- bip01 head
- bip01 pelvis
- seats
- powered seats
- grenade count
- grenade velocity:world units per second
- dialogue variants
- NEW HUD INTERFACES
- motion sensor blip size
- melee damage
- AI danger radius#danger radius around this unit that the AI tries to avoid
- AI vehicle radius#radius around this unit that the AI tries to avoid when entering it as a vehicle (zero = use bounding sphere radius)
- looking acceleration maximum:degrees per second squared
- looking velocity maximum:degrees per second
- casual aiming modifier:[0,1]
- aiming acceleration maximum:degrees per second squared
- aiming velocity maximum:degrees per second
- spawned velocity#velocity at which we throw spawned actors
- spawned actor count#number of actors which we spawn
- spawned actor#actor variant which we spawn when we are destroyed or self-destruct
- feign repeat chance:[0,1]
- feign death chance:[0,1]
- stunned movement threshold:[0,1]#if we take this much damage in a short space of time we will play our 'stunned movement' animations
- distance of dive anim:world units#this must be set to tell the AI how far it should expect our dive animation to move us
- distance of evade anim:world units#this must be set to tell the AI how far it should expect our evade animation to move us
- feign death time:seconds
- feign death threshold:[0,1]
- hard death threshold:[0,1]
- hard ping interrupt time:seconds
- hard ping threshold:[0,1]
- soft ping interrupt time:seconds
- soft ping threshold:[0,1]
- seat acceleration scale
- camera stiffness
- camera field of view:degrees
- integrated light toggle
- rider damage fraction:[0,+inf]#what percent damage applied to us gets applied to our children (i.e., riders)
- constant sound volume
- default team
- $$$ UNIT $$$
- unused (9)
- unused (8)
- unused (7)
- unused (6)
- flood
- covenant
- human
- can blink
- integrated light power
- mouth aperture
- aiming change
- gunner seat power
- driver seat power
- integrated light lasts forever
- integrated light cntrls weapon
- shields fry infection forms
- ignored by autoaiming
- special cinematic unit
- inconsequential
- runs around flaming
- shield sapping
- not instantly killed by melee
- melee attackers cannot attach
- cannot open doors automatically
- impact melee dies on shields
- impact melee attaches to unit
- simple creature
- has no aiming
- don't reface during pings
- melee attack is fatal
- resists pings
- causes passenger dialogue
- entrance inside bounding sphere
- fires from camera
- half-speed interpolation
- destroyed after dying
- circular aiming
- variant number#variant number to use this dialogue with (must match the suffix in the permutations on the unit's model)
- dialogue_variant_block
- driver powerdown time:seconds
- driver powerup time:seconds
- powered_seat_block
- unit_weapon_block
- built-in gunner
- yaw maximum
- yaw minimum
- camera tracks
- pitch range
- pitch auto-level
- camera submerged marker name
- camera marker name
- pitch rate:degrees per second
- yaw rate:degrees per second
- acceleration scale
- label
- unit_seat_block
- allow AI noncombatants
- not valid without driver
- allow vehicle communication animations
- first person camera slaved to gun.
- third person on enter
- allows weapons
- third person camera
- gunner
- driver
- invisible
- track
- unit_camera_track_block
- tight
- loose
- unit hud interface
- unit_hud_reference_block
- multiplayer hud
- default/solo player hud
- BAD
- camera_track_index>=0 && camera_track_index<MAXIMUM_NUMBER_OF_UNIT_CAMERA_TRACKS
- \halopc\haloce\source\units\unit_definitions.c
- powered_seat_index>=0 && powered_seat_index<NUMBER_OF_POWERED_SEATS
- dialogue_variant_index>=0 && dialogue_variant_index<MAXIMUM_DIALOGUE_VARIANTS_PER_UNIT
- units must have models and animation graphs
- #
- ?<characters
- underline
- condense
- italic
- character tables
- leadin width
- leading height
- decending height
- ascending height
- font
- character table
- font_character_tables
- character index
- font_character_table
- pixels
- character
- pixels offset*
- hardware character index*
- bitmap origin y
- bitmap origin x
- bitmap height*
- bitmap width*
- character width
- character*
- couldn't allocate lead_byte_character_tables for font.
- unicode_string_list
- string references
- string_list
- string reference
- <empty string>
- <missing string>
- <unprintable string>
- %d:
- %sstring && !(size&1)
- \halopc\haloce\source\text\text_group.c
- this is not a unicode string
- data && (size>0) && !(size&1)
- <missing
- string>
- color_table
- color_block
- bitmaps*
- sequences*
- sprite spacing*
- sprite usage
- Sprite usage controls the background color of sprite plates.
- ...more sprite processing
- mipmap count:levels#0 defaults to all levels
- alpha bias:[-1,1]#affects alpha mipmap generation
- blur filter size:[0,10] pixels#blurs the bitmap before generating mipmaps
- processed pixel data*
- Pixel data after being processed by the tool.
- processed pixel data
- compressed color plate data*
- color plate height*:pixels
- color plate width*:pixels
- The original TIFF file used to import the bitmap group.
- color plate
- sprite budget count
- sprite budget size
- When creating a sprite group, specify the number and size of textures that the group is allowed to occupy. During importing, you'll receive feedback about how well the alloted space was used.
- sprite processing
- bump height:repeats#the apparent height of the bump map above the triangle it is textured onto, in texture repeats (i.e., 1.0 would be as high as the texture is wide)
- sharpen amount:[0,1]#sharpens mipmap after downsampling
- detail fade factor:[0,1]#0 means fade to gray by last mipmap, 1 means fade to gray by first mipmap
- These properties control how mipmaps are post-processed.
- post-processing
- Usage controls how mipmaps are generated:
- * ALPHA BLEND: Pixels with zero alpha are ignored in mipmaps, to prevent bleeding the transparent color.
- * DEFAULT: Downsampling works normally, as in Photoshop.
- * HEIGHT MAP: The bitmap (normally grayscale) is a height map which gets converted to a bump map. Uses <bump height> below. Alpha is passed through unmodified.
- * DETAIL MAP: Mipmap color fades to gray, controlled by <detail fade factor> below. Alpha fades to white.
- * LIGHT MAP: Generates no mipmaps. Do not use!
- * VECTOR MAP: Used mostly for special effects; pixels are treated as XYZ vectors and normalized after downsampling. Alpha is passed through unmodified.
- Format controls how pixels will be stored internally:
- * COMPRESSED WITH COLOR-KEY TRANSPARENCY: DXT1 compression, uses 4 bits per pixel. 4x4 blocks of pixels are reduced to 2 colors and interpolated, alpha channel uses color-key transparency instead of alpha from the plate (all zero-alpha pixels also have zero-color).
- * COMPRESSED WITH EXPLICIT ALPHA: DXT2/3 compression, uses 8 bits per pixel. Same as DXT1 without the color key transparency, alpha channel uses alpha from plate quantized down to 4 bits per pixel.
- * COMPRESSED WITH INTERPOLATED ALPHA: DXT4/5 compression, uses 8 bits per pixel. Same as DXT2/3, except alpha is smoother. Better for smooth alpha gradients, worse for noisy alpha.
- * 16-BIT COLOR: Uses 16 bits per pixel. Depending on the alpha channel, bitmaps are quantized to either r5g6b5 (no alpha), a1r5g5b5 (1-bit alpha), or a4r4g4b4 (>1-bit alpha).
- * 32-BIT COLOR: Uses 32 bits per pixel. Very high quality, can have alpha at no added cost. This format takes up the most memory, however. Bitmap formats are x8r8g8b8 and a8r8g8b.
- * MONOCHROME: Uses either 8 or 16 bits per pixel. Bitmap formats are a8 (alpha), y8 (intensity), ay8 (combined alpha-intensity) and a8y8 (separate alpha-intensity).
- Note: Height maps (a.k.a. bump maps) should use 32-bit color; this is internally converted to a palettized format which takes less memory.
- Type controls bitmap 'geometry'. All dimensions must be a power of two except for SPRITES and INTERFACE BITMAPS:
- * 2D TEXTURES: Ordinary, 2D textures will be generated.
- * 3D TEXTURES: Volume textures will be generated from each sequence of 2D texture 'slices'.
- * CUBE MAPS: Cube maps will be generated from each consecutive set of six 2D textures in each sequence, all faces of a cube map must be square and the same size.
- * SPRITES: Sprite texture pages will be generated.
- * INTERFACE BITMAPS: Similar to 2D TEXTURES, but without mipmaps and without the power of two restriction.
- color_plate_data
- bitmap_pixel_data
- multiply/min
- blend/add/subtract/max
- 512x512
- 256x256
- 128x128
- 64x64
- 32x32
- monochrome
- 32-bit color
- 16-bit color
- vector map
- light map
- height map
- alpha-blend
- sprites
- cube maps
- 3D textures
- 2D textures
- filthy sprite bug fix
- uniform sprite sequences
- disable height map compression
- enable diffusion dithering
- sprites*
- bitmap count*
- first bitmap index*
- bitmap_group_sequence_block
- bottom*
- top*
- right*
- left*
- bitmap index*
- bitmap_group_sprite_block
- mipmap count*
- registration point*
- format*#determines how pixels are represented internally
- type*#determines bitmap 'geometry'
- depth*:pixels#depth is 1 for 2D textures and cube maps
- height*:pixels
- width*:pixels
- signature*
- bitmap_data_block
- v16u16
- linear
- swizzled
- palettized
- compressed
- power of two dimensions
- p8-bump
- dxt5
- dxt3
- dxt1
- unused5
- unused4
- a8r8g8b8
- x8r8g8b8
- a4r4g4b4
- a1r5g5b5
- unused3
- r5g6b5
- unused2
- unused1
- a8y8
- ay8
- y8
- a8
- white
- 3D texture
- 2D texture
- !!MUST BE FIXED: bitmap group '%s' (type=%d) sequence #%d has %d sprites
- !!MUST BE FIXED: bitmap group '%s' sequence #%d sprite #%d references bitmap #%d
- !!MUST BE FIXED: bitmap group '%s' sequence #%d has %d sprites
- !!MUST BE FIXED: bitmap group '%s' sequence #%d references bitmaps [#%d..#%d]
- !!MUST BE FIXED: bitmap group '%s' (type=%d) sequence #%d doesn't know it's a sprite sequence
- bitmap group '%s' has %d sequences
- !!MUST BE FIXED:
- bitmap group '%s' has %d bitmaps
- !!MUST BE FIXED: bitmap #%d of group '%s' is linear and power-of-two
- !!MUST BE FIXED: bitmap #%d of group '%s' has a8y8 format
- ### FATAL_ERROR failed to fix bitmap group '%s'
- sequence_index>=0 && frame_index>=0
- \halopc\haloce\source\bitmaps\bitmap_group.c
- ### ERROR failed to add bitmap to group (tag resize failed)
- new_bitmap
- ### WARNING bitmap group pixel data isn't tight
- space_between>=0
- (byte*)bitmap->base_address + bitmap_get_pixel_data_size(bitmap) <= (byte*)group->pixel_data.address + group->pixel_data.size
- (byte*)bitmap->base_address>=(byte*)group->pixel_data.address
- !bitmap->hardware_format
- skipping bitmap with non power-of-two dimensions (#%dx#%d)
- skipping bitmap with non-power-of-two dimensions (#%dx#%d#%d)
- skipping cube map with non-square faces (#%dx#%d)
- unoccupied
- occupied
- ground-speed
- braking
- throttle
- roll
- steering
- o-h-s-enter
- o-h-exit
- exit-full
- exit-empty
- overheating-again
- throw-overheated
- misfire-2
- misfire-1
- ammunition
- overcharged-jitter
- overcharged
- reload-full
- reload-empty
- light-on
- light-off
- moving
- posing
- hovering
- closing
- opening
- flying-right
- flying-left
- flying-back
- flying-front
- user9
- user8
- user7
- user6
- user5
- user4
- user3
- user2
- user1
- user0
- emotions
- talk
- look
- exit
- enter
- twist
- push
- acc-up-down
- acc-left-right
- acc-front-back
- landing-dead
- airborne-dead
- r-foot
- r-leg
- r-hand
- r-arm
- l-foot
- l-leg
- l-hand
- l-arm
- chest
- gut
- back
- front
- h-kill
- s-kill
- h-ping
- s-ping
- zapping
- leap-melee
- leap-airborne
- leap-start
- feeding
- melee-continuous
- resurrect-back
- resurrect-front
- flaming
- melee-airborne
- celebrate
- stunned-right
- stunned-left
- stunned-back
- stunned-front
- signal-attack
- signal-move
- evade-right
- evade-left
- surprise-back
- surprise-front
- aim-move
- aim-still
- put-away
- drop
- disarm
- throw-grenade
- land-hard
- land-soft
- airborne
- slide-right
- slide-left
- slide-back
- slide-front
- move-right
- move-left
- move-back
- move-front
- dive-right
- dive-left
- dive-back
- dive-front
- turn-right
- turn-left
- gesture
- overheat
- charged-2
- charged-1
- fire-2
- fire-1
- chamber-2
- chamber-1
- reload-2
- reload-1
- animations*
- limp body node radius#0 uses 0.04 default
- sound references
- FIRST PERSON WEAPONS
- UNIT DAMAGE
- DEVICES
- VEHICLES
- WEAPONS
- UNITS
- OBJECTS
- model_animations
- force idle compression
- compress all animations
- vector range*
- base vector*
- Node joint flags
- parent node index*
- first child node index*
- next sibling node index*
- animation_graph_node_block
- no movement
- hinge
- ball-socket
- device_animations
- device_animation_block
- suspension animations
- steering screen
- animation_graph_vehicle_animations_block
- vehicle_animation_block
- full compression ground_depth
- full extension ground_depth
- mass point index
- suspension_animation_block
- animation_graph_first_person_weapon_animations_block
- first_person_weapon_block
- animation_graph_weapon_animations_block
- weapon_animation_block
- looking screen bounds
- animation_graph_unit_seat_block
- unit_seat_animation_block
- weapon types
- ik points
- up pitch frame count
- down pitch frame count
- up pitch per frame
- down pitch per frame
- left frame count
- right frame count
- left yaw per frame
- right yaw per frame
- aiming screen bounds
- hand marker#the marker name on the unit to which the weapon is attached
- grip marker#the marker name on the weapon to which the hand is attached (leave blank to use origin)
- animation_graph_weapon_block
- animation^
- unit_damage_animations
- weapon_class_animation_block
- label^
- animation_graph_weapon_type_block
- weapon_type_animation_block
- attach to marker#the marker name object (weapon, vehicle, etc.) the above marker is being attached to
- marker#the marker name on the object being attached
- animation_graph_unit_seat_ik_point
- function controls
- animation_graph_object_overlay
- frame data*
- default data*
- offset to compressed data:bytes*
- node scale flag data*
- node rotation flag data*
- node trans. flag data*
- frame info*
- right foot frame index
- left foot frame index
- sound frame index
- next animation*
- second key frame index
- key frame index
- loop frame index
- node count*
- node list checksum*
- frame info type*
- frame size*
- frame count*
- animation_block
- 25Hz (PAL)
- world relative
- compressed data
- dx,dy,dz,dyaw
- dx,dy,dyaw
- dx,dy
- replacement
- overlay
- animation_graph_sound_reference_block
- animation_default_data_definition
- animation_frame_data_definition
- animation_node_scale
- animation_node_rotation
- animation_node_translation
- frame_info_data_definition
- animation_frame_info_none
- animation_frame_info_xyz_translation_yaw_rotation
- animation_frame_info_xy_translation_yaw_rotation
- animation_frame_info_xy_translation
- animation frame info has incorrect size (%d) count was (%d) byte swap (%d)
- animation frame data has incorrect size.
- \halopc\haloce\source\models\model_animation_definitions.c
- animation default data has incorrect size.
- (byte*)translation_node_info>=(byte*)animation->data.address && (byte*)translation_node_info< (byte*)animation->data.address + animation->data.size
- (byte*)rotation_node_info>=(byte*)animation->data.address && (byte*)rotation_node_info< (byte*)animation->data.address + animation->data.size
- frame_index>=0 && frame_index<animation->frame_count
- #<invalid>
- gbxmodel
- shaders*
- geometries*
- base map v-scale*#0 defaults to 1
- base map u-scale*#0 defaults to 1
- super-low detail node count*:nodes
- low detail node count*:nodes
- medium detail node count*:nodes
- high detail node count*:nodes
- super-high detail node count*:nodes
- super-low cutoff:pixels
- low detail cutoff:pixels
- medium detail cutoff:pixels
- high detail cutoff:pixels
- super-high detail cutoff:pixels
- ignore skinning
- parts have local nodes
- blend shared normals
- instances*
- magic identifier*
- model_markers_block
- permutation index*
- region index*
- model_marker_instance_block
- gbxmodel_region_block
- permutations*
- model_region_block
- gbxmodel_region_permutation_block
- super high*
- high*
- medium*
- low*
- super low*
- model_region_permutation_block
- cannot be chosen randomly
- translation*
- rotation*
- node distance from parent*
- default rotation*
- default translation*
- model_node_block
- node index*
- model_region_permutation_marker_block
- gbxmodel_geometry_block
- parts*
- model_geometry_block
- gbxmodel_geometry_part_block
- triangles*
- compressed vertices*
- uncompressed vertices*
- centroid secondary weight*
- centroid primary weight*
- centroid secondary node*
- centroid primary node*
- next filthy part index
- prev filthy part index
- permutation
- shader^
- model_shader_reference_block
- shader index*
- model_geometry_part_block
- ZONER: _model_part_local_nodes
- stripped (INTERNAL)
- vertex2 index*
- vertex1 index*
- vertex0 index*
- model_triangle_block
- node0 weight[16-bit]*
- node1 index(x3)*
- node0 index(x3)*
- texture coordinate v[16-bit]*
- texture coordinate u[16-bit]*
- tangent[11.11.10-bit]*
- binormal[11.11.10-bit]*
- normal[11.11.10-bit]*
- model_vertex_compressed_block
- node1 weight*
- node0 weight*
- node1 index*
- node0 index*
- texture coords*
- tangent*
- binormal*
- normal*
- model_vertex_uncompressed_block
- strlen(name)<=TAG_STRING_LENGTH
- \halopc\haloce\source\models\model_definitions.c
- ### ERROR unknown group tag while postprocessing model '%c%c%c%c'
- ### ERROR node indices are out-of-order (parent)
- ### ERROR node indices are out-of-order (child)
- ### ERROR couldn't add marker to model
- ### ERROR couldn't add instance to model marker
- %s: assert_valid_real_quaternion(%f, %f, %f / %f)
- &old_marker->rotation
- &old_marker->translation
- instance->node_index>=0 && instance->node_index<model->nodes.count
- instance->permutation_index>=0 && instance->permutation_index<region->permutations.count
- instance->region_index>=0 && instance->region_index<model->regions.count
- region->permutations.count<=UNSIGNED_CHAR_MAX
- model->regions.count<=UNSIGNED_CHAR_MAX
- model->nodes.count<=UNSIGNED_CHAR_MAX
- vertex->nodes[index]>=0 && vertex->nodes[index]<MAXIMUM_NODES_PER_MODEL
- ### ERROR found bad quaternion in model
- ### ERROR failed to load model
- blended_normal_count<MAXIMUM_BLENDED_NORMALS_PER_MODEL_VERTEX
- int64
- long
- word
- byte
- code==_2byte || code==_4byte || code==_8byte
- count>=0
- memory
- \halopc\haloce\source\memory\byte_swapping.c
- %s bs @%p.#%d has invalid code #%d
- %s bs data @%p.#1 has invalid array size #%d
- %s bs data @%p.#0 has bad start #%d
- %s bs data has bad signature
- got bs data with bad signature (assuming name is wrong)
- %s bs data @%p is #%d but should be #%d bytes
- data_count>=0
- codes
- field has negative or zero count in packet '%s'
- unknown field type in packet '%s' (probably missing '__pack_pack_end')
- \halopc\haloce\source\memory\data_packets.c
- element_count>=0 && element_count<=field->count
- data_size>=0 && data_size<=field->count
- packet '%s' fields added up to #%d bytes but should have been #%d bytes.
- packet_definition->name && packet_definition->fields
- packet_definition->version>=0
- packet_definition->size>=0
- packet_definition
- maximum_buffer_size>=0
- buffer && buffer_size
- encoded_packet_size>=0
- decoded_packet
- encoded_packet
- button
- axis
- pov
- north
- northeast
- east
- southeast
- south
- southwest
- west
- northwest
- 012345678910
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
- 19
- 20
- 21
- 22
- 23
- 24
- 25
- 26
- 27
- 28
- 29
- 30
- 31
- pqrstuvwxyz{,
- 1234567890
- QWERTYUIOP
- ASDFGHJKL
- ZXCVBNM[ \]&(%'-$!.#"
- oj`abcdefghimk
- n
- wParam>=0 && wParam<NUMBER_OF_VIRTUAL_CODES
- \halopc\haloce\source\input\input_windows.c
- input_globals.buffered_key_read_index>=0 && input_globals.buffered_key_read_index<MAXIMUM_BUFFERED_KEYSTROKES
- button_index>=0 && button_index<NUMBER_OF_MOUSE_BUTTONS
- button_index >=0 && button_index<NUMBER_OF_MOUSE_BUTTONS
- gamepad_index>=0 && gamepad_index<MAXIMUM_GAMEPADS
- button_index>=0 && button_index<MAXIMUM_GAMEPAD_BUTTONS
- key_code >= 0 && key_code < NUMBER_OF_KEYS
- labels_tag != NONE
- ui\shell\main_menu\settings_select\player_setup\player_profile_edit\controls_setup\controls_keyboard_button_names
- mouse_button_code >= 0 && mouse_button_code < NUMBER_OF_MOUSE_BUTTONS
- ui\shell\main_menu\settings_select\player_setup\player_profile_edit\controls_setup\controls_mouse_button_names
- axis_direction_name
- axis_direction_code >= 0 && axis_direction_code < NUMBER_OF_AXIS_DIRECTIONS
- ui\shell\main_menu\settings_select\player_setup\player_profile_edit\controls_setup\controls_axis_direction_names
- %s%dgamepad_button_name
- gamepad_button_number <= MAXIMUM_GAMEPAD_BUTTONS
- gamepad_button_number >= 0
- ui\shell\main_menu\settings_select\player_setup\player_profile_edit\controls_setup\controls_gamepad_names
- %s%d
- %sgamepad_axis_name
- gamepad_axis_number <= MAXIMUM_GAMEPAD_AXES
- gamepad_axis_number >= 0
- pov_direction_name
- pov_direction_code >= 0 && pov_direction_code < NUMBER_OF_POV_DIRECTIONS
- gamepad_pov_name
- direction >= FIRST_POV_DIRECTION && direction < NUMBER_OF_POV_DIRECTIONS
- gamepad_pov_number <= MAXIMUM_GAMEPAD_POVS
- gamepad_pov_number >= 0
- gamepad_index >= 0 && gamepad_index < MAXIMUM_GAMEPADS
- gamepad_axis_number >= 0 && gamepad_axis_number < MAXIMUM_GAMEPAD_AXES
- info1 && info2
- strlen(string) <= MAXIMUM_DEVICEID_LENGTH
- Ignoring attempt to get information on invalid joystick '%d'
- joystick_index >= 0 && joystick_index < MAXIMUM_ENUMERATED_JOYSTICKS
- Unable to get information for joystick '%d'
- could not convert deviceid to string
- could not convert joystick name to ASCII
- %d) deviceid %s - %s
- Ignoring attempt to deactivate invalid enumerated joystick '%d'
- Ignoring attempt to deactivate an already deactivated enumerated joystick '%d'
- enumerated_joystick_index >= 0 && enumerated_joystick_index < MAXIMUM_ENUMERATED_JOYSTICKS
- Ignoring attempt to activate invalid enumerated joystick '%d'
- Cannot map enumerated joystick %d to logical gamepad %d (enumerated joystick is already mapped to logical gamepad %d)
- Cannot map enumerated joystick %d to logical gamepad %d (logical gamepad is already mapped to enumerated joystick %d)
- logical_gamepad_index >=0 && logical_gamepad_index < MAXIMUM_GAMEPADS
- logical_gamepad_index >= 0 && logical_gamepad_index < MAXIMUM_GAMEPADS
- gamepad_index>=0 && gamepad_index<MAXIMUM_ENUMERATED_JOYSTICKS
- DirectInput: '%s' returned (%s#%d)
- DIERR_BETADIRECTINPUTVERSION
- DIERR_ALREADYINITIALIZED
- DIERR_OLDDIRECTINPUTVERSION
- DIERR_INVALIDPARAM
- DIERR_BADDRIVERVER
- DIERR_ACQUIRED
- DIERR_INPUTLOST
- DIERR_NOTACQUIRED
- DIERR_OUTOFMEMORY
- DIERR_NOTINITIALIZED
- DIERR_OTHERAPPHASPRIO
- DIERR_REPORTFULL
- DIERR_MAPFILEFAIL
- DIERR_OBJECTNOTFOUND
- DIERR_UNPLUGGED
- DIERR_EFFECTPLAYING
- DIERR_NOTBUFFERED
- DIERR_INCOMPLETEEFFECT
- DIERR_NOTEXCLUSIVEACQUIRED
- DIERR_HASEFFECTS
- DIERR_NOTDOWNLOADED
- DIERR_MOREDATA
- DIERR_DEVICENOTREG
- DIERR_INSUFFICIENTPRIVS
- DIERR_DEVICEFULL
- DIERR_NOAGGREGATION
- DIERR_UNSUPPORTED
- DIERR_NOINTERFACE
- DIERR_GENERIC
- Acquire (gamepad)
- Acquire (mouse)
- Acquire (keyboard)
- Unacquire (keyboard)
- Unacquire (mouse)
- Unacquire (gamepad)
- Poll/GetDeviceState (gamepad)
- GetDeviceState (mouse)
- keyboard_buffer_overflow
- IDirectInputDevice_GetDeviceData (mouse)
- key_code>=0 && key_code<NUMBER_OF_KEYS
- key_name
- mouse_button_name
- mouse_axis_code >= 0 && mouse_axis_code < NUMBER_OF_MOUSE_AXES
- positive
- CreateDevice (keyboard)
- SetCooperativeLevel (keyboard)
- SetDataFormat (keyboard)
- SetProperty (keyboard)
- window_globals.hWnd
- CreateDevice (mouse)
- SetCooperativeLevel (mouse)
- SetDataFormat (mouse)
- Could not initialize unknown device object %d instance number %d - %s
- Successfully initialized device POV %d instance number %d - %s to range [-4096,4096]
- Successfully initialized device button %d instance number %d - %s
- Successfully initialized device axis %d instance number %d - %s to range [-4096,4096]
- InitializeObject deadzone %d - %s
- InitializeObject range %d - %s
- CreateDevice (gamepad)
- SetCooperativeLevel (gamepad)
- SetDataFormat (gamepad)
- GetCapabilities (gamepad)
- EnumObjects (gamepad)
- Initializing %d button %d axis %d pov joystick '%s'
- (%d)!input_globals.enumerated_devices.direct_joysticks[joystick_index]
- joystick_index < MAXIMUM_ENUMERATED_JOYSTICKS
- mouse_axis_name
- DirectInputCreate
- window_globals.hInstance
- !input_globals.direct_input
- count < MAXIMUM_MEMCMP_SIZE
- \halopc\haloce\source\text\unicode.c
- (((char *)src+count) <= (char *)dest) || (((char *)dest+count) <= (char *)src)
- (count >= 0) && (count < MAXIMUM_MEMCPY_MEMMOVE_SIZE)
- dest && src
- (count >= 0) && (count <= MAXIMUM_MEMCMP_SIZE)
- buffer1 && buffer2
- (count >= 0) && (count <= MAXIMUM_MEMCPY_MEMMOVE_SIZE)
- (count >= 0) && (count <= MAXIMUM_MEMSET_SIZE)
- ((src+source_size) < dest) || ((dest + source_size) < src)
- (source_size >= 0) && (source_size < MAXIMUM_STRING_SIZE)
- wcslen(src) < MAXIMUM_STRING_SIZE
- wcslen(dest) < MAXIMUM_STRING_SIZE
- wcslen(string2) < MAXIMUM_STRING_SIZE
- wcslen(string1) < MAXIMUM_STRING_SIZE
- string1 && string2
- size < MAXIMUM_STRING_SIZE
- wcslen(string) < MAXIMUM_STRING_SIZE
- wcslen(character_set) < MAXIMUM_STRING_SIZE
- string && character_set
- (count >= 0) && (count < MAXIMUM_STRING_SIZE)
- wcslen(delimiters) < MAXIMUM_STRING_SIZE
- delimiters
- count < MAXIMUM_STRING_SIZE
- stream
- wcslen(format) < MAXIMUM_STRING_SIZE
- (size > 0) && (size <= MAXIMUM_STRING_SIZE)
- string && format
- stream && format
- fd > 0
- wcslen(path) < MAXIMUM_STRING_SIZE
- path
- wcslen(mode) < MAXIMUM_MODE_STRING_SIZE
- path && mode
- wcslen(command) < MAXIMUM_STRING_SIZE
- command && mode
- wcslen(nptr) < MAXIMUM_STRING_SIZE
- nptr
- timer
- timeptr
- length < MAXIMUM_STRING_SIZE
- unicode && ascii
- ascii && unicode
- %hs
- display_name
- \halopc\haloce\source\saved games\saved_game_files_pc_tools.c
- full_path
- DXT1DXT2DXT4
- IDirect3DDevice9_CreateTexture(global_d3d_device, width, height, bitmap->mipmap_count+1-mip_levels_to_drop, 0, rasterizer_bitmap_format_table[bitmap->format], D3DPOOL_MANAGED, &(IDirect3DTexture9*)bitmap->hardware_format, NULL)
- IDirect3DDevice9_CreateVolumeTexture(global_d3d_device, bitmap->width, bitmap->height, bitmap->depth, (global_d3d_caps.TextureCaps & D3DPTEXTURECAPS_MIPVOLUMEMAP) ? bitmap->mipmap_count+1 : 1, 0, rasterizer_bitmap_format_table[bitmap->format], D3DPOOL_MANAGED, &(IDirect3DVolumeTexture9*)bitmap->hardware_format, NULL)
- IDirect3DDevice9_CreateCubeTexture(global_d3d_device, bitmap->width, (global_d3d_caps.TextureCaps & D3DPTEXTURECAPS_MIPCUBEMAP) ? bitmap->mipmap_count+1 : 1, 0, rasterizer_bitmap_format_table[bitmap->format], D3DPOOL_MANAGED, &(IDirect3DCubeTexture9*)bitmap->hardware_format, NULL)
- TEST_FLAG(bitmap->flags, _bitmap_has_power_of_two_dimensions_bit)
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_hardware_bitmaps.c
- ### ERROR failed to change bitmap hardware format
- IDirect3DTexture9_UnlockRect((IDirect3DTexture9*)bitmap->hardware_format, mipmap_index)
- d3d_locked_rect.Pitch*CHAR_BITS== bitmap_format_get_bits_per_pixel(bitmap->format)* bitmap_mipmap_get_width(bitmap, bitmap_mipmap_index)*4
- ### ERROR failed to lock surface
- IDirect3DTexture9_LockRect((IDirect3DTexture9*)bitmap->hardware_format, mipmap_index, &d3d_locked_rect, NULL, 0)
- IDirect3DVolumeTexture9_UnlockBox((IDirect3DVolumeTexture9*)bitmap->hardware_format, mipmap_index)
- IDirect3DVolumeTexture9_LockBox((IDirect3DVolumeTexture9*)bitmap->hardware_format, mipmap_index, &d3d_locked_box, NULL, 0)
- IDirect3DCubeTexture9_UnlockRect((IDirect3DCubeTexture9*)bitmap->hardware_format, face_mapping_table[face_index], mipmap_index)
- d3d_locked_rect.Pitch*CHAR_BITS== bitmap_format_get_bits_per_pixel(bitmap->format)* bitmap_mipmap_get_width(bitmap, mipmap_index)*4
- IDirect3DCubeTexture9_LockRect((IDirect3DCubeTexture9*)bitmap->hardware_format, face_mapping_table[face_index], mipmap_index, &d3d_locked_rect, NULL, 0)
- mipmap_index>=0 && mipmap_index<=mipmap_count
- adjust_rectangle2d() can't handle mode #%d
- \halopc\haloce\source\math\integer_math.c
- v0 && v1
- vector && result
- @ADEPQTU@ADEPQTU
- @ADEPQTU
- @ADEPQTU
- upper_mask<=63
- \halopc\haloce\source\rasterizer\rasterizer_swizzle.c
- ### ERROR failed to allocate temporary buffer for swizzling
- ### ERROR unsupported bitmap format (bytes per pixel)
- mipmap_index==0
- ### ERROR rasterizer_xbox_bitmap_rebuild_hardware_format failed (out of memory)
- offset==size
- face_index==0 && adjusted_face_index==0
- texture_page->width>0 && texture_page->height>0
- texture_page
- \halopc\haloce\source\memory\texture_page.c
- texture page textures
- page_width>0 && page_height>0
- !texture_page->contains_unsorted_textures
- channel_count<MAXIMUM_TEXTURE_CHANNELS
- texture_page->spacing==0 || ceiling_power2(texture_page->spacing)==texture_page->spacing
- immediate || texture_page->contains_unsorted_textures
- resort_succeeded
- texture_page->contains_unsorted_textures
- bitmap @%p has bad encoding #%d for fill_rectangle()
- \halopc\haloce\source\bitmaps\bitmap_drawing.c
- no copy bitmap translation exists to copy %s to %s. (flags=%d)
- #%d+#%d(#%d,#%d)<=#%d
- adjusted_destination_point.y>=0
- adjusted_destination_point.x>=0
- bitmap @%p has bad encoding #%d for draw_line_software()
- destination->base_address
- couldn't open file
- couldn't write header
- couldn't write row
- bitmap->format==_bitmap_format_x8r8g8b8
- \halopc\haloce\source\bitmaps\targa_file.c
- bits_per_channel[channel_index]>=0 && bits_per_channel[channel_index]<=CHANNEL_BITS
- \halopc\haloce\source\bitmaps\bitmaps_quantitize.c
- ibukprlctn
- #%d is out of range in string @%p
- \halopc\haloce\source\text\international_strings.c
- index #%d is inbetween characters in string %p
- default_item_placement_position_decoder
- default_item_placement_position_encoder
- default_smart_vector_decoder
- registers
- unregisters
- peaks
- wraparounds
- screen
- default_smart_vector_encoder
- default_fixed_width_grenade_index_decoder
- default_fixed_width_grenade_index_encoder
- default_fixed_width_weapon_index_decoder
- default_fixed_width_weapon_index_encoder
- default_digital_throttle_decoder
- default_digital_throttle_encoder
- default_locality_reference_position_decoder
- default_locality_reference_position_encoder
- default_fixed_width_normal_vector_decoder
- default_fixed_width_normal_vector_encoder
- specialized_grenade_counts_decoder
- specialized_grenade_counts_encoder
- default_fixed_width_decoder
- default_fixed_width_encoder
- default_time_decoder
- default_time_encoder
- default_flags_decoder
- default_flags_encoder
- default_vector_decoder
- default_vector_encoder
- default_point_decoder
- default_point_encoder
- default_translated_index_decoder
- default_translated_index_encoder
- default_bounded_index_decoder
- default_bounded_index_encoder
- default_pointer_decoder
- default_pointer_encoder
- default_structure_decoder
- default_structure_encoder
- default_array_decoder
- default_array_encoder
- default_wide_string_decoder
- default_wide_string_encoder
- default_ascii_string_decoder
- default_ascii_string_encoder
- default_ascii_character_decoder
- default_ascii_character_encoder
- default_boolean_decoder
- default_boolean_encoder
- default_real_decoder
- default_real_encoder
- default_integer_decoder
- default_integer_encoder
- result > 0
- VALID_FIELD_TYPE(parameters->width)
- _message_delta_global_field_type_list[_field_type_integer].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- field_properties_definition != NULL
- \halopc\haloce\source\networking\message_delta_definitions.c
- result == TRUE
- Field type '##field_type##' has incorrect parameter '##parameter##'
- parameters != NULL
- parameters == NULL
- field_properties_definition->parameters == NULL
- bits_written <= field_properties->maximum_size || g_protocol_changeover_enabled
- Unknown field width %d
- bitstream_has_bits(output_stream, field_properties->maximum_size)
- output_stream != NULL
- source_data != NULL
- field_properties->parameters != NULL || _message_delta_global_field_type_list[field_properties->type].requires_parameters != TRUE
- field_properties != NULL
- bits_read <= field_properties->maximum_size || g_protocol_changeover_enabled
- input_stream != NULL
- destination_data != NULL
- _message_delta_global_field_type_list[_field_type_real].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- _message_delta_global_field_type_list[_field_type_boolean].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- _message_delta_global_field_type_list[_field_type_ascii_character].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- _message_delta_global_field_type_list[_field_type_wide_character].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- parameters->maximum_length <= MDP_MAXIMUM_STRING_LENGTH
- _message_delta_global_field_type_list[_field_type_ascii_string].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- bits_written != 0
- len >= 0 && len <= parameters->maximum_length
- strlen(dest_string) == len
- _message_delta_global_field_type_list[_field_type_wide_string].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- ustrlen(dest_string) == len
- _message_delta_global_field_type_list[_field_type_arbitrary_data].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- parameters->member_properties != NULL
- _message_delta_global_field_type_list[_field_type_array].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- write_result == 1
- seek_result
- seek_result == TRUE
- read_result == 1
- parameters->members_references[field_index].properties != NULL
- ¶meters->members_references[field_index] != NULL
- _message_delta_global_field_type_list[_field_type_structure].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- parameters->referent_properties != NULL
- _message_delta_global_field_type_list[_field_type_pointer].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- _message_delta_global_field_type_list[_field_type_enumeration].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- _message_delta_global_field_type_list[_field_type_bounded_index].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- *source >= parameters->minimum_value && *source <= parameters->maximum_value
- *dest >= parameters->minimum_value && *dest <= parameters->maximum_value
- _message_delta_global_field_type_list[_field_type_translated_index].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- parameters->translated_index_allocations != NULL
- JWS: %s stats: %d active, %d codings, %d none (%f %)
- baseline >= 0 && baseline < parameters->maximum_active_at_once
- source >= 0 && source < parameters->maximum_active_at_once
- dest >= 0 && dest < parameters->maximum_active_at_once
- -TID- %s --DUMP END--
- -TID- %s %s
- trans %-3d => %-10d %s
- <empty>
- <reserved>
- -TID- %s active = %-3d
- -TID- %s peak = %-3d
- -TID- %s cursor = %-3d
- -TID- %s --DUMP START--
- %s cursor: %-3d peak: %-3d active: %-3d
- -TID- %s [%08x trans %-3d] %s
- %s [%08x trans %-3d] %s
- ### ERROR could not unregister %s, not registered!
- ### ERROR client could not register %s, slot already in-use by %-10d (%s)!
- ### ERROR client could not register %s, already registered!
- ### ERROR server could not register %s, already registered!
- ### ERROR server could not register %s, no more slots!
- cursor wrapped around
- new peak = %-3d
- ### ERROR: couldn't retrieve object unregistered by client!
- unregistered %s
- ### ERROR: couldn't retrieve object registered by client!
- client registered %s
- ### ERROR: couldn't retrieve object registered by server!
- server registered %s
- %*s %d
- new object_index_debug parameters:
- s != NULL
- object_index_debug parameters cleared:
- object_index_debug parameters:
- can't dump an uninitialized table. start a game first.
- table dumped to network.log
- can't get status on an uninitialized table. start a game first.
- translated_index != NONE
- field_properties_definition->type == _field_type_translated_index
- translated_index >= 0 && translated_index < parameters->maximum_active_at_once
- _message_delta_global_field_type_list[_field_type_point].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- write_result == BITS_IN(real)
- read_result == BITS_IN(real)
- _message_delta_global_field_type_list[_field_type_vector].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- _message_delta_global_field_type_list[_field_type_angle].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- parameters->count > 0 && parameters->count <= MAXIMUM_MDP_FLAGS
- _message_delta_global_field_type_list[_field_type_flags].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- _message_delta_global_field_type_list[_field_type_time].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- parameters->range_of_values > 0
- parameters->number_of_bits > 0
- _message_delta_global_field_type_list[_field_type_fixed_width].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- bits_written == parameters->number_of_bits
- bits_read == parameters->number_of_bits
- _message_delta_global_field_type_list[_field_type_grenade_counts].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- bits_written == BITS_IN_GRENADE_COUNTS_TYPE
- source[1] <= 4
- source[1] >= 0
- source[0] <= 4
- source[0] >= 0
- bits_read == BITS_IN_GRENADE_COUNTS_TYPE
- parameters->number_of_bits_phi_lan > 0
- parameters->number_of_bits_theta_lan > 0
- parameters->number_of_bits_phi_internet > 0
- parameters->number_of_bits_theta_internet > 0
- _message_delta_global_field_type_list[_field_type_fixed_width_normal_vector].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- bits_phi_internet
- bits_theta_internet
- bits_written == number_of_bits_theta + number_of_bits_phi
- bits_written == number_of_bits_theta
- ">>bits_read == number_of_bits_theta + number_of_bits_phi
- bits_read == number_of_bits_theta
- _message_delta_global_field_type_list[_field_type_locality_reference_position].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- LOCALITY_MINIMUM_MOVE_DISTANCE
- LOCALITY_DELTA_CUTOFF_DISTANCE
- LOCALITY_BITS_PER_COMPONENT_DELTA
- LOCALITY_BITS_PER_COMPONENT_FULL
- _message_delta_global_field_type_list[_field_type_digital_throttle].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- weapon_index==NONE || (weapon_index>=0 && weapon_index<MAXIMUM_WEAPONS_PER_UNIT)
- _message_delta_global_field_type_list[_field_type_fixed_width_weapon_index].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- grenade_index==NONE || (grenade_index>=0 && grenade_index<NUMBER_OF_UNIT_GRENADE_TYPES)
- _message_delta_global_field_type_list[_field_type_fixed_width_grenade_index].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- _message_delta_global_field_type_list[_field_type_smart_vector].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- ################# smart_vector limit exceeded for field properties %s: min = %f, max = %f, source = (%f, %f, %f)
- ### WARNING smart_vector limits exceeded, check network.log for more information
- _message_delta_global_field_type_list[_field_type_item_placement_position].requires_parameters == TRUE ? field_properties_definition->parameters != NULL : 1
- gITEM_PLACEMENT_BITS_Z
- gITEM_PLACEMENT_BITS_Y
- gITEM_PLACEMENT_BITS_X
- custom-8custom-7custom-6custom-5custom-4custom-3custom-2custom-1lookmovebackacceptzoomcrouchrotate-grenadesrotate-weaponsuse-equipmentjumpintegrated-lightprimary-triggerthrow-grenadeactionright-stickleft-stickright-thumbleft-thumbback-buttonstart-buttondpad-rightdpad-leftdpad-downdpad-upright-triggerleft-triggerwhite-buttonblack-buttony-buttonx-buttonb-buttona-button
- widget_memory_pool
- ;o:\halopc\haloce\source\interface\ui_widget.c
- widget_globals.initialized
- widget
- expected a valid local_player_index
- error_modal
- the_main_menu
- unknown level
- the old loading progress screen has been replaced with glowy halo gravy
- there is already an error message queued for display at the main menu; ignoring this one
- there is already a deferred error message for local player %d; ignoring this one
- (index>=0) && (index<MAXIMUM_NUMBER_OF_LOCAL_PLAYERS)
- Recursive error loading a map
- title music tag not found
- starting main menu music
- sound\music\title1\title1
- stopping main menu music
- duration_ticks>=0
- out of memory! the UI screen history will be hosed.
- top && data
- tail_child->next == NULL
- (child->previous == NULL) && (child->next == NULL)
- next->previous == child
- child->previous == NULL
- pOffset
- initial_indent<0 in render_state_text() and was about to explode
- expected a text box widget
- text_widget && name
- ui\shell\strings\common_button_captions
- ui\shell\bitmaps\trouble_brewing
- ###WARNING: possible memory leak disposing of a list widget (%s)
- event handler failed to spawn widget
- a 'widget deleted' event handler tried to delete the widget being deleted!
- widget && widget_globals.initialized
- (local_player_index>=0) && (local_player_index<MAXIMUM_NUMBER_OF_LOCAL_PLAYERS)
- invalid controller index specified for child widget (#%d)
- _list_items_generated_from_string_list_tag flag was set but no string list tag was specified
- no child widget references are needed to define list items when generating a list from a string list tag
- _list_items_generated_from_string_list_tag flag should only be set for 1-wide spinner list widgets
- icon_index>=0 && icon_index<NUM_ICONS
- FALSE
- ???
- "
- %
- failed to render text box widget because the justification was invalid
- failed to render text box widget because the font tag was invalid
- <out of memory>
- failed to render spinner list item because the justification was invalid
- failed to render spinner list item because the font tag was invalid
- failed to find event focus target widget
- widget_globals.initialization_thread==NULL
- failed to set focus to the next list item of a column widget
- spinner lists with more that 1 visible item need to have code-generated lists associated with them... sorry.
- spinner lists must be either 1- or 3-wide... sorry
- failed to set focus to the #%d list item of a column list widget
- calling a list widget function on a non-list widget
- widget->focused_child
- couldn't load conditional widget because the calling widget was deleted
- condition handler failed to spawn widget
- failed to open widget because the specified widget tag was not found
- previous->next == widget
- next->previous == widget
- failed to close widget because event_handler->ui_widget_tag == NONE
- failed to reload widget because event_handler->ui_widget_tag == NONE
- failed to give focus to a widget because event_handler->ui_widget_tag == NONE
- event handler function failed
- failed to run ui widget event script '%s'
- 33s?window_bounds != NULL
- failed to load widget children
- if the _widget_pass_handled_events_to_all_children_bit flag is checked, _widget_pass_unhandled_events_to_children_bit must also be checked for it to work
- widget->local_player_index==NONE
- widget && definition && event && return_widget_deleted
- tried to create a ui widget at an unsafe time
- ui_widget_definition tag '%s'/%d not loaded
- failed to create new widget; out of memory!
- (widget_stack>=0) && (widget_stack<MAXIMUM_GAMEPADS)
- (name != NULL) || (tag_index != NONE)
- failed to initialize the virtual keyboard
- failed to load main screen shell window
- ui\shell\main_menu\main_menu
- xbox command line= '%s'
- xdemo
- failed to load networked pregame status screen
- ui\shell\main_menu\multiplayer_type_select\connected\pregame\connected_pregame_screen
- ui\shell\main_menu\multiplayer_type_select\connected\connected_map_select_postgame_wrapper
- failed to load map select postgame screen
- ui\shell\main_menu\multiplayer_type_select\split_screen\splitscreen_map_select_postgame_wrapper
- failed to load pregame screen after quickstart match
- ui\shell\main_menu\multiplayer_type_select\split_screen\pregame\splitscreen_pregame_wrapper_normal
- widget pause counter is out of whack
- expected a text box widget in the error widget
- error screen widget tag not layed out as expected
- failed to display error message
- there is already an error message displayed for this local player index
- aborting to the main menu root, for safety's sake
- (widget_stack>=0) && (widget_stack<MAXIMUM_NUMBER_OF_LOCAL_PLAYERS)
- invalid local player count
- ui\shell\error\error_nonmodal_qtrscreen
- ui\shell\error\error_modal_qtrscreen
- ui\shell\error\error_nonmodal_halfscreen
- ui\shell\error\error_modal_halfscreen
- ui\shell\error\error_nonmodal_fullscreen
- ui\shell\error\error_modal_fullscreen
- there is already a deferred-for-cinematic error queued for player #%d; ignoring this one
- Noooooooooooooooooo!!!
- can't display scenario help because no scenario is loaded
- can't display scenario help; unknown scenario is active '%s'
- failed to load in-game help dialog
- expected text box widget in player help screen
- ui\shell\solo_game\player_help\player_help_screen_d40
- ui\shell\solo_game\player_help\player_help_screen_d20
- ui\shell\solo_game\player_help\player_help_screen_c40
- ui\shell\solo_game\player_help\player_help_screen_c20
- ui\shell\solo_game\player_help\player_help_screen_c10
- ui\shell\solo_game\player_help\player_help_screen_b40
- ui\shell\solo_game\player_help\player_help_screen_b30
- ui\shell\solo_game\player_help\player_help_screen_a50
- ui\shell\solo_game\player_help\player_help_screen_a30
- ui\shell\solo_game\player_help\player_help_screen_a10
- string_index>=0
- failed to load full screen pause game window
- ui\shell\solo_game\pause_game\pause_game
- the ui seems to be confused... assuming you are playing full-screen single player?
- failed to load split screen pause game window
- ui\shell\solo_game\pause_game\pause_game_split_screen
- invalid local player count for multiplayer game
- ui\shell\multiplayer_game\pause_game\4p_pause_game
- ui\shell\multiplayer_game\pause_game\2p_pause_game
- failed to load multiplayer pause game window
- ui\shell\multiplayer_game\pause_game\1p_pause_game
- invalid widget controller index specified
- waiting for %d ticks before displaying deferred errors
- game_initialize_for_new_map
- game_load
- game_unload
- game_dispose_from_old_map
- game_precache_new_map
- network_game_create_game_objects
- \halopc\haloce\source\networking\network_game_manager.c
- <unknown>
- %snumber_of_games_played %d
- %snetwork_game_random_seed %x
- %s player_list_index %x
- %s team_index %x
- %s controller_index %x
- %s machine_index %x
- %splayer %d
- %splayer_count %d
- %snetwork_game_data
- Could not encode game settings update message
- server failed to send game settings update message to client machine_index #%d; client machine may be out of sync
- server failed to send game settings update message to all machines; one of the machines may be going down.
- JWS: Server sent game settings update message to all machines
- game != NULL
- failed to handle a game settings update message; not in pregame state
- Ignoring meaningless game settings update message
- Could not decode game settings update message
- network_game_client_game_settings_updated() failed
- JWS: processed game settings update message
- header->decoding_information->definition_type == _message_game_settings_update
- game is already at maximum players; can't add new player
- game && player
- JWS: player_new() returned %d (translated index registered as %d)
- JWS: trying to spawn a player via player_new() from network_game_spawn_player()
- network_player_is_valid(player)
- JWS: player_new_client() returned %d
- JWS: trying to spawn a player via player_new_client() from network_game_spawn_player_client()
- player && game
- tried to update a player with indvalid data
- JWS: network_game_remove_player() tried to remove a player with invalid data
- tried to remove a player with invalid data
- JWS: network_game_remove_player() found player at i=%d, removing
- JWS: network_game_remove_player() was not successful
- JWS: network_game_remove_player() called for player machine index %d controller index %d
- JWS: network_game_spawn_player() happening in network_game_create_game_objects()
- !"bad game connection"
- network_game_server_handle_client_update_packet_new_system
- replicate_current_state_to_new_player
- timer->time_remaining >= 0
- \halopc\haloce\source\networking\network_server_manager.c
- adjustment >= 0
- Server failed to replicate super ping update message.
- server
- opening game
- closing game
- (TRUE == game_is_open) || (FALSE == game_is_open)
- (TRUE == game_is_valid) || (FALSE == game_is_valid)
- (TRUE == server_is_dedicated) || (FALSE==server_is_dedicated)
- failed to signal client machines to begin loading for network game
- signalling client machines to begin loading for network game
- failed to create a _message_type_server_game_over message
- failed to signal all client machines to switch to postgame
- server sent message_game_over to all clients
- server going down, but failed to properly inform all client machines
- server closing down; all client machines were properly informed
- failed to create a message_server_graceful_game_exit_pregame
- failed to create a message_server_graceful_game_exit_postgame
- machine
- server added machine @ %s to the game , machine_index #%d
- client machine tried to add a player with a non-matching machine identifier
- network_game_add_player() failed in network_game_server_add_player_to_game()
- server added player from machine #%d at controller index #%d to the game as player #%d
- JWS: would have died in network_server_manager with phony player index
- Would have died in network_server_manager with phony player index...
- %x (player #%d) quit of of game at tick %d (now %d)
- JWS: server network game found player: player index (#0x%08lX) player_list_index=%d
- JWS: network_game_server_process_player_removed() called for player_list_index %d
- player_list_index >= 0 && player_list_index < NETWORK_GAME_MAXIMUM_PLAYER_COUNT
- local game data not loaded
- all machines have successfully loaded
- Could not encode object creation message for object index %d
- server failed to send object creation message for object index [%d] to machine [%d]
- SDJ: ERROR: replicate_new_player_to_all_clients(): Failed to replicate new player to all clients because player_get(%d) returned NULL.
- dedicated server added new player to the game (machine #%d / controller #%d / player #%d)
- JWS: network_game_spawn_player() happening in network_game_server_add_player_to_game_dedicated()
- server && player
- client update packet from machine #%d had a bad player count; ignoring
- received an outdated client update packet; ignoring (#%d / #%d)
- client machine #%d is out of sync @ game tick #%ld; switching to post-game
- message_packet
- CHEATER: Failed to validate client game update message.
- CHEATER: Player is NULL
- Player on machine [%d] is running at [%f] ticks/sec, avg [%f]
- Player on machine [%d] had [%d] bad updates. Inst: [%5.2f] ticks/sec, Avg: [%5.2f]
- CHEATER: INST: Player on machine [%d]. Inst: [%5.2f] ticks/sec, Avg: [%5.2f]
- B
- CHEATER: AVG: Player on machine [%d]. Inst: [%5.2f] ticks/sec, Avg: [%5.2f]
- BIgnored client game update message from machine [%d].
- [%d]: [%d]: Received update [%d] for [%d] ticks.
- player_update_history_is_valid_id(header_data->id) == TRUE
- header->decoding_information->definition_type == _message_client_game_update
- machine #%d has successfully switched to pregame
- server && machine
- network_game_server_send_player_joined_info_ingame() failed in network_game_server_handle_message_client_add_player_request_ingame()
- server failed to add a network player in-game
- server game start countdown started
- join_token
- server && (i<MAXIMUM_NETWORK_MACHINE_COUNT)
- server && (machine_index<MAXIMUM_NETWORK_MACHINE_COUNT)
- client_machine
- no machine found @ ip #%lX
- server->client_machines[i].connection
- server && ip_address
- network_game_server_change_map_name() failed to send updated game settings to clients
- server->state == _network_game_server_state_pregame
- server && map_name && map_name[0]
- network_game_server_change_game_variant() failed to send updated game settings to clients
- server && variant
- max_players > 0 && max_players <= NETWORK_GAME_MAXIMUM_PLAYER_COUNT
- network_game_server_new_client_challenge sent challenge to #%d
- network_game_server_write() failed in network_game_server_new_client_challenge()
- strlen(client_machine->challenge) == 0
- client_machine != NULL
- network_game_server_machine_no_longer_has_players: supposedly, machine_index #%d no longer has any players
- client_machine->has_players == TRUE
- Couldn't create holdup message for machine_index #%d
- network_game_server_holdup_new_client told client machine_index #%d to holdup
- network_game_server_write() failed in network_game_server_holdup_new_client() for machine_index #%d
- network_game_server_add_new_client() failed because the game is closed
- failed to find an available machine slot in network_game_server_add_new_client()
- network_connection_get_address() failed to get a valid address in network_game_server_add_new_client()
- Server holding up client machine_index #%d in response to connection request.
- new remote connection accepted from %s as machine_index #%d, unique_id %d
- remote system tried to join our server but we are not accepting remote connections: address= '%s'
- server && new_connection
- client_machine->machine_index != NONE
- (sled_size_in_bits - bitstream_tell(&bs) < MINIMUM_MESSAGE_SIZE_IN_BITS)
- first_data_bit >= 0
- sled_size_in_bits != 0
- client connection rejected: %s
- network game setup failed; probably due to a missing playlist
- setting up a net game
- ******* END SERVER DUMP ********
- time_of_first_client_loading_completion %d
- time_of_last_keep_alive %d
- next_update_number %d
- flags %x
- machine_index %x
- stall_start_time %d
- last_received_update_sequence_number %d
- connection %x %s
- client %d
- (dead)
- (active)
- no connection
- client_machines:
- flags %x
- state %x
- connection %x
- ****** BEGIN SERVER DUMP *******
- network server disposed
- network_game_server_memory_do_not_use_directly_in_use
- failed to create a _message_type_server_graceful_game_exit_pregame message
- failed to notify all clients that we are going down
- notified all clients that we are going down
- failed to create a _message_type_server_graceful_game_exit_postgame message
- network_client_machine machine_index #%d marked for removal, reject time = %u, process time = %u
- network_game_server_send_message_to_all_machines() failed in network_game_server_send_player_removed()
- sending quit out of game, time = %x
- network_game_server_send_player_removed() called for player machine_index #%d controller_index %d player_list_index %d
- Server was unable to signal machine #%x to reconnect.
- Signalling all clients to reconnect.
- server->state == _network_game_server_state_ingame
- replicate_current_state_to_new_player(): replicated [%d] messages -> [%d] bits
- %u %d %d %s %d
- a+
- JWS: Machine loaded but player didn't exist. Curious. Ignoring for now.
- Time (ms since computer start) Messages Sent Bits Sent Map Name Players #
- %s\%s late join.xls
- message metrics
- ### ERROR!! Did not spawn player for machine index %d
- JWS: trying to spawn a player for a newly loaded machine index %d in network_game_server_client_machine_game_loading_complete()
- still waiting on machine #%d to finish loading
- forcibly removing client system machine_index #%d due to timeout in-game
- culprit != NONE
- server && server->state == _network_game_server_state_pregame
- JWS: couldn't create rejection message!
- JWS: server sent rejection message to machine_index #%d
- network_game_server_write() failed while sending a rejection reply to machine_index #%d
- client_machine_cleanup: FAILED! machine_index in the client_machine was NONE for machine_index #%d
- client_machine_cleanup: finished cleanup for machine_index #%d, notifying others in the game
- client_machine_cleanup: connection already gone for machine_index #%d
- client_machine_cleanup: WARNING! Failed to close a client's connection for machine_index #%d, ignoring...
- client_machine_cleanup: closing connection for machine_index #%d
- client_machine_cleanup: cleaning up network_client_machine at i=%d for machine_index #%d
- client_machine_cleanup: FAILED! Could not find machine_index #%d in server's network_client_machine list.
- client_machine_cleanup: searching for network_client_machine to cleanup for machine_index #%d
- client_machine_cleanup: FAILED! server couldn't send player removed message for machine_index #%d
- client_machine_cleanup: FAILED! Could not get the network_game for the server's local client for machine_index #%d
- client_machine_cleanup: skipping player removal from the server's local client's game because machine_index #%d was not loaded, and is therefore not in the client's game.
- !network_game_player_is_valid(player, game)
- client_machine_cleanup: FAILED! Could not remove the player from the server's local client's game for machine_index #%d controller_index %d player_list_index %d
- client_machine_cleanup: removing player on machine_index #%d controller_index %d player_list_index %d from server's local client's game
- client_machine_cleanup: could not remove player from server's game for machine_index #%d
- client_machine_cleanup: server found player to remove, machine_index #%d controller_index %d player_list_index %d
- client_machine_cleanup: removing the players from the server's game for machine_index #%d
- client_machine_cleanup: players are gone, cleaning up machine_index #%d
- client_machine_cleanup: WARNING! The has_players flag was set for machine_index #%d, but no players were found. This means the player should have been removed recently...
- client_machine_cleanup: FAILED! Could not create player removal message for i=%d machine_index #%d
- client_machine_cleanup: sent player removed message for player i=%d, player_list_index %d, machine_index #%d
- client_machine_cleanup: found player i=%d, player_list_index %d, machine_index #%d, removing
- client_machine_cleanup: first time through for machine index #%d, had players, removing them
- client_machine->should_be_removed
- Failed to cleanup client machine #%d
- SDJ: Server map load failed.
- SDJ: Server succesfully loaded map.
- forcibly removing client system machine_index #%d due to timeout while loading for game
- failed to send a message_server_pregame_countdown to all clients
- network_game_server_start_network_game() failed
- booting dead client machine %d
- failed to create the server connection
- SDJ: Server created: Port [%d], Max Machines[%d]
- failed to initialize server pregame settings
- !network_game_server_memory_do_not_use_directly_in_use
- the server's game is invalid
- network_connection_idle() failed
- network_game_server_handle_public_endpoint() failed
- network_game_server_handle_client_machines() failed
- unknown server state
- failed to add new client connection to the game
- new client connected from ip %s (validation pending)
- network connection went down!
- the playlist has ended - server going down, but failed to alert client machines
- the playlist has ended - server going down
- SDJ: Server map load failed [reconnect].
- SDJ: Server succesfully loaded map [reconnect].
- server resetting to pregame
- server->state == _network_game_server_state_postgame
- player_action_collection_definition
- player_action_packet_definition
- \halopc\haloce\source\networking\network_game_globals.c
- global_network_game_client==NULL
- internal networking error [network_game_client_idle() failed]
- internal networking error [network_game_client_get_error()!=0]
- client is in an unknown state
- waiting for game to restart ...
- client signalled to begin loading for network game
- waiting for game to start ...
- joining a network game ...
- searching for a network game ...
- [%d]: Sent update [%d], [%d] ticks.
- player_update_history_is_valid_id(header.id) == TRUE
- failed to send a game update to the server
- ticks_to_apply_this_frames_update_to <= 30
- network_game_client_request_start() failed
- size <= MAXIMUM_MESSAGE_SIZE
- buffer_size >= MESSAGE_HEADER_SIZE_BITS
- buffer != NULL
- global_network_game_server==NULL
- no network game server
- could not send exit message, aborting
- failed to request player removal in-game for player #%d
- \halopc\haloce\source\networking\message_delta_parameters_protocol.c
- parameters.cfg
- (size + 1) < sizeof(g_parameters_string)
- rb
- strpos < sizeof(g_parameters_string)
- characters_written >= 0
- %s %f
- %s %d
- value != NULL
- format != NULL
- query != NULL
- g_num_exposed_params < MAX_EXPOSED_PARAMETERS
- %f
- ::
- !"whoa.. need to increase the MAX_EXPOSED_PARAMETERS count\n"
- whoa.. need to increase the MAX_EXPOSED_PARAMETERS count
- sent protocol changeover to version[%d]
- failed to send a protocol update to all clients
- moved from protocol [%d] to [%d]
- header->decoding_information->definition_type == _message_parameters_protocol
- mdpi_finished_decoding
- mdpi_decode_header_field
- mdpi_decode_message_header
- mdpi_decode_body_field
- mdpi_decode_message_body
- mdpi_decode_message_dependent_header
- mdpi_decode_iteration_independent_header
- mdpi_encode_iterated_body_field
- mdpi_encode_iterated_header_field
- mdpi_message_finished_encoding
- mdpi_write_iteration_independent_header_post_encoding
- mdpi_message_write_iteration_independent_header
- mdpi_message_iteration_end
- mdpi_message_iteration_encode
- mdpi_message_iteration_begin
- mdpi_iterated_message_dispose
- mdpi_message_begin_encoding
- mdpi_iterated_message_initialize
- mdp_finished_decoding
- mdp_end_iteration
- mdp_discard_iteration_body
- mdp_decode_incremental_iterated
- mdp_decode_stateless_iterated
- mdp_decode_header
- mdp_begin_decoding
- mdp_has_next_iteration
- mdp_prepare_to_decode
- mdp_encode_incremental_iterated
- mdp_encode_stateless_iterated
- mdp_encode_stateless
- mdp_encode_incremental
- message_delta_metrics_dump
- encoding_class == _message_delta_encoding_class_lan || encoding_class == _message_delta_encoding_class_internet
- \halopc\haloce\source\networking\message_delta_processor.c
- Wrote network message metrics to %s
- Message Summary.txt
- strlen(context_name) < MAXIMUM_TRAFFIC_LOG_CONTEXT_LENGTH
- context_name != NULL
- header->decoding_information->iteration_count >= 1 && header->decoding_information->iteration_count <= MAXIMUM_MESSAGE_ITERATIONS
- decoding_information->current_iteration == 1
- message_definition_type_get_header_required(decoding_information->definition_type) ? custom_header_destination != NULL : TRUE
- decoding_information->state != 0
- decoding_information->input_stream != NULL
- decoding_information != NULL
- decoding_information->state <= bitstream_get_size(decoding_information->input_stream)
- decoding_information->current_iteration <= message_definition_get_max_iterations(message_definition)+1
- decoding_information->current_iteration >= 1 && decoding_information->current_iteration <= decoding_information->iteration_count
- VALID_MESSAGE_DELTA_DEFINITION(decoding_information->definition_type)
- VALID_MESSAGE_DELTA_MODE(decoding_information->mode)
- VALID_MESSAGE_DELTA_DEFINITION(definition_type)
- field_type_definition->initialized == FALSE
- field_type_definition->maximum_size_calculator != NULL
- field_type_definition->name != NULL && strlen(field_type_definition->name) > 0
- &_message_delta_global_field_type_list[field_type_definition->type] == field_type_definition
- VALID_FIELD_TYPE(field_type_definition->type)
- field_type_definition != NULL
- field_type_definition->initialized == TRUE
- field_size > 0
- field_reference_set != NULL
- max_size > 0
- message->initialized == TRUE
- buffer_size_in_bits >= message_definition_get_maximum_total_size(message_definition)
- VALID_MESSAGE_DELTA_MODE(mode)
- buffer_size_in_bits > 0
- message->initialized == FALSE
- field_index >= 0 && field_index < header_field_count_get_from_message_definition(message_definition)
- message_definition_type_get_header_required(message->definition_type) == TRUE
- message_definition != NULL
- data != NULL
- field_index >= 0 && field_index < field_count_get_from_message_definition(message_definition)
- (message->mode == _message_delta_mode_incremental) == (baseline != NO_BASELINE)
- bitstream_has_bits(input_stream, 1)
- message_definition_type_get_header_required(definition_type)
- max_iterations >= 1 && max_iterations <= MAXIMUM_MESSAGE_ITERATIONS
- value >= 0 && value < NUMBEROF(bits_needed)
- decoding_information->current_iteration == decoding_information->iteration_count+1
- field_reference_definition != NULL
- field_type_requires_parameters(field_properties_definition->type) ? field_properties_definition->parameters != NULL : 1
- field_properties_definition->decode != NULL
- field_properties_definition->encode != NULL
- field_properties_definition->name != NULL && strlen(field_properties_definition->name) > 0
- VALID_FIELD_TYPE(field_properties_definition->type)
- message->mode == _message_delta_mode_incremental ? (baseline != NULL) : (TRUE)
- message_definition_type_get_header_required(message->definition_type) == (header != NULL)
- message->iterations_written >= 0
- message->iteration_header_bits_written >= 0
- message->iteration_body_bits_written >= 0
- message->iterations_written >= 1 && message->iterations_written <= max_iterations
- message->bits_written > 0
- message->bits_left >= 0
- bitstream_has_bits(&message->iteration_independent_stream, 1) == FALSE
- decoding_information->mode == _message_delta_mode_incremental ? (baseline_data != NULL) : (TRUE)
- field_included != NULL
- bitstream_has_bits(input_stream, message_definition->header_fields->maximum_data_size)
- decoding_information->iteration_body_decoded == TRUE
- decoding_information->iteration_body_decoded == FALSE
- decoding_information->iteration_header_decoded == TRUE
- decoding_information->current_iteration <= message_definition_get_max_iterations(message_definition)
- decoding_information->mode == _message_delta_mode_stateless
- decoding_information->mode == _message_delta_mode_incremental
- baseline_data != NULL
- message_definition->initialized == TRUE
- field_reference_definition->baseline_offset >= 0
- field_reference_definition->offset >= 0
- field_reference_definition->name != NULL && strlen(field_reference_definition->name) > 0
- field_reference_definition->properties != NULL
- header->decoding_information->state != 0
- VALID_MESSAGE_DELTA_DEFINITION(header->decoding_information->definition_type)
- header->decoding_information->input_stream != NULL
- iterations >= 1 && iterations <= message_definition_get_max_iterations(message_definition_get(definition_type))
- (mode == _message_delta_mode_stateless) ? (baselines == NULL) : (baselines != NULL)
- datas != NULL
- (headers != NULL) == message_definition_type_get_header_required(definition_type)
- sFIELD_PROPERTIES_COUNTER == 0
- sFIELD_REFERENCE_COUNTER == 0
- sMESSAGE_COUNTER == 0
- sFIELD_TYPE_COUNTER == 0
- message_definition_get_max_iterations(message_definition) == 1
- (source_header != NULL) == message_definition_type_get_header_required(definition_type)
- total_size > 0
- iterations_total_size > 0
- iteration_size > 0
- iteration_independent_header_size > 0
- header_non_data_size > 0
- header_max_data_size >= 0
- body_max_data_size > 0
- header_valid && body_valid
- message_definition->initialized == FALSE
- message_definition->max_iterations >= 1 && message_definition->max_iterations <= MAXIMUM_MESSAGE_ITERATIONS
- field_count_get_from_message_definition(message_definition) > 0
- message_definition->name != NULL && strlen(message_definition->name) > 0
- VALID_MESSAGE_DELTA_DEFINITION(message_definition->definition_type)
- sFIELD_PROPERTIES_COUNTER > 0
- sFIELD_REFERENCE_COUNTER > 0
- sMESSAGE_COUNTER > 0
- sFIELD_TYPE_COUNTER > 0
- Could not encode chat message
- failed to send a chat message to the server
- Invalid client_machine sending console message to player index %d.
- Server failed to send console message to player index %d.
- \halopc\haloce\source\interface\hud_chat.c
- Invalid client_machine sending info message to player index %d.
- Server failed to send info message to player index %d.
- Unknown chat type %d in hud_chat_open()
- -
- Couldn't find my own local player index! What a disaster!
- Ignoring meaningless chat message
- Could not decode chat message
- server failed to send chat message to all machines; client machine may be out of sync
- Server got a vehicle chat message from a player but couldn't find their vehicle!
- Invalid client_machine replicating chat message to player index %d.
- Server failed to replicate chat message to player index %d.
- Ignoring unknown chat type %d
- header->decoding_information->definition_type == _message_hud_chat
- Ignoring meaningless incremental chat message
- Unexpected message format '%s'
- **
- %s
- **
- %sSERVERCouldn't get player #%d for chat message '%s'
- memory_dynamic_array_delete_element
- memory_dynamic_array_add_element
- memory_dynamic_array_resize
- element_size>0
- array
- \halopc\haloce\source\memory\array.c
- (array->count!=0)==(array->elements!=NULL)
- array->count>=0
- array->element_size>0
- index>=0 && index<array->count
- array->element_size==element_size
- maximum_count<=UNSIGNED_CHAR_MAX
- elements
- count && *count>=0
- index>=0 && index<count
- count>0
- index>=0 && index<*count
- count && *count>0
- ui_loading_update_and_render
- ui\shell\main_menu\mp_map_list
- ui\shell\strings\loading
- ui\shell\bitmaps\background
- JWS: ui_loading_start_closing(%d) called, time at close=%u
- >:\halopc\haloce\source\interface\ui_loading.c
- (state >= 0) && (state < LOADING_STATE_MAX_STATES)
- network_game_messages_group
- message_server_game_object_update_packet
- message_client_graceful_game_exit_postgame_packet
- message_client_switch_to_pregame_packet
- message_client_remove_player_request_postgame_packet
- message_server_graceful_game_exit_postgame_packet
- message_server_reconnect_packet
- message_client_join_new_host_packet
- message_client_host_crashed_cry_for_help_packet
- message_client_graceful_game_exit_ingame_packet
- message_client_remove_player_request_ingame_packet
- message_client_add_player_request_ingame_packet
- message_client_game_update_packet
- message_client_loaded_packet
- message_server_game_over_packet
- message_server_remove_player_ingame_packet
- message_server_add_player_ingame_packet
- message_server_player_exit_vehicle_packet
- message_server_player_set_action_result_packet
- message_server_player_effect_start_packet
- message_server_hud_add_item_packet
- message_server_vehicle_update_packet
- message_server_biped_update_packet
- message_server_player_index_set_packet
- message_server_weapon_update_packet
- message_server_equipment_update_packet
- message_server_projectile_update_packet
- message_server_object_deletion_packet
- message_server_object_creation_packet
- message_server_game_update_packet
- message_client_map_is_precached_pregame_packet
- message_client_graceful_game_exit_pregame_packet
- message_client_game_start_request_packet
- message_client_player_settings_request_packet
- message_client_settings_request_packet
- message_client_remove_player_request_pregame_packet
- message_client_add_player_request_pregame_packet
- message_client_join_game_request_packet
- message_server_graceful_game_exit_pregame_packet
- message_server_begin_game_packet
- message_server_postgame_keep_alive_packet
- message_server_pregame_keep_alive_packet
- message_server_pregame_countdown_packet
- message_server_game_settings_update_packet
- message_server_game_is_ending_holdup_packet
- message_server_machine_rejected_packet
- message_server_machine_accepted_packet
- message_server_new_client_challenge_packet
- message_server_pong_packet
- message_server_game_advertise_packet
- message_client_ping_packet
- message_client_broadcast_game_search_packet
- %s
- \halopc\haloce\source\networking\network_messages.c
- message_struct && encoded_message && encoded_message_size && (*encoded_message_size>0)
- encode_network_game_message() failed
- create_message() failed
- unknown network game message structure type
- message_struct_size==sizeof(message_client_graceful_game_exit_postgame)
- message_struct_size==sizeof(message_client_switch_to_pregame)
- message_struct_size==sizeof(message_client_remove_player_request_postgame)
- message_struct_size==sizeof(message_server_graceful_game_exit_postgame)
- message_struct_size==sizeof(message_server_reconnect)
- message_struct_size==sizeof(message_client_join_new_host)
- message_struct_size==sizeof(message_client_host_crashed_cry_for_help)
- message_struct_size==sizeof(message_client_graceful_game_exit_ingame)
- message_struct_size==sizeof(message_client_remove_player_request_ingame)
- message_struct_size==sizeof(message_client_add_player_request_ingame)
- message_struct_size==sizeof(message_client_game_update)
- message_struct_size==sizeof(message_client_loaded)
- message_struct_size==sizeof(message_server_game_over)
- message_struct_size==sizeof(message_server_remove_player_ingame)
- message_struct_size==sizeof(message_server_add_player_ingame)
- message_struct_size==sizeof(message_server_game_update)
- message_struct_size==sizeof(message_client_map_is_precached_pregame)
- message_struct_size==sizeof(message_client_graceful_game_exit_pregame)
- message_struct_size==sizeof(message_client_game_start_request)
- message_struct_size==sizeof(message_client_player_settings_request)
- message_struct_size==sizeof(message_client_settings_request)
- message_struct_size==sizeof(message_client_remove_player_request_pregame)
- message_struct_size==sizeof(message_client_add_player_request_pregame)
- message_struct_size==sizeof(message_client_join_game_request)
- message_struct_size==sizeof(message_server_postgame_keep_alive)
- message_struct_size==sizeof(message_server_graceful_game_exit_pregame)
- message_struct_size==sizeof(message_server_begin_game)
- message_struct_size==sizeof(message_server_pregame_keep_alive)
- message_struct_size==sizeof(message_server_pregame_countdown)
- message_struct_size==sizeof(message_server_game_settings_update)
- message_struct_size==sizeof(message_server_game_is_ending_holdup)
- message_struct_size==sizeof(message_server_machine_rejected)
- message_struct_size==sizeof(message_server_machine_accepted)
- message_struct_size==sizeof(message_server_new_client_challenge)
- message_struct_size==sizeof(message_server_pong)
- message_struct_size==sizeof(message_server_game_advertise)
- message_struct_size==sizeof(message_client_ping)
- message_struct_size==sizeof(message_client_broadcast_game_search)
- decode_network_game_message() failed
- message_struct && encoded_message && encoded_message_size && (*encoded_message_size>0) && packet_type && (*packet_type>=0) && packet_version && (*packet_version>0)
- network client disposed
- network_game_client_dont_use_directly_in_use
- \halopc\haloce\source\networking\network_client_manager.c
- client
- the current ping target is invalid
- client && average_round_trip_time && packet_loss_percentage
- terminating ping to server @ %s
- client && time_delta_milliseconds
- client && time_samples
- address->address.ipv4_address
- address != NULL
- client->connection
- local machine is out of sync with the server
- received a pong from a system we aren't interested in
- received a pong from the future
- client && source_address
- failed to create a message_client_ping message
- network_game_client_write() failed while sending a message_client_ping message
- received a message_server_machine_accepted message with a bad machine_index
- failed to create a message_client_settings_request message
- SDJ: Client has sent game settings request.
- network_game_client_write() failed while sending a message_client_settings_request message
- successfully joined a net game; our machine is #%d
- client && source_address && message_packet && (client->state == _network_game_client_state_joining)
- unable to join game: reason= #%d/%s
- connected_rejection_code_kicked
- connected_rejection_code_blacklisted_cd_key
- connected_rejection_code_invalid_cd_key_inuse
- connected_rejection_code_invalid_cd_key
- connected_rejection_code_game_is_full
- connected_rejection_code_bad_password
- connected_rejection_code_bad_join_token
- connected_rejection_code_unknown
- client got a game is ending holdup message; sitting tight until the user gives up or mapcycle happens.
- client != NULL && source_address != NULL
- failed to load the necessary game data
- failed to create a message_client_loaded message
- network_game_client_write() failed while sending a message_client_loaded message
- local machine is loaded & ready to play
- client && (client->state == _network_game_client_state_pregame)
- out of sync: client/server random seed mismatch, update= #%ld, game time= #%ld (%ld) (#%lx/#%lx)
- not a bug, but update %d time %d our time %d
- out of sync: missed a server update (expected #%ld, got #%ld)
- client && message_packet
- client added new player to the game (machine #%d / controller #%d / player #%d)
- JWS: network_game_spawn_player() happening in network_game_client_add_player_to_game()
- client && player
- switching to postgame
- switching to pregame
- client->update_history != NULL
- client tried to add a new player in post-game
- failed to create a message_client_add_player_request_ingame message
- network_game_client_write() failed while sending a message_client_add_player_request_ingame message
- failed to create a message_client_add_player_request_pregame message
- network_game_client_write() failed while sending a message_client_add_player_request_pregame message
- can't add players to a game until after a game is joined
- requesting a player addition (controller index #%d)
- client && (local_player_index>=0) && (local_player_index<MAXIMUM_NUMBER_OF_LOCAL_PLAYERS)
- network_game_client_update_local_player_data() failed while sending a message_client_player_settings_request message
- player->machine_index==client->machine_index
- failed to send a message_client_game_start_request because we are not in the pregame state
- network_game_client_request_start_time_change() failed to send a message_client_game_start_request message
- (request_type>=0) && (request_type<NUMBER_OF_GAME_START_REQUESTS)
- whoa.. local client just got message of type %d from server that it didn't care about. Tell server not to send it in the first place
- ignoring request to dispatch unknown message type '%d'
- ******* END CLIENT DUMP ********
- time_of_last_update %d
- next_expected_update %d
- machine_index #%x
- ****** BEGIN CLIENT DUMP *******
- client->state == _network_game_client_state_joining
- there is %s %s net game with %d players and %d machines
- a closed
- an open
- <unknown platform>
- PC
- XBox
- not fatal, but we have to many active network games cannot add more to the list
- current->valid
- network_game_client_write() failed while sending a message_client_graceful_game_exit_pregame message
- Client attempting to reconnect to server, phase 2: reconnection.
- Client attempting to reconnect to server, phase 1: disconnection.
- Connecting
- Connecting%s
- Loading
- network_game_client_stop_ping() failed
- starting a ping to server @ %s
- client && game && client->current_ping_target.tc == NULL
- client && client->current_ping_target.tc == NULL
- 127.0.0.1
- failed attempt to initiate a connection to game @ %s
- attempting to connect to game @ %s
- client && (client->state == _network_game_client_state_searching) && game && join_parameters && client->connection && !network_connection_connected(client->connection) && (game->platform == network_game_get_local_platform())
- network_game_client_initiate_join_game
- client && (client->state == _network_game_client_state_searching) && join_parameters && client->connection && !network_connection_connected(client->connection)
- network_game_client_initiate_join_game_new_interface
- network_connection_disconnect() failed _network_game_client_state_postgame
- network_game_client_write() failed while sending a message_client_graceful_game_exit_postgame message
- network_connection_disconnect() failed _network_game_client_state_ingame
- network_connection_disconnect() failed _network_game_client_state_pregame
- failed to create a message_client_graceful_game_exit_pregame message
- network_connection_disconnect() failed _network_game_client_state_joining
- !network_connection_connected(client->connection)
- leaving network game
- client && client->connection
- failed to create a message_client_remove_player_request_postgame message
- network_game_client_write() failed while sending a message_client_remove_player_request_postgame message
- failed to create a message_client_remove_player_request_ingame message
- failed to create a message_client_remove_player_request_pregame mesage
- can't remove players from a game until after a game is joined
- requesting a player removal (controller index #%d)
- client's can only remove players from their own machines
- client && network_player_is_valid(player)
- JWS: would have died in network_client_manager with phony player index
- Would have died in network_client_manager with phony player index...
- JWS: network game found player: player index (#0x%08lX) i=%d player_list_index=%d machine_index=#%d controller_index=%d
- JWS: network game trying to remove player: machine_index=#%d controller_index=%d
- failed to create a _message_type_client_graceful_game_exit_ingame mesage
- no local players remain in the game, exiting the game now
- failed to create a message_client_join_game_request message
- network_game_client_write() failed to send a message_client_join_game_request message
- SDJ: Client has sent join game request.
- requesting a player addition (controller index #%d) in response to server challenge
- precaching map '%s'...
- invalid message_server_game_settings_update message received player count %d
- player count %d
- received updated game settings from the server; there are %d players in the game
- SDJ: Client has received a game settings update.
- client && game
- the game host is shutting down
- failed to reinitialize network game client
- network_game_client_process_incoming_messages() failed in network_game_client_idle_searching()
- network_connection_idle() failed in network_game_client_idle_searching()
- network_game_client_initiate_join_game() failed
- SDJ: Local client noticed the server is ready to go.
- network_connection_idle() failed in network_game_client_idle_joining()
- network_game_client_process_incoming_messages() failed in network_game_client_idle_joining()
- client connection attempt was aborted
- client connection process has timed out; aborting connection attempt
- server rejected connection: reason= #%d/%s
- network_game_client_process_incoming_messages() failed in network_game_client_idle_pregame()
- network_connection_idle() failed in network_game_client_idle_pregame()
- current time delta[%d] latency[%d] server time[%d]
- current ping time[%d] samples received[%d] samples sent[%d]
- network_connection_idle() failed in network_game_client_idle_ingame()
- new2 idle in game abort hit
- network_game_client_process_incoming_messages() failed in network_game_client_idle_ingame()
- new idle in game abort hit
- network client connection has been silent for a dangerously long amount of time
- network connection went down (idle in game)!
- network_game_client_process_reconnect() failed in network_game_client_idle_postgame()
- network_game_client_process_incoming_messages() failed in network_game_client_idle_postgame()
- network_connection_idle() failed in network_game_client_idle_postgame()
- network_game_create_client() failed; could not create network connection
- SDJ: Client created.
- !network_game_client_dont_use_directly_in_use
- !"unknown client state"
- network_game_client_idle_postgame() failed
- network_game_client_idle_ingame() failed
- network_game_client_idle_pregame() failed
- network_game_client_idle_joining() failed
- network_game_client_idle_searching() failed
- transport_think
- fj
- set
- \halopc\haloce\source\bungie_net\network\transport_endpoint_set_winsock.c
- Map Length (seconds) Avg # Players Packets Sent Packets Received Packets Sent/sec Packets Received/sec Bytes Sent Bytes Received Bytes Sent/sec Bytes Received/sec Bits Sent/sec/conn Bits Received/sec/conn Bytes Sent/packet Bytes Received/packet
- .xls
- \Game Summary
- Gamespy Metrics
- %s
- %d
- %f
- ep->gamespy_log_column != -1
- %d %d %d %d %d %c
- Time Packets Sent Total Sent Reliable Sent Unreliable Sent Resends Sent
- Each connection has five columns (see headers below). One empty column separates each connection. Note: resend traffic is considered unreliable.
- \gamespy
- socket == gs_LoopbackSocket
- gt2SocketErrorCallback_IMPL called! socket had an error!
- gt2UnrecognizedMessageCallbackServer_IMPL! failed sig check.. a real unrecognized message. Len[%d]
- gt2UnrecognizedMessageCallbackServer_IMPL! Received a message with appropriate signature for NNProcessData
- gt2UnrecognizedMessageCallbackClient_IMPL! failed sig check.. a real unrecognized message. Len[%d]
- gt2UnrecognizedMessageCallbackClient_IMPL! Received a message with appropriate signature for NNProcessData
- create_gamespy_sockets failed on failsafe gs_LoopbackSocket. Error[%d] socket_bind_string[%s]
- create_gamespy_sockets failed on first gs_LoopbackSocket. Error[%d] socket_bind_string[%s]
- create_gamespy_sockets failed on gs_Socket. Error[%d] socket_bind_string[%s]
- Log file closed
- total data sent[%d] total received[%d] total time in seconds[%d] bytes sent per second[%f]
- Connection [%d] Live for[%d] seconds Was address[%s] Total Sent[%d] Total Received[%d] Bytes sent per second[%f]
- transport_think hey, we're not getting called very often! time since last call[%d]ms Last unit of work done[%s]
- max_endpoints > 0
- transport_globals.transport_initialized
- set && set->ep_array
- ep && set
- Network Error - Check Firewall status!
- levels\test\gephyrophobia\gephyrophobia
- levels\test\timberland\timberland
- levels\test\infinity\infinity
- levels\test\dangercanyon\dangercanyon
- levels\test\deathisland\deathisland
- levels\test\icefields\icefields
- levels\test\longest\longest
- levels\test\putput\putput
- levels\test\wizard\wizard
- levels\test\bloodgulch\bloodgulch
- levels\test\boardingaction\boardingaction
- levels\test\carousel\carousel
- levels\test\chillout\chillout
- levels\test\hangemhigh\hangemhigh
- levels\test\prisoner\prisoner
- levels\test\ratrace\ratrace
- levels\test\damnation\damnation
- levels\test\sidewinder\sidewinder
- levels\test\beavercreek\beavercreek
- loc
- ui
- (index >= 0) && (index < multiplayer_map_list_count)
- \halopc\haloce\source\interface\map_list.c
- map_path
- multiplayer_map_list_size == 0
- multiplayer_map_list_count == 0
- multiplayer_maps == NULL
- multiplayer_maps != NULL
- map_name && name_buf && labels_tag
- waiting for asynchronous playlist profile writes to finish...
- failed to open newly created playlist profile
- failed to initialize newly created playlist profile
- playlist_profile_delete() failed (profile index= #0x%lX)
- failed to open playlist profile file
- failed to read playlist profile
- checksum failed on playlist profile file
- full_path && variant
- \halopc\haloce\source\saved games\playlist_profile.c
- failed to load localized default variant names string list tag; no default game variants enumerated
- failed to create default playlist profile file '%s' on disk
- \blam.lst
- %s\%02d
- failed to get saved game files mutex; perhaps another operation is in progress?
- failed to read playlist profile from file
- checksum failed on playlist profile file, sanitizing memory resident version...
- waiting for asynchronous playlist profile io to finish...
- end playlist profile write
- metadata name may not match game display name
- failed to write playlist profile to file
- begin playlist profile write
- input
- network_game_server_handle_message_delta_message
- network_game_server_handle_old_halo_message
- \halopc\haloce\source\networking\network_server_message_handler.c
- failed to handle a message_client_remove_player_request_pregame because the server is not in pregame
- server failed to decode a message_client_remove_player_request_pregame packet
- server failed to send player_removed in network_game_server_handle_message_client_remove_player_request_pregame()
- server failed to decode a message_client_settings_request packet
- server failed to send pregame game data in network_game_server_handle_message_client_settings_request()
- failed to handle a message_client_settings_request because the server is not in pregame
- SDJ: Server received a game settings request.
- failed to handle a message_client_player_settings_request because the server is not in pregame
- server failed to decode a message_client_player_settings_request packet
- network_game_update_player() failed in network_game_server_handle_message_client_player_settings_request()
- server failed to send pregame game data in network_game_server_handle_message_client_player_settings_request()
- server received updated player settings
- failed to handle a message_client_game_start_request because the server is not in pregame
- server failed to decode a message_client_game_start_request packet
- server failed to decode a message_type_client_map_is_precached_pregame packet
- failed to handle a message_client_graceful_game_exit_pregame message because the server is not in pregame
- server failed to decode a message_client_graceful_game_exit_pregame packet
- server failed to decode a message_client_loaded packet
- Server holding up client machine_index #%d in response to client loaded notification.
- failed to handle a message_client_loaded message because the server is not in pregame
- failed to handle a message_client_add_player_request_ingame because the server is not in game
- server failed to decode a message_client_add_player_request_ingame packet
- SDJ: Server received an add player request.
- failed to handle a message_client_remove_player_request_ingame because the server is not in game
- server failed to decode a message_client_remove_player_request_ingame packet
- server failed to send player_removed in network_game_server_handle_message_client_remove_player_request_ingame()
- JWS: network_game_server_handle_message_client_remove_player_request_ingame() sending player removal on machine index %d controller index %d
- failed to handle a message_client_graceful_game_exit_ingame because the server is not in game
- server failed to decode a message_client_graceful_game_exit_ingame packet
- failed to handle a message_client_remove_player_request_postgame because the server is not in post-game
- server failed to decode a message_client_remove_player_request_postgame packet
- server failed to send player_removed in network_game_server_handle_message_client_remove_player_request_postgame()
- failed to handle a message_client_switch_to_pregame because the server is not in post-game
- network_game_server_switch_machine_from_postgame_to_pregame() failed
- network_game_server_write() failed in network_game_server_send_message_to_all_machines() for i=%d, machine_index=#%d
- server && message
- network_game_server_write() failed in network_game_server_send_message_to_all_machines()
- failed to create a message_server_add_player_ingame message
- network_game_server_send_message_to_all_machines() failed in network_game_server_send_player_joined_info_ingame()
- The server received a message an mdpacket it couldn't handle.
- failed to create a message_server_pong message
- network_game_server_write() failed in handle_message_client_ping()
- server && machine && client_message
- server failed to decode a message_client_join_game_request packet
- client machine_index %d @%s tried to join game when they should not be
- client machine_index #%d @%s tried to join game with an blacklisted cd key
- client machine_index #%d @%s tried to join game with a bad join token
- server failed to accept valid client machine_index #%d @%s into the game (it was probably full)
- server failed to add player for valid client machine_index #%d @%s into the game (it was probably full)
- server failed to send server begin game to client machine_index #%d; client machine may be out of sync
- server failed to send pregame game data in network_game_server_handle_message_client_add_player_request_pregame()
- server failed to accept valid client machine_index #%d @%s into the game due to password mismatch.
- client machine_index #%d @%s tried to join game with a mismatched map
- Server holding up client machine_index #%d in response to join game request.
- ignoring redundant join request from machine_index #%d
- SDJ: Server received a join game request.
- server failed to decode a message_client_add_player_request_pregame packet
- server failed to add a network player in network_game_server_handle_message_client_add_player_request_pregame(), game is probably full
- failed to handle a message_client_add_player_request_pregame because the server is not in pregame
- server received a malformed/damaged message from a client
- server received low-level error message from a client: error= #%d (%s)
- server received a bad message type from a client (_message_type_data)
- bad or inappropriate packet type received from a client (#%d)
- ignoring a message_client_game_update message; we are not in game
- failed to handle a message_client_game_update message; this client doesn't seem to be in the game
- failed to decode a message_client_game_update packet
- failed to decode a message_client_ping packet
- server failed to handle a client ping
- network_game_server_handle_message_client_graceful_game_exit_pregame() failed
- network_game_server_handle_message_client_switch_to_pregame() failed
- network_game_server_handle_message_client_remove_player_request_postgame() failed
- network_game_server_handle_message_client_graceful_game_exit_ingame() failed
- network_game_server_handle_message_client_remove_player_request_ingame() failed
- network_game_server_handle_message_client_add_player_request_ingame() failed
- network_game_server_handle_message_client_loaded() failed
- network_game_server_handle_message_client_game_start_request() failed
- network_game_server_handle_message_client_player_settings_request() failed
- network_game_server_handle_message_client_settings_request() failed
- network_game_server_handle_message_client_remove_player_request_pregame() failed
- network_game_server_handle_message_client_add_player_request_pregame() failed
- network_game_server_handle_message_client_join_game_request() failed
- network_game_server_handle_client_message address _message_type_client_join_game_request received
- an un-validated client sent something other than a join request message
- server received a client message with an unknown message type (#%d)
- server received client message with invalid flags
- message_buffer_size == GET_MESSAGE_SIZE(*message)
- Unknows message type %d
- message == (message_header*)&buffer[0]
- invalid controller index
- invalid local player index
- \halopc\haloce\source\interface\player_ui.c
- (local_player_index>=0) && (local_player_index<MAXIMUM_NUMBER_OF_LOCAL_PLAYERS) && (profile != NULL)
- (controller_index>=0) && (controller_index<MAXIMUM_GAMEPADS)
- player 1 has no active player profile assigned
- failed to load network pregame screen... maybe you ran this from some place other than the game shell UI?
- failed to initiate a multiplayer game server
- variant_name
- unknown saved game file type being edited
- not currently editing a saved game file
- unknown profile type being edited
- failed to retrieve player profile #%08lX for editing
- failed to retrieve playlist profile #%08lX for editing
- invalid profile index (#%08lX)
- ### WARNING: saving over a default player profile
- cannot save over default profiles; must rename and save-as a new profile
- failed to save renamed profile to disk
- ### WARNING: saving player profile even though it hasn't been changed
- failed to save profile because we are not editing one
- ui\shell\strings\temp_strings
- player_ui_nonpersistent_invert_look_pitch: cannot temporarily invert pitch of a profile stored on disk
- valid_edit_text(edit)
- \halopc\haloce\source\dialogs\edit_text.c
- jump
- switch_grenade
- action
- switch_weapon
- melee
- flashlight
- throw_grenade
- fire
- accept
- back
- crouch
- zoom
- showscores
- reload
- exchange_weapon
- say
- sayteam
- sayvehicle
- screenshot
- forward
- backward
- left
- right
- look_up
- look_down
- look_left
- look_right
- showrules
- show_homies
- (local_player_index>=0) && (local_player_index<MAXIMUM_GAMEPADS)
- \halopc\haloce\source\input\input_abstraction.c
- enabled
- (button < NUMBER_OF_AUXCONTROL_BUTTONS) && button >= 0
- (button >= 0 && button < NUMBER_OF_ACTION_CONTROL_BUTTONS) || (button >= FIRST_NEW_CONTROL_BUTTON && button < NUMBER_OF_TOTAL_CONTROL_BUTTONS)
- local_player_index >= 0 && local_player_index < MAXIMUM_NUMBER_OF_LOCAL_PLAYERS
- Unknown device type %d
- %s on gamepad %d pressed
- %s mouse axis pressed
- %s mouse button pressed
- %s key pressed
- No control stored in configuration buffer
- button->parameter >= FIRST_POV_DIRECTION && button->parameter <= NUMBER_OF_POV_DIRECTIONS
- Unable to bind to unknown device type %d
- control >= 0 && control < NUMBER_OF_TOTAL_CONTROL_BUTTONS
- button
- Unable to unbind unknown device type %d
- control >= FIRST_CONTROL_BUTTON && control < NUMBER_OF_TOTAL_CONTROL_BUTTONS
- Unknown button type %d for keyboard device
- Unknown button type % for mouse device
- Unknown button type %d for joystick device
- button_name
- local_player_index >= 0 && local_player_index < MAXIMUM_GAMEPADS
- prefs->gamepad_axis_mapping[gamepad_index][i][_axis_direction_negative] == _button_none || prefs->gamepad_axis_mapping[gamepad_index][i][_axis_direction_negative] >= FIRST_CONTROL_BUTTON && prefs->gamepad_axis_mapping[gamepad_index][i][_axis_direction_negative] < NUMBER_OF_TOTAL_CONTROL_BUTTONS
- prefs->gamepad_axis_mapping[gamepad_index][i][_axis_direction_positive] == _button_none || prefs->gamepad_axis_mapping[gamepad_index][i][_axis_direction_positive] >= FIRST_CONTROL_BUTTON && prefs->gamepad_axis_mapping[gamepad_index][i][_axis_direction_positive] < NUMBER_OF_TOTAL_CONTROL_BUTTONS
- prefs->gamepad_button_mapping[gamepad_index][i] == _button_none || prefs->gamepad_button_mapping[gamepad_index][i] >= FIRST_CONTROL_BUTTON && prefs->gamepad_button_mapping[gamepad_index][i] < NUMBER_OF_TOTAL_CONTROL_BUTTONS
- prefs->key_mapping[i] == _button_none || (prefs->key_mapping[i] >= FIRST_CONTROL_BUTTON && prefs->key_mapping[i] < NUMBER_OF_TOTAL_CONTROL_BUTTONS)
- [0.15]
- (controller_index>=0) && (controller_index<MAXIMUM_NUMBER_OF_LOCAL_PLAYERS)
- Could not bind configured button!
- control_specifier
- control == _button_none || (control >= FIRST_CONTROL_BUTTON && control < NUMBER_OF_TOTAL_CONTROL_BUTTONS)
- Unknown key %s
- Unknown device specifier %s
- Unknown gamepad pov %s
- joystickpov
- Unknown gamepad axis %s
- joystickaxis
- Unknown gamepad button %s
- joystick
- Unknown mouse axis %s
- mouseaxis
- Unknown mouse button %s
- mouse
- key
- keyboard
- button_specifier
- device_specifier
- button_number >= 0
- button_type >= INPUT_ABSTRACTION_INPUT_BUTTON_TYPE_BUTTON && button_type < NUMBER_OF_INPUT_ABSTRACTION_INPUT_BUTTON_TYPES
- device_number >= 0
- device_type >= FIRST_INPUT_DEVICE_TYPE && device_type < NUMBER_OF_INPUT_DEVICE_TYPES
- game_control >= 0 && game_control < NUMBER_OF_TOTAL_CONTROL_BUTTONS
- Unknown input mode %d
- Trying to configure control: %s
- Cannot configure unknown control name %s
- Cannot bind %s %s to game control %s: unknown error
- bound %s %s to game control %s
- Cannot bind %s %s to unknown game control %s
- Cannot bind %s %s to %s: unknown specifier(s)
- unbound mouse axis %s
- unbound %s mouse button
- unbound %s key
- unbound axis %s on gamepad %d
- unbound %s on gamepad %d
- Cannot unbind unknown device/button combination %s %s
- %s on gamepad %d bound to %s
- %s mouse axis bound to %s
- %s mouse button bound to %s
- %s key bound to %s
- internal string localization tag is missing.
- index>=0 && index<NUMBER_OF_TEXT_STRINGS
- \halopc\haloce\source\text\draw_string.c
- count>=0 && count<MAXIMUM_NUMBER_OF_TAB_STOPS
- paragraph_indent>=0
- initial_indent>=0
- (color->blue >= 0.f) && (color->blue <= 1.f)
- (color->green >= 0.f) && (color->green <= 1.f)
- (color->red >= 0.f) && (color->red <= 1.f)
- (color->alpha >= 0.f) && (color->alpha <= 1.f)
- justification>=0 && justification<NUMBER_OF_TEXT_JUSTIFICATIONS
- style==_text_style_plain || (style>=0 && style<NUMBER_OF_TEXT_STYLES)
- VALID_FLAGS(flags, NUMBER_OF_TEXT_FLAGS)
- x0>=0 && x0+dx<=draw_character_software_globals.bitmap->width
- y0>=0 && y0<=draw_character_software_globals.bitmap->height
- result!=NONE
- max_len > 0
- tab_stop_index>=0 && tab_stop_index<=font_drawing_globals.tab_stop_count
- ### ERROR failed to initialize hardware text cache
- !hardware_character_cache.initialized
- \halopc\haloce\source\rasterizer\rasterizer_text.c
- x0 && y0
- hardware_character_index>=0 && hardware_character_index<MAXIMUM_HARDWARE_CHARACTERS
- hardware_character_cache.initialized
- font cache overwrote character in use
- hardware_character
- c == font_character->bitmap_height * font_character->bitmap_width
- font_character->bitmap_height<=HARDWARE_CHARACTER_CACHE_BITMAP_HEIGHT
- font_character->bitmap_width<=HARDWARE_CHARACTER_CACHE_BITMAP_WIDTH
- font_character==hardware_character_cache.characters[font_character->hardware_character_index].character
- font_character->hardware_character_index>=0 && font_character->hardware_character_index<MAXIMUM_HARDWARE_CHARACTERS
- render_window_lens_flares_submit_occlusion_tests_timer
- render_window_structure_render_diffuse_texture
- render_window_structure_detail
- render_window_decals_water
- render_window_transparent_geometry_draw
- render_window_particles
- render_window_structure_transparent_geometry
- render_window_specular
- render_window_lights_render_diffuse
- render_window_render_object_shadows
- render_window_structure_render_preprocess
- render_window_lights_preprocess
- render_window_render_sky
- render_window_screen_scr_flash
- render_window_screen_interface
- render_window_screen_effects_lens_flares
- render_window_screen_effects_fog_screen
- render_window_structure_visibility_compute
- render_window_ui
- render_window_screen_effects
- render_window_transparent_geometry_draw_nonwater
- render_window_fog
- render_window_reflection
- render_window_decals
- render_window_structure_render_lightmaps
- render_window_pre
- render_window
- \halopc\haloce\source\render\render.c
- rendered_cluster_index>=0 && rendered_cluster_index<render.rendered_cluster_count
- window->render_camera.viewport_bounds.y0==0
- window->render_camera.viewport_bounds.x0==0
- !memcmp(&window->render_camera.window_bounds, &window->rasterizer_camera.window_bounds, sizeof(rectangle2d))
- !memcmp(&window->render_camera.viewport_bounds, &window->rasterizer_camera.viewport_bounds, sizeof(rectangle2d))
- ### ERROR something is wrong with the fog in the sky tag or the fog tag
- interface_tag_index>=0 && interface_tag_index<NUMBER_OF_INTERFACE_TAGS
- \halopc\haloce\source\interface\interface.c
- drawingbuf_counts[index] < 512
- |n|n|n|n|n|n
- % 5d particles|n
- % 5d active of % 5d effects (%5d locations)|n
- % 5d active of % 5d objects (% 3.1f%% used)|n
- % 6.1fk free of % 6.1fk total|n
- :window_count==4
- very late
- late
- very early
- early
- spark
- wander
- jitter
- noise
- slide (variable period)
- slide
- diagonal wave (variable period)
- diagonal wave
- cosine (variable period)
- \halopc\haloce\source\math\periodic_functions.c
- 9@function_type>=0 && function_type<NUMBER_OF_PERIODIC_FUNCTIONS
- D
- function_type>=0 && function_type<NUMBER_OF_TRANSITION_FUNCTIONS
- function_tables_initialized
- hud_update
- hud_scripted_globals
- \halopc\haloce\source\interface\hud.c
- hud scripted globals
- interface_get_tag_index(_interface_hud_globals)!=NONE
- ui\gamespy
- %s%s
- ACTIVE-CAMOUFLAGE
- FULL-SPECTRUM VISION
- %s|n
- %s|ntotal %d/%d|nloaded %d/%d|nheat %3.2f|nage %3.2f|n
- %d %s|n
- %s (press WHITE to use)|n
- queue_index!=NONE
- \halopc\haloce\source\game\player_queues_new.c
- update client queues
- !update_client_globals.initialized
- update_client_globals.initialized
- update_client_globals.client_ticks_to_apply_action_to >= 0
- update_client_globals.current_local_player == 0
- (NONE == actions[queue_index].desired_zoom_level) || (actions[queue_index].desired_zoom_level>=0)
- (NONE == actions[queue_index].desired_grenade_index) || (actions[queue_index].desired_grenade_index>=0 && actions[queue_index].desired_grenade_index<NUMBER_OF_UNIT_GRENADE_TYPES)
- (NONE == actions[queue_index].desired_weapon_index) || (actions[queue_index].desired_weapon_index>=0 && actions[queue_index].desired_weapon_index<MAXIMUM_WEAPONS_PER_UNIT)
- update_client_globals.client_ticks_to_apply_action_to > 0
- update_server_globals.initialized
- This command can only be executed on the server.
- [%s]: [%d] updates == [%d] ticks
- player_name != NULL
- action_collection && update_client_globals.initialized
- update server queues
- !update_server_globals.initialized
- machine_index<MAXIMUM_NETWORK_MACHINE_COUNT
- update && update_number && update_server_globals.initialized
- update_client_globals.saved_action_collection.actions[0].primary_trigger
- &(update_client_globals.saved_action_collection.actions[0].throttle)
- update_client_globals.saved_action_collection.actions[0].desired_facing.yaw
- update_client_globals.saved_action_collection.actions[0].desired_facing.pitch
- (action_details[queue_index].is_update_valid == FALSE) || (player_update_history_is_valid_id(action_details[queue_index].update_id) == TRUE)
- (NONE == queue->desired_zoom_level) || (queue->desired_zoom_level>=0)
- (NONE == queue->desired_grenade_index) || (queue->desired_grenade_index>=0 && queue->desired_grenade_index<NUMBER_OF_UNIT_GRENADE_TYPES)
- (NONE == queue->desired_weapon_index) || (queue->desired_weapon_index>=0 && queue->desired_weapon_index<MAXIMUM_WEAPONS_PER_UNIT)
- player_update_history_is_valid_id(update->data.action_details[update->data.number_of_actions].update_id) == TRUE
- update
- debug
- limp
- veh
- proj
- pt-phys
- obsrv
- areadmg
- ai-melee
- ai-fire
- ai-comm
- ai-los
- ai-look
- ????
- structure-bsp-sphere
- object-bsp-sphere
- structure-bsp-vector
- object-bsp-vector
- model-vector
- features-in-sphere
- vector-objects
- vector-structure
- \halopc\haloce\source\physics\collision_usage.c
- (time_period >= 0) && (time_period < NUMBER_OF_COLLISION_TIME_PERIODS)
- collision_usage_current_period == NONE
- (collision_usage_current_period >= 0) && (collision_usage_current_period < NUMBER_OF_COLLISION_TIME_PERIODS)
- %d/%.2f
- (user_index >= 0) && (user_index < NUMBER_OF_COLLISION_USER_TYPES)
- %c%s
- %s:
- (collision_function >= 0) && (collision_function < NUMBER_OF_COLLISION_FUNCTION_TYPES)
- (user >= 0) && (user < NUMBER_OF_COLLISION_USER_TYPES)
- global_current_collision_user_depth > 0
- sphere % 3df % 3db, str-vec % 3d/% 3d, obj-vec % 3d/% 3d|n
- ### ERROR cameras: frustum-integrity condition #%d violated by %f
- id>=0 && id<MAXIMUM_RENDER_CAMERA_WARNING_CONDITIONS
- \halopc\haloce\source\render\render_cameras.c
- [0.85]
- [-2]
- frustum && frustum->projection_valid
- frustum_bounds
- frustum->projection_matrix[3][3]==0.0f
- frustum->projection_matrix[2][3]==-1.0f
- frustum->projection_matrix[1][3]==0.0f
- frustum->projection_matrix[0][3]==0.0f
- frustum->projection_matrix[3][1]==0.0f
- frustum->projection_matrix[0][1]==0.0f
- frustum->projection_matrix[3][0]==0.0f
- frustum->projection_matrix[1][0]==0.0f
- frustum->projection_valid
- bounds->z0<=bounds->z1
- bounds->y0<=bounds->y1
- bounds->x0<=bounds->x1
- frustum
- Dscreen_point
- view_point
- view_vector
- world_vector
- world_point
- valid_real_vector3d(&result->up)
- valid_real_vector3d(&result->forward)
- valid_real_plane3d(&adjusted_plane)
- valid_real_matrix4x3(&frustum->view_to_world)
- valid_real_matrix4x3(&frustum->world_to_view)
- camera->viewport_bounds.y0<camera->viewport_bounds.y1
- camera->viewport_bounds.x0<camera->viewport_bounds.x1
- camera->z_far>camera->z_near
- camera->z_near>=0.0f
- ### FATAL ERROR: field of view set to %f (0x%x)
- camera->vertical_field_of_view<_pi - _real_epsilon
- [5194060: 0x380E4940000000BF040002000000000004000200000001008FC2F53C0000A0400000C8416666A63F]
- first person
- editor
- orbiting
- following
- \halopc\haloce\source\camera\director.c
- director scripting
- mode>=0 && mode<NUMBER_OF_DIRECTOR_GAME_MODES
- %f %f %f
- camera.txt
- ?%s camera
- .M;.M01.00.00.0609
- error writing '%s'
- saved '%s'
- expected #%d players but got #%d
- allocation checksum mismatch
- expected "%s" but got "%s"
- expected build #%d but got #%d
- \halopc\haloce\source\saved games\game_state.c
- 01.00.02.0581
- 01.00.01.0580
- 01.00.00.0564
- % 40s% 20s% 10d%s
- gamestate.txt
- game_state_globals.cpu_allocation_size+size<=GAME_STATE_CPU_SIZE
- !game_state_globals.locked
- !(size&3)
- game_state_globals.gpu_allocation_size+size<=GAME_STATE_GPU_SIZE
- data array
- memory pool
- lruv cache
- couldn't open '%s'
- loaded '%s'
- game_update
- game_tick
- network_handle_replication
- remove_quitting_players_from_game
- game_frame
- impossible
- hard
- easy
- game globals
- map_name != NULL
- \halopc\haloce\source\game\game.c
- game_globals->active
- JWS: calling player_cleanup_after_player_has_quit_game_and_no_longer_attached_to_unit() from remove_quitting_players_from_game for index %d
- server failed to send replication message for object #%d to machine index #%d; client machine may be out of sync
- server failed to send replication message for object #%d to all machines; client machine may be out of sync
- network_game_server_get_state(global_network_game_server_get(), NULL) == _network_game_server_state_ingame
- !"Unhandled game_connection state."
- !"this is broken and should get updated for the variants, ask michael"
- not safe to save: vehicle_moving_near_any_player
- not safe to save: any_player_is_dead
- not safe to save: any_player_is_in_the_air
- not safe to save: any_unit_is_dangerous
- not safe to save: dangerous_effects_near_player
- not safe to save: dangerous_items_near_player
- not safe to save: dangerous_projectiles_near_player
- not safe to save: ai_enemies_can_see_player
- game_options_verify(options)
- !game_globals->map_loaded
- !game_globals->active
- game_globals->map_loaded
- XDEMOS not found!
- ### xbox dashboard not implemented on this platform
- IIIIrecv
- sent
- packets
- bytes
- graph != NULL
- \halopc\haloce\source\networking\net_graph.c
- packets > 0
- bytes > 0
- direction >= 0 && direction < NUMBER_OF_NET_GRAPH_DATA_DIRECTIONS
- graph->max > 0
- %s|n%.2f bps sent|n%.2f bps recv
- type_string != NULL
- direction_string != NULL
- type >= 0 && type < NUMBER_OF_NET_GRAPH_DATA_TYPES
- Profile Reset
- Play animation
- Erase All Actors
- Show Actor Spray
- Select Prev Actor
- Select Next Actor
- Select Next Encounter
- Select Prev Encounter
- Select This Actor
- global_debug_key_down
- \halopc\haloce\source\main\debug_keys.c
- failed to open tiff
- out of memory
- failed to write scanline
- invalid bitmap encoding for tiff export.
- \halopc\haloce\source\bitmaps\tiff_file.c
- file does not exist
- not a TIFF file
- unsupported TIFF orientation (must be top left)
- unsupported bits per sample (%d) or sample count (%d)
- unsupported TIFF photometric, planar configuration
- TIFF too large
- failed to read TIFF scan line
- unsupported format
- ### WARNING debug geometry buffer overflow
- ### ERROR failed to allocate debug buffers
- \halopc\haloce\source\rasterizer\rasterizer_debug.c
- debug_data.non_opaque_primitives
- debug_data.opaque_lines
- debug_data.opaque_triangles
- ### ERROR failed to lock dynamic vertex buffers for debug primitives
- debug_data.primitive_count <=RASTERIZER_MAXIMUM_DEBUG_PRIMITIVES
- debug_data.non_opaque_primitive_count<=RASTERIZER_MAXIMUM_DEBUG_PRIMITIVES
- debug_data.opaque_line_count <=RASTERIZER_MAXIMUM_DEBUG_PRIMITIVES
- debug_data.opaque_triangle_count <=RASTERIZER_MAXIMUM_DEBUG_PRIMITIVES
- p0 && p1 && color0 && color1
- p0 && p1 && p2 && color0 && color1 && color2
- ### ERROR failed to allocate transparent geometry buffer
- \halopc\haloce\source\rasterizer\rasterizer_transparent_geometry.c
- next_group_sorted_index>=0
- group->sorted_index>=0 && group->sorted_index<transparent_geometry_group_count
- group_presorted_index>=0 && group_presorted_index<transparent_geometry_group_count
- ((unsigned long)group-(unsigned long)transparent_geometry_groups)%sizeof(struct transparent_geometry_group)==0
- ### ERROR transparent geometry group has no vertices
- group_index2 && (*group_index2)>=0 && (*group_index2)<transparent_geometry_group_count
- group_index1 && (*group_index1)>=0 && (*group_index1)<transparent_geometry_group_count
- !first_person_flag
- global_window_parameters.rasterizer_target==_rasterizer_target_render_primary
- !water
- hs_update
- !dnseffe!tpjdnslrtnavtca!tpjejbo
- displays the status of the translated object table.
- oid_status
- dumps the whole translated object table to network.log
- oid_dump
- Sets/displays translated object table watch parameters.
- oid_watch
- [preference]
- Enables or disbles chat echo to the console. Set the preference to 0
- to disable chat echo, or 1 to enable chat echo.
- If the preference is not specified, displays the current preference.
- sv_log_echo_chat
- [threshold in kilobytes]
- Sets the log rotation threshold. When a log file's size (in kilobytes) exceeds
- this number, it will be rotated. Set to 0 to disable log rotation.
- If the threshold is not specified, displays the current threshold.
- sv_log_rotation_threshold
- ["1" to enable, "0" to disable]
- Enables or disables server logging. If 0/1 is not given, displays the
- current logging status.
- sv_log_enabled
- [log file name]
- Sets the server log file name. If no name is given, displays the
- current log file name.
- sv_log_file
- Leave a note in the server log
- sv_log_note
- [boolean]
- Force the flag to reset in single flag CTF games when the timer expires, even if held by a player.
- If not specified, displays the current value.
- Display a list of game types, matching an optional substring.
- sv_gamelist
- [substring]
- Display a list of maps, matching an optional substring.
- sv_maplist
- ["-1" = default, "0" = infinite, <time in minutes>]
- Use to provide a global override for the gametype timelimit setting.
- sv_timelimit
- ["0" = defaults, "1" = off, "2" = shields, "3" = on]
- Use to provide a global override for the gametype friendly fire setting.
- sv_friendly_fire
- [password]
- Sets the server password. If no password is given, displays the
- current password.
- sv_password
- [name]
- Sets the name of the server. If no name is given, displays the current name.
- sv_name
- Usage: sv_mapcycle_del <index>
- Removes the game at <index>. Will not affect running games.
- sv_mapcycle_del
- Usage: sv_mapcycle_add <mapname> <variantname>
- Add a new game to the end of the mapcycle file.
- sv_mapcycle_add
- Print the contents of the currently loaded mapcycle file
- sv_mapcycle
- Restart or begin playing the currently loaded mapcycle file
- sv_mapcycle_begin
- <Server Only> Usage: "sv_say <message>"
- Send a message to users
- [alphanumeric banlist file suffix]
- Sets and opens the file to be used for the player ban list.
- sv_banlist_file
- Specify a TK point cooldown period, after which players lose a TK point.
- sv_tk_cooldown
- [time (#)(s,m)]
- Specify the grace period for TK during which you don't get a TK point.
- sv_tk_grace
- [(#)(m,h,d), 0=infinite]
- Specify up to 4 ban times for repeat ban/TK offenders.
- sv_ban_penalty
- [player # or name] opt:[duration (#)(m,h,d)]
- <Server Only> Player is kicked and added to banned.txt. Use sv_players to find the index.
- Specify optional duration for timed ban. Use 0 to follow sv_ban_penalty rules.
- sv_ban
- Shows status of the server
- <Server Only> Usage: sv_kick <player # or name>
- Kicks the specified player from the server
- sv_kick
- <Server Only> Print a list of players in the current game
- sv_players
- End the current game.
- sv_end_game
- [1 - 16]
- Sets the maximum number of players (between 1 and 16). If no value is given, displays the current value.
- sv_maxplayers
- [remote console password]
- Sets the server remote console password. If no password is given, displays the
- current password. Enter "" to disable rcon.
- sv_rcon_password
- <Server Only> Usage: "sv_map <mapname> <variantname>"
- Abort current game and playlist and start specified game
- sv_map
- <Server Only> Reset the current game
- sv_map_reset
- <Server Only> Abort the current game and begin the next game in the playlist
- sv_map_next
- <Server Only> Usage: sv_unban <index>
- Removes player at index in the banlist. Use sv_banlist to find the index
- sv_unban
- Print a list of banned players
- sv_banlist
- [rcon password] [command]
- Sends a command for server to execute at console. Use \" to send quotes.
- rcon
- changes the game speed.
- game_speed
- saves debug game state to core\core.bin
- core_save
- loads debug game state from core\core.bin
- core_load
- drops all vehicles on player
- cheat_all_vehicles
- drops all weapons near player
- cheat_all_weapons
- turns all AI on or off.
- changes the name of the solo player map.
- [motd file name]
- Sets the server message of the day file name. If no name is given, displays the
- current motd file name. Set to "" to turn motd off.
- sv_motd
- quits the game
- quit
- prints a description of the named function.
- help
- Load any included builtin profiles and create profiles on disk.
- Disconnect from a server
- disconnect
- Attempt to connect to server - use ip:port password as parameters
- connect
- clears console text from the screen
- cls
- load a saved checkpoint
- checkpoint_load
- save last solo checkpoint
- checkpoint_save
- Sleeps the calling thread for the specified number of ms.
- thread_sleep
- Displays the action queue length for the specified player.
- sv_get_player_action_queue_length
- Displays the prediction stats of the specified remote player.
- remote_player_stats
- Sets the name of the remote player whose position update are to be tracked.
- track_remote_player_position_updates
- Dumps out the local parameter configuration to parameters.cfg file.
- sv_parameters_dump
- <Server Only> Usage: sv_parameters_reload
- Reloads the parameters.cfg file.
- sv_parameters_reload
- change your team (0=red,1=blue,else=auto
- change_team
- prints a list of all input bindings
- print_binds
- unbinds an input device/button combination
- unbind
- binds an input device/button combination to a game control
- bind
- sets the scale for gamepad control of pitch
- set_gamepad_pitch_scale
- gets the scale for gamepad control of pitch
- get_gamepad_pitch_scale
- sets the scale for gamepad control of yaw
- set_gamepad_yaw_scale
- gets the scale for gamepad control of yaw
- get_gamepad_yaw_scale
- sets the threshold beyond which gamepad movement is full strafe throttle
- set_gamepad_strafe_threshold
- gets the threshold beyond which gamepad movement is full strafe throttle
- get_gamepad_strafe_threshold
- sets the threshold beyond which gamepad movement is full forward throttle
- set_gamepad_forward_threshold
- gets the threshold beyond which gamepad movement is full forward throttle
- get_gamepad_forward_threshold
- sets the scale for mouse control of pitch
- set_mouse_pitch_scale
- gets the scale for mouse control of pitch
- get_mouse_pitch_scale
- sets the scale for mouse control of yaw
- set_mouse_yaw_scale
- gets the scale for mouse control of yaw
- get_mouse_yaw_scale
- sets the threshold beyond which mouse movement is full strafe throttle
- set_mouse_strafe_threshold
- gets the threshold beyond which mouse movement is full strafe throttle
- get_mouse_strafe_threshold
- sets the threshold beyond which mouse movement is full forward throttle
- set_mouse_forward_threshold
- gets the threshold beyond which mouse movement is full forward throttle
- get_mouse_forward_threshold
- sets the increment in pitch applied by digital device stimuli
- set_digital_pitch_increment
- gets the increment in pitch applied by digital device stimuli
- get_digital_pitch_increment
- sets the increment in yaw applied by digital device stimuli
- set_digital_yaw_increment
- gets the increment in yaw applied by digital device stimuli
- get_digital_yaw_increment
- sets the amount of strafe throttle applied by digital device stimuli
- set_digital_strafe_throttle
- gets the amount of strafe throttle applied by digital device stimuli
- get_digital_strafe_throttle
- sets the amount of forward throttle applied by digital device stimuli
- set_digital_forward_throttle
- gets the amount of forward throttle applied by digital device stimuli
- get_digital_forward_throttle
- set_pitch_rate
- sets the yaw rate for the given player number
- set_yaw_rate
- get_pitch_rate
- gets the yaw rate for the given player number
- get_yaw_rate
- test function to configure a single control
- config_one_control
- test function that looks up a default profile for a deviceid
- input_find_default
- test function to show the enumerated joystick information for all joystick
- input_show_joystick_info
- test function to find a joystick by GUID (string representation)
- input_find_joystick
- deactivates an enumerated joystick, freeing up the logical joystick slot
- input_deactivate_joy
- activates an enumerated joystick into a logical joystick slot
- input_activate_joy
- test function to determine if an enumerated joystick is activated or not
- input_is_joy_active
- test function to return the number of joysticks enumerated
- input_get_joy_count
- Set the DSound factor value
- sound_set_factor
- Set the DSound rolloff value
- sound_set_rolloff
- Get the amount of supplementary buffers
- sound_get_supplementary_buffers
- Set the amount of supplementary buffers
- sound_set_supplementary_buffers
- Enable or disable hardware sound buffers
- sound_enable_hardware
- Change environment preset
- sound_set_env
- Returns true if EAX extensions are enabled
- sound_eax_enabled
- Enable or disable EAX extensions
- sound_enable_eax
- display in-game help dialog
- display_scenario_help
- blah blah
- ui_widget_show_path
- returns TRUE if player0 is using the normal joystick set
- player0_joystick_set_is_normal
- returns TRUE if player0's look pitch is inverted
- player0_look_pitch_is_inverted
- invert player0's look
- player0_look_invert_pitch
- unlocks all the solo player levels for player 1's profile
- profile_unlock_solo_levels
- sets up a network server with the given map name, game variant, and true for remote connections, false for not
- fast_setup_network_server
- delete all custom profile files
- delete_save_game_files
- cinematic_set_near_clip_distance
- returns control of the screen effects to the rest of the game
- cinematic_screen_effect_stop
- sets the video effect: <noise intensity[0,1]>, <overbright: 0=none, 1=2x, 2=4x>
- cinematic_screen_effect_set_video
- sets the desaturation filter tint color
- cinematic_screen_effect_set_filter_desaturation_tint
- sets the filter effect
- cinematic_screen_effect_set_filter
- sets the convolution effect
- cinematic_screen_effect_set_convolution
- starts screen effect; pass TRUE to clear
- cinematic_screen_effect_start
- sets a screen effect script value
- script_screen_effect_set_value
- rasterizer_lights_reset_for_new_map
- rasterizer_model_ambient_reflection_tint
- average fps
- rasterizer_fps_accumulate
- flush all decals
- rasterizer_decals_flush
- set the ambient light value for fixed function
- rasterizer_fixed_function_ambient
- set the gamma
- set_gamma
- check for shader changes
- rasterizer_reload_effects
- reload_shader_transparent_chicago
- resets the time code timer
- time_code_reset
- starts/stops the time code timer
- time_code_start
- shows the time code timer
- time_code_show
- returns the ticks left on the hud timer
- hud_get_timer_ticks
- pauses or unpauses the hud timer
- pause_hud_timer
- displays the hud timer
- show_hud_timer
- sets the timer upper left position to (x, y)=>(<short>, <short>)
- hud_set_timer_position
- sets the warning time for the timer to <short> minutes and <short> seconds
- hud_set_timer_warning_time
- sets the time for the timer to <short> minutes and <short> seconds, and starts and displays timer
- hud_set_timer_time
- sets <message> as the current objective
- hud_set_objective_text
- displays <message> as the help text
- hud_set_help_text
- clears all non-state messages on the hud
- hud_clear_messages
- hides/shows the weapon crosshair
- hud_show_crosshair
- starts/stops manual blinking of the motion sensor panel
- hud_blink_motion_sensor
- hides/shows the motion sensor panel
- hud_show_motion_sensor
- starts/stops manual blinking of the shield panel
- hud_blink_shield
- hides/shows the shield panel
- hud_show_shield
- starts/stops manual blinking of the health panel
- hud_blink_health
- hides/shows the health panel
- hud_show_health
- <decay>
- player_effect_stop
- <max_intensity> <attack time>
- player_effect_start
- <left> <right>
- player_effect_set_max_vibrate
- <yaw> <pitch> <roll>
- player_effect_set_max_rotation
- <x> <y> <z>
- player_effect_set_max_translation
- places lens flares in the structure bsp
- structure_lens_flares_place
- enables or disables the suppression of error spamming
- error_overflow_suppression
- dumps network messaging metrics to given file ("" for default)
- message_metrics_dump
- clears network messaging metrics
- message_metrics_clear
- Shows update history playback stats.
- show_player_update_stats
- Playback client input history starting from the specified last completed update id.
- play_update_history
- Changes the net_graph display (bytes/packets, sent/received)
- net_graph_show
- Clears the net_graph.
- net_graph_clear
- Dumps info on network client.
- network_client_dump
- Dumps info on network server.
- network_server_dump
- stops hammering the server.
- hammer_stop
- hammers the server by connecting and disconnecting repeatedly.
- hammer_begin
- hud_team_background_set_scale
- hud_team_background_set_pos
- hud_team_icon_set_scale
- shit
- hud_team_icon_set_pos
- deactivates a nav point type attached to a team anchored to an object
- deactivate_team_nav_point_object
- deactivates a nav point type attached to a team anchored to a flag
- deactivate_team_nav_point_flag
- deactivates a nav point type attached to a player <unit> anchored to an object
- deactivate_nav_point_object
- deactivates a nav point type attached to a player <unit> anchored to a flag
- deactivate_nav_point_flag
- activates a nav point type <string> attached to a team anchored to an object with a vertical offset <real>. If the player is not local to the machine, this will fail
- activate_team_nav_point_object
- activates a nav point type <string> attached to a team anchored to a flag with a vertical offset <real>. If the player is not local to the machine, this will fail
- activate_team_nav_point_flag
- activates a nav point type <string> attached to (local) player <unit> anchored to an object with a vertical offset <real>. If the player is not local to the machine, this will fail
- activate_nav_point_object
- activates a nav point type <string> attached to (local) player <unit> anchored to a flag with a vertical offset <real>. If the player is not local to the machine, this will fail
- activate_nav_point_flag
- resets the timer for the help text flashing
- hud_help_flash_restart
- starts/stops the help text flashing
- enable_hud_help_flash
- shows or hides the hud help text
- show_hud_help_text
- shows or hides the hud
- show_hud
- stops the vehicle from running real physics and runs fake hovering physics instead.
- vehicle_hover
- Returns the game's effects gain
- sound_get_effects_gain
- Set the game's effects gain
- sound_set_effects_gain
- Returns the game's music gain
- sound_get_music_gain
- Set the game's music gain
- sound_set_music_gain
- Returns the game's master gain
- sound_get_master_gain
- Set the game's master gain
- sound_set_master_gain
- enables or disables all sound.
- sound_enable
- changes the gain on the specified sound class(es) to the specified game over the specified number of ticks.
- sound_class_set_gain
- changes the reverb level for all sound classes matching the substring.
- debug_sounds_wet
- changes the minimum and maximum distances for all sound classes matching the substring.
- debug_sounds_distances
- enables or disabled all sound classes matching the substring.
- debug_sounds_enable
- enables or disables the alternate loop/alternate end for a looping sound.
- sound_looping_set_alternate
- changes the scale of the sound (which should affect the volume) within the range 0 to 1.
- sound_looping_set_scale
- stops the specified looping sound.
- sound_looping_stop
- plays a looping sound from the specified source object (or "none"), with the specified scale.
- sound_looping_start
- your mom.
- sound_looping_predict
- stops the specified impulse sound.
- sound_impulse_stop
- returns the time remaining for the specified impulse sound.
- sound_impulse_time
- plays an impulse sound from the specified source object (or "none"), with the specified scale.
- sound_impulse_start
- loads an impulse sound into the sound cache ready for playback.
- sound_impulse_predict
- don't use this for anything, you black-hearted bastards.
- game_reverted
- skips <short> amount of game ticks. ONLY USE IN CUTSCENES!!!
- game_skip_ticks
- saves debug game state to core\<path>
- core_save_name
- loads debug game state from core\<path> as soon as the map is initialized
- core_load_name_at_startup
- loads debug game state from core\<path>
- core_load_name
- loads debug game state from core\core.bin as soon as the map is initialized
- core_load_at_startup
- reverts to last saved game, if any (for testing, the first bastard that does this to me gets it in the head)
- game_revert
- checks to see if the game is trying to save the map.
- game_saving
- disregards player's current situation
- game_save_totally_unsafe
- checks to see if it is safe to save game, then saves (this version never gives up)
- game_save_no_timeout
- cancels any pending game_save, timeout or not
- game_save_cancel
- checks to see if it is safe to save game, then saves (gives up after 8 seconds)
- game_save
- returns TRUE if the game is cooperative
- game_is_cooperative
- game_safe_to_speak
- returns FALSE if there are bad guys around, projectiles in the air, etc.
- game_all_quiet
- returns FALSE if it would be a bad idea to save the player's game right now
- game_safe_to_save
- causes the player to revert to his previous saved game
- game_lost
- causes the player to successfully finish the current level and move to the next
- game_won
- attract_mode_start
- suppresses or enables the automatic creation of objects during cutscenes due to a bsp switch
- cinematic_suppress_bsp_object_creation
- activates the chapter title, delayed by <real> seconds
- cinematic_set_title_delayed
- activates the chapter title
- cinematic_set_title
- sets or removes the letterbox bars
- cinematic_show_letterbox
- cinematic_skip_stop_internal
- cinematic_skip_start_internal
- aborts a cinematic
- cinematic_abort
- initializes the game to end a cinematic (interruptive) cutscene
- cinematic_stop
- initializes game to start a cinematic (interruptive) cutscene
- cinematic_start
- does a screen fade out to a particular color
- fade_out
- does a screen fade in from a particular color
- fade_in
- makes the currently selected AI speak a list of vocalizations (e.g. ai_speak_list "involuntary")
- ai_debug_speak_list
- makes the currently selected AI speak a vocalization (e.g. ai_speak "pain minor")
- ai_debug_speak
- teleports all players to the specified encounter
- ai_debug_teleport_to
- makes the selected AI vocalize
- ai_debug_vocalize
- drops the AI debugging sound point at the camera location
- ai_debug_sound_point_set
- cycles through AI line-spray modes
- ai_lines
- tests sun occlusion at a point.
- radiosity_debug_point
- saves radiosity solution.
- radiosity_save
- starts radiosity computation.
- radiosity_start
- displays the current pvs.
- debug_pvs
- enables or disables profile graph display of a particular value.
- profile_graph_toggle
- deactivates profile sections based on a substring.
- profile_deactivate
- activates profile sections based on a substring.
- profile_activate
- dumps profile based on a substring.
- profile_dump
- resets profiling data.
- profile_reset
- writes all memory being used by tag files into tag_dump.txt
- debug_tags
- dumps memory leaks from the specified source file.
- debug_memory_for_file
- dumps memory leaks by source file.
- debug_memory_by_file
- dumps memory leaks.
- debug_memory
- dump dat shit!
- sound_cache_dump_to_file
- i'm a rebel!
- sound_cache_flush
- don't make me kick your ass
- texture_cache_flush
- starts game in film playback mode
- playback
- prints the build version.
- version
- returns the current structure bsp index
- structure_bsp_index
- takes off your condom and changes to a different structure bsp
- switch_bsp
- crashes (for debugging).
- crash
- changes the difficulty setting for the next map to be loaded.
- game_difficulty_set
- changes the name of the multiplayer map
- multiplayer_map_name
- starts the map from the beginning.
- map_reset
- dumps the profiling service timers
- profile_service_dump_timers
- clears the timers that are present in the profiling service
- profile_service_clear_timers
- debug_teleport_player
- adds/resets the player's health, shield, and inventory (weapons and grenades) to the named profile. resets if third parameter is true, adds if false.
- player_add_equipment
- returns true if any player has moved forward, backward, left, and right since the last call to (player_action_test_reset).
- player_action_test_move_relative_all_directions
- returns true if any player has looked up, down, left, and right since the last call to (player_action_test_reset).
- player_action_test_look_relative_all_directions
- returns true if any player has looked right since the last call to (player_action_test_reset).
- player_action_test_look_relative_right
- returns true if any player has looked left since the last call to (player_action_test_reset).
- player_action_test_look_relative_left
- returns true if any player has looked down since the last call to (player_action_test_reset).
- player_action_test_look_relative_down
- returns true if any player has looked up since the last call to (player_action_test_reset).
- player_action_test_look_relative_up
- returns true if any player has hit the back key since the last call to (player_action_test_reset).
- player_action_test_back
- returns true if any player has hit accept since the last call to (player_action_test_reset).
- player_action_test_accept
- returns true if any player has hit the action key since the last call to (player_action_test_reset).
- player_action_test_action
- returns true if any player has hit the zoom button since the last call to (player_action_test_reset).
- player_action_test_zoom
- returns true if any player has used grenade trigger since the last call to (player_action_test_reset).
- player_action_test_grenade_trigger
- returns true if any player has used primary trigger since the last call to (player_action_test_reset).
- player_action_test_primary_trigger
- returns true if any player has jumped since the last call to (player_action_test_reset).
- player_action_test_jump
- resets the player action test state so that all tests will return false.
- player_action_test_reset
- enables/disables camera control globally
- player_camera_control
- toggle player input. the player can still free-look, but nothing else.
- player_enable_input
- resets zoom levels on all players
- players_unzoom_all
- returns the actual current difficulty setting without lying
- game_difficulty_get_real
- returns the current difficulty setting, but lies to you and will never return easy, instead returning normal
- game_difficulty_get
- gets ticks elapsed since the start of the game.
- game_time
- set the game engine
- game_variant
- loads the saved camera position and facing.
- debug_camera_load
- saves the camera position and facing.
- debug_camera_save
- returns the number of ticks remaining in the current camera interpolation.
- camera_time
- makes the scripted camera zoom out around a unit as if it were dead.
- camera_set_dead
- makes the scripted camera follow a unit.
- camera_set_first_person
- begins a prerecorded camera animation.
- camera_set_animation
- moves the camera to the specified camera point over the specified number of ticks (position is relative to the specified object).
- camera_set_relative
- moves the camera to the specified camera point over the specified number of ticks.
- camera_set
- toggles script control of the camera.
- camera_control
- returns whether two teams have an allegiance that is currently broken by traitorous behavior
- ai_allegiance_broken
- returns the status of a conversation (0=none, 1=trying to begin, 2=waiting for guys to get in position, 3=playing, 4=waiting to advance, 5=could not begin, 6=finished successfully, 7=aborted midway
- ai_conversation_status
- returns which line the conversation is currently playing, or 999 if the conversation is not currently playing
- ai_conversation_line
- tries to add an entry to the list of conversations waiting to play. returns FALSE if the required units could not be found to play the conversation, or if the player is too far away and the 'delay' flag is not set.
- ai_conversation
- returns the most severe combat status of a group of actors (0=inactive, 1=noncombat, 2=guarding, 3=search/suspicious, 4=definite enemy(heard or magic awareness), 5=visible enemy, 6=engaging in combat.
- ai_status
- converts an ai reference to an object list.
- ai_actors
- return the number of non-swarm actors in the specified encounter and/or squad.
- ai_nonswarm_count
- return the number of swarm actors in the specified encounter and/or squad.
- ai_swarm_count
- return the current strength (average body vitality from 0-1) of the specified encounter and/or squad.
- ai_strength
- return the fraction [0-1] of living actors in the specified encounter and/or squad.
- ai_living_fraction
- return the number of living actors in the specified encounter and/or squad.
- ai_living_count
- return the number of actors that are still trying to get into the specified vehicle
- ai_going_to_vehicle
- gets the status of a number of units running command lists: 0 = none, 1 = finished command list, 2 = waiting for stimulus, 3 = running command list
- ai_command_list_status
- returns whether a platoon is in the attacking mode (or if an encounter is specified, returns whether any platoon in that encounter is attacking)
- ai_is_attacking
- either enables or disables automatic dormancy for a group of actors
- ai_allow_dormant
- either enables or disables charging behavior for a group of actors
- ai_allow_charge
- makes an encounter change to a new team
- ai_set_team
- forces a group of actors to start or stop berserking
- ai_berserk
- links the first encounter so that it will be made active whenever it detects that the second encounter is active
- ai_link_activation
- tells a conversation that it may advance
- ai_conversation_advance
- stops a conversation from playing or trying to play
- ai_conversation_stop
- sets the distance threshold which will cause squads to migrate when following someone
- ai_follow_distance
- sets the follow target for an encounter to be a group of AI (encounter, squad or platoon)
- ai_follow_target_ai
- sets the follow target for an encounter to be a specific unit
- ai_follow_target_unit
- sets the follow target for an encounter to be the closest player
- ai_follow_target_players
- turns off following for an encounter
- ai_follow_target_disable
- enables or disables a squad as being an automatic migration target
- ai_automatic_migration_target
- tells an actor to stop looking at whatever it's looking at
- ai_stop_looking
- tells an actor to look at an object until further notice
- ai_look_at_object
- disables actors from impulsively getting into a vehicle (this is the default state for newly placed vehicles)
- ai_vehicle_enterable_disable
- sets a vehicle as being impulsively enterable for a certain encounter/squad of actors
- ai_vehicle_enterable_actors
- sets a vehicle as being impulsively enterable for actors of a certain type (grunt, elite, marine etc)
- ai_vehicle_enterable_actor_type
- sets a vehicle as being impulsively enterable for actors on a certain team
- ai_vehicle_enterable_team
- sets a vehicle as being impulsively enterable for actors within a certain distance
- ai_vehicle_enterable_distance
- sets a vehicle to 'belong' to a particular encounter/squad. any actors who get into the vehicle will be placed in this squad. NB: vehicles potentially drivable by multiple teams need their own encounter!
- ai_vehicle_encounter
- reconnects all AI information to the current structure bsp (use this after you create encounters or command lists in sapien, or place new firing points or command list points)
- ai_reconnect
- sets an encounter to be playfighting or not
- ai_playfight
- sets the current state of a group of actors. WARNING: may have unpredictable results on actors that are in combat
- ai_set_current_state
- sets the state that a group of actors will return to when they have nothing to do
- ai_set_return_state
- forces a named actor that is NOT in an encounter to remain active (i.e. not freeze in place) even if there are no players nearby
- ai_force_active_by_unit
- forces an encounter to remain active (i.e. not freeze in place) even if there are no players nearby
- ai_force_active
- just like ai_command_list_advance but operates upon a unit instead
- ai_command_list_advance_by_unit
- tells a group of actors that are running a command list that they may advance further along the list (if they are waiting for a stimulus)
- ai_command_list_advance
- tells a named unit to begin executing the specified command list
- ai_command_list_by_unit
- tells a group of actors to begin executing the specified command list
- causes a group of actors to preferentially target the player
- ai_try_to_fight_player
- causes a group of actors to preferentially target another group of actors
- ai_try_to_fight
- removes the preferential target setting from a group of actors
- ai_try_to_fight_nothing
- refreshes the health and grenade count of a group of actors, so they are as good as new
- ai_renew
- teleports a group of actors to the starting locations of their current squad(s), only if they are not supported by solid ground (i.e. if they are falling after switching BSPs)
- ai_teleport_to_starting_location_if_unsupported
- teleports a group of actors to the starting locations of their current squad(s)
- ai_teleport_to_starting_location
- if TRUE, *ALL* enemies will prefer to attack the specified units. if FALSE, removes the preference.
- ai_prefer_target
- if TRUE, forces all actors to completely disregard the specified units, otherwise lets them acknowledge the units again
- ai_disregard
- makes a list of objects braindead, or restores them to life. if you pass in a vehicle index, it makes all actors in that vehicle braindead (including any built-in guns)
- ai_braindead_by_unit
- makes a group of actors braindead, or restores them to life (in their initial state)
- ai_braindead
- tells a group of actors to get out of any vehicles that they are in
- ai_exit_vehicle
- tells a group of actors to get into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... NB: any actors who are already going to vehicles will stop and go to this one instead!
- ai_go_to_vehicle_override
- tells a group of actors to get into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... does not interrupt any actors who are already going to vehicles
- ai_go_to_vehicle
- destroys an allegiance between two teams.
- ai_allegiance_remove
- creates an allegiance between two teams.
- ai_allegiance
- makes a named vehicle or group of units move to another encounter.
- ai_migrate_by_unit
- makes all or part of an encounter move to another encounter, and say their 'advance' or 'retreat' speech lines.
- ai_migrate_and_speak
- makes all or part of an encounter move to another encounter.
- ai_migrate
- enables or disables the maneuver/retreat rule for an encounter or platoon. the rule will still trigger, but none of the actors will be given the order to change squads.
- ai_maneuver_enable
- ai_maneuver
- makes all squads in the specified platoon(s) maneuver to their designated maneuver squads.
- ai_retreat
- makes the specified platoon(s) go into the defending state.
- ai_defend
- makes the specified platoon(s) go into the attacking state.
- ai_attack
- makes a squad's delay timer expire and releases them to enter combat.
- ai_timer_expire
- makes a squad's delay timer start counting.
- ai_timer_start
- makes an encounter magically aware of the specified set of units.
- ai_magically_see_units
- makes an encounter magically aware of the specified unit.
- ai_magically_see_unit
- makes an encounter magically aware of nearby players.
- ai_magically_see_players
- makes one encounter magically aware of another.
- ai_magically_see_encounter
- enables or disables sight for actors in the specified encounter.
- ai_set_blind
- enables or disables hearing for actors in the specified encounter.
- ai_set_deaf
- enables or disables respawning in the specified encounter.
- ai_set_respawn
- spawns a single actor in the specified encounter and/or squad.
- ai_spawn_actor
- clears the selected encounter.
- ai_deselect
- selects the specified encounter.
- ai_select
- erases all AI.
- ai_erase_all
- erases the specified encounter and/or squad.
- ai_erase
- instantly and silently (no animation or sound played) kills the specified encounter and/or squad.
- ai_kill_silent
- instantly kills the specified encounter and/or squad.
- ai_kill
- places the specified encounter on the map.
- ai_place
- detaches the specified list of units from all AI.
- ai_detach_units
- detaches the specified unit from all AI.
- ai_detach
- attaches a unit to a newly created free actor of the specified type
- ai_attach_free
- attaches the specified list of units to the specified encounter.
- ai_attach_units
- attaches the specified unit to the specified encounter.
- ai_attach
- removes a set of units from their encounter (if any) and sets them free
- ai_free_units
- removes a group of actors from their encounter and sets them free
- ai_free
- turns grenade inventory on or off.
- ai_grenades
- turns impromptu dialogue on or off.
- ai_dialogue_triggers
- reloads the cheats.txt file
- cheats_load
- cheat_active_camouflage_local_player
- gives the player active camouflage
- cheat_active_camouflage
- teleports player to camera location
- cheat_teleport_to_camera
- drops a warthog near player
- cheat_spawn_warthog
- drops all powerups near player
- cheat_all_powerups
- restores all breakable surfaces
- breakable_surfaces_reset
- TRUE allows a device to change states only once
- device_group_change_only_once_more_set
- TRUE makes the given device open automatically when any biped is nearby, FALSE makes it not
- device_operates_automatically_set
- TRUE makes the given device one-sided (only able to be opened from one direction), FALSE makes it two-sided
- device_one_sided_set
- instantaneously changes the value of the specified device group.
- device_group_set_immediate
- changes the desired value of the specified device group.
- device_group_set
- returns the desired value of the specified device group.
- device_group_get
- instantaneously changes the position of the given device (used for devices without explicit device groups
- device_set_position_immediate
- gets the current position of the given device (used for devices without explicit device groups)
- device_get_position
- set the desired position of the given device (used for devices without explicit device groups)
- device_set_position
- gets the current power of a named device
- device_get_power
- immediately sets the power of a named device to the given value
- device_set_power
- changes a machine's never_appears_locked flag, but only if paul is a bastard
- device_set_never_appears_locked
- gets the unit's current flashlight state
- unit_get_current_flashlight_state
- sets the unit's desired flashlight state
- unit_set_desired_flashlight_state
- sets the units' desired flashlight state
- units_set_desired_flashlight_state
- returns whether the night-vision mode could be activated via the flashlight button
- unit_solo_player_integrated_night_vision_is_active
- stops gravity from working on the given unit
- unit_suspended
- prevents any of the given units from being knocked around or playing ping animations
- unit_impervious
- prevents any of the given units from dropping weapons or grenades when they die
- unit_doesnt_drop_items
- returns TRUE if the <unit> has <object> as the primary weapon, FALSE otherwise
- unit_has_weapon_readied
- returns TRUE if the <unit> has <object> as a weapon, FALSE otherwise
- unit_has_weapon
- returns the total number of grenades for the given unit, 0 if it does not exist
- unit_get_total_grenade_count
- returns the shield [0,1] of the unit, returns -1 if the unit does not exists
- unit_get_shield
- returns the health [0,1] of the unit, returns -1 if the unit does not exists
- unit_get_health
- returns the gunner of a vehicle
- vehicle_gunner
- returns the driver of a vehicle
- vehicle_driver
- returns a list of all riders in a vehicle
- vehicle_riders
- causes player's unit to start a melee attack
- magic_melee_attack
- this unit will assume the named seat
- unit_set_seat
- all units controlled by the player will assume the given seat name (valid values are 'asleep', 'alert', 'stand', 'crouch' and 'flee')
- magic_seat_name
- makes units get out of a vehicle from the substring-specified seats (e.g. CD-passenger... empty string matches all seats)
- vehicle_unload
- makes a list of units (named or by encounter) magically get into a vehicle, in the substring-specified seats (e.g. CD-passenger... empty string matches all seats)
- vehicle_load_magic
- sets a group of units' current body and shield vitality
- units_set_current_vitality
- sets a unit's current body and shield vitality
- unit_set_current_vitality
- sets a group of units' maximum body and shield vitality
- units_set_maximum_vitality
- sets a unit's maximum body and shield vitality
- unit_set_maximum_vitality
- makes a unit exit its vehicle
- unit_exit_vehicle
- sets the emotion animation to be used for the given unit
- unit_set_emotion_animation
- tests whether the named seat has a specified unit in it
- vehicle_test_seat
- tests whether the named seat has an object in the object list
- vehicle_test_seat_list
- puts the specified unit in the specified vehicle (in the named seat)
- unit_enter_vehicle
- can be used to prevent the player from entering a vehicle
- unit_set_enterable_by_player
- sets a unit's facial expression (-1 is none, other values depend on unit)
- unit_set_emotion
- allows a unit to aim in place without turning
- unit_aim_without_turning
- returns TRUE if the given unit is still playing a custom animation
- unit_is_playing_custom_animation
- starts a custom animation playing on a unit at a specific frame index(interpolates into animation if next to last parameter is TRUE)
- unit_custom_animation_at_frame
- starts a custom animation playing on a unit list (interpolates into animation if last parameter is TRUE)
- custom_animation_list
- starts a custom animation playing on a unit (interpolates into animation if last parameter is TRUE)
- custom_animation
- stops the custom animation running on the given unit.
- unit_stop_custom_animation
- returns the number of ticks remaining in a unit's custom animation (or zero, if the animation is over).
- unit_get_custom_animation_time
- kills a given unit silently (doesn't make them play their normal death animation or sound)
- unit_kill_silent
- kills a given unit, no saving throw
- unit_kill
- closes the hatches on a given unit
- unit_close
- opens the hatches on the given unit
- unit_open
- allows a unit to blink or not (units never blink when they are dead)
- unit_can_blink
- render_effects
- starts a custom animation playing on a piece of scenery at a specific frame
- scenery_animation_start_at_frame
- starts a custom animation playing on a piece of scenery
- scenery_animation_start
- returns the number of ticks remaining in a custom animation (or zero, if the animation is over).
- scenery_get_animation_time
- enables/disables dynamic lights
- render_lights
- just another (old) name for object_pvs_set_object.
- object_pvs_activate
- removes the special place that activates everything it sees.
- object_pvs_clear
- sets the specified cutscene camera point as the special place that activates everything it sees.
- object_pvs_set_camera
- sets the specified object as the special place that activates everything it sees.
- object_pvs_set_object
- loads textures necessary to draw an object that's about to come on-screen.
- object_type_predict
- loads textures necessary to draw a objects that are about to come on-screen.
- objects_predict
- makes an object pretty for the remainder of the levels' cutscenes.
- object_beautify
- allows an object to take damage again
- object_can_take_damage
- prevents an object from taking damage
- object_cannot_take_damage
- causes all garbage objects except those visible to a player to be collected immediately
- garbage_collect_now
- detaches from the given parent object the given child object
- objects_detach
- attaches the second object to the first; both strings can be empty
- objects_attach
- sets the scale for a given object and interpolates over the given number of frames to achieve that scale
- object_set_scale
- FALSE prevents any object from colliding with the given object
- object_set_collideable
- debugs object memory usage
- objects_dump_memory
- FALSE prevents object from using melee attack
- object_set_melee_attack_inhibited
- FALSE prevents object from using ranged attack
- object_set_ranged_attack_inhibited
- return the time remaining in the specified unit's cutscene recording.
- recording_time
- kill the specified unit's cutscene recording.
- recording_kill
- make the specified vehicle run the specified cutscene recording, hovers the vehicle when the animation finishes.
- recording_play_and_hover
- make the specified unit run the specified cutscene recording, deletes the unit when the animation finishes.
- recording_play_and_delete
- make the specified unit run the specified cutscene recording.
- recording_play
- enables or disables breakability of all breakable surfaces on level
- breakable_surfaces_enable
- numeric_countdown_timer_restart
- numeric_countdown_timer_stop
- <digit_index>
- numeric_countdown_timer_get
- <milliseconds>, <auto_start>
- numeric_countdown_timer_set
- real_random_range
- returns a random value in the range [lower bound, upper bound)
- random_range
- saves a file called hs_doc.txt with parameters for all script commands.
- script_doc
- recompiles scripts.
- script_recompile
- absolutely do not use this either
- sound_get_gain
- absolutely do not use this
- sound_set_gain
- deletes all objects of type <definition>
- objects_delete_by_definition
- returns true if any of the specified units are looking within the specified number of degrees of the flag.
- objects_can_see_flag
- returns true if any of the specified units are looking within the specified number of degrees of the object.
- objects_can_see_object
- causes the specified damage at the specified object.
- damage_object
- causes the specified damage at the specified flag.
- damage_new
- starts the specified effect on the specified object at the specified marker.
- effect_new_on_object_marker
- starts the specified effect at the specified flag.
- effect_new
- returns the number of objects in a list
- list_count
- returns an item in an object list.
- list_get
- sets the desired region (use "" for all regions) to the permutation with the given name, e.g. (object_set_permutation flood "right arm" ~damaged)
- object_set_permutation
- sets the shield vitality of the specified object (between 0 and 1).
- object_set_shield
- turns the specified object in the direction of the specified flag.
- object_set_facing
- moves the specified object to the specified flag.
- object_teleport
- destroys all non player objects.
- object_destroy_all
- destroys all objects from the scenario whose names contain the given substring.
- object_destroy_containing
- creates anew all objects from the scenario whose names contain the given substring.
- object_create_anew_containing
- creates all objects from the scenario whose names contain the given substring.
- object_create_containing
- creates an object, destroying it first if it already exists.
- object_create_anew
- destroys an object.
- object_destroy
- creates an object from the scenario.
- object_create
- volume_test_objects_all
- returns true if any of the specified objects are within the specified volume.
- volume_test_objects
- returns true if the specified object is within the specified volume.
- volume_test_object
- moves all players outside a specified trigger volume to a specified flag.
- volume_teleport_players_not_inside
- returns a list of the players
- prints a string to the console.
- print
- returns the opposite of the expression.
- not
- focuses (or stops focusing) a set of unit vocalization types.
- ai_debug_communication_focus
- ignores (or stops ignoring) a set of AI communication types when printing out communications.
- ai_debug_communication_ignore
- <string(s)>
- suppresses (or stops suppressing) a set of AI communication types.
- ai_debug_communication_suppress
- <object>
- converts an object to a unit.
- <expression>
- prints the value of an expression to the screen for debugging purposes.
- inspect
- <script name>
- wakes a sleeping script in the next update.
- wake
- <boolean> [<short>]
- pauses execution of this script until the specified condition is true, checking once per second unless a different number of ticks is specified.
- sleep_until
- <short> [<script>]
- pauses execution of this script (or, optionally, another script) for the specified number of ticks.
- sleep
- returns true if the first number is smaller than or equal to the second.
- <=
- returns true if the first number is larger than or equal to the second.
- >=
- returns true if the first number is smaller than the second.
- <
- returns true if the first number is larger than the second.
- >
- returns true if two expressions are not equal
- !=
- <expression> <expression>
- returns true if two expressions are equal
- =
- returns the maximum of all specified expressions.
- returns the minimum of all specified expressions.
- returns the quotient of two expressions.
- returns the product of all specified expressions.
- <number> <number>
- returns the difference of two expressions.
- -
- <number(s)>
- returns the sum of all specified expressions.
- +
- returns true if any specified expressions are true.
- or
- <boolean(s)>
- returns true if all specified expressions are true.
- and
- <variable name> <expression>
- set the value of a global variable.
- (<boolean1> <result1>) [(<boolean2> <result2>) [...]]
- returns the value associated with the first true condition.
- cond
- <boolean> <then> [<else>]
- returns one of two values based on the value of a condition.
- if
- evaluates the sequence of expressions in random order and returns the last value evaluated.
- begin_random
- <expression(s)>
- returns the last expression in a sequence after evaluating the sequence in order.
- begin
- static
- continuous
- dormant
- startup
- scenery_name
- device_name
- weapon_name
- vehicle_name
- unit_name
- object_name
- hud_corner
- actor_type
- ai_default_state
- team
- game_difficulty
- object_definition
- looping_sound
- object_list
- hud_message
- navpoint
- conversation
- starting_profile
- ai_command_list
- ai
- device_group
- cutscene_recording
- cutscene_title
- cutscene_camera_point
- cutscene_flag
- trigger_volume
- short
- boolean
- void
- passthrough
- function name
- special form
- unparsed
- couldn't allocate script syntax data
- \halopc\haloce\source\hs\hs.c
- script node
- function_index>=0 && function_index<hs_function_table_count
- global_index>=0 && global_index<hs_external_global_count
- mble
- player_effect_set_max_ru
- enumeration_results
- global
- hs_token_enumerators[type_index]
- !enumeration_results
- maximum source files per scenario exceeded.
- couldn't read source file into memory.
- maximum source file size exceeded.
- hsc
- data\global_scripts.hsc
- scripts
- data\%s
- [%s line %d] %s: %s
- scripts successfully compiled.
- <
- (%s
- couldn't reset scripts.
- an unspecified error occurred loading scripts
- recompiling scripts after scenarios were merged.
- %s
- hs_doc.txt
- you can't add an hs type without defining its name.
- (%s)
- (set %s)
- rasterizer_dx9_present_d3d_present
- ### ERROR failed to create a window
- ERROR - failed to create window
- hardware_format
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9.c
- parameters
- present_parameters
- -refresh
- %d,%d,%d
- -vidmode
- global_d3d_device
- ### ERROR rasterizer_windows_end failed
- IDirect3DDevice9_EndScene(global_d3d_device)
- FliptoGDI inside scene!
- ### ERROR rasterizer_frame_end failed
- IDirect3DDevice9_SetIndices(global_d3d_device, NULL)
- IDirect3DDevice9_SetStreamSource(global_d3d_device, index, NULL, 0, 0)
- ### ERROR rasterizer_present failed
- ### ERROR rasterizer_present: invalid bitmap
- d3d_surfacedesc.Width * 4 == line_bytes
- ### ERROR rasterizer_present: failed to lock backbuffer surface
- ### ERROR rasterizer_present: failed to get backbuffer surface
- IDirect3DSurface9_UnlockRect(d3d_surface)
- IDirect3DSurface9_LockRect(d3d_surface, &d3d_locked_rect, NULL, D3DLOCK_READONLY)
- IDirect3DSurface9_GetDesc(d3d_surface, &d3d_surfacedesc)
- IDirect3DDevice9_GetBackBuffer(global_d3d_device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &d3d_surface)
- ### ERROR vertical blank callbacks not supported in DX8
- framebuffer_blend_function>=0 && framebuffer_blend_function<NUMBER_OF_SHADER_FRAMEBUFFER_BLEND_FUNCTIONS
- ### ERROR direct texture not found (stage=%d)
- stage>=0 && stage<RASTERIZER_MAXIMUM_TEXTURE_STAGES
- ### ERROR rasterizer_set_texture_direct failed
- (texture=%s)
- ### YOU GOT FUCKED in rasterizer_set_texture_direct_non_blocking
- ### ERROR rasterizer_set_texture failed
- ### ERROR default texture not found (stage=%d, type=%d, usage=%d)
- ### ERROR incompatible bitmap type in shader
- usage>=0 && usage<NUMBER_OF_BITMAP_USAGES
- ### YOU GOT FUCKED in rasterizer_set_texture_non_blocking
- ### ERROR incompatible bitmap type in shader got %s expected %s
- ### ERROR rasterizer_set_model_skinning failed
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__NODEMATRIX_OFFSET, vsh_constants__nodematrices, node_count*NUMBER_OF_ROWS_PER_NODE_MATRIX)
- skinning->node_matrix_count>0
- skinning->node_matrices
- skinning
- light->radius>0.0f
- light_index>=0 && light_index<rasterizer_lights.light_count
- lighting_constants
- ### ERROR unsupported stencil mode
- ### ERROR failed to initialize rasterizer
- IDirect3DDevice9_SetViewport(global_d3d_device, &d3d_viewport)
- -usefxfile
- ### ERROR failed to query adapter display mode
- IDirect3D9_GetAdapterDisplayMode(global_d3d, adapter_index, &d3d_display_mode)
- rejecting adapter #%d...
- rejecting adapter #%d...(invalid display mode)
- CreateDevice succeeded with refresh rate = %d
- Retrying CreateDevice with default refresh rate...
- NvCplGetDataInt
- NVCPL.dll
- -dpdebugger
- -use2a
- -use20
- -use14
- -use11
- -use00
- -useff
- -useref
- ### ERROR no display adapters found
- ### ERROR failed to create D3D object
- Invalid adapter specified on command line (Max=%d)
- -adapter
- *found %d adapters...
- Could not create window
- ### ERROR rasterizer_set_fog failed
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__FOG_OFFSET, vsh_constants__fog, VSH_CONSTANTS__FOG_COUNT)
- global_window_parameters.fog.planar_maximum_depth>0.0f
- global_window_parameters.fog.planar_maximum_distance>0.0f
- global_window_parameters.fog.atmospheric_maximum_distance>=global_window_parameters.fog.atmospheric_minimum_distance
- global_window_parameters.fog.planar_maximum_distance!=0.0f
- ### ERROR rasterizer_set_model_lighting failed
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__VERTEXLIGHT_OFFSET, ( float* ) &vsh_constants__vertexlight, VSH_CONSTANTS__VERTEXLIGHT_COUNT)
- lighting->distant_light_count>=0 && lighting->distant_light_count<=MAXIMUM_RENDERED_DISTANT_LIGHTS
- lighting->point_light_count>=0 && lighting->point_light_count<=MAXIMUM_RENDERED_POINT_LIGHTS
- lighting
- ### ERROR rasterizer_set_frustum_z failed
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__EYEXFORM_OFFSET, ( float*) vsh_constants__eyexform, VSH_CONSTANTS__EYEXFORM_COUNT)
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__VIEWPROJ_OFFSET, vsh_constants__viewproj, VSH_CONSTANTS__VIEWPROJ_COUNT)
- IDirect3DDevice9_SetTransform(global_d3d_device, D3DTS_PROJECTION, (D3DMATRIX*)&global_window_parameters.frustum.projection_matrix)
- IDirect3DDevice9_SetTransform(global_d3d_device, D3DTS_VIEW, &view)
- IDirect3DDevice9_SetTransform(global_d3d_device, D3DTS_WORLD, &world)
- global_window_parameters.frustum.projection_valid
- IDirect3DDevice9_SetSoftwareVertexProcessing(global_d3d_device, rasterizer_globals.using_software_vertex_processing)
- ### ERROR rasterizer_windows_begin failed
- IDirect3DDevice9_BeginScene(global_d3d_device)
- parameters->camera.z_near!=0.0f
- ### ERROR unsupported rasterizer target for scene rendering
- \halopc\haloce\source\sound\sound_effect_object_wrapper_pc.cpp
- Sound effect mode set to %s
- SOUND_EFFECT_OBJECT_DIRECTX
- SOUND_EFFECT_OBJECT_EAX3
- SOUND_EFFECT_OBJECT_EAX2
- SOUND_EFFECT_OBJECT_EAX1
- SOUND_EFFECT_OBJECT_NONE
- PrototypeCard
- TransparentDecalSlopeZBiasValue
- TransparentDecalZBiasValue
- DecalSlopeZBiasValue
- DecalZBiasValue
- MinMaxBlendOpIsBroken
- UMA
- UseAnisotropicFilter
- DisableSpecular
- SafeMode
- InvalidSoundDriver
- InvalidDriver
- OldSoundDriver
- HeadRelativeSpeech
- EnableStopStart
- OldDriver
- UseAlternateConvolveMask
- DisableBuffering
- DisableAlphaRenderTargets
- DisableRenderTargets
- UnsupportedCard
- UseFixedFunction
- MaximumResolution
- LinearTextureAddressingSun
- LinearTextureAddressingZoom
- LinearTextureAddressing
- DisableDriverManagement
- ForceShader
- DiskSpace
- %d.%d.%d.%d
- DirectX
- VideoMemory
- Memory
- CpuSpeed
- Error in config.txt '%s'='%s'
- Unknown property in config.txt '%s'
- config.txt
- szDriverVersion
- rev_
- subsys_
- dev_
- ven_
- pci en_10de&dev_01b0&subsys_37301462&rev_c2&13c0b0c5&0&28
- *nforce
- szHardwareID
- szDescription
- szGuidDeviceID
- DxDiag_DirectSound.DxDiag_SoundDevices
- DirectDrawEnumerateExA
- DirectDrawCreateEx
- ddraw.dll
- %d.%d.%d.%d:%d
- %d.%d.%d.%d.%d
- attempted to join while game already in progress
- attempted to join a network game with a bogus address
- failed to initiate join game procedures
- Connection disallowed in -devmode
- address
- \halopc\haloce\source\networking\network_client_session.c
- Not connected.
- The server cannot disconnect.
- Hammering server: disconnecting (%d left), delay %u ms until connect
- Hammering server: connecting (%d left), delay %u ms until disconnect
- network_game_client_attempt_connection address[%s]
- cannot set first person camera on a unit that doesn't exist.
- \halopc\haloce\source\camera\camera_scripting.c
- type==_hs_type_boolean
- c:\halopc\haloce\source\hs\hs_library_internal_runtime.h
- type==_hs_type_real
- type==_hs_type_short_integer
- type==_hs_type_long_integer
- type==_hs_type_string
- enum_value>=0 && enum_value<enum_definition->count
- HS_TYPE_IS_ENUM(type)
- couldn't allocate scripting globals.
- index!=NONE
- raise MAXIMUM_NUMBER_OF_HS_GLOBALS.
- \halopc\haloce\source\hs\hs_runtime.c
- hs globals
- hs thread
- (end of script)
- type!=_hs_thread_type_script || script_index!=NONE
- type>=0 && type<NUMBER_OF_HS_THREAD_TYPES
- hs_thread_get(thread_index)->type!=_hs_thread_type_script
- [global initialize]
- [console command]
- a problem occurred while executing the script %s: %s (%s)
- stack overflow.
- (byte *) (new_frame+1)<thread->stack_data+HS_THREAD_STACK_SIZE
- frame->data+frame->size+size<=thread->stack_data+HS_THREAD_STACK_SIZE
- attempt to allocate zero space from the stack.
- corrupted stack.
- valid_thread(thread)
- desired_type>=0 && desired_type<NUMBER_OF_HS_OBJECT_TYPES
- actual_type>=0 && actual_type<NUMBER_OF_HS_OBJECT_TYPES
- hs_type_valid(desired_type)
- actual_type==_hs_passthrough || hs_type_valid(actual_type)
- bad typecast.
- hs_can_cast(actual_type, desired_type)
- script %s needs to be recompiled. (%s: %s)
- no reason given.
- [unknown]
- |n%s|t
- |n|n|nscript name|tsleep time|tfunction
- script_name_node->type==_hs_type_script
- TEST_FLAG(script_name_node->flags, _hs_syntax_node_primitive_bit)
- function_index==_hs_function_wake
- *expression_index==NONE
- unexpected actual parameters.
- hs_syntax_get(*expression_index)->type==formal_parameters[*argument_index]
- corrupted syntax tree.
- *expression_index!=NONE
- function_index==_hs_function_begin
- *argument_count<LONG_BITS
- function_index==_hs_function_begin_random
- function_index==_hs_function_if
- function_index==_hs_function_and || function_index==_hs_function_or
- function_index==_hs_function_equal || function_index==_hs_function_not_equal
- parameter_types[0]==_hs_type_short_integer || HS_TYPE_IS_ENUM(parameter_types[0])
- function_index>=_hs_function_gt && function_index<=_hs_function_lte
- function_index==_hs_function_sleep
- function_index==_hs_function_sleep_until
- function_index==_hs_function_inspect
- attempt to convert object %s to type %s
- function_index>=_hs_function_object_to_unit && function_index<=_hs_function_object_to_unit
- (function_index>=_hs_function_debug_string__first) && (function_index<=_hs_function_debug_string__last)
- function->evaluate
- found a static script at toplevel.
- script->script_type!=_hs_script_static && script->script_type!=_hs_script_stub
- ran out of script threads.
- a global initialization attempted to sleep.
- internal_thread->sleep_until==0
- there are not enough threads to execute that command.
- load game menu delete finish
- load game menu delete request
- network settings defaults
- network settings edit a port
- direct ip edit field
- direct ip connect go
- direct ip connect init
- checking for updates dismiss
- checking for updates ok
- mp type set mode
- solo menu save checkpoint
- load game menu activated
- load game menu dispose
- load game menu init
- campaign menu continue
- campaign menu init
- video screen dispose
- gamespy get patch
- credits dispose
- credits initialize
- difficulty item select
- credits post render
- plr prof save network options
- plr prof init network options
- plr prof cancel audio set
- emit custom activation event
- mp game options choose
- mp prof save teamplay options
- mp prof init teamplay options
- single prev cl item activated
- mp prof save vehicle options
- mp prof init vehicle options
- mp choose team
- mp game options open
- mp pause menu open
- controls advanced ok
- controls advanced launch
- controls back handler
- mouse spinner 1wide click
- gamespy back handler
- gamespy update filter settings
- gamespy dismiss filters
- video test dialog accept
- video test dialog dispose
- video test dialog init
- ss start game
- ss edit server password
- ss edit server name
- server settings init
- gamespy dismiss error
- profile manager select
- profile manager delete
- profile set edit begin
- controls screen defaults
- video screen defaults
- audio screen defaults
- mouse screen defaults
- gamepad screen select item
- gamepad screen change gamepads
- gamepad screen dispose
- gamepad screen init
- mouse - emit X event
- controls screen change set
- controls screen dispose
- plr prof change video set
- plr prof change audio set
- plr prof init audio set
- plr prof change mouse set
- plr prof init mouse set
- gamespy select button
- gamespy select item
- gamespy select header
- gamespy screen dispose
- gamespy screen init
- controls begin binding
- video screen init
- controls screen init
- mouse spinner 3wide click
- mouse - emit DPAD RIGHT event
- mouse - emit DPAD LEFT event
- mouse - emit BACK event
- mouse - emit ACCEPT event
- main menu quit game
- pause game invert spinner set
- pause game invert spinner get
- start new coop game
- pause game invert pitch
- exit gracefully to xbox dashboard
- new game if no plyr profiles
- begin music fade out
- difficulty menu init
- pop history stack once
- new campaign decision
- new campaign chosen
- exit to xbox dashboard
- close if not editing profile
- net game unjoin player
- start server if none advertised
- error if no network connection
- sp set p2 controller choice
- sp set p1 controller choice
- sp reset controller choices
- run xdemos
- disable if no xdemos
- net server allow start
- net server defer start
- net server accept conx
- net game delay start
- net game speed start
- create&edit player profile
- create&edit playlist profile
- cancel profile delete
- final del playlist profile
- final del player profile
- request del playlist profile
- request del player profile
- main menu switch to solo game
- mp game player quit
- plyr prf save adv cntl set
- plyr prf save cntl settings
- plyr prf init adv cntl set
- plyr prf init cntl settings
- player profile save changes
- player profile change name
- player profile end editing
- player profile begin editing
- color picker select color
- color picker menu dispose
- color picker menu initialize
- mp profile save changes
- mp profile init indicator opts
- mp profile init item options
- mp profile init player opts
- mp profile init racing rules
- mp profile init oddball rules
- mp profile init slayer rules
- mp profile init koth rules
- mp profile init ctf rules
- mp profile init name
- mp profile init game engine
- mp profile set indicator opts
- mp profile set item options
- mp profile set player options
- mp profile set racing rules
- mp profile set oddball rules
- mp profile set slayer rules
- mp profile set koth rules
- mp profile set ctf rules
- mp profile change name
- mp profile set game engine
- mp profile end editing
- mp profile begin editing
- 1wide plyr prof set for game
- 3wide plyr prof set for game
- player profile list dispose
- player profile list initialize
- net game join player
- swap player team
- mp profile set for game
- mp profiles list dispose
- mp profiles list initialize
- mp level select
- mp level list dispose
- mp level list initialize
- pick play stage for quick start
- mp type menu initialize
- main menu intialize
- coop game initialize
- split screen game initialize
- net game join from server list
- shutdown network game
- dispose net game server list
- start network game server
- initialize net game server list
- join controller to mp game
- clear multiplayer player joins
- pause game return to main menu
- pause game restart level
- pause game restart at checkpoint
- start new game
- set difficulty
- solo level set map
- dispose sp level list
- initialize sp level list coop
- initialize sp level list solo
- list goto previous item
- list goto next item
- NULL
- invalid event_handler_function
- event handler '%s' failed
- (widget != NULL) && (widget_deleted != NULL)
- \halopc\haloce\source\interface\ui_widget_event_handler_functions.c
- expected 3 list items for 'solo level list' widget
- expected a spinner list widget for 'solo level list' widget
- this level is unavailable to you!
- invalid player count for single player game
- I don't think this is the difficulty list widget
- failed to create network client to initiate game search
- unable to join server: this doesn't look like a valid server list to me... or the server list has been disposed?
- unable to join server: there are no servers in the server list (maybe the server list was disposed?)
- attempted to join a closed game
- attempted to join a network game running on a different platform than the local system
- failed to initiate split screen game networking
- invalid multiplayer level specified from 'multiplayer level list' list widget
- failed to retrieve user selected game variant
- invalid multiplayer profile specified from 'multiplayer profile list' list widget
- failed to update player's team for multiplayer game
- event
- this is not a selectable player profile
- failed to retrieve user selected player profile
- invalid multiplayer profile specified from 'player profile list' list widget
- expected 3 list items for 'player profile list' widget
- expected a spinner list widget for 'player profile list' widget
- expected the player profile select screen to be a container w/ 3 or more children
- setting a player profile requires a valid controller index
- invalid multiplayer profile specified from 'mp player profile list' list widget
- expected a code-generated 1-wide spinner list for 'mp player profile list' widget
- failed to find the 1-wide spinner list for player profiles (expected it to be a child of this widget)
- failed to retrieve editable game variant
- unknown game engine option selected
- expected column list for game engine type list
- failed to invoke virtual keyboard on profile name
- expected 'time limit' option spinner list
- expected 'time limit' list item
- unknown option selected in 'captures to win' option spinner list
- expected 'captures to win' option spinner list
- expected 'captures to win' item
- unknown option selected in 'flag at home to score' option spinner list
- expected 'flag at home to score' option spinner list
- expected 'flag at home to score' item
- unknown option selected in 'flag must reset' option spinner list
- expected 'flag must reset' option spinner list
- expected 'flag must reset' item
- unknown option selected in 'single flag' option spinner list
- expected 'single flag' option spinner list
- expected 'single flag' list item
- unknown option selected in 'assault' option spinner list
- expected 'assault' option spinner list
- expected 'assault' list item
- unknown option selected in 'teams' option spinner list
- expected 'teams' option spinner list
- expected 'teams' item
- unknown option selected in 'score to win' option spinner list
- expected 'score to win' option spinner list
- expected 'score to win' list item
- unknown option selected in 'moving hill' option spinner list
- expected 'moving hill' option spinner list
- expected 'moving hill' list item
- unknown option selected in 'kills to win' option spinner list
- expected 'kills to win' option spinner list
- expected 'kills to win' item
- unknown option selected in 'kill penalty' option spinner list
- expected 'kill penalty' option spinner list
- expected 'kill penalty' item
- unknown option selected in 'kill in order' option spinner list
- expected 'kill in order' option spinner list
- expected 'kill in order' item
- unknown option selected in 'death bonus' option spinner list
- expected 'death bonus' option spinner list
- expected 'death bonus' list item
- expected 'score to win' item
- unknown option selected in 'ball spawn count' option spinner list
- expected 'ball spawn count' option spinner list
- expected 'ball spawn count' item
- unknown option selected in 'random start' option spinner list
- expected 'random start' option spinner list
- expected 'random start' item
- unknown option selected in 'ball type' option spinner list
- expected 'ball type' option spinner list
- expected 'ball type' item
- unknown option selected in 'speed with ball' option spinner list
- expected 'speed with ball' option spinner list
- expected 'speed with ball' item
- unknown option selected in 'trait without ball' option spinner list
- expected 'trait without ball' option spinner list
- expected 'trait without ball' list item
- unknown option selected in 'trait with ball' option spinner list
- expected 'trait with ball' option spinner list
- expected 'trait with ball' list item
- unknown option selected in 'laps to win' option spinner list
- expected 'laps to win' option spinner list
- expected 'laps to win' item
- unknown option selected in 'race type' option spinner list
- expected 'race type' option spinner list
- expected 'race type' list item
- unknown option selected in 'team scoring' option spinner list
- expected 'team scoring' option spinner list
- expected 'team scoring' list item
- unknown option selected in 'suicide penalty' option spinner list
- expected 'suicide penalty' option spinner list
- unknown option selected in 'invisible players' option spinner list
- expected 'invisible players' option spinner list
- expected 'invisible players' item
- unknown option selected in 'odd man out' option spinner list
- expected 'odd man out' option spinner list
- expected 'odd man out' item
- unknown option selected in 'respawn time growth' option spinner list
- expected 'respawn time growth' option spinner list
- expected 'respawn time growth' item
- unknown option selected in 'respawn time' option spinner list
- expected 'respawn time' option spinner list
- expected 'respawn time' item
- unknown option selected in 'shields' option spinner list
- expected 'shields' option spinner list
- expected 'shields' item
- unknown option selected in 'maximum health' option spinner list
- expected 'maximum health' option spinner list
- expected 'maximum health' list item
- unknown option selected in 'number of lives' option spinner list
- expected 'number of lives' option spinner list
- expected 'number of lives' list item
- unknown option selected in 'starting equipment' option spinner list
- expected 'starting equipment' option spinner list
- expected 'starting equipment' item
- unknown option selected in 'weapon set' option spinner list
- expected 'weapon set' option spinner list
- expected 'weapon set' item
- unknown option selected in 'infinite grenades' option spinner list
- expected 'infinite grenades' option spinner list
- expected 'infinite grenades' list item
- unknown option selected in 'friends on screen' option spinner list
- expected 'friends on screen' option spinner list
- expected 'friends on screen' item
- unknown option selected in 'other players on radar' option spinner list
- expected 'other players on radar' option spinner list
- expected 'other players on radar' list item
- unknown option selected in 'radar display' option spinner list
- expected 'radar display' option spinner list
- expected 'radar display' list item
- expected a column list for the list of available game engines
- expected text box widget for profile name
- expected column list for multiplayer game settings widget
- expected 'suicide penalty' item
- expected 'starting equpiment' option spinner list
- no changes to playlist profile detected; not saving to disk
- failed to save changes to multiplayer playlist profile
- failed to prompt user to rename profile
- ui\shell\main_menu\settings_select\player_setup\player_profile_edit\color_edit\colors_list
- failed to find editing player profile
- failed to set player profile color because no profile is currently being edited
- invalid player profile color index specified
- invalid player profile specified from 'player profile list' list widget
- expected the player profile select screen to be a container widget
- failed to retrieve editable player profile
- failed to invoke virtual keyboard on player profile name
- no changes to player profile detected; not saving to disk
- failed to save changes to player profile
- expected 'button config' option spinner list
- expected 'button config' list item
- expected 'joystick config' option spinner list
- expected 'joystick config' list item
- expected column list for controller settings widget
- expected 'autocenter' option spinner list
- expected 'autocenter' list item
- expected 'flight stick controls' option spinner list
- expected 'flight stick controls' list item
- expected 'controller vibration' option spinner list
- expected 'controller vibration' list item
- expected 'look sensitivity' option spinner list
- expected 'look sensitivity' list item
- expected 'invert joystick' option spinner list
- expected 'invert joystick' list item
- expected column list for advanced controller settings widget
- unknown button config option selected
- unknown option selected for joystick config
- unknown option selected for controller autocenter
- unknown option selected for controller flight_stick_aircraft_controls
- unknown option selected for controller vibration
- unknown option selected for look sensitivity
- unknown option selected for invert joystick
- valid controller index required to remove player from network game
- sorry, you are not allowed to delete default player profiles
- #0x%08lX is not a player profile index
- #0x%08lX is not a playlist profile index
- unable to create a new untitled profile
- failed to create a new multiplayer game type profile
- failed to retrieve editable game variant profile!
- variant_to_clone
- creating a new profile requires a valid local player index
- failed to create a new player profile
- failed to retrieve editable player profile!
- network_game_client_request_start_time_change() failed
- event != NULL
- not attempting to start a new server; there are other servers available
- expected a column list for server list
- can't request player removal from netgame_unjoin_player() unless we are in pregame
- failed to request player removal
- duplicate player registered in game
- closing widget '%s' because no saved game file is being edited
- failed to invoke the virtual keyboard for a new campaign profile name
- can't create a new profile with an empty name
- failed to create new player profile
- failed to retrieve newly created player profile
- failed to find 'difficulty' menu item
- expected column list for difficulty menu widget
- expected spinner list
- expected 'software sound' option spinner list
- expected 'software sound' list item
- expected 'horizontal sensitivity' option spinner list
- expected 'horizontal sensitivity' list item
- expected 'vertical sensitivity' option spinner list
- expected 'vertical sensitivity' list item
- expected column list for mouse settings widget
- expected column list for button bar
- expected text box
- expected 'sound variety' option spinner list
- expected 'sound variety' list item
- expected 'environmental sound' option spinner list
- expected 'environmental sound' list item
- expected 'supplementary buffers' option spinner list
- expected 'supplementary buffers' list item
- expected 'music volume' option spinner list
- expected 'music volume' list item
- expected 'effects volume' option spinner list
- expected 'effects volume' list item
- expected 'master volume' option spinner list
- expected 'master volume' list item
- expected column list for audio settings widget
- expected container
- expected column list for server settings widget
- :%d
- expected text box extended widget
- expected text box widget
- expected container widget
- expected column list widget
- should be teamplay or a network server
- expected either new game or reset game widget
- expected column list widget parent
- expected either red or blue team widget
- expected container widget parent parent
- expected 'cg_turrets' option spinner list
- expected 'cg_turrets' list item
- expected 'banshees' option spinner list
- expected 'banshees' list item
- expected 'rwarthogs' option spinner list
- expected 'rwarthogs' list item
- expected 'scorpions' option spinner list
- expected 'scorpions' list item
- expected 'ghosts' option spinner list
- expected 'ghosts' list item
- expected 'warthogs' option spinner list
- expected 'warthogs' list item
- expected 'vehicle set' option spinner list
- expected 'vehicle preset' list item
- expected 'team' option spinner list
- expected 'team' list item
- expected 'vehicles respawn' option spinner list
- expected 'vehicle respawn' list item
- expected column list
- expected 'autobalance' option spinner list
- expected 'autobalance' item
- expected 'friendly fire penalty' item
- expected 'friendly fire' option spinner list
- expected 'friendly fire' list item
- Invalid option in friendly fire penalty list
- Invalid option in friendly fire list
- expected 'connection type' option spinner list
- expected 'connection type' list item
- expected column list for network settings widget
- ui\shell\main_menu\credits_screen
- launching movie - %s
- escaped
- finished
- closing credits
- =checkpoints\%s
- ui\shell\main_menu\map_list_oneline
- pos_x && pos_y
- \halopc\haloce\source\interface\ui_cursor.c
- accel_x && accel_y
- ui\shell\bitmaps\cursor
- event && ((local_player_index>=0 && local_player_index<MAXIMUM_GAMEPADS) || local_player_index==NONE)
- \halopc\haloce\source\interface\event_manager.c
- ClientPlayerUpdateHistory.log
- ERROR player_update_client_log(): Could not open [%s]
- \halopc\haloce\source\networking\player_update_client.c
- remote_player != NULL
- Tracking stopped.
- Tracking remote player [%s].
- remote_player_name
- Local player action latency: [%4d] ms ([%2d] updates -> [%2d] ticks).
- Remote player action latency: [%4d] ms ([%2d] updates -> [%2d] ticks).
- Local player ping to server: [%4d] ms.
- Remote player ping to server: [%4d] ms.
- Average vehicle prediction error: [%7.4f] units.
- Average biped prediction error: [%7.4f] units.
- Stats for remote player [%s]
- UUBremote_player_name != NULL
- [%d]b: Threw away local player ack [%d] (%d).
- [%d]a: Threw away local player ack [%d] (%d).
- Cannot decode local player update
- player_update_history_is_valid_id(player->client_update_data.local_player.last_acked_update_id) == TRUE
- [%d]: Received ack for update [%d].
- player_update_history_is_valid_id(update_data.last_completed_update_id) == TRUE
- header->decoding_information->definition_type == _message_local_player_update
- [%d]: Threw away local player vehicle ack [%d] (%d), previous ack [%d] (%d).
- [%d]: Received vehicle ack for update [%d].
- player->local_player_index != NONE
- header->decoding_information->definition_type == _message_local_player_vehicle_update
- [%d]: Threw away remote player action update with base baseline, [%d] != [%d].
- [%d]: Remote player action_queue overflow.
- Received action [%d]
- update_data->ticks_to_apply_update_to > 0
- player_update_history_is_valid_id(player_update_header->update_id) == TRUE
- update_data != NULL
- player_update_header != NULL
- [%d]b: Threw away remote player position update [%d] (%d), previous ack [%d] (%d).
- [%d]a: Threw away remote player position update [%d] (%d), previous ack [%d] (%d).
- header->decoding_information->definition_type == _message_remote_player_action_update
- header->decoding_information->definition_type == _message_super_remote_players_action_update
- %s(): Error: player index [%d] resolved to NULL.
- handle_remote_player_biped_update
- Received pos update [%d], on [%d] (%d). [%d] actions, [%d] positions ***Ignoring [%d (%d)]
- Apply immediately saved by tolerance [%f] (%f)
- Apply immediately dist: [%f] (%f)
- Received pos update [%d], on [%d] (%d). [%d] actions, [%d] positions ***Applying immediately
- Received pos update [%d], on [%d] (%d). [%d] actions, [%d] positions
- [%d]: Remote player position_queue overflow.
- handle_remote_player_vehicle_update
- Received vehicle_update update [%d], on [%d] (%d). [%d] actions, [%d] vehicle updates
- [%d]: Remote player vehicle_update_queue overflow.
- Received %s total biped update [%d].
- incremental
- stateless
- header->decoding_information->definition_type == _message_remote_player_total_update_biped
- %s(): Error decoding message.
- player_update_client_remote_player_total_update_vehicle_from_network
- Received %s total vehicle update [%d].
- header->decoding_information->definition_type == _message_remote_player_total_update_vehicle
- header->decoding_information->definition_type == _message_remote_player_position_update
- header->decoding_information->definition_type == _message_remote_player_vehicle_update
- objects_garbage_collection
- object_update_postrecurse
- object_update_prerecurse
- object_delete
- objects_update_created_deleetedblock
- objects_update_allactiveblock
- objects_update_activationblock
- objects_update
- Could not encode object deletion message for object #%d
- server failed to send object_deletion message to all machines; client machine may be out of sync
- !field_translated_index_is_local_index_registered(&FIELD_PROPERTIES(object_index), object_index)
- \halopc\haloce\source\objects\objects.c
- iterator->cluster_partition==&collideable_object_cluster_partition || iterator->cluster_partition==&noncollideable_object_cluster_partition
- got an object type we didn't expect (expected one of 0x%08x but got #%d).
- uninitialized iterator passed to object_iterator_next()
- TEST_FLAG(garbage_object->object.flags, _object_garbage_bit)
- 5object_pvs_set_camera_point: camera point %s is outside the map
- parent_object->object.location.cluster_index>=0 && parent_object->object.location.cluster_index<global_structure_bsp_get()->clusters.count
- predicted_position != NULL
- object != NULL
- reference->offset+reference->size<=object_header->data_size
- reference->offset>0
- block_reference_offset+sizeof(struct object_header_block_reference)<=object_header->data_size
- block_reference_offset>=0
- object_header->data_size+size<=SHORT_MAX
- *first_object_reference!=NONE
- !object_globals->object_marker_initialized
- object_globals->object_marker_initialized
- object_name_list
- object name list
- an object with the name '%s' already exists!
- name_index>=0 && name_index<MAXIMUM_OBJECT_NAMES_PER_SCENARIO
- % 6d (% 6d) [% 7d/% 7d/% 7d/% 7d] % 7d % 7d %s
- WARNING: overflowed MAXIMUM_DUMPS (%d), this dump does not include %d objects that would not fit!
- OBJECTS BY DEFINITION
- number (active) [garbage/ dead/outside/at-rest] maxsize totsize
- OBJECTS BY TYPE
- #%d objects (#%d active) using %3.2f%% of available memory
- object_memory.txt
- (header->type >= 0) && (header->type < NUMBER_OF_OBJECT_TYPES)
- noncollideable object
- collideable object
- object_globals
- object globals
- object_header_data && object_memory_pool
- objects
- SDJ: ERROR: object_disconnect_from_map(): Object [%d] (type [%d]) has parent [%d] whose index resolves to NULL
- TEST_FLAG(object->object.flags, _object_connected_to_map_bit)
- DATUM_INDEX_TO_IDENTIFIER(object_index)
- valid_real_matrix4x3(destination_matrix)
- destination_matrix
- child_marker
- !TEST_FLAG(_object_mask_cannot_interpolate, object->object.type)
- (object->object.datum_role == _networked_datum_puppet) || (object->object.datum_role == _networked_datum_puppet_controlled_by_local_player)
- !TEST_FLAG(object->object.flags, _object_connected_to_map_bit)
- object_has_node(object_index, node_index)
- maximum_marker_count>0
- object_indices
- region_index>=0 && region_index<MAXIMUM_REGIONS_PER_OBJECT
- @
- ?node->parent_node_index!=NONE
- object_compute_node_matrices root node matrix
- scale %f
- posn %f %f %f
- up %f %f %f
- left %f %f %f
- computed matrix fwd %f %f %f
- no parent node
- scale (jason's ugly secret) %f
- posn %f %f %f
- up %f %f %f
- left %f %f %f
- parent-node matrix fwd %f %f %f
- origin-offset %f %f %f
- center-of-mass translation %f %f %f
- object: pos %f %f %f, fwd %f %f %f, up %f %f %f
- object_compute_node_matrices FAILURE on root node of %s
- %s: assert_valid_real_matrix4x3
- %s had a forward (%f,%f,%f) not perpendicular to up (%f,%f,%f)
- %s had a up (%f,%f,%f) not perpendicular to left (%f,%f,%f)
- %s had a forward (%f,%f,%f) not perpendicular to left (%f,%f,%f)
- %s had a bad position (%f,%f,%f)
- %s had a bad up (%f,%f,%f)
- %s had a bad left (%f,%f,%f)
- %s had a bad forward (%f,%f,%f)
- %s had a bad scale %f
- %s as parent node of %s
- %s had a bad forward and up before compute_node_matrices (%f,%f,%f)x(%f,%f,%f)
- %s had a bad position before compute_node_matrices (%f,%f,%f)
- frame_index>=0
- new_position
- OUT OF OBJECTS: cannot create %s
- server failed to send object new message for object index [%d]
- &data->translational_velocity
- &data->angular_velocity
- &data->forward
- &data->up
- &data->position
- Ignoring meaningless incremental object_delete_from_network request
- Could not decode object deletion message
- !field_translated_index_is_local_index_registered(&FIELD_PROPERTIES(object_index), local_object_index)
- header->decoding_information->definition_type == _message_object_deletion
- cannot attach an object to one of its children
- object_has_node(parent_object_index, parent_node_index)
- new_position != NULL
- garbage collection warning (%s)
- removing objects: %s
- garbage collection %scritical (%s)
- still
- %d slots free
- not
- %4.2f%% memory free
- compacted to #%d with 0x%x contiguous bytes free
- WARNING: garbage collecting a living unit (%s)
- garbage_object_count<MAXIMUM_OBJECTS_PER_MAP
- #%d objects using 0x%x bytes (0x%x contiguous free)
- object_get(object_index)->object.next_object_index==NONE
- object_get(object_index)->object.parent_object_index==NONE
- object_header->cluster_index!=NONE
- player_control_update
- ;\halopc\haloce\source\game\player_control.c
- player control globals
- function && low_index>=0 && low_index<=high_index && high_index<count
- La?camera_info
- player_control->desired_angles.yaw
- player_control->desired_angles.pitch
- input->primary_trigger
- constants->look_acceleration_time>0.0f
- constants->look_function.count>1
- valid_euler_angles2d(&player->desired_angles)
- I<Iplayer->desired_angles.pitch
- player->primary_trigger
- player->desired_angles.yaw
- delta
- warthog
- Camera is outside BSP... cannot initiate teleportation...
- \halopc\haloce\source\game\cheats.c
- HUD
- lens flare occl. query
- lens flare occl. submit
- queued transparents
- detail objects
- env decals water
- env fog screen
- env fog
- env transparent
- env reflections
- env reflection mirrors
- env lightmaps ref.mask
- env lightmaps specular
- env lights specular
- env decals secondary
- env decals primary
- env textures
- env decals alpha-tested
- env decals light
- env lights
- env shadows
- env lightmaps
- models
- model sky
- clear
- ### PROFILE: %s -- tell Bernie!
- ### PROFILE (#%d): %s -- tell Bernie!
- message
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_profile.c
- end out-of-synch
- begin out-of-synch
- callback recieved invalid context
- local_profile_enable<100
- local_profile_enable>0
- profile begin/end pairing incorrect (begin)
- profile duplication within frame (begin)
- profile>=0 && profile<NUMBER_OF_RASTERIZER_PROFILES
- profile begin/end pairing incorrect (end)
- profile duplication within frame (end)
- profile not completed (query)
- rasterizer_process_verts
- rasterizer_draw
- ### ERROR failed to initialize rasterizer dynamic geometry
- ### ERROR failed to create dynamic vertex buffer
- group->vertex_buffer_index
- ### ERROR failed to create dynamic triangle buffer
- IDirect3DDevice9_CreateIndexBuffer(global_d3d_device, sizeof(struct rasterizer_triangle)*RASTERIZER_MAXIMUM_DYNAMIC_TRIANGLES, usage_flags, D3DFMT_INDEX16, pool_type, &dynamic_triangles.d3d_index_buffer, NULL)
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_draw_primitives.c
- ### ERROR too many dynamic triangles requested from rasterizer
- dynamic_triangles.d3d_index_buffer
- ### WARNING tried to lock dynamic triangles with index=NONE
- ### ERROR failed to lock dynamic triangles
- IDirect3DIndexBuffer9_Lock(dynamic_triangles.d3d_index_buffer, sizeof(struct rasterizer_triangle)*dynamic_triangle_buffer->triangle_start_index, sizeof(struct rasterizer_triangle)*dynamic_triangle_buffer->triangle_count, (unsigned char**)&dynamic_triangle_buffer->data, D3DLOCK_NOOVERWRITE)
- dynamic_triangle_buffer->triangle_count>0
- dynamic_triangle_buffer_index<dynamic_triangles.buffer_count
- dynamic_triangle_buffer_index>=0
- ### WARNING tried to unlock dynamic triangles with index=NONE
- ### ERROR failed to unlock dynamic triangles
- IDirect3DIndexBuffer9_Unlock(dynamic_triangles.d3d_index_buffer)
- ### ERROR too many dynamic vertices requested from rasterizer
- dynamic_vertices.groups[type].vertex_buffer_index
- type>=0 && type<NUMBER_OF_RASTERIZER_VERTEX_TYPES
- ### WARNING tried to query dynamic vertices with index=NONE
- dynamic_vertex_buffer_index<dynamic_vertices.buffer_count
- dynamic_vertex_buffer_index>=0
- ### WARNING tried to lock dynamic vertices with index=NONE
- dynamic_vertex_buffer->vertex_count>0
- dynamic_vertex_buffer->type<NUMBER_OF_RASTERIZER_VERTEX_TYPES
- dynamic_vertex_buffer->type>=0
- ### WARNING tried to unlock dynamic vertices with index=NONE
- buffer->type>=0 && buffer->type<NUMBER_OF_RASTERIZER_VERTEX_TYPES
- ### ERROR rasterizer_process_static_triangles_static_vertices failed
- IDirect3DDevice9_ProcessVertices(global_d3d_device, 0, 0, vertex_buffer->count, processed_vertex_buffer, NULL, D3DPV_DONOTCOPYDATA)
- IDirect3DDevice9_SetStreamSource(global_d3d_device, 0, (IDirect3DVertexBuffer9*)vertex_buffer->hardware_format, 0, vertex_size)
- IDirect3DDevice9_SetSoftwareVertexProcessing(global_d3d_device, rasterizer_dx9_shaders_get_vertex_processing_method(vertex_buffer->type)&D3DUSAGE_SOFTWAREPROCESSING)
- triangle_buffer->type>=0 && triangle_buffer->type<NUMBER_OF_TRIANGLE_BUFFER_TYPES
- first_triangle_index==0
- !vertex_buffer || dynamic_vertex_buffer_index==NONE
- vertex_buffer || dynamic_vertex_buffer_index!=NONE
- !triangle_buffer || dynamic_triangle_buffer_index==NONE
- triangle_buffer || dynamic_triangle_buffer_index!=NONE
- Pixel Changed
- ### ERROR rasterizer_draw_dynamic_triangles_dynamic_vertices failed
- IDirect3DDevice9_DrawIndexedPrimitive(global_d3d_device, D3DPT_TRIANGLELIST, dynamic_vertex_buffer->vertex_start_index, 0, dynamic_vertex_buffer->vertex_count, NUMBER_OF_VERTICES_PER_TRIANGLE*(first_triangle_index + dynamic_triangle_buffer->triangle_start_index), local_triangle_count)
- IDirect3DDevice9_SetIndices(global_d3d_device, dynamic_triangles.d3d_index_buffer)
- IDirect3DDevice9_SetSoftwareVertexProcessing(global_d3d_device, rasterizer_dx9_shaders_get_vertex_processing_method(dynamic_vertex_buffer->type)&D3DUSAGE_SOFTWAREPROCESSING)
- triangle_count<=dynamic_triangle_buffer->triangle_count - first_triangle_index
- triangle_count>=0
- dynamic_triangle_buffer->triangle_start_index>=0
- dynamic_vertex_buffer->vertex_start_index<=group->vertex_count - dynamic_vertex_buffer->vertex_count
- dynamic_vertex_buffer->vertex_start_index>=0
- ### ERROR rasterizer_draw_dynamic_triangles_static_vertices failed
- IDirect3DDevice9_DrawIndexedPrimitive(global_d3d_device, D3DPT_TRIANGLELIST, 0, 0, vertex_buffer->count, NUMBER_OF_VERTICES_PER_TRIANGLE*(first_triangle_index + dynamic_triangle_buffer->triangle_start_index), local_triangle_count)
- IDirect3DIndexBuffer9_GetDesc(dynamic_triangles.d3d_index_buffer, &ibDesc)
- IDirect3DVertexBuffer9_GetDesc((IDirect3DVertexBuffer9*)vertex_buffer->hardware_format, &vbDesc)
- ### ERROR rasterizer_draw_dynamic_triangles_static_vertices2 failed
- IDirect3DDevice9_DrawIndexedPrimitive(global_d3d_device, D3DPT_TRIANGLELIST, 0, 0, vertex_buffer0->count, NUMBER_OF_VERTICES_PER_TRIANGLE*(first_triangle_index + dynamic_triangle_buffer->triangle_start_index), local_triangle_count)
- IDirect3DDevice9_SetStreamSource(global_d3d_device, 1, (IDirect3DVertexBuffer9*)vertex_buffer1->hardware_format, 0, vertex_size1)
- IDirect3DDevice9_SetStreamSource(global_d3d_device, 0, (IDirect3DVertexBuffer9*)vertex_buffer0->hardware_format, 0, vertex_size0)
- IDirect3DDevice9_SetSoftwareVertexProcessing(global_d3d_device, rasterizer_dx9_shaders_get_vertex_processing_method(vertex_buffer0->type)&D3DUSAGE_SOFTWAREPROCESSING)
- ### ERROR rasterizer_draw_static_triangles_dynamic_vertices failed
- ### ERROR unsupported triangle buffer type
- IDirect3DDevice9_DrawIndexedPrimitive(global_d3d_device, d3d_primitive_type_table[triangle_buffer->type], dynamic_vertex_buffer->vertex_start_index, 0, dynamic_vertex_buffer->vertex_count, local_triangle_vertex_indices_offset, local_triangle_count)
- IDirect3DDevice9_SetIndices(global_d3d_device, (IDirect3DIndexBuffer9*)triangle_buffer->hardware_format)
- ### ERROR rasterizer_draw_static_triangles_static_vertices failed
- IDirect3DDevice9_DrawIndexedPrimitive(global_d3d_device, d3d_primitive_type_table[triangle_buffer->type], 0, 0, vertex_buffer->count, local_triangle_vertex_indices_offset, local_triangle_count)
- triangles
- ### ERROR rasterizer_draw_dynamic_vertices failed
- IDirect3DDevice9_DrawPrimitive(global_d3d_device, d3d_primitive_type, first_primitive_index*vertices_per_primitive + dynamic_vertex_buffer->vertex_start_index, local_primitive_count)
- vertices_per_primitive<=RASTERIZER_MAXIMUM_PRIMITIVES_PER_DRAW_COMMAND
- first_primitive_index==0
- primitive_count==1
- ### ERROR rasterizer_debug_drawing_begin failed
- IDirect3DDevice9_SetVertexShader(global_d3d_device, rasterizer_dx9_shaders_vshader9_get(_vs_debug))
- IDirect3DDevice9_SetSoftwareVertexProcessing(global_d3d_device, rasterizer_dx9_shaders_get_vertex_processing_method(_rasterizer_vertex_type_debug)&D3DUSAGE_SOFTWAREPROCESSING)
- IDirect3DDevice9_SetVertexDeclaration(global_d3d_device, rasterizer_dx9_shaders_vdecl9_get(_rasterizer_vertex_type_debug))
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_debug.c
- IDirect3DDevice9_SetStreamSource(global_d3d_device, 0, local_d3d_vertex_buffer, 0, vertex_size)
- local_d3d_vertex_buffer
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__SCREENPROJ_OFFSET, ( float* ) vsh_constants__screenproj, VSH_CONSTANTS__SCREENPROJ_COUNT)
- IDirect3DDevice9_SetVertexShader(global_d3d_device, rasterizer_dx9_shaders_vshader9_get(_vs_screen))
- IDirect3DDevice9_SetSoftwareVertexProcessing(global_d3d_device, rasterizer_dx9_shaders_get_vertex_processing_method(_rasterizer_vertex_type_dynamic_screen)&D3DUSAGE_SOFTWAREPROCESSING)
- IDirect3DDevice9_SetVertexDeclaration(global_d3d_device, rasterizer_dx9_shaders_vdecl9_get(_rasterizer_vertex_type_dynamic_screen))
- IDirect3DDevice9_DrawPrimitive(global_d3d_device, D3DPT_LINELIST, 0, 1)
- IDirect3DVertexBuffer9_Unlock(local_d3d_vertex_buffer)
- p0 && p1
- IDirect3DVertexBuffer9_Lock(local_d3d_vertex_buffer, vertex_size*0, vertex_size*NUMBER_OF_VERTICES_PER_LINE, (unsigned char**)&vertices, D3DLOCK_DISCARD)
- IDirect3DDevice9_DrawPrimitive(global_d3d_device, D3DPT_TRIANGLELIST, 0, 1)
- p0 && p1 && p2
- IDirect3DVertexBuffer9_Lock(local_d3d_vertex_buffer, vertex_size*0, vertex_size*NUMBER_OF_VERTICES_PER_TRIANGLE, (unsigned char**)&vertices, D3DLOCK_DISCARD)
- decal_index!=NONE
- ### ERROR decals: deleting permanent decal (#%d, queried=#%d) in rasterizer -- tell Bernie!!
- ### ERROR decals: deleting locked decal (#%d, queried=#%d) in rasterizer -- tell Bernie!!
- decal_index!=0
- decal_index
- lruv_has_locked_proc(local_vertex_cache)
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_decals.c
- local_vertex_cache
- decal vertex cache
- cache_size%sizeof(struct decal_vertex)==0
- cache_size>sizeof(struct decal_vertex)
- ### ERROR failed to lock decal vertex buffer
- IDirect3DVertexBuffer9_Lock(local_d3d_vertex_buffer, cache_offset * 1.5, cache_size * 1.5, (unsigned char**)&result, 0 )
- cache_index!=NONE
- ### ERROR failed to unlock decal vertex buffer
- ### ERROR rasterizer_decals_begin failed
- IDirect3DDevice9_SetStreamSource(global_d3d_device, 0, local_d3d_vertex_buffer, 0, sizeof(struct decal_vertex))
- layer>=0 && layer<NUMBER_OF_DECAL_LAYERS
- ### ERROR rasterizer_decals_draw failed
- IDirect3DDevice9_DrawPrimitive(global_d3d_device, D3DPT_TRIANGLELIST, offset, triangle_count)
- IDirect3DDevice9_SetSoftwareVertexProcessing(global_d3d_device, rasterizer_dx9_shaders_get_vertex_processing_method(_rasterizer_vertex_type_decal)&D3DUSAGE_SOFTWAREPROCESSING)
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, DECALCOLOR_OFFSET, decal_color, 1)
- p?### ERROR unsupported framebuffer blend function
- vertex_data_offset%sizeof(struct decal_vertex)==0
- intensity<=PIXEL32_COMPONENT_MASK
- ### ERROR rasterizer_detail_objects_initialize failed
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_detail_objects.c
- ### ERROR rasterizer_detail_objects_begin failed
- IDirect3DDevice9_SetStreamSource(global_d3d_device, 0, local_d3d_vertex_buffer, 0, sizeof(struct detail_object_vertex))
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__DETAILOBJ_OFFSET, vsh_constants__detailobj, VSH_CONSTANTS__DETAILOBJ_COUNT)
- ### ERROR rasterizer_detail_objects_rebuild_vertices failed
- ### ERROR too many detail object submitted for frame (max=#%d)
- IDirect3DVertexBuffer9_Lock(local_d3d_vertex_buffer, 0, VERTEXBUFFERSIZE, (unsigned char**)&vertices, 0)
- detail_object_view_data
- ### ERROR rasterizer_detail_objects_draw failed
- IDirect3DDevice9_DrawPrimitive( global_d3d_device, D3DPT_TRIANGLELIST, cell->internal__first_vertex_index, cell->detail_object_count * NUMBER_OF_TRIANGLES_PER_QUADRILATERAL)
- cell->z_reference_vector
- IDirect3DDevice9_SetSoftwareVertexProcessing(global_d3d_device, rasterizer_dx9_shaders_get_vertex_processing_method(_rasterizer_vertex_type_detail_object)&D3DUSAGE_SOFTWAREPROCESSING)
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__DETAILOBJ_FRAMEDATA_OFFSET, ( float*) vsh_constants__detailobj_framedata, frame_count)
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__DETAILOBJ_TYPEDATA_OFFSET, ( float*) vsh_constants__detailobj_typedata, collection_definition->type_definitions.count)
- v->i!=0.0f && v->j!=0.0f
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_screen_effect.c
- ### ERROR rasterizer_screen_effect_set_texture_transforms failed
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__TEXANIM_OFFSET, (float*)vsh_constants__texanim, VSH_CONSTANTS__TEXANIM_COUNT)
- main_get_window_count()<=1
- !parameters->video_on
- VideoOffConvolvedFilterDesaturation
- VideoOffConvolvedFilterLight
- VideoOffConvolvedFilterLightAndDesaturation
- VideoOffConvolved
- VideoOffConvolvedMaskFilterDesaturation
- VideoOffConvolvedMaskFilterLight
- VideoOffConvolvedMaskFilterLightAndDesaturation
- VideoOffConvolvedMaskThreeStage
- VideoOffConvolvedMask
- VideoOffNonConvolvedMask
- VideoOffNonConvolved
- VideoOffNonConvolvedPassThrough
- VideoOnPass1
- VideoOnPass0
- dxeffect_shader
- ### ERROR rasterizer_screen_effect failed
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, &psh_constants[0], 2)
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, &psh_constants[0], 8)
- IDirect3DDevice9_DrawPrimitiveUP(global_d3d_device, D3DPT_TRIANGLEFAN, 2, vertex_data, sizeof(struct dynamic_screen_vertex))
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, &psh_constants[0], 1)
- ### ERROR video effect tried to render more than 2 passes
- ### ERROR non-convolution effect tried to render more than 2 passes
- video effect noise map cannot be in linear format
- pass==1
- pass==0
- blur effect cannot specify convolution mask
- video effect cannot specify convolution mask
- video effect cannot specify nonzero convolution radius
- video effect cannot specify convolution type
- video effect cannot specify extra convolution passes
- video effect must specify noise map
- video effect must specify scanline map
- IDirect3DDevice9_SetTransform(global_d3d_device, D3DTS_TEXTURE1, &identity)
- IDirect3DDevice9_SetTransform(global_d3d_device, D3DTS_TEXTURE0, &identity)
- FlashInvert
- ### ERROR rasterizer_screen_flash failed
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__SCREENPROJ_OFFSET, ( float*) vsh_constants__screenproj, VSH_CONSTANTS__SCREENPROJ_COUNT)
- ### ERROR unsupported screen flash type
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, psh_constants, 2)
- _rasterizer_models_end
- _rasterizer_model_draw::else
- _rasterizer_model_draw::_shader_type_environment
- _rasterizer_model_draw::__render_model_effect_type_active_camouflage
- _rasterizer_model_draw::active
- _rasterizer_model_draw::_shader_type_transparent_plasma
- _rasterizer_model_draw
- two_sided_set_of_passes
- first_set_of_passes
- submission
- reflection_tint_color
- pixel_state
- vertex_state
- texture_state
- self_illum_state
- generic_render_state
- rasterizer_model_draw_model_shader_pp
- rasterizer_model_draw_model_shader_ff
- rasterizer_model_draw_model_shader_single_stream
- _rasterizer_model_setupnodeparts
- No%sSelfIllumination
- No%s
- Reflection%s
- Multipurpose%s
- ChangeColor%s
- SelfIllumination%s
- EnvironmentNo%s
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__NODEMATRIX_OFFSET, local_nodematrices, num_nodes*NUMBER_OF_ROWS_PER_NODE_MATRIX)
- num_nodes < rasterizer_globals.maximum_nodes_per_model
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_models.c
- IDirect3DDevice9_SetTransform(global_d3d_device, D3DTS_WORLD, &node_matrix)
- @### ERROR rasterizer_model_draw_environment failed
- IDirect3DDevice9_SetTransform(global_d3d_device, D3DTS_TEXTURE0, &texture_matrix)
- global_window_parameters.fog.atmospheric_maximum_distance>0.0f
- global_window_parameters.fog.atmospheric_maximum_distance>global_window_parameters.fog.atmospheric_minimum_distance
- local_parameters
- diffuse_change_color.blue >=0.0f && diffuse_change_color.blue <=1.0f
- diffuse_change_color.green>=0.0f && diffuse_change_color.green<=1.0f
- diffuse_change_color.red >=0.0f && diffuse_change_color.red <=1.0f
- local_model_effect_type==_render_model_effect_type_none
- ### ERROR too many transparent geometry groups
- group->active_camouflage_transparent_source_object_index
- local_parameters->effect.source_object_index!=0
- g_CurrentLocalNodeTableSize <= MAXIMUM_NODES_PER_MODEL_GEOMETRY_PART
- g_CurrentLocalNodeTableSize > 0
- centroid
- shader_type_is_valid_for_model(shader->base.type)
- IDirect3DDevice9_SetTransform(global_d3d_device, D3DTS_WORLD, &identity)
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, &psh_constants[0], 5)
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__EFFECT_OFFSET, vsh_constants__effect, VSH_CONSTANTS__EFFECT_COUNT)
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__TEXSCALE_OFFSET, vsh_constants__texscale, VSH_CONSTANTS__TEXSCALE_COUNT)
- IDirect3DDevice9_SetTransform(global_d3d_device, D3DTS_TEXTURE1, &texture_matrix)
- external_color->blue >=0.0f && external_color->blue <=1.0f
- external_color->green>=0.0f && external_color->green<=1.0f
- external_color->red >=0.0f && external_color->red <=1.0f
- self_illumination_color.blue >=0.0f && self_illumination_color.blue <=1.0f
- self_illumination_color.green>=0.0f && self_illumination_color.green<=1.0f
- self_illumination_color.red >=0.0f && self_illumination_color.red <=1.0f
- shader_model->model.self_illumination_animation_period!=0.0f
- ### ERROR model effect type #%d can't render opaque shader
- shader->base.type==_shader_type_model
- collision_test_vector_update_position
- collision_test_vector_structure
- collision_test_vector_object
- collision_test_vector_media
- collision_test_vector
- \halopc\haloce\source\physics\collisions.c
- new_velocity
- &clip_plane
- &clip_point
- &clip_line_vector
- &clip_line_point
- clip_count<3
- %s: assert_valid_real_plane3d(%f, %f, %f / %f)
- &collision->plane
- &velocity
- &position
- &clipped_velocity
- &clipped_position
- collision_count<maximum_collision_count
- features->count[_collision_feature_prism]<=MAXIMUM_COLLISION_FEATURES_PER_TEST
- features->count[_collision_feature_cylinder]<=MAXIMUM_COLLISION_FEATURES_PER_TEST
- features->count[_collision_feature_sphere]<=MAXIMUM_COLLISION_FEATURES_PER_TEST
- old_velocity
- old_position
- global_rasterizer_data
- game_globals
- \halopc\haloce\source\rasterizer\common\rasterizer_common.c
- \halopc\haloce\source\rasterizer\rasterizer_geometry.c
- count*sizeof(struct environment_vertex_compressed)==compressed_size
- count*sizeof(struct environment_vertex_uncompressed)==uncompressed_size
- count*sizeof(struct environment_lightmap_vertex_compressed)==compressed_size
- count*sizeof(struct environment_lightmap_vertex_uncompressed)==uncompressed_size
- src->nodes[1]%3==0
- src->nodes[0]%3==0
- count*sizeof(struct model_vertex_compressed)==compressed_size
- count*sizeof(struct model_vertex_uncompressed)==uncompressed_size
- ### ERROR can't uncompress this type of vertex buffer
- uncompressed
- vertex
- texcoord
- z>=0.0f && z<=1.0f
- z>=-1.0f && z<=1.0f
- fabs(v2.k - v->k)<0.01f
- fabs(v2.j - v->j)<0.01f
- fabs(v2.i - v->i)<0.01f
- invalid vector= [%f %f %f] 0x%x%x%x
- ### ERROR can't compress this type of vertex buffer
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_environment_lightmap.c
- ### ERROR rasterizer_environment_lightmap_draw failed
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, &psh_constants[0], 6)
- illumination->plasma_animation_period!=0.0f
- illumination->secondary_animation_period!=0.0f
- illumination->primary_animation_period!=0.0f
- vertex_buffer
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_environment_diffuse_lights.c
- ### ERROR rasterizer_environment_diffuse_light_begin failed
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, psh_constants__light_color, 1)
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__POINTLIGHT_OFFSET, vsh_constants__pointlight, VSH_CONSTANTS__POINTLIGHT_COUNT)
- light->definition->gel.roll_period>0.0f
- light->definition->gel.pitch_period>0.0f
- light->definition->gel.yaw_period>0.0f
- ### ERROR rasterizer_environment_diffuse_light_draw failed
- IDirect3DDevice9_SetPixelShaderConstantF( global_d3d_device, 1, psh_constants__material_color, 1)
- IDirect3DDevice9_SetSoftwareVertexProcessing(global_d3d_device, rasterizer_dx9_shaders_get_vertex_processing_method(_rasterizer_vertex_type_environment_uncompressed)&D3DUSAGE_SOFTWAREPROCESSING)
- _rasterizer_environment_shadow_model_draw
- ### ERROR rasterizer_shadow_convolve failed
- IDirect3DDevice9_SetFVF(global_d3d_device, 0)
- IDirect3DDevice9_DrawPrimitiveUP(global_d3d_device, D3DPT_LINELIST, 4, screen_vertex_data, sizeof(struct dynamic_screen_transformed_lit_vertex))
- IDirect3DDevice9_SetFVF(global_d3d_device, FVF_PRETRANSFORMED_SCREENSPACE)
- IDirect3DDevice9_DrawPrimitiveUP(global_d3d_device, D3DPT_TRIANGLEFAN, 2, vertex_data, sizeof(struct dynamic_unlit_vertex))
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__TEXANIM_OFFSET, vsh_constants__texanim, VSH_CONSTANTS__TEXANIM_COUNT)
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_shadows.c
- ### ERROR rasterizer_environment_shadow_begin failed
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__SCREENPROJ_OFFSET, vsh_constants__screenproj, VSH_CONSTANTS__SCREENPROJ_COUNT)
- object_bounding_radius>0.0f
- shadow_color->blue >=0.0f && shadow_color->blue <=1.0f
- shadow_color->green>=0.0f && shadow_color->green<=1.0f
- shadow_color->red >=0.0f && shadow_color->red <=1.0f
- shadow_color
- shadow_matrix
- triangle_buffer
- ### ERROR rasterizer_environment_shadow_draw failed
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, color, 1)
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__SHADOW_OFFSET, vsh_constants__shadow, VSH_CONSTANTS__SHADOW_COUNT)
- ### WARNING empty shadow has been cast
- rasterizer_environment_diffuse_texture_draw_single_stream
- rasterizer_environment_diffuse_texture_draw_ff
- setting_state
- rasterizer_environment_diffuse_texture_draw_pp
- shader_environment->environment.diffuse.micro_detail_map_function <= 2
- shader_environment->environment.diffuse.detail_map_function <= 2
- shader_environment->environment.type <= 2
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_environment_diffuse_textures.c
- ### ERROR rasterizer_environment_diffuse_texture_draw failed
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_environment_specular_light.c
- light->radius
- ### ERROR rasterizer_environment_specular_light_draw failed
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, &psh_constants[0], 4)
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_environment_specular_lightmap.c
- ### ERROR rasterizer_environment_specular_lightmap_draw failed
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, psh_constants, 3)
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_environment_reflection_lightmap_mask.c
- ### ERROR rasterizer_environment_reflection_lightmap_mask_draw failed
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 1, psh_constants, 1)
- ### ERROR rasterizer_environment_reflection_mirror_draw failed
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, &psh_constants[0], 3)
- ### ERROR unsupported reflection type
- reflection_type>=0 && reflection_type<NUMBER_OF_SHADER_ENVIRONMENT_REFLECTION_TYPES
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_environment_reflection_mirror.c
- ### ERROR rasterizer_environment_reflection_draw failed
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_environment_reflection.c
- !TEST_FLAG(geometry_flags, _rasterizer_geometry_no_queue_bit)
- shader_type_is_valid_for_environment(shader->base.type)
- shader->base.type!=_shader_type_environment
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_environment_transparent_geometry.c
- ### ERROR rasterizer_environment_fog_begin failed
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, psh_constants, 4)
- ### WARNING camera went below atmosphere-dominant fog plane
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_environment_fog.c
- primary_map
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_dynavobgeom.c
- _rasterizer_dynamic_screen_geometry_draw not supported no mo'
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, (float*) psh_constants, 6)
- ### ERROR rasterizer_dynamic_screen_geometry_draw failed
- IDirect3DDevice9_DrawPrimitiveUP(global_d3d_device, D3DPT_TRIANGLEFAN, 2, verts, sizeof(struct dynamic_screen_vertex))
- meter->gradient==1.0f
- meter->tint_mode_2
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__SCREENPROJ2_OFFSET, (float*) vsh_constants__screenproj2, VSH_CONSTANTS__SCREENPROJ2_COUNT)
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__SCREENPROJ_OFFSET, (float*) vsh_constants__screenproj, VSH_CONSTANTS__SCREENPROJ_COUNT)
- parameters->map[1] || !parameters->meter_parameters
- !parameters->map[2] || parameters->map[1]
- parameters->map[0]
- ### ERROR ran out of memory on IDirect3DDevice9_CreateQuery
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_widgets.c
- ### ERROR rasterizer_widget_submit_occlusion_test failed
- IDirect3DQuery9_Issue(occlusion_query[index], D3DISSUE_END)
- IDirect3DDevice9_DrawPrimitiveUP(global_d3d_device, D3DPT_TRIANGLEFAN, 2, vertex_data, sizeof(struct dynamic_screen_transformed_lit_vertex))
- IDirect3DQuery9_Issue(occlusion_query[index], D3DISSUE_BEGIN)
- ### ERROR rasterizer_widget_get_occlusion_test_result failed
- hr
- IDirect3DDevice9_DrawPrimitiveUP(global_d3d_device, D3DPT_TRIANGLELIST, widget_batches[batch_index].vertex_index/3, widget_batches[batch_index].vertex_data, sizeof(struct dynamic_screen_transformed_lit_specular_vertex))
- widget_batches[batch_index].time_stamp == 0
- ### ERROR rasterizer_widget_begin failed
- IDirect3DDevice9_SetFVF(global_d3d_device, FVF_PRETRANSFORMED_SPECULAR_SCREENSPACE)
- ### ERROR unsupported widget type
- fabs(cos_theta*cos_theta + sin_theta*sin_theta - 1.0f)<_real_epsilon
- ???????### ERROR rasterizer_hud_motion_sensor_blip_begin failed
- IDirect3DDevice9_SetSoftwareVertexProcessing(global_d3d_device, rasterizer_dx9_shaders_get_vertex_processing_method(_rasterizer_vertex_type_dynamic_unlit)&D3DUSAGE_SOFTWAREPROCESSING)
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_motion_sensor.c
- ### ERROR rasterizer_hud_motion_sensor_blip_draw failed
- ### ERROR rasterizer_hud_motion_sensor_blip_end failed
- physical_memory_map_globals.sound_cache_base_address
- physical_memory_map_globals.texture_cache_base_address
- (unsigned long)physical_memory_map_globals.game_state_base_address == (GAME_STATE_BASE_ADDRESS)
- \halopc\haloce\source\cache\physical_memory_map.c
- Cannot allocate required memory. Some other application has loaded where Halo needs to be located.
- GetMappedFileNameA
- Psapi.dll
- sphere->triangle_strip_vertex_indices
- sphere->vertices
- \halopc\haloce\source\math\geometry.c
- count>=0 && count<=maximum_count
- count<=CLIP_BUFFER_SIZE
- count>=NUMBER_OF_VERTICES_PER_TRIANGLE
- 7surfaces
- edges
- vertex2->point_index>=0 && vertex2->point_index<point_count
- vertex2->extant
- vertex1->point_index>=0 && vertex1->point_index<point_count
- vertex1->extant
- (edge->surface_indices[0]==NONE)!=(edge->surface_indices[1]==NONE)
- edge->vertex_indices[1]>=0 && edge->vertex_indices[1]<vertex_count
- edge->vertex_indices[0]>=0 && edge->vertex_indices[0]<vertex_count
- edge->extant
- edge->vertex_indices[0]==vertex_index || edge->vertex_indices[1]==vertex_index
- edge_index>=0 && edge_index<edge_count
- first_boundary_edge_index!=NONE
- new_vertex >=0 && new_vertex <= sphere->vertex_count
- parent2 >=0 && parent2 <= sphere->vertex_count
- parent1 >=0 && parent1 <= sphere->vertex_count
- subdivision_index > 0 && subdivision_index < subdivision_count
- cylinder_segment_count>2
- ring_segment_count>2
- start_vertex_index>0
- start_vertex_index+vertex_index<vertex_count
- vertex_index<vertex_count
- result_count>=0 && result_count<=maximum_count
- p!=result && q!=result
- q_count
- q
- p_count
- maximum_count<=CLIP_BUFFER_SIZE
- vb != va
- vb >= 0 && vb < sphere->vertex_count
- va >= 0 && va < sphere->vertex_count
- v3 >=0 && v3 <= sphere->vertex_count
- v2 >=0 && v2 <= sphere->vertex_count
- v1 >=0 && v1 <= sphere->vertex_count
- topright_vertex >= 0 && topright_vertex <= sphere->vertex_count
- right_vertex >= 0 && right_vertex <= sphere->vertex_count
- left_vertex >= 0 && left_vertex <= sphere->vertex_count
- top_vertex >= 0 && top_vertex <= sphere->vertex_count
- *triangle_strip_vertex_indices_index < (NUMBER_OF_VERTICES_PER_TRIANGLE + 1) * sphere->triangle_count
- v3 >= 0 && v3 < sphere->vertex_count
- v2 >= 0 && v2 < sphere->vertex_count
- v1 >= 0 && v1 < sphere->vertex_count
- vertex_subdivision_indices
- triangle_strip_vertex_indices_index
- vertex_index
- vertex_index == result->vertex_count
- triangle_strip_vertex_indices_index < (NUMBER_OF_VERTICES_PER_TRIANGLE + 1) * result->triangle_count
- cache
- \halopc\haloce\source\memory\lruv_cache.c
- block->first_page_index+block->page_count<=next_block->first_page_index
- next_block->first_page_index>block->first_page_index
- next_block->previous_block_index==block_index
- cache->last_block_index==block_index
- previous_block->first_page_index+previous_block->page_count<=block->first_page_index
- previous_block->first_page_index<block->first_page_index
- previous_block->next_block_index==block_index
- cache->first_block_index==block_index
- cache->signature==LRUV_CACHE_SIGNATURE
- maximum_block_count>0
- page_size_bits>0 && page_size_bits<SHORT_BITS
- page_count>0
- new_page_count>0
- %s % 5d% 5d %s
- #%d pages, each #%d bytes
- #%d blocks at frame index #%d
- failed allocation of "%s" was #%d bytes (#%d pages)
- %s (v1: only blocks used this frame are locked)
- next_block->previous_block_index==NONE
- cache->last_block_index==NONE
- !cache->locked_block_proc || !cache->locked_block_proc(oldest_unlocked_block_index)
- lruv_cache_block_get(cache, oldest_unlocked_block_index)
- !cache->locked_block_proc || !cache->locked_block_proc(iterator.index)
- hole_read_index==hole_index
- desired_page_count>0
- %s%s%s.map
- temporary uncompressed cache file.bin
- %s (#%d)
- params && params->finished_flag
- offset>=0 && size>=0
- tag_index!=NONE
- \halopc\haloce\source\cache\cache_files_windows.c
- completion_flag_reference
- couldn't write to cache file
- couldn't create new cache file
- !build_cache_file_globals.building
- build_cache_file_globals.building
- couldn't seek to start of new cache file
- !layer_check || layer==decal->layer
- cluster_index==decal->cluster_index
- \halopc\haloce\source\effects\decals.c
- cluster_index>=0 && cluster_index<MAXIMUM_CLUSTERS_PER_STRUCTURE
- extent
- sprite_bounds
- f>=0.0f && f<=1.0f
- ### ERROR decals: locked count is invalid (#%d) -- tell Bernie!!
- decal->definition_index!=NONE
- decal_globals
- decal globals
- global_decal_data
- ### ERROR decals: permanent count is invalid (#%d) -- tell Bernie!!
- projection
- basis
- ### ERROR decals: duplicate surface indices in queue -- tell Bernie!!
- ### ERROR failed to insert decal
- next->cluster_index==cluster_index
- ### ERROR decals: failed to unlock decals during insert -- tell Bernie!!
- ### ERROR decals: infinite loop -- tell Bernie!!
- decal_globals->first_disconnected_decal_index==decal_index
- decal->layer>=0 && decal->layer<NUMBER_OF_DECAL_LAYERS
- decal->cluster_index==NONE
- decal->cluster_index==cluster_index
- decal_globals->permanent_count>=0
- !TEST_FLAG(decal->flags, _decal_locked_bit)
- decal_get_first_decal_index(decal->cluster_index, decal->layer)==decal_index
- ### ERROR decals: deleting permanent decal (#%d) -- tell Bernie!!
- ### ERROR decals: deleting locked decal (#%d) -- tell Bernie!!
- geometry->decal_surface_count<MAXIMUM_DECAL_SURFACE_QUEUE_SIZE
- deviant_surface_count && *deviant_surface_count>=0 && *deviant_surface_count<=MAXIMUM_DECAL_SURFACE_QUEUE_SIZE
- deviant_surface_list
- surface_queue_write_index && *surface_queue_write_index>=0 && *surface_queue_write_index<=MAXIMUM_DECAL_SURFACE_QUEUE_SIZE
- surface_queue
- geometry
- type>=0 && type<NUMBER_OF_DECAL_TYPES
- ### WTF decals: failed to allocate vertices (locked=%d, permanent=%d)
- ### WTF decals: failed to insert decal (locked=%d, permanent=%d)
- ### WTF decals: failed to lock vertices
- quad_index==decal_quad_count
- decal_surface_vertex_index+1<decal_surface_vertex_count
- decal_surface_vertex_count>=NUMBER_OF_VERTICES_PER_TRIANGLE
- ~C
- decal_geometry.decal_surface_vertex_counts[decal_surface_index]>=NUMBER_OF_VERTICES_PER_TRIANGLE
- ### ERROR: decals: failed to wrap decal around edge -- tell Bernie!!
- closest_surface_index!=NONE
- deviant_surface_bunch_size<MAXIMUM_DECAL_SURFACE_QUEUE_SIZE
- surface_queue_write_index<=MAXIMUM_DECAL_SURFACE_QUEUE_SIZE
- surface_queue_read_index<MAXIMUM_DECAL_SURFACE_QUEUE_SIZE
- ### DECALS: Bernie doesn't understand how local_random_range() works, don't tell Jason!!
- ### ERROR unsupported projection dimension
- decals_enabled
- collision
- origin
- local_random_seed_address
- structure_decals_globals
- \halopc\haloce\source\structures\structure_runtime_decals.c
- structure decals
- contrails_update
- contrail %s thinks it has %d points but really it has %d
- contrail %s (%ld) has an object that thinks it's attached to %ld
- contrail %s attachment index %d is outside the valid range.
- \halopc\haloce\source\effects\contrails.c
- couldn't allocate contrail globals
- contrail point
- t
- definition_index!=NONE
- object_index!=NONE
- contrail->contrail_point_counts[instance_index]>0==contrail->first_contrail_point_indices[instance_index]!=NONE
- particle_systems_update
- particle system particles
- particle systems
- creation_function_index>=0 && creation_function_index<NUMBER_OF_PARTICLE_SYSTEM_TYPE_CREATION_PHYSICS
- \halopc\haloce\source\effects\particle_systems.c
- type_state_definition->particle_update_physics>=0 && type_state_definition->particle_update_physics<NUMBER_OF_PARTICLE_SYSTEM_TYPE_UPDATE_PHYSICS
- system_definition->system_update_physics>=0 && system_definition->system_update_physics<NUMBER_OF_PARTICLE_SYSTEM_UPDATE_PHYSICS
- particle_systems && particle_systems->valid
- gravity
- [1.5]
- [0.5]
- particles_update
- couldn't allocate particle globals
- \halopc\haloce\source\effects\particles.c
- &diffuse
- &light
- [0.7]
- &data->color
- &data->velocity
- effects_update
- couldn't allocate effect globals
- effect location
- \halopc\haloce\source\effects\effects.c
- effect %s has a bad part %s
- location_datum_index
- effect_index!=NONE
- cannot create objects, lights, or damage from an effect created by particles.
- &effect->color
- count_delta>=0
- effect->local_player_index==NONE
- &forward
- &marker_list->forwards[effect_marker_index]
- effect_marker_index>=0 && effect_marker_index<marker_list->count
- created %sviolent %s on %s
- non
- <none>
- scale_b %f not in [0,1]
- scale_a %f not in [0,1]
- marker_forwards
- marker_points
- marker_count>0
- !translational_velocity || valid_real_vector3d(translational_velocity)
- quiet
- shout
- loud
- silent
- ai_update
- squad_absolute_index>=0 && squad_absolute_index<MAXIMUM_SQUADS_PER_MAP
- squad_index>=0 && squad_index<MAXIMUM_SQUADS_PER_ENCOUNTER && squad_index<encounter->squad_count
- c:\halopc\haloce\source\ai\encounters.h
- ai_globals
- \halopc\haloce\source\ai\ai.c
- ai globals
- force_major && is_random && random_chance
- %d swarm units
- result_description && more_to_release
- working_memory_size >= sizeof(struct potentially_releasable_storage)
- encounter %s (%d units)
- encounterless-actor %s
- %s killing spree: %d
- player%d
- allegiance between teams %s and %s %s%s
- reformed
- broken
- permanently
- allegiance between teams %s and %s communicated as %s
- WARNING: cannot create mounted weapons for %s, exceeded MAXIMUM_NUMBER_OF_MOUNTED_WEAPON_UNITS
- effect_type>=0 && effect_type<NUMBER_OF_AI_UNIT_EFFECTS
- volume>=0 && volume<NUMBER_OF_AI_SOUND_VOLUMES
- A
- (distance_to_effect >= 0) && (distance_to_effect < distance_to_end_of_queue)
- submit
- effect_type>=0 && effect_type<NUMBER_OF_AI_SPATIAL_EFFECTS
- actor->meta.encounterless
- %s: disconnect and transition to new bsp
- %s: %d of %d units outside PVS, reattached %d%s
- (deleted some)
- %s: no units inside PVS, do not transition
- %s: all swarm inside PVS, transition unchanged
- components_outside_pvs_count < MAXIMUM_NUMBER_OF_UNITS_PER_SWARM
- target_prop->parent_prop_index != NONE
- %s/%s major upgrade chance %.2f: %s (g %.2f s %.2f -> chance %.2f rand %.2f err %.2f)
- NO
- YES
- ?adjust_encounter->platoon_base + adjust_encounter->platoon_count <= MAXIMUM_PLATOONS_PER_MAP
- adjust_encounter->platoon_base >= encounter->platoon_base + encounter->platoon_count
- adjust_encounter->squad_base + adjust_encounter->squad_count <= MAXIMUM_SQUADS_PER_MAP
- adjust_encounter->squad_base >= encounter->squad_base + encounter->squad_count
- editing caused an overflow of MAXIMUM_PLATOONS_PER_MAP (%d)
- editing caused an overflow of MAXIMUM_SQUADS_PER_MAP (%d)
- c:\halopc\haloce\source\objects\objects.h
- material->lightmap_vertices.type==_rasterizer_vertex_type_environment_lightmap_uncompressed || material->lightmap_vertices.type==_rasterizer_vertex_type_environment_lightmap_compressed || material->lightmap_vertices.type==_rasterizer_vertex_type_environment_lightmap_uncompressed_ff
- \halopc\haloce\source\objects\object_lights.c
- material->vertices.type==_rasterizer_vertex_type_environment_uncompressed || material->vertices.type==_rasterizer_vertex_type_environment_compressed || material->vertices.type==_rasterizer_vertex_type_environment_uncompressed_ff
- couldn't allocate memory for object lights.
- lights_game_globals
- light_data
- lights globals
- TEST_FLAG(light->flags, _point_light_connected_to_map_bit)
- !lights_globals.marker_initialized
- lights_globals.marker_initialized
- !TEST_FLAG(light->flags, _point_light_connected_to_map_bit)
- [1.3]
- [0.707]
- [lens_flare_parameters.light_identifier!=0
- light->color.blue >=0.0f && light->color.blue <=1.0f
- light->color.green>=0.0f && light->color.green<=1.0f
- light->color.red >=0.0f && light->color.red <=1.0f
- [sine -45]
- object_type_should_force_baseline_update
- object_type_is_update_valid
- object_type_update_biped_from_network
- object_type_update_timestamped_from_network
- object_type_update_from_network
- object_type_process_update_delta
- object_type_update_baseline
- object_type_update
- light_fixture
- control
- object_type_definitions[object_type]->group_tag
- object_type_definitions[object_type]
- #%d isn't a valid object type in [#0,#%d)
- \halopc\haloce\source\objects\object_types.c
- VALID_MESSAGE_DELTA_DEFINITION(object_type_definitions[object_type]->update_message_type) || object_type_definitions[object_type]->update_message_type == NONE
- team == 0 || team == 1
- Unknown vehicle type in vehicle remapper
- #### Team %d: Vehicle %s skipped (allowed but skipped) (index %d)
- #### Team %d: Vehicle %s skipped (bad scenario_datum_index) (index %d)
- #### Team %d: Ignoring vehicle %s (index %d)
- #### WARNING un-teamed vehicle of type %s (index %d)
- #### Team %d: Adding vehicle %s for current game type (index %d)
- Spawning vehicle %s
- Spawning default vehicle %s
- !vehicle_remapper.is_teamplay
- Team %d: Spawning vehicle #%d, %s
- Team %d: Spawning default vehicle #%d, %s
- vehicle_remapper.is_teamplay
- vehicle_remapper.processed
- !definition->next
- object_index != NONE
- definition->placement_tag_block_offset>=0 && definition->placement_tag_block_offset<=sizeof(struct scenario)+sizeof(struct tag_block)
- definition->placement_tag_block_offset!=NONE
- definition->palette_tag_block_offset>=0 && definition->palette_tag_block_offset<=sizeof(struct scenario)+sizeof(struct tag_block)
- definition->palette_tag_block_offset!=NONE
- &matrix
- Kt >= t0 && t <= t0 + 3.0f*h
- h > 0.0f
- #wind_globals.initialized
- \halopc\haloce\source\scenario\wind.c
- !wind_globals.initialized
- t>0.f && t<1.f
- \halopc\haloce\source\physics\bsp3d.c
- 9
- clipped_counts[0]!=NONE && clipped_counts[1]!=NONE
- vertex_count<MAXIMUM_VERTICES_PER_CLIPPED_POLYGON
- vertex_count>=NUMBER_OF_VERTICES_PER_TRIANGLE
- bitmap && bitmap->signature==BITMAP_SIGNATURE
- \halopc\haloce\source\cache\pc_texture_cache.c
- !structure_globals.cluster_marker_initialized
- \halopc\haloce\source\structures\structures.c
- structure_globals.cluster_marker_initialized
- stack_depth<MAXIMUM_CLUSTERS_PER_STRUCTURE
- surface_index
- material_index
- intersected_indices
- disc_index>=0 && disc_index<obstacles->disc_count && obstacles->disc_count<=MAXIMUM_DISC_COUNT
- c:\halopc\haloce\source\ai\path.h
- step_index>=0 && step_index<path->step_count && path->step_count<=MAXIMUM_OBSTACLE_AVOIDANCE_STEPS
- \halopc\haloce\source\ai\path_obstacle_avoidance.c
- heap_index>=0 && heap_index<path->heap_count && path->heap_count<=MAXIMUM_OBSTACLE_AVOIDANCE_STEPS
- heap_index>0
- %3d. %.12g (%x)
- please give this debug.txt to chucky
- heap_verify failed (%s)
- heap_insert output
- heap_insert input
- heap_remove output
- heap_remove input
- goal
- %s: assert_valid_real_point2d(%f, %f)
- stack_top<MAXIMUM_DISC_COUNT
- result.disc_index>=0 && result.disc_index<path->obstacles->disc_count
- seed_disc_index>=0 && seed_disc_index<path->obstacles->disc_count
- path->obstacles->disc_count>=0 && path->obstacles->disc_count<=MAXIMUM_DISC_COUNT
- obstacle path failure!
- (obstacle_step_index >= 0) && (obstacle_step_index < obstacle_path->step_count)
- input_step_count <= MAXIMUM_SMOOTHED_PATH_STEPS
- [5344176: 0x000080BF000080BF000080BF000080BF000080BF0000803F000080BF0000803F000080BF000080BF0000803F0000803F0000803F000080BF000080BF0000803F000080BF0000803F0000803F0000803F000080BF0000803F0000803F0000803FCDCCCC3C]
- count<=14
- plane #%d%s|nsurface #%d%s%s%s%s|n%s|n%f degrees
- negated
- two-sided
- invisible
- climbable
- breakable
- phantom bsp
- \halopc\haloce\source\physics\collision_debug.c
- local_player_index==0
- \halopc\haloce\source\structures\structure_detail_objects.c
- structure detail objects
- detail_object_global_runtime_data
- lower_bound_cell<=upper_bound_cell
- recorded_animations_update
- animation_threads_debug
- animation_threads
- \halopc\haloce\source\cutscene\recorded_animations.c
- animation %s appears corrupt
- thread->event_stream-thread_debug->event_stream_start<thread_debug->stream_length||(thread->event_stream-thread_debug->event_stream_start==thread_debug->stream_length&&finished)
- thread->relative_ticks>=0
- playback_stream-stream<size||(playback_stream-stream==size&&finished)
- relative_ticks>=0
- ticks_left>=0
- %d|t
- recording name|tticks left|tobject name
- unit doesn't exist
- this animation doesn't exist
- can't play animation on unit
- trying to play %s while %s is playing
- animation->version>0&&animation->version<=RECORDED_ANIMATION_VERSION&&playback_codec[animation->version-1]
- Could not allocate space for a new animation
- !thread||thread->unit_index==unit_index
- replicate_damage_dealt_to_network(): Failed to send damage dealt message to machine [%d].
- machine_index != NONE
- damage_data.damaged_object_index != NONE
- \halopc\haloce\source\objects\damage.c
- item_accelerate_to_network(): Failed to send item accelerate message to all loaded machines.
- SDJ: ERROR: item_accelerate_from_network(): Ignoring meaningless attempt to decode incremental item accelerate message
- SDJ: ERROR: item_accelerate_from_network(): Could not decode item accelerate message
- SDJ: ERROR: item_accelerate_from_network(): Translated index [%d] resolved to NONE.
- header->decoding_information->definition_type == _message_item_accelerate
- ff>negative incident
- incident
- collision.type==_collision_result_object
- %s|nbody %0.3f|n current %0.3f|n recent %0.3f|nshield %0.3f|n current %0.3f|n recent %0.3f|n
- no object to debug|n(point and press space)
- SDJ: ERROR: damage_dealt_from_network(): Ignoring meaningless attempt to decode incremental damage dealt message
- SDJ: ERROR: damage_dealt_from_network(): Could not decode damage dealt message
- header->decoding_information->definition_type == _message_damage_dealt
- damage_resistance->shield_material_type>=0 && damage_resistance->shield_material_type<NUMBER_OF_MATERIAL_TYPES
- ~damaged
- damage_material->type>=0 && damage_material->type<NUMBER_OF_MATERIAL_TYPES
- %s: "%s" "%s" k=%0.2f S[%3.2f] B[%3.2f]
- damaged_object_count<sizeof(damaged_object_indices)/sizeof(long)
- region_index==NONE || (region_index>=0 && region_index<MAXIMUM_REGIONS_PER_OBJECT)
- <E.B:activation status
- (meter->history_next_index >= 0) && (meter->history_next_index < AI_METER_HISTORY_TICKS)
- definition->meter_id == index
- \halopc\haloce\source\ai\ai_profile.c
- ai enc % 2d/% 3d, actor % 3d/% 3d/% 3d, unit % 3d/% 3d/% 3d, props % 3d/% 3d|n
- AI line-spray: %s
- encounters %d/%d|tprops %d/%d
- actors %d/%d/%d|units %d/%d%d
- swarms %d/%d/%d|tcomponents %d/%d
- props a/o/u:|tenemy %d/%d/%d|tfriend %d/%d/%d|tdead %d/%d/%d
- collisions %d|tlineofsight %d|tlineoffire %d|tfiringpoint %d
- path_flood %d|tpath_find %d|taction_change %d
- shoot-corpse
- check-friend
- check-enemy
- run-to
- triumph
- ..\objects\objects.h
- actor_debug_array && actor_path_debug_array
- \halopc\haloce\source\ai\ai_debug.c
- actor_path_debug_array
- actor_debug_array
- path->valid
- u<%.1f
- ff?ai_debug.lineoffire_valid
- highlight_color
- ai_debug_lineofsight: overflowed point buffer (%d) with %d rays and counting
- index <= SHORT_MAX
- ai_debug_lineofsight: overflowed ray buffer (%d) with %d points and counting
- (%s)
- %s/(%s) %s
- %s/%s
- encounterless
- camera != NULL
- speech done
- conditional
- %s
- ai_speak_list: couldn't find the list '%s'... here are the known lists:
- player kill comments
- all
- %s %s %s (%d %d)
- variant %d dialogue %d %s
- cleared %d flags
- set %d flags
- (comm_type >= 0) && (comm_type < vector_size)
- vector_size <= 2048
- lookup
- ai_debug.idle_look_valid
- fff?c%d t%d
- actors:
- actor types:
- unused9
- unused8
- unused7
- unused6
- teams:
- enterable: dist %.1f
- reset the actor variant in all %d starting locations. glory!
- updated all %d squads' guard positions. glory!
- encounter %s [%s %s] (%d actors)
- inactive
- active
- %s-bsp %s
- auto
- manual
- 3d-positions
- no more encounters
- undirected
- %s / %s (%d)
- (path->path_build_result >= 0) && (path->path_build_result < NUMBER_OF_PATH_BUILD_RESULTS)
- (path->path_traverse_result >= 0) && (path->path_traverse_result < NUMBER_OF_PATH_TRAVERSE_RESULTS)
- obstacles blocked
- cached node missing
- no destination
- overflowed nodes
- exhausted search
- invalid start
- not close enough
- selected %s
- no more actors
- actor %d/%d: %s
- no encounter selected (use F2/F3)
- not refreshing path
- path debugging not available
- path refreshed (%d)
- [ignorant]
- no current path
- following path (%d/%d%s)
- (at destination)
- %s|t%s|t%s%s|t%s|t%s|t%3.2f|t%3.2f|n
- (dim)
- (dark)
- obstr
- to/cvr
- f/cvr
- occl
- i/orph
- u/orph
- ack
- ack->
- ->ack
- -----
- |ntype|tstate|tvis|taud|tlos|ttarget|tlook|n
- body|t%3.2f|t[0.0,%3.2f]|nshield|t%3.2f|t[0.0,%3.2f]|n|n
- |n|n|n|n
- `!?
- @R?=<unknown charge-setup decision %d>
- close-success
- stalking-success
- melee-success (%sairborne)
- melee-cannotmove (%f)
- melee-noanimation (%sairborne)
- melee-notarget
- melee-inhibited
- melee-swarmcan't
- vehicle-notdriver
- vehicle-success
- ?animation %d
- analog %.2f
- m-%s a-%s
- asleep
- noncombat
- casual
- alert
- : persistent %d
- <unknown %d>
- trigger2
- trigger
- reload
- forcealert
- lookdontturn
- action
- exactfacing
- trigger %.1f
- animation failed
- animation unavailable
- cannot move
- not attempted
- attached to us
- no animation
- imminent impact
- imminent explosion
- can avoid
- no desire (int'n %.1f)
- no desire (no int'n)
- no safe direction
- evasion not allowed
- outside (%.1f > %.1f)
- far away (%.1f > %.1f)
- unnoticed
- discarded fp
- trying: %sbusy dmg %.1f
- not-
- no trajectory
- collateral dmg
- not enough enemy %d < %d
- encounter time %d
- random %.2f > %.2f
- dmg %.2f
- unit busy
- in vehicle
- minimum range
- underwater
- not stationary
- not standing
- not crouching
- in midair
- bursting
- firing wildly
- burst pause
- burst pause align
- first burst delay
- first burst align
- outside range
- not visible
- outside active region
- no target
- wrong target
- animation busy
- firing disabled
- wildfire %d
- pause %d
- burst %d
- newtarget %d
- %srof %.1f err %.1f dmg %.1f blk %d
- busy
- error: invalid point 2 specified (%d)
- error: invalid point 1 specified (%d)
- Ccommand-list %s: #%d of #%d
- ramming
- strafe
- melee-leap
- stalk%s %s disc%d
- catchtarget
- exposed
- locked
- moving
- destination-
- fake-entry %d
- range-ok
- facing-ok
- entering
- delay %d
- pt(%d)
- targ(%d)
- pursuit_location != NULL
- %s %d
- hide
- retreat %d
- look %d
- wait %d
- change %d
- delay not triggered
- delay forever
- delaying %d
- #=
- <%s %s %s %d
- targ
- prop
- move
- combat
- comm/d
- comm
- deton
- bumped
- ack
- over/f
- over
- stop/a
- turn/a
- i/aim
- i/look
- def
- d%d o%d e%d f%d
- /%d h%d
- unopp c%d(%d) t%d
- unr %d %d
- target
- %si%d
- %so%d
- r%d
- prop->enemy
- /%.1fs/%.1ff
- aud/%s %.1fp/%.1fd
- full
- nostationary%s
- (moving)
- desire-fixed-facing
- fixed-facing
- retreat t%d
- dngr %3.2f/%3.2f
- dmging %d/%d
- ex.close %d/%d
- s/at me %d/%d
- s/near %d/%d
- shoot %d/%d
- aim at %d/%d
- facing %d/%d
- vis %d/%d
- enemy %d
- %s %d %.2f
- unavailable
- shielded
- visibletimer
- repeattimer
- visibletarget
- wrongaction
- s/dmg %3.2f
- b/dmg %3.2f
- shld %3.2f
- body %3.2f
- encounterless
- %s (bsp %d)
- %s (no-bsp)
- move emergency %.2f
- sharp continue
- sharp change-dir
- sharp new-turn
- sign rotated %f
- sign too-far cosangle %f < %f
- sign no-danger %f < %f
- sensed at %f, turn %f
- turn angvel %.2f danger %.2f bonus %.2f
- danger %.2f turncos %.2f
- curr ~%.2f at %.2f
- best %.2f at %d
- %d: w%.2f
- c%d
- %.3f
- not-occluding-player
- occluding-player
- blocking-player
- aiming occlusion error
- %sforce-stop %d
- moving-into-fire
- blocking
- blocking-player
- friends-blocking
- %3.2f
- num_firing_position_colors < MAXIMUM_NUMBER_OF_FIRING_POSITION_GROUPS
- tag index
- resource index
- predicted_resource_block
- type==predicted_resource->type
- resource_index>=0 && resource_index<bitmap_group->bitmaps.count
- resource_index==NONE
- \halopc\haloce\source\cache\predicted_resources.c
- Tried to add bitmap from group with no bitmaps(%s).
- state.field->type==_field_tag_reference
- predicted_resources
- sound\sinomatixx_music
- sound\sinomatixx_foley
- sound\sinomatixx
- sound\sfx\ambience
- sound\music
- sound\dialog
- stand
- unit_update
- units_update
- unit_globals
- \halopc\haloce\source\units\units.c
- unit globals
- VALID_FLAGS(persistent_control_flags, NUMBER_OF_UNIT_CONTROL_FLAGS)
- enter-hint
- animation_state
- plan->coast_t + actual_t >= t
- plan->coast_t >= 0
- coasting_vel < 0
- t >= 0
- disc >= 0
- REAL_MAX != plan->decel_t
- REAL_MAX != plan->decel_a
- REAL_MAX != plan->coast_t
- REAL_MAX != plan->accel_t
- REAL_MAX != plan->accel_a
- plan->initial_v < 0
- plan->initial_p > -1e-03f
- o(adjust_plan->accel_t >= 0) && (adjust_plan->decel_t >= 0)
- t_extension > 0
- MISSING: %s '%s %s'
- Could not encode unit_kill message for player index
- server failed to send unit_kill message to all machines; client machine may be out of sync
- best_new_attacker_index!=NONE
- (estimate_mode >= 0) && (estimate_mode < NUMBER_OF_UNIT_ESTIMATE_POSITION_MODES)
- body_position && estimated_position
- animation_impulse>=0 && animation_impulse<NUMBER_OF_UNIT_ANIMATION_IMPULSES
- current_index>=0 && current_index<NUMBER_OF_UNIT_GRENADE_TYPES
- couldn't find the emotion animation '%s'
- Aindex>=0 && index<NUMBER_OF_UNIT_USER_ANIMATIONS
- Could not encode player exit vehicle message for object index #%d
- server failed to send player exit vehicle message to all machines; client machine may be out of sync
- <
- equipment_definition->equipment.powerup_type==_equipment_powerup_grenade
- (grenade_type >= 0) && (grenade_type < NUMBER_OF_UNIT_GRENADE_TYPES)
- grenade_count>=0
- equipment_definition->equipment.powerup_type!=_equipment_powerup_grenade
- equipment_definition->equipment.powerup_type!=_equipment_powerup_none
- grenade_type==NONE || (grenade_type>=0 && grenade_type<NUMBER_OF_UNIT_GRENADE_TYPES)
- unit->unit.current_grenade_index==NONE || (unit->unit.current_grenade_index>=0 && unit->unit.current_grenade_index<NUMBER_OF_UNIT_GRENADE_TYPES)
- left hand
- unit->unit.grenade_counts[unit->unit.current_grenade_index]>0
- unit->unit.current_grenade_index>=0 && unit->unit.current_grenade_index<NUMBER_OF_UNIT_GRENADE_TYPES
- server failed to send projectile new message for grenade index [%d]
- base_seat_index>=0 && base_seat_index<NUMBER_OF_UNIT_BASE_SEATS
- base_weapon_index>=0 && base_weapon_index<NUMBER_OF_UNIT_BASE_WEAPONS
- unarmed
- %s: animation %s
- index>=0 && index<MAXIMUM_WEAPONS_PER_UNIT
- item->object.parent_object_index==unit_index
- a %s tried to drop a %s which was connected to the map.
- the animation '%s' doesn't exist in the graph '%s'
- WARNING: %s tried to die from flaming to death but couldn't
- aiming_vector
- (end_aiming_angles.pitch >= aiming_bounds->y0) && (end_aiming_angles.pitch <= aiming_bounds->y1)
- (end_aiming_angles.yaw >= aiming_bounds->x0) && (end_aiming_angles.yaw <= aiming_bounds->x1)
- end_aiming_angles.yaw >= aiming_bounds->x0
- end_aiming_angles.yaw <= aiming_bounds->x1
- desired_aiming_angles.yaw >= aiming_bounds->x0
- desired_aiming_angles.yaw <= aiming_bounds->x1
- (angular_acceleration_limit > 0.0f) && (angular_acceleration_limit < 10000.0f)
- angular_velocity_limit >= 0.0f
- MISSING: %s '%s %s %s'
- parent_seat_index != NULL
- relative_aiming_angles.yaw
- relative_aiming_angles.pitch
- &relative_vector
- (seat_desire_type == NONE) || ((seat_desire_type >= 0) && (seat_desire_type < NUMBER_OF_VEHICLE_SEAT_DESIRE_TYPES))
- seat_substring_name
- current_index>=0 && current_index<MAXIMUM_WEAPONS_PER_UNIT
- Could not encode unit_drop_current_weapon message for player index
- server failed to send unit_drop_current_weapon message to all machines; client machine may be out of sync
- )\=&unit->object.forward
- &unit->object.up
- %s: assert_valid_real_normal2d(%f, %f)
- alignment_vector
- [5357136: 0xA692AB3CA692ABBCDDA57E415077563EEDCF8740]
- run_vector
- unit_verify_vectors FAILURE, see above for details
- looking vector %08X %08X %08X velocity %08X %08X %08X
- aiming vector %08X %08X %08X velocity %08X %08X %08X
- desired facing %08X %08X %08X, aiming %08X %08X %08X, looking %08X %08X %08X
- object: pos %08X %08X %08X, fwd %08X %08X %08X, up %08X %08X %08X
- warning, hex dump follows...
- looking vector %f %f %f velocity %f %f %f
- aiming vector %f %f %f velocity %f %f %f
- desired facing %f %f %f, aiming %f %f %f, looking %f %f %f
- **** unit_verify_vectors: problems with %s at location %s
- unit-control
- control_data->primary_trigger
- control_data->zoom_level==NONE || (control_data->zoom_level>=0)
- control_data->grenade_index==NONE || (control_data->grenade_index>=0 && control_data->grenade_index<NUMBER_OF_UNIT_GRENADE_TYPES)
- control_data->weapon_index==NONE || (control_data->weapon_index>=0 && control_data->weapon_index<MAXIMUM_WEAPONS_PER_UNIT)
- &control_data->looking_vector
- &control_data->aiming_vector
- &control_data->facing_vector
- VALID_FLAGS(control_data->control_flags, NUMBER_OF_UNIT_CONTROL_FLAGS)
- control_data->aiming_speed>=0 && control_data->aiming_speed<NUMBER_OF_UNIT_AIMING_SPEEDS
- control_data->animation_state>=0 && control_data->animation_state<NUMBER_OF_UNIT_ANIMATION_STATES
- magnitude3d(&control_data->throttle)<=3.0f
- relative_looking_angles.yaw
- relative_looking_angles.pitch
- &relative_looking_vector
- &relative_aiming_vector
- &unit->unit.aiming_vector
- unit-preprocess-nodes
- desired_base_seat_index!=NONE
- desired_state>=0 && desired_state<NUMBER_OF_UNIT_STATES
- Ignoring meaningless attempt to decode incremental unit_drop_current_weapon message
- Could not decode unit_drop_current_weapon message for player index
- SDJ: ERROR: unit_drop_current_weapon_from_network(): Unit [%d] with current weapon [%d] could not drop weapon [%d], translated index [%d]
- current_weapon_index == local_weapon_to_drop
- header->decoding_information->definition_type == _message_unit_drop_current_weapon
- unit->object.parent_object_index==NONE
- weapon != NULL
- unit->unit.feign_death_timer > 0
- Server was about to replicate a unit_try_and_exit() for a unit that with a role other than master! [%d]
- unit_try_and_exit_seat(): There is no unit at index [%d]
- unit-update-end
- =*=9game_globals_first_person_interface
- player illumination: self %.2f ambient %.2f
- unit-update-postvector
- &unit->unit.looking_vector
- unit-update-look-3d
- unit-update-look-euler
- unit-update-look-set
- unit-update-aim-3d
- unit-update-aim-euler
- unit-update-aim-set
- &unit->unit.desired_aiming_vector
- :unit-update-prevectors
- <&gunner_unit->unit.desired_aiming_vector
- &driver_unit->unit.desired_facing_vector
- unit-update-begin
- SDJ: ERROR: unit_kill_from_network(): Ignoring meaningless attempt to decode incremental unit kill message
- SDJ: ERROR: unit_kill_from_network(): Could not decode unit kill message for player index
- SDJ: ERROR: unit_kill_from_network(): unit index [%d] resolved to NONE
- !field_translated_index_is_local_index_registered(&FIELD_PROPERTIES(object_index), local_unit_index)
- ERROR: unit_kill_from_network(): Unit index [%d] resolved to NULL
- header->decoding_information->definition_type == _message_unit_kill
- !field_translated_index_is_local_index_registered(&FIELD_PROPERTIES(object_index), unit_index)
- p%d: body %.2f shld %.2f from %s %s
- Ignoring meaningless attempt to decode incremental player exit vehicle message
- Could not decode player exit vehicle message
- unit_exit_seat_from_network(): Unable to resolve server index [%d]. Forced [%d].
- header->decoding_information->definition_type == _message_player_exit_vehicle
- queue != NULL
- \halopc\haloce\source\game\position_queue.c
- server_position_as_of_this_update != NULL
- x
- \halopc\haloce\source\game\action_queue.c
- entry->remaining_ticks_to_apply_action_to > 0
- action_queue_data != NULL
- ticks_to_apply_update_to > 0
- max_queue_size > 1
- \halopc\haloce\source\game\simple_circular_queue.c
- user_data != NULL
- player_update_history_play
- \halopc\haloce\source\networking\player_update_history.c
- ERROR: No client.
- Avg. prediction error: [%f]
- Avg. ticks played back: [%f]
- Total updates: [%d] == Total ticks: [%d]
- Number of play backs: [%d]
- number_of_ticks != NULL
- number_of_updates != NULL
- history != NULL
- [%d]: Player update history overflow, [%d] updates == [%d] ticks.
- player_update_history_is_valid_id(*update_id) == TRUE
- [%d]: Warning...Update history is now full, [%d] updates.
- [%d]: Added through update [%d]. [%d]/[%d]updates == [%d] ticks
- player_update_history_is_valid_id(history->next_update_id) == TRUE
- player_unit_index != NONE
- ticks > 0
- Ignoring update [%d] due to starting_update == NULL
- Ignoring update [%d] due to unit_index == NONE
- Ran updates: [%d] -> [%d], [%d] updates == [%d] ticks
- Difference: [%f]
- Ending Pos: [%f] [%f] [%f]
- Client Starting Pos: [%f] [%f] [%f]
- Server Starting Pos: [%f] [%f] [%f]
- Original Pos: [%f] [%f] [%f]
- update_client_get_ticks_left_for_current_action() == 0
- There are updates to replay after [%d].
- Updates [%d] does not exist.
- biped_process_update_delta
- biped_build_update_delta
- biped_update_baseline
- biped_update
- desired_facing && desired_gun_offset
- (estimate_mode != _unit_estimate_gun_position) || (desired_facing != NULL)
- (estimate_mode == _unit_estimate_none) || (estimated_body_position != NULL)
- \halopc\haloce\source\units\bipeds.c
- pathfinding_point
- x_object_index != NONE
- ERROR: Could not decode biped new message
- header->decoding_information->definition_type == _message_biped_new
- message_type != NONE
- biped->biped.baseline_valid == TRUE
- biped->object.datum_role == _networked_datum_master
- Cannot decode invalid message for biped %d
- (biped->object.datum_role == _networked_datum_puppet) || (biped->object.datum_role == _networked_datum_puppet_controlled_by_local_player)
- header_data->object_index == object_index
- header->decoding_information->definition_type == object_type_get_update_message_type(biped->object.type)
- percent >= 0.0f && percent <= 1.0f
- D
- WARNING: biped %s (%s) is in a bad place (%.1f %.1f %.1f), erasing
- WARNING: biped %s (%s) fell outside world and was erased
- fixed_location.cluster_index!=NONE
- final_position || !dont_teleport
- couldn't teleport the biped out far enough from the vehicle...
- biped %s (%s%s%s): %s vector failure: (%f, %f, %f) / (%f, %f, %f)
- climb
- player-physics
- /dead
- /limping
- post-airborne
- TEST_FLAG(biped->biped.flags, _biped_airborne_bit)
- post-landing
- post-slipping
- %s, %s, %s: assert_valid_real_vector3d_axes3(%f, %f, %f / %f, %f, %f / %f, %f, %f)
- forward_vector
- left_vector
- up_vector
- forward_vector && left_vector && up_vector
- &physics->new_velocity
- &physics->new_position
- v+2tZ=
- <&physics->velocity
- &physics->position
- @W?&biped->object.forward
- preprocess-nodes
- post-accel
- pre-accel
- post-moving-turn
- post-standing-turn
- p}?fffpost-fly-turn
- UUU@#<5.;post-dying
- post-dying-airborne
- post-limp-noodle
- n6?post-update
- post-dead/air/land/slip
- post-moving
- post-turning
- pre-turning
- pre-update
- unit_hud_globals
- \halopc\haloce\source\interface\hud_unit.c
- hud unit interface
- @>new_local_player_index!=NONE
- old_local_player_index!=NONE
- Cui\shell\bitmaps\team_background
- ui\shell\bitmaps\team_icon_slayer
- ui\shell\bitmaps\team_icon_race
- ui\shell\bitmaps\team_icon_oddball
- ui\shell\bitmaps\team_icon_king
- ui\shell\bitmaps\team_icon_ctf
- player->local_player_index==render.local_player_index
- weapon_hud_globals
- \halopc\haloce\source\interface\hud_weapon.c
- hud weapon interface
- oC@
- ?frame index NONE when drawing crosshair %d, element %d, for weapon interface '%s'
- too many levels in current weapon hud hierarchy
- ServerPlayerUpdateHistory.log
- Server failed to replicate remote player vehicle update message.
- Server failed to replicate remote player position update message.
- Server failed to replicate remote player action update message.
- existing_player_index != NONE
- \halopc\haloce\source\networking\player_update_server.c
- ERROR player_update_server_log(): Could not open [%s]
- Server failed to replicate super remote player action update message.
- update->network_data.actions[x].ticks_to_apply_update_to > 0
- update->number_of_updates <= MAXIMUM_ACTION_UPDATES_IN_SUPER_UPDATE
- [%d]: [%d]: Acked [%d]
- is_reliable_send != NULL
- source_player != NULL
- [%d]: [%d]: Acked vehicle [%d]
- use_new_vehicle_update_scheme == TRUE
- source_player->server_update_data.action_baseline_id < NUMBER_OF_REMOTE_PLAYER_ACTION_UPDATE_BASELINE_IDS
- source_player->server_update_data.action_baseline_id >= 0
- server failed to send local player update message to client machine; client machine may be out of sync
- Invalid client_machine replicating remote player update.
- Server failed to replicate remote player update message.
- g_incremental_super_remote_players_action_upate.number_of_updates == 0
- g_stateless_super_remote_players_action_udpate.number_of_updates == 0
- g_incremental_super_remote_players_action_upate.number_of_updates >= 0
- g_stateless_super_remote_players_action_udpate.number_of_updates >= 0
- update->number_of_updates < MAXIMUM_ACTION_UPDATES_IN_SUPER_UPDATE
- update != NULL
- player_update_history_is_valid_id(update_id) == TRUE
- ticks_to_apply_update_to <= 30
- ticks_to_apply_update_to >= 1
- ?
- Avehicle_process_update_delta
- vehicle_build_update_delta
- vehicle_update_baseline
- vehicle_update
- \halopc\haloce\source\units\vehicles.c
- ERROR: Could not decode vehicle new message
- vehicle->unit.weapon_object_indices[x] == local_weapon_index
- header->decoding_information->definition_type == _message_vehicle_new
- vehicle->vehicle.baseline_valid == TRUE
- vehicle->object.datum_role == _networked_datum_master
- d<d
- q?
- @>ff?U?reflected
- jet thrusters
- hover thrusters
- midpoint
- t5BVU?]?]t@?vehicle_index != NONE
- Cannot decode invalid message for vehicle %d
- header->decoding_information->definition_type == _message_vehicle_update
- (vehicle->object.datum_role == _networked_datum_puppet) || (vehicle->object.datum_role == _networked_datum_puppet_controlled_by_local_player)
- header->decoding_information->definition_type == object_type_get_update_message_type(vehicle->object.type)
- o;o;.~;yX:d;d
- q|?Hz?L~blur
- <"?333333?333333
- \halopc\haloce\source\game\vehicle_update_queue.c
- entry != NULL
- device_groups_data
- \halopc\haloce\source\devices\devices.c
- no more free device groups
- new_group_index==group_index
- |nposition %.2f/vel %.2f
- (group %d desired %.2f)
- power %.2f/vel %.2f
- weapon_process_update_delta
- weapon_build_update_delta
- weapon_update_baseline
- weapon_update
- ~secondary-blur
- ~primary-blur
- weapon_start_reload_to_network(): Failed to send weapon ammo pickup mid reload message to all loaded machines.
- weapon->object.datum_role == _networked_datum_master
- magazine_index < MAXIMUM_NUMBER_OF_MAGAZINES_PER_WEAPON
- magazine_index >= 0
- \halopc\haloce\source\items\weapons.c
- weapon->weapon.primary_trigger
- magnification>0.0f
- magnification
- #
- G@
- =trigger_index>=0 && trigger_index<weapon_definition->weapon.triggers.count
- magazine_index>=0 && magazine_index<weapon_definition->weapon.magazines.count
- weapon_start_reload_to_network(): Failed to send weapon start reload message to all loaded machines.
- SDJ: ERROR: weapon_start_reload_from_network(): Ignoring meaningless attempt to decode incremental weapon start reload message
- SDJ: ERROR: weapon_start_reload_from_network(): Could not decode weapon start reload message
- SDJ: ERROR: weapon_start_reload_from_network(): Got weapon start reload message for non puppet weapon, datum role [%d]
- header->decoding_information->definition_type == _message_weapon_start_reload
- weapon_finish_reload_to_network(): Failed to send weapon finish reload message to all loaded machines.
- SDJ: ERROR: weapon_finish_reload_from_network(): Ignoring meaningless attempt to decode incremental weapon finish reload message
- SDJ: ERROR: weapon_finish_reload_from_network(): Could not decode weapon finish reload message
- SDJ: ERROR: weapon_finish_reload_from_network(): Got weapon finish reload message for non puppet weapon, datum role [%d]
- header->decoding_information->definition_type == _message_weapon_finish_reload
- new_state>=0 && new_state<NUMBER_OF_TRIGGER_STATES
- weapon_cancel_reload_to_network(): Failed to send weapon cancel reload message to all loaded machines.
- rounds_array
- ERROR: Could not decode weapon new message
- header->decoding_information->definition_type == _message_weapon_new
- weapon->weapon.baseline_valid == TRUE
- Cannot decode invalid message for weapon %d
- header->decoding_information->definition_type == _message_weapon_update
- weapon->object.datum_role == _networked_datum_puppet
- header->decoding_information->definition_type == object_type_get_update_message_type(weapon->object.type)
- SDJ: ERROR: weapon_ammo_pickup_mid_reload(): Ignoring meaningless attempt to decode incremental weapon ammo pick up mid reload message
- SDJ: ERROR: weapon_ammo_pickup_mid_reload_from_network(): Could not decode weapon ammo pick up mid reload message
- SDJ: ERROR: weapon_ammo_pickup_mid_reload(): Got weapon ammo pick up mid reload message for non puppet weapon, datum role [%d]
- header->decoding_information->definition_type == _message_weapon_ammo_pickup_mid_reload
- result_aim_vector
- primary trigger
- weapon->object.datum_role != _networked_datum_puppet
- SDJ: ERROR: weapon_cancel_reload_from_network(): Ignoring meaningless attempt to decode incremental weapon cancel reload message
- SDJ: ERROR: weapon_cancel_reload_from_network(): Could not decode weapon cancel reload message
- SDJ: ERROR: weapon_cancel_reload_from_network(): Got weapon cancel reload message for non puppet weapon, datum role [%d]
- header->decoding_information->definition_type == _message_weapon_cancel_reload
- projectile_process_update_delta
- projectile_build_update_delta
- projectile_update_baseline
- projectile_update
- =
- projectile_detonate_to_network(): Failed to send projectile detonate message to all loaded machines.
- \halopc\haloce\source\items\projectiles.c
- v_desired_sq > 0.0f
- t_squared_max >= 0.0f
- 4.0f * a * c > 0.0f
- %s(): Failed to send message to all loaded machines.
- projectile_attach_to_network
- parent_index != NONE
- projectile_index != NONE
- SDJ: ERROR: %s(): Ignoring meaningless attempt to decode incremental message
- SDJ: ERROR: %s(): Could not decode message
- projectile_attach_from_network
- header->decoding_information->definition_type == _message_projectile_attach
- projectile->object.parent_object_index != NONE
- ERROR: Could not decode projectile new message
- header->decoding_information->definition_type == _message_projectile_new
- projectile->projectile.baseline_valid == TRUE
- projectile->object.datum_role == _networked_datum_master
- Cannot decode invalid message for projectile %d
- projectile->object.datum_role == _networked_datum_puppet
- header->decoding_information->definition_type == object_type_get_update_message_type(projectile->object.type)
- SDJ: ERROR: projectile_detonate_from_network(): Ignoring meaningless attempt to decode incremental projectile detonate message
- SDJ: ERROR: projectile_detonate_from_network(): Could not decode projectile detonate message
- SDJ: ERROR: projectile_detonate_from_network(): Translated index [%d] resolved to NONE.
- SDJ: ERROR: projectile_detonate_from_network(): Project get resolved to NONE, index [%d], translated index.
- header->decoding_information->definition_type == _message_projectile_detonate
- &projectile->object.translational_velocity
- acceleration
- collision->object_index!=NONE
- &projectile->object.forward
- &projectile->object.up
- &new_position
- projectile velocity is bad after gravity.
- projectile velocity is bad after deceleration.
- projectile velocity is bad after steering.
- equipment_process_update_delta
- equipment_build_update_delta
- equipment_update_baseline
- equipment != NULL
- \halopc\haloce\source\items\equipment.c
- equipment->equipment.baseline_valid == TRUE
- equipment->object.datum_role == _networked_datum_master
- ERROR: Could not decode equipment new message
- header->decoding_information->definition_type == _message_equipment_new
- Cannot decode invalid message for equipment %d
- equipment->object.datum_role == _networked_datum_puppet
- header->decoding_information->definition_type == object_type_get_update_message_type(equipment->object.type)
- cinematic_screen_effect_globals
- \halopc\haloce\source\rasterizer\rasterizer_cinematics.c
- screen effect filth
- ### ERROR cinematics failed to set video mode; global bitmaps are not set
- ### FATAL_ERROR screen effects can't use convolution when main_get_window_count>1
- maybe you forgot to turn off the cinematic screen effect?
- \halopc\haloce\source\game\aim_assist.c
- CCould not encode multiplayer sound
- server failed to send multiplayer sound message to client machine_index #%d
- server failed to send multiplayer sound to all clients
- \halopc\haloce\source\game\game_engine_multiplayer_sounds.c
- should_replicate == FALSE
- Ignoring meaningless attempt to decode incremental message multiplayer sound
- Could not decode message multiplayer sound
- header->decoding_information->definition_type == _message_multiplayer_sound
- hud messaging
- trying to restart help text flashing when flashing is disabled
- objective text MUST only be text, no icons
- @\halopc\haloce\source\interface\hud_messaging.c
- element->type==_hud_message_type_text
- message->element_count==1
- <no
- button
- icon>
- Unhandled icon index %d
- help text cannot use custom icons
- help message using old code. get latest code and tags.
- global_scenario_get()->custom_object_names.index!=NONE
- custom_index<NUMBER_OF_HUD_CUSTOM_ICONS
- show_state_message
- hud_messaging_globals->objective.message && hud_messaging_globals->objective.uptime
- Ignoring meaningless incremental hud_add_item_message_from_network request
- Could not decode hud_add_item_messasge message
- header->decoding_information->definition_type == _message_hud_add_item
- Could not encode hud add item message
- server failed to send hud add item message to client machine; client machine may be out of sync
- prism->point_count<=MAXIMUM_POINTS_PER_COLLISION_PRISM
- \halopc\haloce\source\physics\collision_features.c
- global_projection3d_mappings[prism->projection_axis][prism->projection_sign][component]==_z
- point_count<=MAXIMUM_POINTS_PER_COLLISION_PRISM
- features->count[_collision_feature_prism]>=0 && features->count[_collision_feature_prism]<=MAXIMUM_COLLISION_FEATURES_PER_TEST
- features->count[_collision_feature_cylinder]>=0 && features->count[_collision_feature_cylinder]<=MAXIMUM_COLLISION_FEATURES_PER_TEST
- features->count[_collision_feature_sphere]>=0 && features->count[_collision_feature_sphere]<=MAXIMUM_COLLISION_FEATURES_PER_TEST
- could not find nav point
- nav_point_data
- local_player_index>=0&&local_player_index<MAXIMUM_NUMBER_OF_LOCAL_PLAYERS
- \halopc\haloce\source\interface\hud_nav_points.c
- hud nav points
- Could not add another nav point
- (?>waypoint_type!=NONE
- pCffffff?game_allegiance_update
- game allegiance globals
- game_allegiance_globals
- \halopc\haloce\source\game\game_allegiance.c
- allegiance->current_incidents > 0
- game_allegiance_create: too many allegiances (maximum is %d)
- failed to create the flag
- NONE != weapon_index
- \halopc\haloce\source\game\game_engine_ctf.c
- NONE != team_index
- game_engine_can_score()
- `?Failed sending game mode state update to specific machine.
- Failed sending game mode state update to all loaded machines.
- NETGAME_FLAG_WARNING starting location %d team %d, too close to enemy flag
- NETGAME_FLAG_WARNING starting location %d bad team index %d
- (flag_to_create >= 0) && (flag_to_create <= 1)
- failed to find one of the ctf flags
- ctf started up without teams
- NONE != unit_index
- weapon->object.owner_team_index != player->team_index
- flag_blue
- Forced flag reset: Unable to drop weapon.
- \halopc\haloce\source\bungie_net\network\transport_address.c
- IPV4_ADDRESS_LENGTH == b->address_length
- IPV4_ADDRESS_LENGTH == a->address_length
- %4X.%4X.%4X.%4X.%4X.%4X.%4X.%4X:%hu
- %hd.%hd.%hd.%hd:%hu
- IPV4_ADDRESS_LENGTH == addr->address_length
- addr
- <unknown transport error>
- _transport_error_connect_rejected
- _transport_result_connect_in_progress
- _transport_result_dns_lookup_in_progress
- _transport_error_poll_error
- _transport_error_endpoint_set_full
- _transport_error_endpoint_not_in_set
- _transport_error_options_failed
- _transport_error_listen_failed
- _transport_error_connect_failed
- _transport_error_address_unknown
- _transport_error_bind_endpoint
- _transport_result_poll_timeout
- _transport_error_bad_endpoint
- _transport_error_buffers_full
- _transport_error_seg_fault
- _transport_error_out_of_memory
- _transport_error_dns_lookup_failure
- _transport_error_bad_input_parameters
- _transport_result_already_initialized
- _transport_error_not_initialized
- _transport_result_operation_would_block
- _transport_error_connection_lost
- _transport_error_endpoint_io
- _transport_error_unknown
- _transport_error_none
- <unknown transport rejection code>
- transport_rejection_code_blacklisted_machine
- transport_rejection_code_game_is_closed
- transport_rejection_code_game_is_full
- transport_rejection_code_version_too_new
- transport_rejection_code_version_too_old
- transport_rejection_code_invalid_protocol
- transport_rejection_code_too_many_connection_attempts
- transport_rejection_code_unknown
- transport_rejection_code_none
- this argument to cond should be a condition/result pair
- this argument to cond needs a result.
- i couldn't allocate a syntax node.
- the %s call requires %d arguments.
- !hs_compile_globals.initialized
- \halopc\haloce\source\hs\hs_compile.c
- bad source offset (you need to recompile.)
- this is not a valid variable name.
- i expected a value of type %s, but the variable %s has type %s
- hs_type_valid(expression->type) || expression->type==_hs_unparsed
- predicate->function_index!=NONE
- i expected "true" or "false".
- expression->constant_type==expression->type
- expression->type==_hs_type_boolean
- this is not a valid real number.
- expression->type==_hs_type_real
- shorts must be in the range [-32767, 32768].
- this is not a valid integer.
- expression->type==_hs_type_short_integer || expression->type==_hs_type_long_integer
- expression->type==_hs_type_string
- this is not a valid script name.
- expression->type==_hs_type_script
- this is not a reference to a %s tag.
- increase MAXIMUM_HS_REFERENCES_PER_SCENARIO
- HS_TYPE_IS_TAG_REFERENCE(expression->type)
- ".
- or
- ",
- %s must be
- enum_definition->count
- HS_TYPE_IS_ENUM(expression->type)
- this is not a valid %s name
- offset+TAG_STRING_LENGTH<element_size
- element_size<=SHORT_MAX
- hs_syntax_get(expression_index)->type==_hs_type_trigger_volume
- hs_syntax_get(expression_index)->type==_hs_type_cutscene_flag
- hs_syntax_get(expression_index)->type==_hs_type_cutscene_camera_point
- hs_syntax_get(expression_index)->type==_hs_type_cutscene_title
- hs_syntax_get(expression_index)->type==_hs_type_cutscene_recording
- hs_syntax_get(expression_index)->type==_hs_type_device_group
- this is not a valid ai encounter or squad.
- hs_syntax_get(expression_index)->type==_hs_type_ai
- hs_syntax_get(expression_index)->type==_hs_type_ai_command_list
- hs_syntax_get(expression_index)->type==_hs_type_starting_profile
- hs_syntax_get(expression_index)->type==_hs_type_conversation
- this is not a valid object name.
- this is not an object of type %s.
- object_name->runtime_object_type!=NONE
- HS_TYPE_IS_OBJECT_NAME(expression->type)
- HS_TYPE_IS_OBJECT(expression->type)
- hs_syntax_get(expression_index)->type==_hs_type_navpoint
- hs_syntax_get(expression_index)->type==_hs_type_hud_message
- expression->type==_hs_type_object_list
- ran out of script string constant memory
- i expected (global<type> <name> <initial value>)
- i expected a global variable name less than 32 characters.
- there is already a variable by this name.
- i couldn't allocate space for this global.
- this is not a valid type.
- i expected (script <type> <name> <expression(s)>)
- i expected (script stub <type> <name> <expression(s)>)
- i expected (script static <type> <name> <expression(s)>)
- i expected a script name less than 32 characters.
- only static scripts of the same type can override stub scripts.
- i couldn't allocate a script.
- i expected (script local <type> <name> <expression(s)>).
- this is not a valid return type.
- script type must be "startup", "dormant", "continuous", or "static".
- this quoted constant is unterminated.
- unterminated comment.
- expressions of type %s are currently unsupported.
- the value of this expression (in a <void> slot) can never be used.
- i expected a script or variable definition.
- hs_type_valid(expression->type) || expression->type==_hs_special_form || expression->type==_hs_unparsed
- i expected %s, but i got an expression.
- a function name
- "script" or "global"
- this is not a valid function or script name.
- function->parse
- it is illegal to set the value of variables in this context.
- it is illegal to block in this context.
- i expected a %s, but this function returns a %s.
- i expected a %s, but this script returns a %s.
- this is not a static script.
- i expected "script" or "global".
- missing type (you need to recompile scripts.)
- type is inconsistent with usage (you need to recompile scripts.)
- corrupt syntax tree (you need to recompile scripts.)
- missing function (you need to recompile scripts.)
- bad script index (you need to recompile.)
- !hs_compile_globals.error
- this expression is empty.
- this left parenthesis is unmatched.
- hs_type_valid(expected_type) || expected_type==_hs_special_form || expected_type==_hs_unparsed
- the "%s" call requires exactly %d arguments.
- hs_type_valid(definition->return_type)
- begin_random can take a maximum of 32 arguments (matt can increase this.)
- a statement block must contain at least one argument.
- function_index==_hs_function_begin || function_index==_hs_function_begin_random
- c:\halopc\haloce\source\hs\hs_library_internal_compile.h
- i expected (if <condition> <then> [<else>]).
- i expected a variable to set and a value.
- i expected an assignment value.
- i didn't expect this argument.
- this is not a valid global variable.
- asserted
- you cannot pass the result of this set (type %s) to a function that expects type %s.
- the %s call requires at least 2 arguments.
- the %s call requires %s2 arguments.
- at least
- function_index>=_hs_function_plus && function_index<=_hs_function_max
- the sleep call requires a time and, optionally, a script name.
- the sleep_until call requires a condition and, optionally, a period.
- this static script cannot be awakened.
- this is not a global variable reference, function call, or script call.
- hs_compile_globals.error_offset>=0 && hs_compile_globals.error_offset<source_size
- hs_compile_globals.compiled_source
- global_scenario_get()->hs_string_constants.size>=HS_MAXIMUM_DYNAMIC_SOURCE_DATA_BYTES
- couldn't allocate memory for compiled source.
- hs_compile_globals.error_offset>=0 && hs_compile_globals.error_offset<source_file_size
- tell matt that somebody failed to correctly report a parsing error.
- increase MAXIMUM_HS_STRING_DATA_PER_SCENARIO
- hs_compile_globals.initialized
- pid
- build number
- widget's controller
- <invalid>
- \halopc\haloce\source\interface\ui_widget_text_search_and_replace_functions.c
- PID
- Software\Microsoft\Microsoft Games\Halo CE
- network settings update
- direct ip connect update
- checking for updates
- load game list update
- gt edit list update
- gt select list update
- mp map list update
- solo map list update
- mp prof vehicles update
- audio_menu_update
- server settings update
- gamepad update menu
- common button bar update
- gamespy screen update
- video menu update
- controls update menu
- dim unless two controllers
- pause game set textbox inverted
- dim if no net cable
- warn if diff. will nuke saved game
- teams/no teams bitmap update
- mp game directions
- system link status check
- mp edit profile set rule text
- mp set textbox # of players
- mp set bitmap for ruleset
- mp set bitmap for map
- mp set textbox score limit type
- mp set textbox score limit
- mp set textbox teams noteams
- mp set textbox game ruleset
- mp set textbox map name
- get active plyr profile color
- get edit game settings name
- get edit plyr profile name
- get active plyr profile name
- mp level select update
- main menu fake animate
- game settings lists pic update
- color picker update
- solo game objective text
- game settings lists text update
- player profile small menu update
- plyr prof edit-select menu upd8
- 3wide player profile list update
- mp profile list update
- net/splitscreen prejoin players
- splitscreen pregame status update
- network pregame status update
- server list update
- build number (textbox only)
- difficulty menu update desc
- solo level select update
- multiplayer type menu update desc
- gametype select menu update desc
- playlist settings menu update desc
- player settings menu update desc
- invalid game_data_input_reference_function
- \halopc\haloce\source\interface\ui_widget_game_data_input_functions.c
- expected a text box widget for the settings select list extended description text
- expected a container widget for the settings select list extended description pic
- this doesn't look like the settings select widget to me
- invalid widget trying to update its extended list description
- expected a container widget w/ 2 children for the playlist settings list extended description
- (index>=0) && (index<NUMBER_OF_SINGLE_PLAYER_LEVELS)
- expected a text box widget for the list item's third child (map description)
- expected a container widget for the list item's second child (map pic)
- expected a text box widget for the list item's first child (map name)
- expected 3 children in solo level list item (name, pic, desc)
- expected a text box widget for the difficulty list extended description text
- expected a container widget for the difficulty list extended description pic
- this doesn't look like the difficulty select widget to me
- longest
- putput
- wizard
- bloodgulch
- boardingaction
- carousel
- chillout
- hangemhigh
- prisoner
- ratrace
- damnation
- sidewinder
- beavercreek
- expected 'score limit type' textbox
- expected 'score limit' textbox
- expected 'number of players' textbox
- expected 'teams on/off' textbox
- expected 'ruleset' textbox
- expected 'map name' textbox
- expected 'open/closed game' textbox
- this doesn't look like the server list extended description widget
- this doesn't look like the net game server list widget
- ?%d:%02d:%02d%02d:%02d0:%02d-:--this doesn't look like the net pregame status screen to me
- ui\shell\main_menu\player_profiles_select\profile_description_labels
- expected 3 children in multiplayer settings list item (name, pic, desc)
- ui\shell\strings\default_player_profile_names
- expected a text box widget for the controls text field
- expected a text box widget for the controls label
- expected a text box widget for the profile's current skill level text field
- expected a text box widget for the current skill level label
- expected a text box widget for the current level text field
- expected a text box widget for the current level label
- expected a text box widget for the 'empty profile' label
- expected a container widget for the profile description fields
- expected a container widget for the profile color picture
- expected a text box widget for profile name
- expected profile item description container widget
- expected a container widget w/ 2 children for the player profile edit settings list extended description
- expected some list items for multiplayer game settings list
- expected a text box for multiplayer game options list extended description
- expected column list for multiplayer game options list
- expected a text box for objective text
- expected a spinner list somewhere in the multiplayer game options settings list item makeup
- expected some list items for game settings list
- expected a picture (container) for game options list extended description
- expected column list for game options list
- expected a picture (container) for main menu options list extended description
- expected column list for main menu options list
- profile display name requires a valid local player index
- expected a text box widget for profile display name
- not currently editing a game variant
- profile color picture requires a valid local player index
- no network game
- icefields
- expected text box widget for mp game settings text
- expected container widget for mp game settings bitmap
- expected a text box widget for mp profile edit ruleset text widget
- expected a container bitmap for mp pregame header widget
- this doesn't look like the difficulty list widget (expected warning text box)
- this doesn't look like the difficulty list widget
- expected a text box widget for system link menu text item
- expected a widget owned by a local player when looking for pause game window
- parent != NULL
- expected a text box widget for pause game inverted text item
- failed to cache player profile
- not enough cache profiles
- failed to cache playlist profile
- expected a parent
- expected 'software sound' list item
- expected 'effects volume'' option spinner list
- expected 'master volume'' option spinner list
- !preview_list_has_default
- bank >= 0 && bank < MAX_PREVIEW_LIST_BANKS
- index != NONE
- out
- expected column_list
- expected 3 children (list items) for 'level select' widget
- expected a spinner list for 'level select' widget
- expected 3 children (list items) for 'multiplayer settings select' widget
- expected a spinner list for 'multiplayer settings select' widget
- ui\shell\main_menu\player_profiles_select\button_set_short_descriptions
- ui\shell\main_menu\player_profiles_select\joystick_set_short_descriptions
- %s%hs%s
- ui\shell\main_menu\player_profiles_select\button_set_long_descriptions
- ui\shell\main_menu\player_profiles_select\joystick_set_defaults_descriptions
- invalid list item index
- qtr-screen profile list has invalid list item index
- expected qtr-screen profile select wrapper screen to have 3 child widgets (pic, description, list... in that order)
- expected 0 children (1-wide spinner) for 'mp player settings select' widget
- expected a spinner list for 'mp player settings select' widget
- expected qtr-screen profile select list to be wrapped in a container widget
- hs_string_data_definition
- hs_syntax_data_definition
- syntax_node
- data_array_header
- hs_source_files_block
- hs_source_data_definition
- reference*^
- hs_references_block
- initialization expression index*
- hs_globals_block
- root expression index*
- return type*
- script type*
- hs_scripts_block
- data_size>=0 && (data_size%sizeof(struct hs_syntax_node))==0
- csirtpn
- edo
- size>=sizeof(struct data_array)
- \halopc\haloce\source\hs\hs_scenario_definitions.c
- lines
- participants
- run-to-player dist:world units#if the 'involves player' flag is set, when triggered the conversation's participant(s) will run to within this distance of the player
- trigger distance:world units#distance the player must enter before the conversation can trigger
- ai_conversation_block
- variant 6
- variant 5
- variant 4
- variant 3
- variant 2
- variant 1
- line delay time
- addressee participant#this field is only used if the addressee type is 'participant'
- addressee
- ai_conversation_line_block
- encounter name
- set new name#once we pick a unit, we name it this
- use this object#if a unit with this name exists, we try to pick them to start the conversation
- selection type
- ai_conversation_participant_block
- participant
- radio sergeant
- radio unit
- any actor
- prefer sergeant
- not in a vehicle
- in player's vehicle
- disembodied
- friendly actor
- wait until everyone nearby
- wait until speaker nearby
- wait after until told to advance
- everyone look at addressee
- everyone look at speaker
- addressee look at speaker
- is alternate#this participant is only used if some participant in this conversation was marked as 'has alternate' could not be found
- has alternate#if nobody for this participant can be found, we use a participant marked as 'is alternate' instead, e.g. someone from over the radio
- optional#the conversation can continue even if nobody for this participant was found
- player must be looking#this conversation will not start until the player is looking at one of the participants
- keep trying to play#if this conversation fails initially, it will keep testing to see when it can play
- stop other actions#participants stop doing whatever they were doing in order to perform this conversation
- player must be visible#this conversation cannot take place unless the participants can _see_ a nearby player
- stop if alerted to enemy#an actor will abort this conversation if they suspect an enemy
- stop if visible enemy#an actor will abort this conversation if they see an enemy
- stop if damaged#an actor will abort this conversation if they are damaged
- stop if death#this conversation will be aborted if any participant dies
- platoons
- squads
- respawn delay:seconds#delay between respawning actors in this encounter
- search behavior
- encounter_block
- 9 / unused9
- 8 / unused8
- 7 / unused7
- 6 / unused6
- 5 / sentinel
- 4 / flood
- 3 / covenant
- 2 / human
- 1 / player
- 0 / default by unit
- tenacious
- manual bsp index specified
- 3d firing positions
- initially braindead
- initially deaf
- initially blind
- respawn enabled
- not initially created
- starting locations
- move positions
- respawn delay:seconds#delay between respawning actors in this squad
- respawn total#total number to respawn (zero = infinite)
- respawn max actors#maximum number of actors alive at once (never spawns above this number)
- respawn min actors#minimum number of actors alive at once (will spawn instantly if less than this number)
- major upgrade
- insane diff count#initial number of actors on insane difficulty (hard difficulty is midway between normal and insane)
- normal diff count#initial number of actors on normal difficulty
- pursuing
- defending guard
- defending search
- defending
- attacking guard
- attacking search
- attacking
- squad delay time:seconds
- maneuver to squad
- unique leader type#what kind of leader this squad has (e.g. a sarge for marines) - 'normal' is based on the size of the squad, 'random' always creates a leader, or you can specify an individual type
- platoon
- squads_block
- automatic migration
- magic sight after timer
- no timer, delay forever
- start timer immediately
- never search
- sgt lehto
- sgt johnson
- random
- many
- few
- maneuver when
- happens to
- change attacking/defending state when
- platoons_block
- all dead
- all but one dead
- 75% dead
- 50% dead
- 25% dead
- anybody dead
- < 25% strength
- < 50% strength
- < 75% strength
- (never)
- start in defending state
- say 'advancing' when maneuver
- flee when maneuvering
- group index
- firing_positions_block
- surface index*
- sequence ID#identifies this move position as belonging to a sequence, only actors whose starting locations match this sequence ID can use it (zero = no sequence)
- time:seconds
- move_positions_block
- object name
- command
- recording name^
- ai_recording_reference_block
- script name^
- ai_script_reference_block
- animation graph#leave this blank to use the unit's normal animation graph
- animation name^
- ai_animation_reference_block
- point 2
- ai_command_point_block
- point 1
- parameter2
- parameter1
- atom modifier
- teleport
- set radius
- look object
- look player
- look random
- move immediate
- die
- loop
- wait
- initiative
- targeting
- vocalize
- recording
- animate
- targeted jump
- running jump
- animation mode
- move in direction
- go to and face
- go to
- pause
- atom type
- ai_command_block
- commands
- manual bsp index#structure bsp index that this encounter belongs to... ignored unless 'manual bsp index' flag is checked. if this flag is not checked, the structure bsp is found automatically (may fail in areas of overlapping geometry)
- manual bsp index#set if the command list is manually attached to a specific bsp
- disable falling damage#makes an actor not take any damage from falling while following its commands
- disable communication#stops an actor from communicating while following its commands
- disable looking#stops an actor from turning, stopping or looking around in response to stimuli received while following its commands
- allow targeting#lets an actor shoot at enemies while following its commands
- allow initiative#lets an actor decide to stop following its commands and attack an enemy
- ai_command_list_block
- command list
- actor type
- initial state#state that this actor starts in
- return state#state that this actor will return to when it has nothing to do
- sequence ID#which move position sequence we can use (zero = no specific sequences)
- actor_starting_locations_block
- required
- fleeing
- searching
- guarding at guard position
- guarding
- moving - randomly
- moving - loop randomly
- moving - loop back and forth
- moving - loop
- moving - repeat same position
- sleeping
- actor_palette_block
- lehto
- johnson
- sarge2
- sarge
- mendoza
- aussie
- jenkins
- fitzgerald
- bisenti
- search
- guard_at_position
- guard
- move_random
- move_loop_random
- move_loop_back_and_forth
- move_loop
- move_repeat
- WARNING: encounter %s squad %s has an invalid actor type specified - %d outside [0, %d)
- line %d permutation %d: sound '%s' matched variant '%s' (%d)
- WARNING: %s: conversation participant %d (%s) matches multiple dialogue variants, this NEEDS TO BE FIXED, please
- matched_entry != NULL
- variant_source_substrings[variant_index] != NULL
- variant_source_line_indices[variant_index] != NONE
- \halopc\haloce\source\ai\ai_scenario_definitions.c
- WARNING: %s: conversation line %d/%d: the sound '%s' matches multiple variants '%s' (%d) and '%s' (%d)
- unnamed
- )
- (
- %2d:
- %d: %s%s%s%s
- /
- WARNING: encounter %s could be ambiguously attached to BSPs #%d and #%d
- WARNING: command list %s could be ambiguously attached to BSPs #%d and #%d
- recorded animation event stream*
- length of animation*:ticks
- unit control data version*
- raw animation data*
- version*
- recorded_animation_block
- recorded_animation_event_stream_data
- front leaf index*
- back leaf index*
- global_leaf_portal_block
- leaf_portal_vertex_block
- portal indices*
- faces*
- global_map_leaf_block
- map_leaf_face_block
- portal index*
- map_leaf_portal_index_block
- vertex*
- map_leaf_face_vertex_block
- leaf_map_initialize
- leaf_map_globals.node_stack_count<MAXIMUM_NODE_STACK_COUNT
- \halopc\haloce\source\structures\leaf_map.c
- leaf_map_globals.node_stack_count>0
- levels_up>=0 && levels_up<leaf_map_globals.node_stack_count
- portal_designator_index!=leaf->portal_designators.count
- map->bsp
- couldn't allocate leaf map portal designator.
- couldn't allocate leaf map portal
- #;too many vertices in portal
- leaf_index0!=leaf_index1
- reference_plane->n.n[projection]!=0.f
- ancestor_node_index!=NONE || index_from_node(first_traversal_node)==node_index
- couldn't allocate leaf face.
- couldn't allocate leaf vertices.
- result.vertex_count!=NONE
- couldn't allocate leaf_map leaves.
- leaf_map_globals.node_stack_count==0
- leaf_map
- right surface*
- left surface*
- reverse edge*
- forward edge*
- end vertex*
- start vertex*
- edge
- edges*
- material*
- breakable
- climbable
- two sided
- first edge*
- surface
- bsp2d nodes*
- right child*
- left child*
- bsp2d node
- bsp2d node*
- bsp2d reference
- bsp2d references*
- first bsp2d reference*
- bsp2d reference count*
- contains double-sided surfaces
- leaf
- front child*
- back child*
- bsp3d node
- bsp3d nodes*
- IDirect3DVertexBuffer9_Unlock(d3d_vertex_buffer)
- ### ERROR failed to create vertex buffer hardware format
- IDirect3DVertexBuffer9_Lock(d3d_vertex_buffer, 0, buffer_size, (unsigned char**)&vertex_data, 0)
- d3d_vertex_buffer
- vertex_size*count==buffer_size || !vertices
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_hardware_geometry.c
- IDirect3DIndexBuffer9_Unlock(d3d_index_buffer)
- IDirect3DIndexBuffer9_Lock(d3d_index_buffer, 0, buffer_size, (unsigned char**)&index_buffer_data, 0)
- ### ERROR failed to create triangle buffer hardware format
- IDirect3DDevice9_CreateIndexBuffer(global_d3d_device, buffer_size, usage_flags, D3DFMT_INDEX16, pool_type, &d3d_index_buffer, NULL)
- physics_update
- unit_definition->unit.blip_type>=0 && unit_definition->unit.blip_type<NUMBEROF(scales)
- \halopc\haloce\source\physics\physics.c
- mass_point->ground_material_type==NONE || (mass_point->ground_material_type>=0 && mass_point->ground_material_type<NUMBER_OF_MATERIAL_TYPES)
- `Emodel_instance_valid
- &object->object.forward
- &object->object.up
- lL6n43;&angular_acceleration
- &translational_acceleration
- magic_torque
- magic_force
- rotated_forward
- rotated_up
- up!=rotated_up
- forward!=rotated_forward
- ?&angular_velocity
- &linear_velocity
- &linear_acceleration
- instance->physics->mass>0.0f
- ">perpendicular to direction
- parallel to direction
- screen facing
- !untransformed_direction
- transformed_direction
- transformed_origin
- untransformed_origin
- \halopc\haloce\source\render\render_sprite.c
- coverage: %.1f big sprites: %d
- build_sprite failed to allocate dynamic vertices
- group->vertices
- a build_sprites_begin call can accomodate at most %d bitmaps
- !TEST_FLAG(flags, _build_sprites_valid_bit)
- ### ERROR sprites rendered with screen geometry -- tell Bernie!!
- TEST_FLAG(data->flags, _build_sprites_valid_bit)
- build_sprite only supports normal sprites in screen space.
- build_sprite sprite count exceeded.
- the bitmap group %s sequence %d sprite %d references bitmap -1 (tell matt).
- mode==_build_sprite_normal || (untransformed_direction && magnitude_squared3d(untransformed_direction))
- z>untransformed_axis_of_rotation
- rasterizer_model_draw_solid_non_shadow_pass
- rasterizer_model_draw_solid_shadow_pass
- rasterizer_model_draw_decal_pass
- rasterizer_model_transparent_geometry_submit
- compute_centroid
- rasterizer_model_draw_sort_filth
- render_model_geometry_part
- render_model_parts
- render_model_model_end
- render_model_model_begin
- render_model_setup_model_parameters
- render_model_render_debug
- render_model_build_lod
- render_model_multiply_node_matrices
- render_model_build_fake_centroid
- render_model_build_fake_function_values
- render_model_build_fake_change_colors
- render_model_build_model_effect
- render_model_build_fake_permutations
- render_model
- part->centroid_secondary_node_index>=0 && part->centroid_secondary_node_index<model->nodes.count
- part->centroid_primary_node_index>=0 && part->centroid_primary_node_index<model->nodes.count
- !TEST_FLAG(flags, _render_model_shadow_bit)
- part->num_nodes > 0
- \halopc\haloce\source\models\models.c
- frame_index<frame_count
- frame_count>0
- object_marker->node_index>=0 && object_marker->node_index<(node_remapping_table ? node_count : model->nodes.count)
- node_matrices
- (actual_detail_level_index >= 0) && (actual_detail_level_index < NUMBER_OF_DETAIL_LEVELS_PER_MODEL)
- actual_detail_level_index > 0
- geometry_detail_level_index>=0 && geometry_detail_level_index<NUMBER_OF_DETAIL_LEVELS_PER_MODEL
- \halopc\haloce\source\models\model_animations.c
- damage_part>=0 && damage_part<NUMBER_OF_DAMAGE_PARTS
- damage_direction>=0 && damage_direction<NUMBER_OF_ANIMATION_DAMAGE_DIRECTIONS
- damage_type>=0 && damage_type<NUMBER_OF_ANIMATION_DAMAGE_TYPES
- write_index<MAXIMUM_NODES_PER_MODEL
- target_frame_index>=keyframe_frame_indices[keyframe_index] && target_frame_index<keyframe_frame_indices[keyframe_index+1]
- keyframe_index>=0 && keyframe_index<keyframe_count-1
- ++infinite_loop_killer<200
- keyframe_index>=0 && keyframe_index<keyframe_count
- target_frame_index>=0 && target_frame_index<keyframe_frame_indices[keyframe_count-1]
- keyframe_frame_indices[0]>0
- keyframe_frame_indices
- keyframe_count>1
- real_frame_index< (real)next_keyframe_frame_index
- real_frame_index>=(real)this_keyframe_frame_index
- keyframe_frame_indices[keyframe_count-1]==animation->frame_count-1
- frame_index>=0 && frame_index<=keyframe_frame_indices[keyframe_count-1]
- keyframe_count>=0
- real_frame_index<(real)animation->frame_count
- real_frame_index>=0.0f
- compressed || (byte *)default_data-(byte *)animation_get_default_data(animation)==animation->default_data.size
- compressed || (byte *)data-(byte *)animation_get_frame_data(animation, frame_index)==animation->frame_size
- compressed || ((byte *)data-(byte *)animation_get_frame_data(animation, frame_index)==animation->frame_size)
- compressed || ((byte *)next_data-(byte *)animation_get_frame_data(animation, next_frame_index)==animation->frame_size)
- ### ERROR animation frame index out of bounds A(%f,%x) -- tell Bernie!!
- ### ERROR animation frame index out of bounds B(%f,%x) -- tell Bernie!!
- d0==%f direction(%f) yaw_delta(%f,%f)
- (animation_update_kind_affects_game_state==render_or_affects_game_state) || (animation_update_kind_render_only==render_or_affects_game_state)
- animation->frame_count>1
- \halopc\haloce\source\memory\data_encoding.c
- state && state->buffer && state->offset>=0 && state->offset<state->buffer_size
- maximum_value>0
- bs_definition
- source_structures
- element_count<=UNSIGNED_SHORT_MAX
- element_count<=UNSIGNED_CHAR_MAX
- source_array
- state->offset+string_length+1<=state->buffer_size
- structure_count>=0
- state && state->buffer && state->offset>=0 && state->offset<=state->buffer_size
- maximum_element_count>0
- element_count_reference
- %s(%d): %s in %s (code=%d, error=%s)
- D3DERR_INVALIDCALL
- D3DERR_INVALIDDEVICE
- D3DERR_NOTAVAILABLE
- D3DERR_DEVICENOTRESET
- D3DERR_DEVICELOST
- D3DERR_MOREDATA
- D3DERR_NOTFOUND
- D3DERR_DRIVERINTERNALERROR
- D3DERR_CONFLICTINGTEXTUREPALETTE
- D3DERR_UNSUPPORTEDTEXTUREFILTER
- D3DERR_CONFLICTINGRENDERSTATE
- D3DERR_UNSUPPORTEDFACTORVALUE
- D3DERR_CONFLICTINGTEXTUREFILTER
- D3DERR_TOOMANYOPERATIONS
- D3DERR_UNSUPPORTEDALPHAARG
- D3DERR_UNSUPPORTEDALPHAOPERATION
- D3DERR_UNSUPPORTEDCOLORARG
- D3DERR_UNSUPPORTEDCOLOROPERATION
- D3DERR_OUTOFVIDEOMEMORY
- D3DERR_WRONGTEXTUREFORMAT
- E_INVALIDARG
- E_FAIL
- E_OUTOFMEMORY
- <can't get description>
- 1.1.3
- ?
- bit_stream != ((void *)0)
- \halopc\haloce\source\memory\bitstream.c
- stream != ((void *)0)
- byte_number != ((void *)0)
- bit_in_byte != ((void *)0)
- stream->last_bit >= stream->first_bit
- current_position <= absolute_current_position
- bits_remaining <= bit_stream->size_in_bits
- mode == _bitstream_mode_write || mode == _bitstream_mode_read
- buffer != ((void *)0)
- stream->last_bit > 0
- bit_count > 0
- value == 0 || value == 1
- stream->mode == _bitstream_mode_write
- bit_count >= 1 && bit_count <= 32
- stream->buffer != ((void *)0)
- (bits_read > 0) ? (*value == 0 || *value == 1) : 1
- value != ((void *)0)
- stream->mode == _bitstream_mode_read
- bit_count > 0 && bit_count <= 32
- (bit_count >= 1) && ((0x80000000 & bit_count) == 0)
- (bits_read > 0) ? (*value == 1 || *value == 0) : 1
- bits_left == 0
- table->is_initialized == TRUE
- table != NULL
- \halopc\haloce\source\objects\index_resolution.c
- table->is_initialized == FALSE
- hash < table->number_of_slots
- hash >= 0
- slot != NULL
- table->entry_free_list != NULL
- table->entry_pool_list != NULL
- pool
- \halopc\haloce\source\memory\stack_memory_pool.c
- pool && pool->base_address
- !"wrote beyond the valid address space for this block"
- !"this memory has been corrupted"
- !"pointer has invalid size"
- memory_block_valid(block)
- pool && pool->base_address && pool->blocks
- stack_memory_pool_valid_block(pool, reference)
- stack_memory_pool_valid_block(pool, reference) && !memory_block_is_locked(reference)
- stack_memory_pool_valid_block(pool, reference) && memory_block_is_locked(reference)
- invalid size
- free_space_in_pool_previous
- (pool->last_block == NULL) && (pool->next_block_index == 0)
- pool->last_block
- the memory pool has no more unsused master pointers; you need to use a bigger pool
- allocation from memory pool failed; unable to find sufficient space in the pool
- not a valid handle, or handle is locked
- not a valid handle, or handle is already locked
- invalid handle, or handle was not locked
- invalid pointer
- not a valid handle, or trying to resize a locked handle
- absolute_placement
- render.local_player_index==local_player_index
- \halopc\haloce\source\interface\hud_draw.c
- frame_index >= 0
- V@source_bitmap==number_bitmap
- 8WFJKf
- \halopc\haloce\source\interface\ui_controls_screen.c
- invalid binding_index
- expected widget
- invalid group index specified
- ui\shell\main_menu\settings_select\player_setup\player_profile_edit\controls_setup\controls_device_labels
- unable to find expected binding index
- already binding an action
- invalid list index
- unknown focus widget
- thread_reference
- \halopc\haloce\source\bungie_net\common\thread_win32.c
- thread_reference->in_use
- mutex_%ld
- mutex_reference
- mutex_reference->in_use
- server_connection->flags&FLAG(_connection_create_server_bit)
- server_connection
- \halopc\haloce\source\networking\network_connection.c
- connection
- connection->prioritization_buffer.messages[rslt].dataMaxSizeInBytes >= dataBytesRequired
- connection->prioritization_buffer.messages[rslt].headerMaxSizeInBytes >= headerBytesRequired
- rslt < connection->prioritization_buffer.numMessages
- rslt >= 0
- rslt != -1
- connection != NULL && connection->incoming_queue
- sled in queue is #%d bytes, but we can only handle #%d bytes!; resetting incoming queue
- sled_length >= SLED_PROTOCOL_PEEK_BYTES
- s_protocol_bits <= 8*SLED_PROTOCOL_PEEK_BYTES
- sled_data_size_in_bits != NULL
- first_data_bit != NULL
- network_connection_connect. err[%d]
- connect_endpoint() on reliable endpoint returned error '%s'
- network_connection_connect. remote_address[%s]
- remote_address
- connection != NULL
- client_connection
- get_endpoint_rejection_code(connection->reliable_endpoint) != transport_rejection_code_none
- connection->reliable_endpoint != NULL
- got new connection from a connection of class[%d]
- s_protocol_bits <= 8*sizeof(int)
- ms != NULL
- bits_written == bits_to_write
- bitstream_has_bits(&ms->stream, bits_to_write)
- bits_to_write > 0
- network_connection_flush_queue() failed on write_endpoint() call - perhaps the connection went down...
- network_connection_flush_queue() failed on usage of bitstream
- bytes_written == bytes_to_write
- client call to write_endpoint() returned error '%s'
- message size exceeds maximum allowed size
- header_size_in_bits > 0
- data_size_in_bits > 0
- server->has_local_connection == TRUE
- failed to remove a client endpoint from the server's endpoint set (maybe it was already removed)
- server->client_list
- server->endpoint_set
- server_connection->flags & FLAG(_connection_create_server_bit)
- blocked in network_connection_idle_client_reliable_endpoint
- client reliable connection lost
- error '%s' reading from client reliable endpoint
- connection->reliable_endpoint
- connection->connection_class < (sizeof(gBitRatesPerConnectionClass) / sizeof(gBitRatesPerConnectionClass[0]))
- connection->connection_class >= 0
- transport-incoming
- well_known_port > MAXIMUM_RESERVED_NETWORK_PORT
- (flags&FLAG(_connection_create_server_bit))|| (flags&FLAG(_connection_create_clientside_client_bit))
- connection->unreliable_outgoing_sled.empty == TRUE
- connection->reliable_outgoing_sled.empty == TRUE
- reliable_endpoint
- poll_endpoint_set() returned error '%s'
- rogue endpoint connected to the server
- failed to remove a client endpoint from the server's endpoint set
- accept_endpoint() returned NULL
- error adding new client
- new_client_connection
- connection->endpoint_set
- connection->connection.reliable_endpoint
- network_connection_idle_client_reliable_endpoint failed
- timeout in network_connection_idle
- Would have timed out in network_connection_idle had the server safety zone not saved us.
- network_connection_idle_server_reliable_endpoint failed
- dont timeout is active so not timing out of a connection
- ui\random_player_names
- Could not encode team change message
- failed to send a team change message to the server
- \halopc\haloce\source\game\game_teams.c
- Ignoring meaningless team change message
- Could not decode team change message
- server failed to send team change message to all machines; client machine may be out of sync
- header->decoding_information->definition_type == _message_team_change
- received_data_queue
- type != _transport_type_udp
- \halopc\haloce\source\bungie_net\network\transport_endpoint_winsock.c
- ep && address
- would have received data.. message len[%d] address[%s]
- free_space - len >= 0
- disconnect_endpoint really closing
- disconnect_endpoint
- ep
- disconnect_endpoint_hard really closing
- disconnect_endpoint_hard
- gt2ConnectAttemptCallback_IMPL added connection address[%s] to queue
- ep->is_listening_endpoint == TRUE
- ep != NULL
- gt2ConnectAttemptCallback_IMPL currently gNumConnectAttemptsInQueue[%d]
- socket == gs_Socket
- gs_Socket != NULL
- context != NULL
- endpoint
- ep && buffer && (length > 0)
- ep->gs_connection
- endpoint_readable incoming connections queued
- ep && (ep->gs_connection != NULL)
- winsock error #%d: %s
- WSA_QOS_GENERIC_ERROR
- WSA_QOS_TRAFFIC_CTRL_ERROR
- WSA_QOS_BAD_OBJECT
- WSA_QOS_BAD_STYLE
- WSA_QOS_POLICY_FAILURE
- WSA_QOS_ADMISSION_FAILURE
- WSA_QOS_REQUEST_CONFIRMED
- WSA_QOS_NO_RECEIVERS
- WSA_QOS_NO_SENDERS
- WSA_QOS_SENDERS
- WSA_QOS_RECEIVERS
- WSANO_DATA
- WSANO_RECOVERY
- WSATRY_AGAIN
- WSAHOST_NOT_FOUND
- WSAEREFUSED
- WSA_E_CANCELLED
- WSA_E_NO_MORE
- WSATYPE_NOT_FOUND
- WSASERVICE_NOT_FOUND
- WSASYSCALLFAILURE
- WSAEPROVIDERFAILEDINIT
- WSAEINVALIDPROVIDER
- WSAEINVALIDPROCTABLE
- WSAECANCELLED
- WSAENOMORE
- WSAEDISCON
- WSANOTINITIALISED
- WSAVERNOTSUPPORTED
- WSASYSNOTREADY
- WSAEREMOTE
- WSAESTALE
- WSAEDQUOT
- WSAEUSERS
- WSAEPROCLIM
- WSAENOTEMPTY
- WSAEHOSTUNREACH
- WSAEHOSTDOWN
- WSAENAMETOOLONG
- WSAELOOP
- WSAECONNREFUSED
- WSAETIMEDOUT
- WSAETOOMANYREFS
- WSAESHUTDOWN
- WSAENOTCONN
- WSAEISCONN
- WSAENOBUFS
- WSAECONNRESET
- WSAECONNABORTED
- WSAENETRESET
- WSAENETUNREACH
- WSAENETDOWN
- WSAEADDRNOTAVAIL
- WSAEADDRINUSE
- WSAEAFNOSUPPORT
- WSAEPFNOSUPPORT
- WSAEOPNOTSUPP
- WSAESOCKTNOSUPPORT
- WSAEPROTONOSUPPORT
- WSAENOPROTOOPT
- WSAEPROTOTYPE
- WSAEMSGSIZE
- WSAEDESTADDRREQ
- WSAENOTSOCK
- WSAEALREADY
- WSAEINPROGRESS
- WSAEWOULDBLOCK
- WSAEMFILE
- WSAEINVAL
- WSAEFAULT
- WSAEACCES
- WSAEBADF
- WSAEINTR
- WSA_IO_PENDING
- WSA_IO_INCOMPLETE
- WSA_OPERATION_ABORTED
- WSA_WAIT_IO_COMPLETION
- WSA_WAIT_TIMEOUT
- WSA_INVALID_PARAMETER
- WSA_WAIT_FAILED
- WSA_MAXIMUM_WAIT_EVENTS
- WSA_INVALID_EVENT
- WSA_NOT_ENOUGH_MEMORY
- WSA_INVALID_HANDLE
- delete_transport_endpoint: received_data_queue amount[%d]
- gt2ConnectedCallback_IMPL connection attempt timed out
- gt2ConnectedCallback_IMPL rejection reason [%s]
- gt2ConnectedCallback_IMPL address[%s] result[%s]
- rejected
- accepted
- gt2ClosedCallback_IMPL: reason[%d] received_data_queue amount[%d]
- accept_endpoint address[%s]
- accept_endpoint gNumConnectAttemptsInQueue[%d]
- !endpoint_connected(ep)
- ep->type == _transport_type_udp
- ep->gs_connection == NULL
- ep && buffer && src_addr && (length > 0)
- ep && buffer && (length > 0) && dest_addr
- mdpi_metrics_dump
- total
- Received
- Sent
- [field map]
- TOTAL
- [padding]
- [iteration count]
- [protocol]
- [message type id]
- [message mode]
- %s\%s %s
- view_data->type_mode_totals[NUMBER_OF_MESSAGE_DELTA_MODES].bits == view_data->grand_total.bits
- view_data->type_mode_totals[mode_index].bits == view_data->mode_totals[mode_index].bits
- \halopc\haloce\source\networking\message_delta_metrics.c
- -----------------------------------------------------------------------------------
- Message Summary - %.3f seconds (start time '%u' end time '%u')
- The term "encoding" refers to writing of a field in an iteration.
- Iteration-independent overhead is overhead incurred once per message (not per iteration).
- with any overhead that goes along with the iteration (namely, the field map).
- The term "iteration" refers to the encoding of the message's header and body fields, along
- message encoded for which that overhead applies. The report itemizes ALL overhead.
- [field name] indicates the field is part of the system overhead - it is incurred by every
- NOTES:
- %*.2f avg bits/encoding %6.2f%% of iteration bits %6.2f%% of all msg bits %-*s %-*s %-*s
- %*d encodings
- %-*s[overhead]
- %-*s [header]
- %-*s
- %6.2f%% of all msg bits %-*s %-*s %-*s
- %6.2f%% of %s bits
- %*.2f bits/message
- %*d %-*s
- %*d %-*s /
- %-*s
- %s Messages (Overview)
- %*d %-*s %*d bits %*.2f avg bits/message
- %*s %*.2f avg bits/iteration %-6s %6.2f%% of all msg bits
- encodings
- %*d %-*s %*.2f avg iter/message %6.2f%% of iterations %6.2f%% utilization
- iteration_utilization <= 100.0f
- iteration-independent header
- %6.2f%% of total messages %6.2f%% of total bits
- %*d %-*s %*d bits %*.2f avg bits/message
- %s Messages (Detail)
- %-*s %*d encodings %*d bits %*.2f avg bits/encoding %6.2f%% of bits
- -----------------------------------------------------------------------------------------------------------------------
- Type Summary:
- =======================================================================================================================
- Could not open metrics file '%s' for write
- strlen(filename) != 0
- filename != NULL
- %.3f %d %d %.1f %.1f %s
- strlen(context_string) <= MAXIMUM_TRAFFIC_LOG_CONTEXTS*MAXIMUM_TRAFFIC_LOG_CONTEXT_LENGTH
- strlen(metrics_globals.traffic_data.contexts[context_index]) > 0
- metrics_globals.traffic_log_file != NULL
- metrics_globals.traffic_data.next_context_index <= MAXIMUM_TRAFFIC_LOG_CONTEXTS
- %s %d %s %s %s %d bits %d
- bits_written >= 0
- bits_read >= 0
- %s %d %s %s %s %d bits %s
- !%u %s %d encoded %d bits
- iterations >= 0 && iterations <= MAXIMUM_MESSAGE_ITERATIONS
- encoded_size_in_bits >= 0
- !%u %s %d decoded %d bytes
- bits >= 0
- VALID_ITERATION_DEPENDENT_OVERHEAD_TYPE(type)
- VALID_ITERATION_INDEPENDENT_OVERHEAD_TYPE(type)
- strcmp(metrics_globals.traffic_data.contexts[0], "ambient") == 0
- context_result == TRUE
- ambient
- %s %s %s %s %s %s
- time (s)
- messages sent
- messages received
- bytes sent
- bytes received
- context
- traffic report.xls
- metrics_globals.message_log_file != NULL
- message_delta_message_log.txt
- metrics_directory_create_result == TRUE
- Note that traffic report.xls t=0 corresponds to timestamp %d
- (
- %(Pn
- Pe
- F+PB
- H>
- 80$
- x{
- p
- pz
- p`HX8ZxW
- HO
- (
- %s
- %d
- Static
- Old_Proc
- Font
- Old_Font
- open
- %dMHz, %dMB
- %dMHz, %dMB, %dM %s %s (0x%04x)
- ExitFlag
- clean
- Halo
- %s %s (0x%04x):%d
- Halo - Error
- Missing error string %d
- readme.rtf
- \\Invalid / missing strings.dll
- eula.rtf
- Gathering Exception Data...
- Exception!
- LangID
- Error!
- \strings.dll is missing.
- strings.dll
- packet_header
- packet->definition->size + sizeof(struct packet_header)<=group_definition->maximum_encoded_packet_size
- packet->definition->size<=group_definition->maximum_decoded_packet_size
- packet->packet_class>=0 && packet->packet_class<group_definition->packet_class_count
- \halopc\haloce\source\memory\data_packet_groups.c
- Bad Decode!! Error String[%s] encoded_packet_size[%d] sizeof(struct packet_header)[%d]
- got packet with no header
- Bad Decode!! Error String[%s] header->type[%d] group_definition->packet_type_count[%d]
- got packet with bad type
- Bad Decode!! Error String[%s] packet->packet_class[%d] expected_packet_class[%d]
- got packet with mismatched class
- Bad Decode!! Error String[%s]
- got packet which wouldn't decode
- expected_packet_class>=0 && expected_packet_class<group_definition->packet_class_count
- packet_type && packet_version
- encoded_packet && encoded_packet_size
- couldn't append header to encoded packet
- packet_type>=0 && packet_type<group_definition->packet_type_count
- *encoded_packet_size>=0
- couldn't encode packet
- packet->definition
- group_definition
- *maximum_content_size >= 0
- content_pointer != NULL
- maximum_content_size != NULL
- buffer_size >= sizeof(message_header)
- \halopc\haloce\source\bungie_net\common\message_header.c
- (0<=flags) && ((flags)<=MESSAGE_FLAG_BITS_MASK)
- (0<(type)) && ((type)<NUMBER_OF_MESSAGE_TYPES)
- (0<=(length)) && ((length)<=MAXIMUM_MESSAGE_SIZE)
- msg
- !"bad value for byte order"
- buffer_size >= message_size
- \halopc\haloce\source\networking\network_client_time.c
- tc != NULL
- tc->number_of_time_samples <= TIME_SYNCH_SAMPLES
- tc->number_of_time_samples >= 0
- network_game_client_handle_message_delta_message
- network_game_client_handle_old_halo_message
- message delta packet came from a bad machine!
- could not prepare to decode message delta packet!
- message delta packet came in with invalid message dependent header!
- source_address != NULL
- \halopc\haloce\source\networking\network_client_message_handler.c
- ignoring an advertised game because we are not looking for new games
- failed to decode a message_server_game_advertise packet
- failed to decode a message_server_pong packet
- ignoring a pong message because we are not listening for them
- Could not encode ping message
- failed to send a ping message to the server
- ignoring a message_server_new_client_challenge message; either a bad machine or we aren't joining
- failed to decode a message_server_new_client_challenge packet
- ignoring a message_server_machine_accepted message; either a bad machine or we aren't joining
- failed to decode a message_server_machine_accepted packet
- ignoring a message_server_machine_rejected message; either a bad machine or we aren't joining
- failed to decode a message_server_machine_rejected packet
- ignoring a message_server_game_is_ending_holdup message; either a bad machine or we aren't joining
- failed to decode a message_server_game_is_ending_holdup packet
- ignoring a message_server_game_settings_update; came from a bad machine
- failed to decode a message_server_game_settings_update packet
- failed to handle a message_server_game_settings_update message; not in pregame state
- Client received OBSELETE game settings update packet
- ignoring a message_server_pregame_countdown; came from a bad machine
- failed to handle a message_server_pregame_countdown message; not in pregame state
- failed to decode a message_server_pregame_countdown packet
- ignoring a message_server_pregame_keep_alive; came from a bad machine
- failed to handle a message_server_pregame_keep_alive message; not in pregame state
- failed to decode a message_server_pregame_keep_alive packet
- ignoring a message_server_postgame_keep_alive; came from a bad machine
- failed to handle a message_server_postgame_keep_alive message; not in postgame state
- failed to decode a message_server_postgame_keep_alive packet
- ignoring a message_server_begin_game message; came from a bad machine
- failed to handle a message_server_begin_game message; we are not in pregame
- failed to decode a message_server_begin_game packet
- SDJ: Client has successfully started a game.
- network_game_client_game_has_started() failed
- SDJ: Client has received a begin game message.
- ignoring a message_server_graceful_game_exit_pregame message; came from a bad machine
- failed to handle a message_server_graceful_game_exit_pregame message; we are not in pregame
- failed to decode a message_server_graceful_game_exit_pregame packet
- ignoring a message_server_game_update message; came from a bad machine
- failed to decode a message_server_game_update packet
- network_game_client_handle_game_update() failed
- ignoring a message_server_add_player_ingame message; came from a bad machine
- failed to handle a message_server_add_player_ingame message; we are not in game
- failed to decode a message_server_add_player_ingame packet
- network_game_client_add_player_to_game() failed
- ignoring a message_server_remove_player_ingame message; came from a bad machine
- failed to decode a message_server_remove_player_ingame packet
- JWS: network_game_client_remove_player() failed for player machine index %d controller index %d
- network_game_client_remove_player() failed
- failed to handle a message_server_remove_player_ingame message; we are not in game
- ignoring a message_server_game_over message; came from a bad machine
- failed to handle a message_server_game_over message; we are not in game
- failed to decode a message_server_game_over message (not critical)
- ignoring a message_server_reconnect message; came from a bad machine
- failed to handle a message_server_reconnect message; we are not in post-game
- failed to decode a message_server_reconnect packet
- ignoring a message_server_graceful_game_exit_postgame message; came from a bad machine
- failed to handle a message_server_graceful_game_exit_postgame message; we are not in post-game
- failed to decode a message_server_graceful_game_exit_postgame packet (not critical)
- client received a malformed/damaged message from a server
- client received low-level error message: error= #%d (%s)
- client received a bad message type (_message_type_data)
- unknown packet type received from system @ address: %s
- network_game_client_handle_message_server_graceful_game_exit_postgame() failed
- SDR gots the _message_type_server_graceful_game_exit_postgame
- network_game_client_handle_message_server_reconnect() failed
- network_game_client_handle_message_server_game_over() failed
- network_game_client_handle_message_server_remove_player_ingame() failed
- network_game_client_handle_message_server_add_player_ingame() failed
- network_game_client_handle_message_server_game_update() failed
- network_game_client_handle_message_server_graceful_game_exit_pregame() failed
- network_game_client_handle_message_server_begin_game() failed
- network_game_client_handle_message_server_postgame_keep_alive() failed
- network_game_client_handle_message_server_pregame_keep_alive() failed
- network_game_client_handle_message_server_pregame_countdown() failed
- network_game_client_handle_message_server_game_settings_update() failed
- network_game_client_handle_message_server_game_is_ending_holdup() failed
- network_game_client_handle_message _message_type_server_game_is_ending_holdup
- network_game_client_handle_message_server_machine_rejected() failed
- network_game_client_handle_message _message_type_server_machine_rejected
- network_game_client_handle_message_server_machine_accepted() failed
- network_game_client_handle_message _message_type_server_machine_accepted
- network_game_client_handle_message_server_new_client_challenge() failed
- network_game_client_handle_message _message_type_server_new_client_challenge
- network_game_client_handle_message_server_pong() failed
- network_game_client_handle_message_server_game_advertise() failed
- client received a message with an unknown message type
- client received client message with invalid flags
- client && message && (message_size == GET_MESSAGE_SIZE(*message)) && source_address
- root_directory
- \halopc\haloce\source\cache\cache_files.c
- maps\
- '%s' does not appear to be a cache file
- the cache file '%s' is an old version
- gt2CreateSocket localAddress[%s]
- gt2Connect: gti2StartConnectionAttempt failed. Calling gti2FreeSocketConnection.
- gt2Connect H
- gt2Connect D [%s]
- natneg2.gamespy.com
- natneg1.gamespy.com
- :%d
- [%7d] %s
- gamma
- expected 'gamma' option spinner list
- expected 'gamma' list item
- expected 'texture quality' option spinner list
- expected 'texture quality' list item
- expected 'particles' option spinner list
- expected 'particles' list item
- expected 'decals' option spinner list
- expected 'decals' list item
- expected 'shadows' option spinner list
- expected 'shadows' list item
- expected 'specular' option spinner list
- expected 'specular' list item
- expected 'framerate' option spinner list
- expected 'framerate' list item
- Found invalid refresh rate in profile, %dhz
- Found invalid resolution in profile, %d x %d
- expected spinner box
- \halopc\haloce\source\interface\ui_video_screen.c
- Using refresh rate %dhz
- %d Hz
- video settings test skipped, closing
- video settings test failed, closing
- %d x %d
- invalid refresh rate index
- expected 'refresh rate' option spinner list
- expected 'refresh rate' list item
- invalid resolution index
- expected 'resolution' option spinner list
- expected 'resolution' list item
- IDirect3DDevice9_SetVertexShaderConstantF( global_d3d_device, VSH_CONSTANTS__SCREENPROJ_OFFSET, ( float* ) &local_matrix_projection, VSH_CONSTANTS__SCREENPROJ_COUNT)
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_text.c
- ### ERROR rasterizer_text_draw_character failed
- IDirect3DDevice9_DrawPrimitiveUP( global_d3d_device, D3DPT_TRIANGLEFAN, NUMBER_OF_TRIANGLES_PER_QUADRILATERAL, vertices, sizeof( struct dynamic_screen_vertex ))
- render_object_list
- render_object_list_render_shadow_into_bitmap
- render_object_list_render_widgets
- render_object_list_render_the_model_debug
- render_object_list_render_the_model
- render_object_list_get_model_effect
- render_object_list_get_model_shader
- render_object_non_shadow_rendering
- render_object__shadow_rendering
- render_object
- find_rendered_objects
- render_object_shadows
- render_objects
- cached_object_render_states
- \halopc\haloce\source\render\render_objects.c
- cached object render states
- MAXIMUM_RENDERED_OBJECTS exceeded.
- inactive %s
- ### ERROR invalid modifier shader
- data->lighting
- parent_model_effect
- state->lighting.point_light_indices[point_light_index]>=0 && state->lighting.point_light_indices[point_light_index]<debug_rasterizer_light_count
- state->desired_lighting.distant_light_count==2
- \tA\B>lens_flare_index>=0 && lens_flare_index<local_lens_flare_count
- \halopc\haloce\source\rasterizer\rasterizer_lights.c
- lens_flare_parameters->light_index>=0 && lens_flare_parameters->light_index<MAXIMUM_LIGHTS_PER_MAP
- structure_lens_flare_index>=0 && structure_lens_flare_index<(MAXIMUM_LENS_FLARE_MARKERS_PER_STRUCTURE+MAXIMUM_QUEUED_LENS_FLARES)
- window_index>=0 && window_index<MAXIMUM_WINDOWS
- lens_flare_parameters
- ### ERROR too many lights submitted to window
- parameters->color.blue >=0.0f && parameters->color.blue <=1.0f
- parameters->color.green>=0.0f && parameters->color.green<=1.0f
- parameters->color.red >=0.0f && parameters->color.red <=1.0f
- ?### ERROR unsupported lens flare occlusion offset direction
- ### ERROR unsupported lens flare corona rotation function
- ### ERROR too many lens flares submitted to frame
- parameters->light_index>=0 && parameters->light_index<MAXIMUM_LIGHTS_PER_MAP
- structure_lens_flare_index>=0 && structure_lens_flare_index<MAXIMUM_LENS_FLARE_MARKERS_PER_STRUCTURE
- parameters->lens_flare_index>=0 && parameters->lens_flare_index<MAXIMUM_QUEUED_LENS_FLARES
- (parameters->compressed_window_index&_lens_flare_window_index_mask)==global_window_parameters.window_index
- parameters->definition
- <animation_color.blue >=0.0f && animation_color.blue <=1.0f
- animation_color.green>=0.0f && animation_color.green<=1.0f
- animation_color.red >=0.0f && animation_color.red <=1.0f
- animation_color.alpha>=0.0f && animation_color.alpha<=1.0f
- reflection->animation_period!=0.0f
- render_structure_shadows_draw
- render_structure_shadows
- render_structure_diffuse_lights_draw
- render_structure_diffuse_lights
- render_structure_specular_lights_draw
- render_structure_specular_lights
- render_structure_fog
- render_structure_transparent_geometry
- render_structure_reflections
- render_structure_diffuse_textures
- render_structure_lightmaps
- render_structure_build_triangle_arrays
- !structure_render_globals.fog_offset_valid
- \halopc\haloce\source\structures\structure_render.c
- surface_index_index>=0 && surface_index_index<surface_count
- unable to allocate dynamic structure triangles.
- there are more surfaces than materials that reference them, stupid.
- contrail %s uses an unsupported render type.
- triangles && vertices
- \halopc\haloce\source\render\render_contrails.c
- render_particles
- ;\halopc\haloce\source\effects\weather_particle_systems.c
- type_index>=0 && type_index<definition->particle_types.count
- couldn't allocate weather particle system globals.
- weather particles
- too many weather polyhedra visible.
- system->definition_index==NONE
- box_count<MAXIMUM_NUMBER_OF_VISIBLE_WEATHER_PARTICLE_BOXES
- first_person_weapon_draw_hands
- first_person_weapon_draw_weapon
- first_person_weapon_draw
- first_person_weapons_update
- first_person_weapons
- \halopc\haloce\source\interface\first_person_weapons.c
- first person weapons
- first_person_weapon->weapon_index!=NONE
- animation_graph_node_index>=0 && animation_graph_node_index<animation_graph->nodes.count
- flashlight
- node_index>=0 && node_index<animation_graph->nodes.count
- first_person_weapon != NULL
- local player %d, weapon (0x%x), deleted unexpectedly
- first_person_weapon->shotgun_reload_type == _shotgun_reload_type_first_and_last_round || first_person_weapon->shotgun_reload_type == _shotgun_reload_type_last_round
- !render.visible_sky_model || scenario_get_sky(render.visible_sky_index)
- \halopc\haloce\source\render\render_sky.c
- #<render_structure_visibility_surface_traversal
- render_structure_visibility_subcluster_traversal
- render_structure_visibility_portal_traversal
- surface_index_buffer-(long *) cluster->surface_indices.address<=cluster->surface_indices.count
- \halopc\haloce\source\structures\structure_visibility.c
- ooz>0.f
- result->vertex_count!=NONE
- valid_portal_hull(hull)
- rectangle
- two mirrors visible with different planes
- leaf->cluster_index>=0 && leaf->cluster_index<structure->clusters.count
- cull_bounds
- cull_sphere_center
- parent_bounds
- intersection
- portal intersection failed.
- rendered_cluster->cluster_index==cluster_index
- raise MAXIMUM_RENDERED_CLUSTERS
- valid_portal_hull(visible_region)
- ### WARNING: this structure_bsp needs to be reimported for new, faster visibility.
- !bounding_surface_count || bounding_surfaces
- bounding_sphere_center
- fabs(position->y) < hud_globals->defaults.motion_sensor_range
- fabs(position->x) < hud_globals->defaults.motion_sensor_range
- \halopc\haloce\source\interface\motion_sensor.c
- c_dropship
- motion_sensor_globals
- motion sensor (radar)
- sensor data
- _blip_type_none != blip_type
- blip_index<MAX_CUSTOM_BLIPS
- \halopc\haloce\source\camera\first_person_camera.c
- valid_real_vector3d_axes2(&result->forward, &result->up)
- \halopc\haloce\source\camera\following_camera.c
- camera_track->control_points.count >= 4
- magnitude3d(&result->forward) > 0.9999f && magnitude3d(&result->forward) < 1.0001f
- \halopc\haloce\source\camera\flying_camera.c
- \halopc\haloce\source\camera\orbiting_camera.c
- \halopc\haloce\source\camera\dead_camera.c
- exiting
- orbiting camera
- flying camera
- \halopc\haloce\source\camera\editor_flying_camera.c
- speed is now x%f
- translate_funcs[mode][_translate_to]
- translate_funcs[camera_mode][_translate_from]
- update_funcs[camera_mode]
- %s scripted camera mode
- gpu_size>0
- cpu_size>0
- !pc_game_state_globals.buffer_allocated
- \halopc\haloce\source\saved games\game_state_pc_tools.c
- pc_game_state_globals.buffer_allocated
- (byte *)block+block->size<=(byte *)pool->base_address+pool->size
- (byte *)block>=(byte *)pool->base_address
- block->trailer_signature==BLOCK_TRAILER_SIGNATURE
- block->header_signature==BLOCK_HEADER_SIGNATURE
- block->next_block || pool->last_block==block
- block->previous_block==previous_block
- pool->size>0
- pool->signature==POOL_SIGNATURE
- \halopc\haloce\source\memory\memory_pool.c
- other_block
- expected reference %08x but got %08x
- reference && (*reference)
- pool->free_size>=0
- pool->free_size<=pool->size
- actual_new_size>block->size
- pool->free_size>=0 && pool->free_size<=pool->size
- new_size>=0
- breakable_surface_index>=0 && breakable_surface_index<MAXIMUM_BREAKABLE_SURFACES_PER_MAP
- global_structure_bsp_index>=0 && global_structure_bsp_index<MAXIMUM_STRUCTURE_BSPS_PER_SCENARIO
- \halopc\haloce\source\physics\breakable_surfaces.c
- breakable surface globals
- !globals
- breakable_surface_index==NONE || (breakable_surface_index>=0 && breakable_surface_index<MAXIMUM_BREAKABLE_SURFACES_PER_MAP)
- zsurface_queue_write_index<MAXIMUM_BREAKABLE_SURFACE_QUEUE_SIZE
- surface_vertex_index<MAXIMUM_VERTICES_PER_COLLISION_SURFACE
- collision_surface->breakable_surface_index==breakable_surface_index
- damage_data
- WARNING: area of effect breakable surface damage with radius %d
- \halopc\haloce\source\shaders\shaders.c
- v_transform_reference
- u_transform_reference
- texture_animation->r_source>=0 && texture_animation->r_source<NUMBER_OF_OBJECT_FUNCTION_REFERENCES
- texture_animation->v_source>=0 && texture_animation->v_source<NUMBER_OF_OBJECT_FUNCTION_REFERENCES
- texture_animation->u_source>=0 && texture_animation->u_source<NUMBER_OF_OBJECT_FUNCTION_REFERENCES
- texture_animation
- diffuse->v_animation_period!=0.0f
- diffuse->u_animation_period!=0.0f
- v_offset
- u_offset
- ### ERROR unsupported shader group tag
- length<TAG_FILE_NAME_LENGTH
- shader_type>=0 && shader_type<NUMBER_OF_SHADER_TYPES
- levels\b20
- index
- choice (1-%d):
- %d. %s
- choose a type for the shader '%s':
- ### WARNING: randomly chose one of the %d shaders called '%s' (you should fix this!)
- widgets_update
- type>=0 && type<NUMBER_OF_WIDGET_TYPES
- c:\halopc\haloce\source\objects\widgets\widget_types.h
- type_definition->group_tag
- widget_data
- \halopc\haloce\source\objects\widgets\widgets.c
- type_definition->delete_proc
- !type_definition->needs_lighting || lighting
- item_update
- ground point
- \halopc\haloce\source\items\items.c
- valid_real_matrix4x3(&ground_point_matrix)
- scale>0
- 335?transparent_water_reflection_m
- transparent_water_reflection
- transparent_water_opacity_m
- transparent_water_opacity
- transparent_plasma_m
- transparent_meter_m
- transparent_meter
- transparent_glass_tint_m
- transparent_glass_tint
- transparent_glass_reflection_mirror
- transparent_glass_reflection_flat_m
- transparent_glass_reflection_flat
- transparent_glass_reflection_bumped_m
- transparent_glass_reflection_bumped
- transparent_glass_diffuse_light_m
- transparent_glass_diffuse_light
- transparent_generic_viewer_centered_m
- transparent_generic_viewer_centered
- transparent_generic_screenspace_m
- transparent_generic_screenspace
- transparent_generic_reflection_m
- transparent_generic_reflection
- transparent_generic_object_centered_m
- transparent_generic_object_centered
- transparent_generic_m
- transparent_generic_lit_m
- transparent_generic
- screen2
- model_zbuffer
- model_shadow
- model_fog_screen
- model_active_camouflage_ff
- model_active_camouflage
- model_scenery
- model_fast
- model_ff
- model_fogged
- environment_texture
- environment_specular_lightmap
- environment_specular_spot_light
- environment_specular_light
- environment_shadow
- environment_reflection_radiosity
- environment_reflection_mirror
- environment_reflection_lightmap_mask
- environment_reflection_flat
- environment_reflection_bumped
- environment_lightmap
- environment_fog_screen
- environment_fog
- environment_diffuse_light_ff
- environment_diffuse_light
- effect_zsprite
- effect_multitexture_screenspace
- effect_multitexture
- detail_object_type1
- detail_object_type0
- Error message: %s
- Failed to load vertex shader: %s
- %s%s.vsh
- shaders\vsh\
- (NULL != vsf_table[index].shader) == (NULL != vsf_table[index].filename)
- index >=0 && index < NUMBER_OF_VERTEX_SHADERS
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_shaders_vshader9.c
- shaders\vsh.enc
- shaders\vsh.bin
- $08<$0$0
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_environment_single_stream_ff, &vsd_table[_vsdecl_environment_single_stream_ff].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_screen_transformed_lit_specular, &vsd_table[_vsdecl_screen_transformed_lit_specular].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_screen_transformed_lit, &vsd_table[_vsdecl_screen_transformed_lit].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_unlit_zsprite, &vsd_table[_vsdecl_unlit_zsprite].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_model_processed, &vsd_table[_vsdecl_model_processed].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_model_ff, &vsd_table[_vsdecl_model_uncompressed_ff].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_environment_lightmap_ff, &vsd_table[_vsdecl_environment_lightmap_ff].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_environment_ff, &vsd_table[_vsdecl_environment_ff].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_detail_object, &vsd_table[_vsdecl_detail_object].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_decal, &vsd_table[_vsdecl_decal].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_debug, &vsd_table[_vsdecl_debug].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_screen, &vsd_table[_vsdecl_screen].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_unlit, &vsd_table[_vsdecl_dynamic_unlit].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_unlit, &vsd_table[_vsdecl_unlit].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_model, &vsd_table[_vsdecl_model_c].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_model, &vsd_table[_vsdecl_model].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_environment_lightmap, &vsd_table[_vsdecl_environment_lightmap_c].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_environment_lightmap, &vsd_table[_vsdecl_environment_lightmap].decl)
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_environment, &vsd_table[_vsdecl_environment_c].decl)
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_shaders_vdecl9.c
- IDirect3DDevice9_CreateVertexDeclaration(global_d3d_device, d3dve_environment, &vsd_table[_vsdecl_environment].decl)
- index >=0 && index < NUM_VERTEX_SHADER_DECLARATIONS
- IDirect3DDevice9_CreateVertexBuffer(global_d3d_device, size, usage_flags, format, pool_type, &vertex_buffer, NULL)
- vertex_buffer_index < MAX_DYNAMIC_VERTEX_BUFFERS
- global_num_dynamic_vertex_buffers_active < MAX_DYNAMIC_VERTEX_BUFFERS
- IDirect3DVertexBuffer9_Release(global_dynamic_vertex_buffers[vertex_buffer_index - 1].vertex_buffer)
- global_dynamic_vertex_buffers[vertex_buffer_index - 1].size
- global_dynamic_vertex_buffers[vertex_buffer_index - 1].vertex_buffer
- vertex_buffer_index
- IDirect3DDevice9_SetStreamSource(global_d3d_device, stream_index, global_dynamic_vertex_buffers[vertex_buffer_index - 1].vertex_buffer, offset, stride)
- IDirect3DDevice9_SetStreamSource(global_d3d_device, stream_index, 0, offset, stride)
- vertex_buffer_index <= global_num_dynamic_vertex_buffers
- IDirect3DVertexBuffer9_Lock(global_dynamic_vertex_buffers[vertex_buffer_index - 1].vertex_buffer, offset, size, &data, flags)
- (flags & D3DLOCK_DISCARD) || (flags & D3DLOCK_NOOVERWRITE)
- IDirect3DVertexBuffer9_Unlock(global_dynamic_vertex_buffers[vertex_buffer_index - 1].vertex_buffer)
- global_dynamic_vertex_buffers[vertex_buffer_index].vertex_buffer
- global_dynamic_vertex_buffers[vertex_buffer_index].vertex_buffer == NULL
- /
- platoon_absolute_index>=0 && platoon_absolute_index<MAXIMUM_PLATOONS_PER_MAP
- platoon_index>=0 && platoon_index<MAXIMUM_PLATOONS_PER_ENCOUNTER && platoon_index<encounter->platoon_count
- ai_string && ai_index_reference
- \halopc\haloce\source\ai\ai_script.c
- %s/%s
- ai_attach: could not find a squad in encounter %s to attach actor
- ai_attach: no actor variant specified for %s/%s, cannot create actor to attach to biped
- %s: ai_attach_unit 0x%04X %s
- %s: ai_detach_unit 0x%04X
- %s: ai_place %s
- %s: ai_kill %s
- %s: ai_kill_silent %s
- %s: ai_erase %s
- %s: ai_erase_all
- %s: ai_spawn_actor %s
- %s: ai_set_respawn %s %s
- %s: ai_set_deaf %s %s
- %s: ai_set_blind %s %s
- %s: ai_magically_see_unit %s 0x%04X
- %s: ai_timer_start %s
- %s: ai_timer_expire %s
- (count_type >= 0) && (count_type < NUMBER_OF_AI_COUNT_TYPES)
- %s: ai_attack %s
- %s: ai_defend %s
- %s: ai_maneuver %s
- %s: ai_maneuver_enable %s %s
- %s -> %s (no matching squads found, going to squad 0)
- %s -> %s (no matching types found)
- %s -> %s (same-type %s)
- %s -> %s (same-actor %s)
- (found_squad_index >= 0) && (found_squad_index < target_encounter_definition->squads.count)
- %s -> %s (same-variant %s)
- %s unchanged
- (target_squad_indices[current_squad_index] >= 0) && (target_squad_indices[current_squad_index] < target_encounter_definition->squads.count)
- (current_squad_index >= 0) && (current_squad_index < MAXIMUM_SQUADS_PER_ENCOUNTER)
- squad %s
- (source_iterator.squad_index >= 0) && (source_iterator.squad_index < MAXIMUM_SQUADS_PER_ENCOUNTER)
- %s: ai_migrate %s %s
- %s: ai_migrate_by_unit <some guys> %s
- ai_migrate_and_speak: unknown speech type '%s' (must be 'advance' or 'retreat')
- %s: ai_migrate_and_speak %s %s %s
- %s: ai_allegiance %d %d
- %s: ai_allegiance_remove %d %d
- %s: ai_go_to_vehicle %s 0x%04X %s
- %s: ai_go_to_vehicle_override %s 0x%04X %s
- %s: ai_exit_vehicle %s
- %s: ai_braindead %s %s
- %s: ai_braindead_by_unit <some guys> %s
- %s: ai_disregard <some guys> %s
- %s: ai_prefer_target <some guys> %s
- %s: ai_teleport_starting_location_if_unsupported %s
- %s: ai_teleport_starting_location %s
- %s: ai_renew %s
- %s: ai_try_to_fight_nothing %s
- %s: ai_try_to_fight %s %s
- %s: ai_try_to_fight_player %s
- %s: ai_allow_charge %s %s
- %s: ai_command_list %s %d
- %s: ai_command_list_by_unit <unit> %d
- %s: ai_command_list_advance %s
- %s: ai_command_list_advance_by_unit <some unit>
- actor->meta.swarm
- !actor->meta.swarm
- actor->meta.encounter_index != NONE
- %s: ai_free %s
- %s: ai_free_units <some units>
- %s: ai_attach_free %s cannot be used for swarm actors
- %s: ai_attach_free 0x%04X %s
- %s: ai_force_active %s %s
- ai_force_active_by_unit: unit is a member of encounter %s/%s, you must use ai_force_active instead
- %s: ai_force_active_by_unit <some unit> %s
- %s: ai_set_return_state %s %d
- %s: ai_set_current_state %s %d
- %s: ai_status %s
- %s: ai_playfight %s %s
- %s: ai_vehicle_encounter <some unit> %s
- ai_vehicle_enterable: too many enterable vehicles (max is %d)
- %s: ai_vehicle_enterable_distance <some vehicle>
- %s: ai_vehicle_enterable_team <some vehicle> %d
- %s: ai_vehicle_enterable_actor_type <some vehicle> %d
- ai_vehicle_enterable_actors: too many groups of actors (max is %d)
- %s: ai_vehicle_enterable_actors <some vehicle> %s
- %s: ai_vehicle_enterable_disable <some vehicle>
- %s: ai_look_at_object <some unit> <some object>
- %s: ai_stop_looking <some unit>
- %s: ai_automatic_migration_target %s %s
- %s: ai_follow_target_disable %s
- %s: ai_follow_target_players %s
- %s: ai_follow_target_unit %s <some unit>
- %s: ai_follow_target_ai %s %s
- %s: ai_follow_distance %s %.1f
- %s: ai_conversation %s
- %s: ai_conversation_stop %s
- %s: ai_conversation_advance %s
- ai_link_activation: cannot link to another encounter, MAXIMUM_ACTIVATION_LINK_INDICES_PER_ENCOUNTER is %d
- %s: ai_link_activation %s %s
- %s: ai_berserk %s
- %s: ai_allow_dormant %s %s
- %s: ai_magically_see_encounter %s %s
- %s: ai_magically_see_players %s
- \halopc\haloce\source\bitmaps\libtiff\tif_close.c
- \halopc\haloce\source\bitmaps\libtiff\tif_dir.c
- %ld: Bad value for "%s"
- Internal error, tag value botch, tag "%s"
- Cannot handle %ld-channel data
- Bad value %ld for "%s" tag ignored
- TIFFSetField
- %s: Cannot modify tag "%s" while writing
- TIFFVSetField
- TIFFGetField1
- Internal error, no value returned for tag "%s"
- TIFFGetField
- Unknown field, tag 0x%x
- %s: Error fetching directory count
- %s: Error fetching directory link
- "%s": Bad mode
- Cannot append to file that has opposite byte ordering
- Not a TIFF file, bad version number %d (0x%x)
- Not a TIFF file, bad magic number %d (0x%x)
- Error writing TIFF header
- Cannot read TIFF header
- %s: Out of memory (TIFF structure)
- \halopc\haloce\source\bitmaps\libtiff\tif_open.c
- %s: Cannot open
- \halopc\haloce\source\bitmaps\libtiff\tif_write.c
- %s: No space for %s arrays
- strip
- tile
- %s: Must set "PlanarConfiguration" before writing data
- %s: Must set "ImageWidth" before writing data
- Can not write scanlines to a tiled image
- Can not write tiles to a stripped image
- %s: File not open for writing
- %s: No space for output buffer
- %s: No space to expand strip arrays
- td->td_planarconfig == PLANARCONFIG_CONTIG
- %s: Write error at scanline %d
- %s: Seek error at scanline %d
- Compression algorithm does not support random access
- %d: Sample out of range, max %d
- Can not change "ImageLength" when using separate planes
- %s: Strip %d out of range, max %d
- %s: Tile %d out of range, max %d
- %s: Read error at scanline %d
- %s: Seek error at scanline %d, strip %d
- %s: Read error at row %d, col %d
- %s: Seek error at row %d, col %d, tile %d
- %s: No space for data buffer at scanline %d
- \halopc\haloce\source\bitmaps\libtiff\tif_read.c
- Can not read scanlines from a tiled image
- Can not read tiles from a stripped image
- File not open for reading
- %d: Strip out of range, max %d
- %s: Data buffer too small to hold strip %d
- %d: Tile out of range, max %d
- %s: Data buffer too small to hold tile %d
- %d: Row out of range, max %d
- group->triangle_count==vertices_per_primitive-2
- !has_lightmap
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_transparent_geometry.c
- ### ERROR rasterizer_transparent_geometry_group_draw failed
- !dirty
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, psh_constants__meter_colors, 6)
- ### ERROR unsupported vertex type in for _shader_type_transparent_meter
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__TEXANIM_OFFSET, (float*)vsh_constants__texanim, 4)
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__INVERSE_OFFSET, (float*)vsh_constants__inverse, VSH_CONSTANTS__INVERSE_COUNT)
- ### ERROR unsupported model effect type in transparent group
- ### ERROR failed to allocate texcoord stream
- IDirect3DVertexBuffer9_Unlock(rasterizer_dx9_transparent_geometry_texcoord_stream)
- IDirect3DVertexBuffer9_Lock(rasterizer_dx9_transparent_geometry_texcoord_stream, 0, RASTERIZER_TRANSPARENT_GEOMETRY_TEXCOORD_STREAM_SIZE * ( 2 * sizeof( float ) ), (unsigned char**)&vertices, 0)
- rasterizer_dx9_transparent_geometry_texcoord_stream
- mounted_weapon
- carrier_form
- infection_form
- combat_form
- actor_type_definitions[actor_type]->when_to_search_pursuit < NUMBER_OF_ACTOR_PURSUIT_SETTINGS
- actor_type_definitions[actor_type]->when_to_pursue < NUMBER_OF_ACTOR_PURSUIT_SETTINGS
- actor_type_definitions[actor_type]->when_to_search_at_target < NUMBER_OF_ACTOR_PURSUIT_SETTINGS
- actor_type_definitions[actor_type]->decide_action
- actor_type_definitions[actor_type]->name
- actor_type_definitions[actor_type]
- actor_type>=0 && actor_type<NUMBER_OF_ACTOR_TYPES
- c:\halopc\haloce\source\ai\actor_type_definitions.h
- actor_type_definition->decide_action
- \halopc\haloce\source\ai\actor_types.c
- actor_type_definition->swarm_control
- actor_type_definition->swarm
- WARNING: object_create - '%s' already exists
- ### ERROR a script tried to delete the player (or the horse he rode in on, or his six-shooter)
- \halopc\haloce\source\hs\hs_library_external.c
- the sound '%s' does not exist
- &flag->position
- %s reference
- list object
- object list header
- list->reference_count==0
- \halopc\haloce\source\hs\object_lists.c
- list->reference_count>0
- structure_radiosity_initial_subdivision
- structure_radiosity_iteration_find_light
- ???>Q?
- #=R?p>
- <(?
- ?structure_radiosity_shoot_at_vertex
- structure_radiosity_iteration_subdivide
- structure_radiosity_iteration_shoot_at_class
- structure_radiosity_iteration_reset
- structure_radiosity_iteration
- structure_radiosity_add_fake_lights
- couldn't save.
- you need to check out the scenario structure bsp and bitmap tags to generate lightmaps.
- extract failed
- too many vertices in a material
- there are no lightmapped triangles on the map
- smooth triangle group too big for page
- edge has more than four triangles (see red in error geometry)
- degenerate triangle [or triangle with bad uvs] (see blue in error geometry)
- quality>=0 && quality<NUMBER_OF_RADIOSITY_QUALITIES
- \halopc\haloce\source\structures\radiosity\radiosity.c
- radiosity error: %s %s
- error_code>=0 && error_code<NUMBER_OF_RADIOSITY_ERRORS
- radiosity_error_code==_radiosity_error_none
- !radiosity_error
- !in->marker_initialized
- in->marker_initialized
- radiosity form factor (%f %f %f) outside bounds
- G?in->source_group_index==NONE
- valid_real_rgb_spectrum(&in->total_delta_radiosity)
- valid_real_rgb_spectrum(&patch->delta_radiosity)
- patch_indices[patch_index_index]>=0 && patch_indices[patch_index_index]<old_patch_count
- segment_lengths[edge_index]
- element->maximum_segment_length>0.f
- valid_real_rgb_spectrum(irradiance)
- valid_radiosity_in(in)
- new_patch_count<=group->patches.count
- !DYNAMIC_ARRAY_CONTAINS_POINTER(&patch->elements, element)
- !generate_patches || !DYNAMIC_ARRAY_CONTAINS_POINTER(&group->patches, element)
- &vertex->incident_luminence
- &test_vertex.normal
- &test_vertex.point
- !DYNAMIC_ARRAY_CONTAINS_POINTER(&group->vertices, element_vertex1)
- !DYNAMIC_ARRAY_CONTAINS_POINTER(&group->vertices, element_vertex0)
- &v1->normal
- &v1->point
- &v0->normal
- &v0->point
- fraction>0.f && fraction<1.f
- in
- target_vertex->magic_number==in->magic_number
- target_vertex
- segment_count>0
- element_vertex1->index>=0 && element_vertex1->index<group->vertices.count
- element_vertex0->index>=0 && element_vertex0->index<group->vertices.count
- valid_real_rgb_spectrum(&vertex->delta_irradiance)
- target_element
- element_delta_irradiance
- shortest_edge_index!=longest_edge_index
- element->maximum_segment_length>=radiosity_qualities[global_radiosity_quality].surface_constants[0].minimum_maximum_side_length
- valid_real_rgb_spectrum(&element_delta_irradiance)
- valid_real_rgb_spectrum(&target_patch->delta_radiosity)
- target_patch->base.area>0.f
- target_element->area>0.f
- |n|n|n%f %f %f
- |n|n|n%d
- ### ERROR failed to clear lens flares and/or markers from structure_bsp
- done
- ### ERROR failed to allocate temporary buffers for lens flare placement
- ### ERROR failed to sort lens flare markers by cluster (out of memory)
- ### ERROR failed to resize lens flare marker block
- ### WARNING failed to add lens flare marker to structure_bsp (max=#%d)
- point_count+2<MAXIMUM_TRIANGLES_PER_CONNECTED_GEOMETRY_COPLANAR_GROUP*NUMBER_OF_VERTICES_PER_TRIANGLE
- cluster->first_lens_flare_marker_index+cluster->lens_flare_marker_count<=structure_bsp->lens_flare_markers.count
- cluster->first_lens_flare_marker_index<structure_bsp->lens_flare_markers.count
- cluster_index<temp_markers[marker_index].cluster_index
- ### WARNING failed to add lens flare to structure_bsp (max=#%d)
- surface->vertex_indices[2]>=0 && surface->vertex_indices[2]<material->vertices.count
- surface->vertex_indices[1]>=0 && surface->vertex_indices[1]<material->vertices.count
- surface->vertex_indices[0]>=0 && surface->vertex_indices[0]<material->vertices.count
- building structure lens flares...
- structure_bsp
- \halopc\haloce\source\structures\structure_lens_flares.c
- model_mask_none
- model_mask_reflection
- model_mask_multipurpose
- model_mask_change_color
- model_mask_self_illumination
- model_environment
- screen_effect
- transparent_glass_diffuse
- active_camouflage_draw
- transparent_water_bumpmap_convolution
- effect_normal_tint_multiply_add
- effect_normal_tint_multiply
- effect_normal_tint_double_multiply
- effect_normal_tint_alpha_blend
- effect_normal_tint_add
- effect_normal_tint
- effect_nonlinear_tint_multiply_add
- effect_nonlinear_tint_multiply
- effect_nonlinear_tint_double_multiply
- effect_nonlinear_tint_alpha_blend
- effect_nonlinear_tint_add
- effect_nonlinear_tint
- effect_multitexture_normal_tint_multiply_add
- effect_multitexture_normal_tint_multiply
- effect_multitexture_normal_tint_double_multiply
- effect_multitexture_normal_tint_alpha_blend
- effect_multitexture_normal_tint_add
- effect_multitexture_normal_tint
- effect_multitexture_nonlinear_tint_multiply_add
- effect_multitexture_nonlinear_tint_multiply
- effect_multitexture_nonlinear_tint_double_multiply
- effect_multitexture_nonlinear_tint_alpha_blend
- effect_multitexture_nonlinear_tint_add
- effect_multitexture_nonlinear_tint
- sun_glow_draw
- sun_glow_convolve
- screen_meter
- screen_multitexture_subtract_subtract
- screen_multitexture_subtract_multiply2x
- screen_multitexture_subtract_multiply
- screen_multitexture_subtract_dot
- screen_multitexture_subtract_add
- screen_multitexture_multiply2x_subtract
- screen_multitexture_multiply2x_multiply2x
- screen_multitexture_multiply2x_multiply
- screen_multitexture_multiply2x_dot
- screen_multitexture_multiply2x_add
- screen_multitexture_multiply_subtract
- screen_multitexture_multiply_multiply2x
- screen_multitexture_multiply_multiply
- screen_multitexture_multiply_dot
- screen_multitexture_multiply_add
- screen_multitexture_dot_subtract
- screen_multitexture_dot_multiply2x
- screen_multitexture_dot_multiply
- screen_multitexture_dot_dot
- screen_multitexture_dot_add
- screen_multitexture_add_subtract
- screen_multitexture_add_multiply2x
- screen_multitexture_add_multiply
- screen_multitexture_add_dot
- screen_multitexture_add_add
- screen_normal
- widget_sprite
- shadow_convolve
- transparent_plasma
- environment_specular_lightmap_bumped
- environment_specular_lightmap_flat
- environment_specular_light_bumped
- environment_specular_light_flat
- environment_reflection_mirror_flat_specular
- environment_reflection_mirror_flat
- environment_reflection_mirror_bumped
- environment_reflection_flat_specular
- environment_texture_specular_mask_biased_add_biased_add
- environment_texture_specular_mask_biased_add_multiply
- environment_texture_specular_mask_biased_add_biased_multiply
- environment_texture_specular_mask_multiply_biased_add
- environment_texture_specular_mask_multiply_multiply
- environment_texture_specular_mask_multiply_biased_multiply
- environment_texture_specular_mask_biased_multiply_biased_add
- environment_texture_specular_mask_biased_multiply_multiply
- environment_texture_specular_mask_biased_multiply_biased_multiply
- environment_texture_blended_biased_add_biased_add
- environment_texture_blended_biased_add_multiply
- environment_texture_blended_biased_add_biased_multiply
- environment_texture_blended_multiply_biased_add
- environment_texture_blended_multiply_multiply
- environment_texture_blended_multiply_biased_multiply
- environment_texture_blended_biased_multiply_biased_add
- environment_texture_blended_biased_multiply_multiply
- environment_texture_blended_biased_multiply_biased_multiply
- environment_texture_normal_biased_add_biased_add
- environment_texture_normal_biased_add_multiply
- environment_texture_normal_biased_add_biased_multiply
- environment_texture_normal_multiply_biased_add
- environment_texture_normal_multiply_multiply
- environment_texture_normal_multiply_biased_multiply
- environment_texture_normal_biased_multiply_biased_add
- environment_texture_normal_biased_multiply_multiply
- environment_texture_normal_biased_multiply_biased_multiply
- environment_diffuse_lights
- environment_lightmap_no_illumination_no_lightmap
- environment_lightmap_no_illumination
- environment_lightmap_no_lightmap
- environment_lightmap_normal
- (shader_index >= 0) && (shader_index < NUMBER_OF_SHADERS)
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_shaders.c
- NULL != effect->pixel_shaders
- NULL != rasterizer_dx9_effect_collection.effects
- shaders\EffectCollection_ps_%d_%d.enc
- PS_%s_ps_%d_%d
- ???<?<??<?<?### ERROR rasterizer_sun_glow_copy_source failed
- IDirect3DDevice9_DrawPrimitiveUP(global_d3d_device, D3DPT_TRIANGLEFAN, 2, vertex_data, sizeof( struct dynamic_unlit_vertex ))
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_lights.c
- ### ERROR rasterizer_sun_glow_convolve failed
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, psh_constants, 1)
- secondary_target>=0 && secondary_target<NUMBER_OF_RASTERIZER_TARGETS
- primary_target>=0 && primary_target<NUMBER_OF_RASTERIZER_TARGETS
- ### ERROR rasterizer_sun_glow_draw failed
- B
- ### ERROR fixed_function_d3d_light_count >= global_d3d_caps.MaxActiveLights
- IDirect3DDevice9_LightEnable(global_d3d_device, rasterizer_lights.fixed_function_d3d_light_count, TRUE)
- IDirect3DDevice9_SetLight(global_d3d_device, rasterizer_lights.fixed_function_d3d_light_count, &d3d_light)
- d:\r-prof.txt
- ### ERROR out of memory
- \halopc\haloce\source\rasterizer\rasterizer_frame_statistics.c
- rasterizer_frame_statistics_temp_buffer
- triangle_count<RASTERIZER_MAXIMUM_TRIANGLES_PER_TRIANGLE_BUFFER
- DIP UP VERTS
- DP UP VERTS
- DIP VERTS
- DP VERTS
- DIP UP
- DP UP
- DIP
- DP
- FPS
- /C
- pB
- ;BBindex < FG_NUM_GRAPHS
- index < FG_NUM_INFOS
- average total frame time= %.2f msecs
- ----
- %6.2f
- ### ERROR failed to open rasterizer profile log (%s)
- |tsystem available|t%dKb
- |n|tsystem total|t%dKb
- |n|ttotal|t%d (%d)
- |t%s|t%d
- vertex shaders|t~35k last i checked
- debug geometry*
- motion sensor buffers*
- water buffers
- sun glow buffers*
- shadow buffers
- mirror buffers (includes z-buffer*)
- bump map palette
- transparent geometry groups
- dynamic triangles
- dynamic vertices (detail objects)
- dynamic vertices (model)
- dynamic vertices (screen)
- dynamic vertices (lit*)
- dynamic vertices (unlit)
- |tallocation|tmemory usage (bytes)
- |ttotal|t%.2f|t%d|n
- |t%s|t----|t0
- |t%s|t%.2f|t%d
- |tGPU profile|ttime (msecs)|tdata (bytes)
- |t%d dynamic lights|n|t%d lens flares|n
- |tdynamic geometry|t%d/%d|t%d/%d|n
- |tdecals|t%d|t%d|t%d|n
- |tsolid|t%d|t%d|t%d|n|ttransparent|t%d|t%d/%d|t%d|n
- |tmodels (%d)|t%d|t%d|t%d
- |tmodel shadows (%d)|t%d|t%d|t%d
- |tlightmaps|t%d|t%d|t%d|n|tshadows (%d)|t%d|t%d|t%d|n|tlights|t%d|t%d|t%d|n|ttextures|t%d|t%d|t%d|n|tlights specular|t%d|t%d|t%d|n|tlightmaps specular|t%d|t%d|t%d|n|tlightmaps ref.mask|t%d|t%d|t%d|n|treflections|t%d|t%d|t%d|n|ttransparent|t%d|t%d/%d|t%d|n|tfog|t%d|t%d|t%d|n
- |tenvironment|t%d|t%d|t%d
- |ttotal|t%d|t%d|t%d|n
- |t|tvertices|ttriangles|tprimitives
- |tlocal_player_count|t%d|n|tmain_get_window_count|t%d|n
- |tskinning|t%d|n|tlighting|t%d|n|tvertex shaders|t%d|n
- |tfogged|t%d|n|tnormal|t%d|n|tfast|t%d|n|tscenery|t%d|n
- |t%.0f|t%.0f|t%.0f|t%.0f|t%5.1f%%|n
- |t%.0f|t%.0f/%.0f|t%.0f|t%.0f|t%5.1f%%|n
- |n|tframerate|taverage (of %d)|tmin|tmax|tdropped
- debug_sound
- sv_tk_ban
- sv_public
- sv_mapcycle_timeout
- cheat_medusa
- cheat_super_jump
- cheat_bottomless_clip
- cheat_deathless_player
- multiplayer_draw_teammates_names
- rasterizer_fps
- mouse_acceleration
- rasterizer_wireframe
- rasterizer_fog_plane
- rasterizer_fog_atmosphere
- rasterizer_environment_diffuse_textures
- developer_mode
- hud_filter
- run_game_scripts
- slow_server_startup_safety_zone_in_seconds
- global_connection_dont_timeout
- allow_out_of_sync
- error_suppress_all
- find_all_fucked_up_shit
- debug_player_color
- debug_recording_newlines
- debug_recording
- director_camera_switching
- director_camera_switch_fast
- texture_cache_list
- texture_cache_graph
- debug_player_teleport
- player_magnetism
- player_autoaim
- controls_swap_doubled_spin_state
- controls_enable_doubled_spin
- controls_swapped
- controls_enable_crouch
- ai_fix_actor_variants
- ai_fix_defending_guard_firing_positions
- ai_debug_path_disable_obstacle_avoidance
- ai_debug_path_disable_smoothing
- ai_debug_force_crouch
- ai_debug_force_vocalizations
- ai_debug_disable_wounded_sounds
- ai_debug_force_all_active
- ai_debug_flee_always
- ai_debug_ignore_player
- ai_debug_invisible_player
- ai_debug_deaf
- ai_debug_blind
- ai_debug_communication_focus_enable
- ai_debug_communication_unit_repeat_disabled
- ai_debug_communication_timeout_disabled
- ai_debug_communication_random_disabled
- ai_debug_ballistic_lineoffire_freeze
- ai_debug_path_accept_radius
- ai_debug_path_attractor_weight
- ai_debug_path_attractor_radius
- ai_debug_path_attractor
- ai_debug_path_maximum_radius
- ai_debug_path_flood
- ai_debug_path_end_freeze
- ai_debug_path_start_freeze
- ai_debug_path
- ai_debug_evaluate_all_positions
- ai_debug_oversteer_disable
- ai_debug_fast_los
- ai_print_uncovering
- ai_print_bsp_transition
- ai_print_unfinished_paths
- ai_print_acknowledgement
- ai_print_killing_sprees
- ai_print_conversations
- ai_print_oversteer
- ai_print_secondary_looking
- ai_print_damage_modifiers
- ai_print_command_lists
- ai_print_surprise
- ai_print_scripting
- ai_print_automatic_migration
- ai_print_migration
- ai_print_lost_speech
- ai_print_allegiance
- ai_print_speech_timers
- ai_print_speech
- ai_print_placement
- ai_print_vocalizations
- ai_print_communication_player
- ai_print_communication
- ai_print_evaluation_statistics
- ai_print_respawn
- ai_print_major_upgrade
- ai_print_rule_values
- ai_print_rules
- ai_print_pursuit_checks
- ai_render_postcombat
- ai_render_vector_avoidance_intermediate
- ai_render_vector_avoidance_objects
- ai_render_vector_avoidance_weights
- ai_render_vector_avoidance_clear_time
- ai_render_vector_avoidance_avoid_t
- ai_render_vector_avoidance_sense_t
- ai_render_vector_avoidance_rays
- ai_render_vector_avoidance
- ai_render_player_aiming_blocked
- ai_render_paths_nodes_closest
- ai_render_paths_nodes_costs
- ai_render_paths_nodes_polygons
- ai_render_paths_nodes_all
- ai_render_paths_nodes
- ai_render_paths_avoidance_search
- ai_render_paths_avoidance_obstacles
- ai_render_paths_avoidance_segment
- ai_render_paths_avoided
- ai_render_paths_smoothed
- ai_render_paths_failed
- ai_render_paths_current
- ai_render_paths_raw
- ai_render_paths_destination
- ai_render_paths_selected_only
- ai_render_paths
- ai_render_activation
- ai_render_control
- ai_render_charge_decisions
- ai_render_danger_zones
- ai_render_grenade_decisions
- ai_render_dialogue_variants
- ai_render_melee_check
- ai_render_vehicles_enterable
- ai_render_vehicle_avoidance
- ai_render_burst_geometry
- ai_render_gun_positions
- ai_render_firing_positions
- ai_render_spatial_effects
- ai_render_player_ratings
- ai_render_teams
- ai_render_speech
- ai_render_aiming_validity
- ai_render_projectile_aiming
- ai_render_trigger
- ai_render_shooting
- ai_render_pursuit
- ai_render_evaluations
- ai_render_active_cover_seeking
- ai_render_vitality
- ai_render_states
- ai_render_targets_last_visible
- ai_render_targets
- ai_render_secondary_looking
- ai_render_aiming_vectors
- ai_render_audibility
- ai_render_emotions
- ai_render_threats
- ai_render_recent_damage
- ai_render_support_surfaces
- ai_render_idle_look
- ai_render_props_target_weight
- ai_render_props_unopposable
- ai_render_props_unreachable
- ai_render_props_no_friends
- ai_render_props_web
- ai_render_props
- ai_render_detailed_state
- ai_render_current_state
- ai_render_vision_cones
- ai_render_encounter_activeregion
- ai_render_ballistic_lineoffire
- ai_render_lineofsight
- ai_render_lineoffire
- ai_render_lineoffire_crouching
- ai_render_inactive_actors
- ai_render_all_actors
- ai_render
- ai_show_sound_distance
- ai_show_prop_types
- ai_show_line_of_sight
- ai_show_paths
- ai_show_swarms
- ai_show_actors
- ai_show_stats
- ai_show
- ai_profile_random
- ai_profile_disable
- vehicle_incremental_rate
- weather
- debug_material_effects
- debug_collision_skip_vectors
- debug_collision_skip_objects
- debug_biped_limp_body_disable
- debug_biped_skip_collision
- debug_biped_skip_update
- debug_biped_physics
- debug_lights
- debug_object_lights
- debug_decals
- breakable_surfaces
- debug_fog_planes
- debug_permanent_decals
- debug_input
- debug_bsp
- debug_structure
- debug_player
- debug_camera
- debug_obstacle_path_goal_surface_index
- debug_obstacle_path_goal_point_y
- debug_obstacle_path_goal_point_x
- debug_obstacle_path_start_surface_index
- debug_obstacle_path_start_point_y
- debug_obstacle_path_start_point_x
- debug_obstacle_path_on_failure
- debug_obstacle_path
- collision_debug_phantom_bsp
- collision_debug_height
- collision_debug_width
- collision_debug_length
- collision_debug_vector_k
- collision_debug_vector_j
- collision_debug_vector_i
- collision_debug_point_z
- collision_debug_point_y
- collision_debug_point_x
- collision_debug_flag_use_vehicle_physics
- collision_debug_flag_skip_passthrough_bipeds
- collision_debug_flag_try_to_keep_location_valid
- collision_debug_flag_objects_placeholders
- collision_debug_flag_objects_light_fixtures
- collision_debug_flag_objects_controls
- collision_debug_flag_objects_machines
- collision_debug_flag_objects_scenery
- collision_debug_flag_objects_projectiles
- collision_debug_flag_objects_equipment
- collision_debug_flag_objects_weapons
- collision_debug_flag_objects_vehicles
- collision_debug_flag_objects_bipeds
- collision_debug_flag_objects
- collision_debug_flag_media
- collision_debug_flag_structure
- collision_debug_flag_ignore_breakable_surfaces
- collision_debug_flag_ignore_invisible_surfaces
- collision_debug_flag_ignore_two_sided_surfaces
- collision_debug_flag_back_facing_surfaces
- collision_debug_flag_front_facing_surfaces
- collision_debug_repeat
- collision_debug_features
- collision_debug_spray
- collision_debug
- debug_motion_sensor_draw_all_units
- debug_physics_disable_penetration_freeze
- debug_point_physics
- debug_trigger_volumes
- debug_scripting
- debug_damage
- render_shadows
- render_model_no_geometry
- render_model_markers
- render_model_index_counts
- render_model_vertex_counts
- render_model_nodes
- debug_objects_equipment_messages
- debug_objects_projectile_messages
- debug_objects_weapon_messages
- debug_objects_vehicle_messages
- debug_objects_biped_messages
- debug_objects_devices
- debug_objects_vehicle_powered_mass_points
- debug_objects_biped_autoaim_pills
- debug_objects_biped_physics_pills
- debug_objects_unit_mouth_apeture
- debug_objects_unit_seats
- debug_objects_unit_vectors
- debug_objects_pathfinding_spheres
- debug_objects_names
- debug_objects_physics
- debug_objects_collision_models
- debug_objects_bounding_spheres
- debug_objects_root_node
- debug_objects_position_velocity
- debug_objects
- render_wsystems
- render_psystems
- render_contrails
- debug_inactive_objects
- debug_sprites
- debug_portals
- model_animation_bullshit3
- model_animation_bullshit2
- model_animation_bullshit1
- model_animation_bullshit0
- model_animation_data_compression_savings_in_percent
- model_animation_data_compression_savings_in_bytes_at_import
- model_animation_data_compression_savings_in_bytes
- model_animation_data_uncompressed_size
- model_animation_data_compressed_size
- model_animation_compression
- profile_dump_lost_frames
- profile_dump_frames
- profile_timebase_ticks
- profile_display
- profile_graph
- collision_log_time
- collision_log_totals_only
- collision_log_extended
- collision_log_detailed
- collision_log_render
- cl_remote_player_action_queue_tick_limit
- cl_remote_player_action_queue_limit
- sv_client_action_queue_tick_limit
- sv_client_action_queue_limit
- multiplayer_hit_sound_volume
- speed_hack_log_level
- speed_hack_detection
- debug_score
- remote_player_log_level
- local_player_log_level
- client_log_destination
- log_server_player_update_history
- use_new_vehicle_update_scheme
- use_super_remote_players_action_update
- remote_player_vehicle_baseline_update_rate
- remote_player_vehicle_update_rate
- remote_player_position_baseline_update_rate
- remote_player_position_update_rate
- remote_player_action_baseline_update_rate
- remote_player_action_update_rate
- local_player_vehicle_update_rate
- local_player_update_rate
- biped_incremental_rate
- stun_enable
- rider_ejection
- object_light_interpolate
- object_light_secondary_scale
- object_light_ambient_scale
- object_light_ambient_base
- debug_sound_environment
- sound_obstruction_ratio
- debug_sound_cache_graph
- sound_cache_size
- sound_gain_under_dialog
- loud_dialog_hack
- debug_sound_hardware
- debug_sound_channels_detail
- debug_sound_channels
- debug_looping_sound
- debug_sound_cache
- debug_effects_nonviolent
- effects_corpse_nonviolent
- cheat_controller
- cheat_omnipotent
- cheat_reflexive_damage_effects
- cheat_bump_possession
- cheat_infinite_ammo
- cheat_jetpack
- debug_damage_taken
- debug_unit_illumination
- debug_unit_animations
- debug_unit_all_animations
- object_prediction
- debug_leaf_portals
- debug_leaf_portal_index
- debug_leaf_index
- debug_input_target
- debug_no_drawing
- debug_render_freeze
- debug_object_garbage_collection
- temporary_hud
- texture_cache_size
- debug_texture_cache
- debug_detail_objects
- structures_use_pvs_for_vs
- radiosity_normals
- radiosity_lines
- radiosity_step_count
- radiosity_quality
- recover_saved_games_hack
- debug_bink
- debug_frustum
- debug_no_frustum_clip
- rasterizer_d3dlight_attenuation2
- rasterizer_d3dlight_attenuation1
- rasterizer_d3dlight_attenuation0
- rasterizer_d3dlight_falloff
- rasterizer_d3dlight_phi
- rasterizer_d3dlight_theta
- rasterizer_effects_level
- rasterizer_transparent_pixel_counter
- f5
- f4
- f3
- f2
- f1
- f0
- pad3_scale
- pad3
- rasterizer_profile_objectlock_time
- rasterizer_profile_print_locks
- rasterizer_splitscreen_VB_optimization
- rasterizer_filthy_decal_fog_hack
- rasterizer_zsprites
- freeze_flying_camera
- rasterizer_safe_frame_bounds
- force_all_player_views_to_default_player
- rasterizer_zoffset
- rasterizer_zbias
- rasterizer_detail_objects_offset_multiplier
- rasterizer_profile_log
- rasterizer_secondary_render_target_debug
- rasterizer_soft_filter
- rasterizer_DXTC_noise
- rasterizer_screen_effects
- rasterizer_screen_flashes
- rasterizer_ray_of_buddha
- rasterizer_lens_flares_occlusion_debug
- rasterizer_lens_flares_occlusion
- rasterizer_plasma_energy
- rasterizer_active_camouflage_multipass
- rasterizer_active_camouflage
- rasterizer_water_mipmapping
- rasterizer_shadows_debug
- rasterizer_shadows_convolution
- rasterizer_environment_specular_mask
- rasterizer_environment_alpha_testing
- rasterizer_model_lighting_ambient
- rasterizer_lightmaps_filtering
- rasterizer_lightmaps_incident_radiosity
- rasterizer_lightmap_mode
- rasterizer_lightmap_ambient
- rasterizer_bump_mapping
- rasterizer_debug_geometry_multipass
- rasterizer_debug_geometry
- rasterizer_detail_objects
- rasterizer_hud_motion_sensor
- rasterizer_dynamic_screen_geometry
- rasterizer_dynamic_lit_geometry
- rasterizer_dynamic_unlit_geometry
- rasterizer_lens_flares
- rasterizer_water
- rasterizer_environment_fog_screen
- rasterizer_environment_fog
- rasterizer_environment_transparents
- rasterizer_environment_reflections
- rasterizer_environment_reflection_mirrors
- rasterizer_environment_reflection_lightmap_mask
- rasterizer_environment_specular_lightmaps
- rasterizer_environment_specular_lights
- rasterizer_environment_decals
- rasterizer_environment_diffuse_lights
- rasterizer_environment_shadows
- rasterizer_environment_lightmaps
- rasterizer_environment
- rasterizer_stencil_mask
- rasterizer_draw_first_person_weapon_first
- rasterizer_model_transparents
- rasterizer_models
- rasterizer_debug_meter_shader
- rasterizer_debug_transparents
- rasterizer_debug_model_lod
- rasterizer_debug_model_vertices
- rasterizer_smart
- rasterizer_mode
- rasterizer_stats
- rasterizer_frame_bounds_bottom
- rasterizer_frame_bounds_top
- rasterizer_frame_bounds_right
- rasterizer_frame_bounds_left
- rasterizer_refresh_rate
- rasterizer_framerate_stabilization
- rasterizer_framerate_throttle
- rasterizer_floating_point_zbuffer
- rasterizer_first_person_weapon_far_clip_distance
- rasterizer_first_person_weapon_near_clip_distance
- rasterizer_far_clip_distance
- rasterizer_near_clip_distance
- console_dump_to_file
- terminal_render
- oddball_baseline_rate
- projectile_incremental_rate
- equipment_incremental_rate
- weapon_incremental_rate
- allow_client_side_weapon_projectiles
- net_graph_period
- net_graph_enabled
- network_connect_timeout
- net_bandwidth
- leaf_to_leaf_latency
- transport_dumping
- debug_game_save
- display_precache_progress
- display_framerate
- debug_framerate
- framerate_lock
- framerate_throttle
- player_spawn_count
- screenshot_count
- screenshot_size
- ### ERROR rasterizer_water_build_bumpmap failed
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, (float*)psh_constants, 4)
- ripples[ripple_index].map_repeats>0
- ripples[2].contibution_factor + ripples[3].contibution_factor>0.0f
- ripples[0].contibution_factor + ripples[1].contibution_factor>0.0f
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_water.c
- ### ERROR rasterizer_water_draw failed
- ### ERROR unsupported vertex type in for _shader_type_transparent_water
- ### ERROR unsupported vertex type in for _shader_type_transparent_glass
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_glass.c
- IDirect3DDevice9_SetPixelShaderConstantF( global_d3d_device, 0, psh_constants, 3)
- reflection_type>=0 && reflection_type<NUMBER_OF_SHADER_TRANSPARENT_GLASS_REFLECTION_TYPES
- ### ERROR rasterizer failed to allocate global memory pool
- \halopc\haloce\source\rasterizer\rasterizer_memory_pool.c
- ### ERROR rasterizer memory pool exceeded
- height != NULL
- width != NULL
- target < NUMBER_OF_RASTERIZER_TARGETS
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_render_targets.c
- ### ERROR rasterizer_render_targets_initialize failed
- IDirect3DDevice9_CreateVertexBuffer(global_d3d_device, 4 * vSize, usage_flags, FVF_PRETRANSFORMED_SCREENSPACE, pool_type, &render_target_d3d_vertex_buffer, NULL)
- IDirect3DIndexBuffer9_Unlock(render_target_d3d_index_buffer)
- IDirect3DIndexBuffer9_Lock(render_target_d3d_index_buffer, 0, 4, &pIndices, 0)
- IDirect3DDevice9_CreateIndexBuffer(global_d3d_device, 8, usage_flags, D3DFMT_INDEX16, pool_type, &render_target_d3d_index_buffer, NULL)
- IDirect3DTexture9_GetSurfaceLevel(global_render_targets[index].texture, 0, &global_render_targets[index].surface)
- IDirect3DDevice9_CreateTexture(global_d3d_device, global_render_targets[index].width, global_render_targets[index].height, 1, D3DUSAGE_RENDERTARGET, global_render_targets[index].format, D3DPOOL_DEFAULT, &global_render_targets[index].texture, NULL)
- IDirect3DSurface9_GetDesc( global_render_targets[_rasterizer_target_render_d3d].surface, &surface_desc)
- IDirect3DDevice9_GetRenderTarget(global_d3d_device, 0, &global_render_targets[_rasterizer_target_render_d3d].surface)
- IDirect3DSurface9_GetDesc( global_render_targets[_rasterizer_target_render_primary].surface, &surface_desc)
- IDirect3DDevice9_GetRenderTarget(global_d3d_device, 0, &global_render_targets[_rasterizer_target_render_primary].surface)
- IDirect3DTexture9_Release(global_render_targets[index].texture)
- IDirect3DSurface9_Release(global_render_targets[index].surface)
- ### ERROR unsupported rasterizer target
- ### ERROR unsupported render target
- ### ERROR rasterizer_set_target failed
- IDirect3DDevice9_Clear(global_d3d_device, 0, NULL, flags, background_color, 1.0f, 0x00)
- IDirect3DSurface9_GetDesc(d3d_surface, &d3d_surface_desc)
- IDirect3DDevice9_SetRenderTarget(global_d3d_device, 0, d3d_surface)
- d3d_texture
- IDirect3DDevice9_DrawIndexedPrimitive(global_d3d_device, D3DPT_TRIANGLEFAN, 0, 0, 4, 0, 2)
- IDirect3DDevice9_SetIndices( global_d3d_device, render_target_d3d_index_buffer)
- IDirect3DDevice9_SetStreamSource(global_d3d_device, 0, render_target_d3d_vertex_buffer, 0, vSize)
- IDirect3DVertexBuffer9_Unlock( render_target_d3d_vertex_buffer)
- IDirect3DVertexBuffer9_Lock(render_target_d3d_vertex_buffer, 0, 4 * vSize, (unsigned char**)&vertex_data, D3DLOCK_DISCARD)
- IDirect3DSurface9_LockRect(d3d_surface, &d3d_locked_rect, NULL, D3DLOCK_READONLY )
- %02x
- gti2ConnectionError. result[%d] reason[%d]
- gti2HandleAccept G state[%s]
- gti2HandleAccept state[%s]
- time
- gti2SendClosedOnSocket later address[%s]
- gti2SendClosedOnSocket address[%s]
- New high water mark for message resends [%d] Message Length[%d]
- gti2ConnectionMemoryError wow!
- gti2HandleClientResponse H
- gti2HandleClientResponse G state[%s]
- gti2HandleClientResponse E state[%s]
- gti2HandleClientResponse E state[%s] Would have sploded
- gti2HandleClientResponse A state[%s]
- gti2HandleClientResponse state[%s]
- gti2HandleReject later state[%s]
- gti2HandleReject sending close
- gti2HandleReject C state[%s]
- gti2HandleReject state[%s]
- gti2HandleClose later state[%s]
- gti2HandleClose C state[%s]
- gti2HandleClose state[%s]
- gti2BeginReliableMessage.. B len[%d]
- it's been [%d] milliseconds since we last received an ack on this connection
- We've never received an ack on this connection!?!
- gti2BeginReliableMessage.. A freeSpace[%d] < len[%d].. number of messages[%d]
- gti2SendServerChallenge later [%s]
- gti2SendClientResponse [%s]
- gti2HandleClientChallenge later state[%s]
- gti2HandleClientChallenge slight later state[%s]
- gti2HandleClientChallenge G state[%s]
- gti2HandleClientChallenge A state[%s]
- gti2HandleClientChallenge state[%s]
- gti2HandleServerChallenge K state[%s]
- gti2HandleServerChallenge G state[%s]
- gti2HandleServerChallenge A state[%s]
- gti2HandleServerChallenge state[%s]
- GTI2MsgKeepAlive
- GTI2MsgClose
- GTI2MsgReject
- GTI2MsgAccept
- GTI2MsgClientResponse
- GTI2MsgServerChallenge
- gti2DeliverReliableMessage address[%s] case[%s] state[%s]
- GTI2MsgClientChallenge
- gti2HandleReliableMessage.. overflow. len[%d].. actually, it looks like this can never happen
- gti2HandleMessage G
- gti2HandleMessage A GTI2MsgClosed[%d] Length[%d]
- gti2HandleMessage D
- --gti2HandleMessage -A Don't have connection. addrstr[%s] has magicString[%s]
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_active_camouflage.c
- ### ERROR rasterizer_active_camouflage_draw failed
- IDirect3DDevice9_SetPixelShaderConstantF(global_d3d_device, 0, intensity_vector, 1)
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, 4, vsh_constants__viewproj, 2)
- local_active_camouflage_debug_cached_flag
- !TEST_FLAG(group->geometry_flags, _rasterizer_geometry_no_queue_bit)
- group->effect.intensity<=1.0f
- group->effect.intensity>0.0f
- group->effect.type==_render_model_effect_type_active_camouflage
- group->shader
- DirectSound: '%s' (%s)
- Unknown erorr
- Failed to create secondary buffer.
- Failed to create 3D sound buffer.
- Failed to SetFX on secondary buffer.
- Failed to GetObjectInPath.
- Failed to GetAllParameters.
- channel->buffer != NULL
- \halopc\haloce\source\sound\sound_effect_object_dx_pc.cpp
- Failed to GetAllParameters on secondary buffer.
- Failed to SetAllParameters on secondary buffer.
- reverb <= max
- reverb >= min
- Failed to GetObjectInPath on secondary buffer.
- environment != NULL
- m_pReverbEffect[m_n3DChannelIndex]
- Failed to SetAllParameters.
- Failed to CommitDeferredSettings.
- m_pReverbEffect[m_n3DChannelIndex] != NULL
- channel->buffer_3d != NULL
- \halopc\haloce\source\sound\sound_effect_object_eax1_pc.cpp
- Failed to set EAX listener reverb.
- Failed to set EAX listener decay ratio.
- eaxRatio >= 0.0f && eaxRatio <= 2.0f
- >>Failed to set EAX listener decay time.
- m_pListener != NULL
- Failed to SetEnvironment.
- D\halopc\haloce\source\sound\sound_effect_object_eax3_pc.cpp
- Could not query interface for IID_IKsPropertySet on secondary buffer.
- channel!= NULL
- Failed to set EAX buffer occlusion ratio.
- Failed to set EAX buffer occlusion.
- Failed to set EAX buffer obstruction ratio.
- Failed to set EAX buffer obstruction.
- Failed to set EAX buffer room rolloff factor.
- Failed to set EAX buffer roomHF.
- Failed to set EAX buffer room.
- Failed to set EAX buffer directHF.
- Failed to set EAX buffer direct.
- pFQ8Failed to set EAX HF reference.
- Failed to set EAX listener flags.
- Failed to set EAX listener environment diffusion.
- Failed to set EAX listener reverb delay.
- Failed to set EAX listener reflections delay.
- Failed to set EAX listener reflections.
- Failed to set EAX listener room rolloff factor.
- Failed to set EAX listener roomHF.
- Failed to set EAX listener room.
- m_pEAXBuffer[0] != NULL
- Failed to commit deferred settings on DirectSound listener.
- Failed to set EAX listener environment.
- ````````pz`
- @`
- \halopc\haloce\source\sound\sound_effect_object_eax2_pc.cpp
- m_pEAXBuffer[channelIndex] != NULL
- `````
- @`
- `
- `
- pz`
- `
- vendor
- audiovendor
- applytoall
- Requirements
- propertyset
- if
- endif
- ram
- videoram
- subsysid
- revision
- driver
- guid
- os
- win95
- win98
- win98se
- winme
- win2k
- winxp
- break
- unknown
- Caps
- Caps2
- Caps3
- PresentationIntervals
- CursorCaps
- DevCaps
- PrimitiveMiscCaps
- RasterCaps
- ZCmpCaps
- SrcBlendCaps
- DestBlendCaps
- AlphaCmpCaps
- ShadeCaps
- TextureCaps
- TextureFilterCaps
- CubeTextureFilterCaps
- VolumeTextureFilterCaps
- TextureAddressCaps
- VolumeTextureAddressCaps
- LineCaps
- MaxTextureWidth
- MaxVolumeExtent
- MaxTextureRepeat
- MaxTextureAspectRatio
- MaxAnisotropy
- StencilCaps
- FVFCaps
- TextureOpCaps
- MaxTextureBlendStages
- MaxSimultaneousTextures
- VertexProcessingCaps
- MaxActiveLights
- MaxUserClipPlanes
- MaxVertexBlendMatrices
- MaxVertexBlendMatrixIndex
- MaxPrimitiveCount
- MaxVertexIndex
- MaxStreams
- MaxStreamStride
- VertexShaderVersion
- MaxVertexShaderConst
- PixelShaderVersion
- cpuspeed
- OverallGraphicDetail
- MaxOverallGraphicDetail
- vector<T> too long
- %s on line %d - '%s'
- Number expected
- Number too large
- String too long
- Expecting
- Unknown value
- Unknown operator
- Invalid
- Unknown OS
- Invalid driver number
- Invalid GUID
- Only == or != allowed
- invalid map/set<T> iterator
- map/set<T> too long
- Flag too long
- Missing Quote
- flag = xxx expected
- invalid vector<T> subscript
- Missing =
- Unrecognized property set
- Unexpected ENDIF
- IF's nested too deep
- Expecting '=', didn't get it
- MaxOverallGraphicDetail did not specify a number!
- Unrecognized graphic detail
- Bad IF/ENDIF
- xxx = Device Name expected
- Cannot find '%s'
- \config.txt
- gamespy_thread != NULL
- gamespy_thread_mutex != NULL
- \halopc\haloce\source\interface\ui_gamespy_screen.c
- ui\shell\main_menu\multiplayer_type_select\join_game\join_game_ticker_labels
- buffer && buffer_len > 0
- index >= 0 && index < TICKER_LABEL_MAX
- expected a spinner list
- %d / %d
- ticker
- gamespy_server_list_lock() timed out waiting for mutex
- pserver_list && (*pserver_list == &gamespy_server_list)
- failed to create mutex for gamespy!
- failed to spawn thread for gamespy!
- gamespy_thread == NULL
- gamespy_thread_mutex == NULL
- gamespy_server_browser == NULL
- invalid widget called gamespy_screen_select_header_button
- screendef
- \halopc\haloce\source\interface\ui_gamepad_screen.c
- ---
- Unknown list passed to gamepad_add_to_list
- list
- Unknown list passed to gamepad_remove_from_list
- Unknown control called gamepad_screen_select_item
- attempt to remove invalid element %ld from reference list
- ..\objects\reference_lists.h
- result->maximum_count==source->maximum_count
- result->size==source->size
- couldn't allocate %s cluster partition globals
- %s cluster
- cluster %s
- cluster references
- cluster_index>=0 && cluster_index<global_structure_bsp_get()->clusters.count
- \halopc\haloce\source\structures\cluster_partitions.c
- an object or light spanned %d clusters.
- *first_cluster_reference==NONE
- first_cluster_reference
- partition
- collision_bsp_test_vector
- point_count<MAXIMUM_VERTICES_PER_COLLISION_SURFACE
- \halopc\haloce\source\physics\collision_bsp.c
- data->stack_depth>=0 && data->stack_depth<MAXIMUM_BSP3D_DEPTH
- pursuit_data
- ai pursuit
- platoon_array
- squad_array
- squad
- encounter_data
- \halopc\haloce\source\ai\encounters.c
- encounter
- (move_position->cluster_index >= 0) && (move_position->cluster_index < bit_vector_size)
- (firing_position->cluster_index >= 0) && (firing_position->cluster_index < bit_vector_size)
- (cluster_index >= 0) && (cluster_index < bit_vector_size)
- structure_bsp->clusters.count <= bit_vector_size
- platoon->original_count > 0
- squad->original_count > 0
- encounter->unique_leader_count > 0
- encounter->original_count > 0
- *actor_index_reference!=NONE
- actor->meta.unit_index == unit_index
- actor->meta.encounter_index == encounter_index
- !actor->meta.encounterless
- actor->meta.encounter_index==NONE
- actor->meta.platoon_index == NONE
- actor->meta.squad_index == NONE
- actor->meta.encounter_index == NONE
- WARNING: too many actors searching, exceeded MAXIMUM_EXAMINED_PURSUIT_POSITIONS_PER_MAP (%d)
- %s %04X: coord %d current %d/%d/%d max %d/%d/%d allow %c%c%c
- overflowed MAXIMUM_PLATOONS_PER_MAP (%d)
- encounter_definition->platoons.count <= MAXIMUM_PLATOONS_PER_ENCOUNTER
- overflowed MAXIMUM_SQUADS_PER_MAP (%d)
- encounter_definition->squads.count <= MAXIMUM_SQUADS_PER_ENCOUNTER
- found_index != NONE
- BIT_VECTOR_TEST_FLAG(squad->unused_locations, index)
- (link_encounter_index >= 0) && (link_encounter_index < global_scenario_get()->ai_encounters.count)
- parent_prop->orphan_prop_index == prop_iterator.index
- prop->parent_prop_index != NONE
- !encounter->enemy_visible
- (selected_behavior_index >= 0) && (selected_behavior_index < NUMBER_OF_POST_COMBAT_BEHAVIOR_TYPES)
- (primary_postcombat_behaviors[primary_behavior_index] >= 0) && (primary_postcombat_behaviors[primary_behavior_index] < NUMBER_OF_POST_COMBAT_BEHAVIOR_TYPES)
- ;
- AWARNING: cannot spawn actors in %s/%s because the actor variant specified for this squad is NONE or invalid
- %s/%s: randomly selected to spawn
- %s/%s: current %d < max %d -> desire spawn
- %s/%s: unable to spawn, out of starting points
- %s/%s: current %d < min %d -> spawn (%d left)
- %s/%s: delay timer finished
- %s/%s: delay timer started (%.1f sec)
- %s: current %s/%.1f best %s/%.1f tol %.1f -> %s
- stay
- migrate
- WARNING: squad %s/%s has an invalid platoon - %d is outside range of [0, %d)
- survivors %d = 0
- survivors %d <= 1
- survivors %d <= 75%% of total %d
- survivors %d <= 50%% of total %d
- survivors %d <= 25%% of total %d
- survivors %d < total %d
- strength %.2f < 25%%
- strength %.2f < 50%%
- strength %.2f < 75%%
- owner_actor_indices[actor->firing_positions.current_position_index]==NONE
- actor->firing_positions.current_position_index>=0 && actor->firing_positions.current_position_index < encounter_definition->firing_positions.count
- firing_position_owner_actor_indices[actor->firing_positions.current_position_index]==NONE
- (pursuit->next_actor_index_index >= 0) && (pursuit->next_actor_index_index < NUMBER_OF_ACTOR_INDICES_PER_EXAMINED_PURSUIT_POSITION)
- pursuit->firing_position_index == firing_position_index
- !encounter->enemy_visible && !encounter->enemy_alive
- %s/%s triggered %s rule
- %s/%s triggered maneuvering rule
- WARNING: actor changing to encounter %s/%s is being forced to change teams
- %s/%s: %d current %d leaders, create %d -> %s
- no leader
- new leader
- ai_place %s
- ai_place %s/%s
- evasion_vector && result
- \halopc\haloce\source\ai\actor_moving.c
- alignment_vector && evade_direction_reference && result
- collision_t
- ray_origin && ray_direction
- avoidance_data && avoidance_ray
- (angle >= 0.0f) && (angle < _full_circle)
- warning: actor_move_get_avoidance_vector couldn't find out-of-bounds direction %.4f
- m{?desired_facing_vector
- facing_direction->k
- %s, %s: assert_valid_realcmp(%f, %f)
- movement_direction->k
- 0.0f
- (real_vector2d *) facing_direction
- (real_vector2d *) movement_direction
- facing_direction
- movement_direction
- ?OD?#;
- @(movement_direction_approximation >= 0) && (movement_direction_approximation <= ((real) VECTOR_AVOIDANCE_NUMBER_OF_DIRECTIONS))
- (best_avoidance_direction >= 0) && (best_avoidance_direction < VECTOR_AVOIDANCE_NUMBER_OF_DIRECTIONS)
- avoidance_rotation && emergency_amount
- actor->control.path.destination_orders.ignore_target_object_index == NONE
- pathfinding is attempting to walk to tau ceti
- $tI%s: fell off end of unfinished path %d/%d
- final_step
- (facing_direction == _actor_facing_forward) || (facing_direction == _actor_facing_free)
- adjust angle %.4f -> %.4f (%.4f)
- steer %.4f - oversteer to %.4f
- steer %.4f < %.4f - clear oversteer %.4f
- steer %.4f
- steer %.4f (set oversteer %.4f)
- (maximum_throttle >= 0.0f) && (maximum_throttle <= 1.0f)
- &facing_vector
- &actor->control.desired_facing_vector
- &actor->input.facing_vector
- postcombat_celebrate
- postcombat_shoot_corpse
- postcombat_check_friend
- postcombat_check_enemy
- postcombat_triumph
- postcombat_massacre
- postcombat_wounded
- postcombat_unscathed
- postcombat_alone
- leap
- uncover_exclamation
- vehicle_falling
- vehicle_scared
- vehicle_woohoo
- vehicle_exit
- vehicle_entry
- hiding_finished
- attempted_flee
- flee_idle
- flee_leader_died
- shooting_traitor
- shooting_group
- shooting_berserk
- shooting_vehicle
- sighted_friend_player
- uncover_start
- search_group_abandon
- search_abandon
- search_report
- search_query
- search_start
- alert_noncombat
- lost_contact
- grenade_danger
- grenade_sighted
- grenade_startle
- grenade_throwing
- allegiance_changed
- found_dead_friend
- unexpected_enemy
- found_enemy
- sighted_enemy
- hurt
- killing_spree
- death
- COV
- HUM
- exclaim
- yell
- communicate
- chatter
- filler
- conversation_data
- ai conversation
- ai_communication_initialize: unable to allocate comm reply status table
- ai communication replies
- ai_communication_initialize: unable to allocate comm dialogue status table
- \halopc\haloce\source\ai\ai_communication.c
- ai communication dialogue
- information
- (play_type == _unit_play_speech_none) || (*weight > 0.0f)
- spk%d<tol%d+%d
- nospch-%s
- vocalization_type && sound_definition_index_reference && weight
- (reply_table_index >= 0) && (reply_table_index < global_reply_event_count)
- (dialogue_type_index >= 0) && (dialogue_type_index < global_dialogue_event_count)
- %s %s %d/%s: %s %d
- %s: told to advance by scripting
- %s: finished %s%s
- prematurely
- successfully
- (unable to begin)
- %s: this conversation is already running or trying to run, overwrite it
- (conversation->dialogue_indices[line->participant_index] >= 0) && (conversation->dialogue_indices[line->participant_index] < MAXIMUM_DIALOGUE_VARIANTS_PER_CONVERSATION_PARTICIPANT)
- %s: speak %s
- [%d/%s]
- non-voc
- unit %04X:
- player %d:
- %s:
- %s/%s:
- <no encounter>
- 33>yZ@%s: told to stop by scripting
- %s: unit died, aborting
- %s(%d)
- no-dialogue-match
- not-near-player
- selection
- nowhere-near-player
- already-conversing
- wrong-type
- reasons:
- %s: didn't find %d/%s in %s (%d possible actors)
- <everyone>
- <specific unit>
- (actor_variant_index >= 0) && (actor_variant_index < MAXIMUM_DIALOGUE_VARIANTS_PER_CONVERSATION_PARTICIPANT)
- found_variant_index != NONE
- change_variant_indices_count < MAXIMUM_DIALOGUE_VARIANTS_PER_CONVERSATION_PARTICIPANT
- Anearby_unit_count < MAXIMUM_PARTICIPANTS_PER_CONVERSATION
- conversation_definition && conversation
- (ai_information->dialogue_type_index >= 0) && (ai_information->dialogue_type_index < global_dialogue_event_count)
- (conversation->dialogue_indices[index] >= 0) && (conversation->dialogue_indices[index] < MAXIMUM_DIALOGUE_VARIANTS_PER_CONVERSATION_PARTICIPANT)
- %s: cannot start, players are not looking at us
- %s: cannot start, nobody can see player
- %s: could not find participant %d/%s
- %s: found participant %d/%s but not ready to talk yet
- %s: participants currently outside trigger-dist %.1f > %.1f, must wait
- [%s 0-player-chance]
- [%s rand%.2f>%.2f]
- [%s found-actor]
- [%s %s-d-dis/%d]
- [%s nobody]
- [scripted-override]
- PLAYER-REPLY %s
- >>%s<<
- nobody
- playercant
- u-%s-%s
- n/a
- dis
- filter
- 0-chance
- rand-failed
- rand %.2f>%.2f
- !reply_to_player
- override-scripted
- wrong-dmg
- REPLY %s:
- %s: could not start, and not set to keep trying... aborting (status 5)
- %s: can't begin yet but will remember and keep trying it
- %s: begun successfully
- WARNING: too many executing conversations (ran out of MAXIMUM_CONVERSATIONS_PER_MAP %d)
- %s: script tried to start conversation
- %s: no more lines to play
- %s: unable to begin, and no point in continuing
- %s: trying to begin
- selected_possibility->preselected_reply_actor_index != NONE
- [rnd%.1f tot%.1f cum%.1f@%d]
- [%d/%.1f force %d/%.1f]
- total_possibility_weight > 0.0f
- ai_communication_event: type %d (%s) overflowed MAXIMUM_COMMUNICATION_POSSIBILITIES (%d)
- [%s/%d %s del%d w:%.1f%s s%.1f p%.1f%s a%.1f rc%.1f rp%.1f t%.1f]
- PLAYER
- protagonist_actor
- [%s/%d u-%s-%s]
- subject_actor->danger_zone.object_index != NONE
- [%s/%d %s-d-dis/%d]
- [%s/%d %s %s]
- shout:%.1f<%.1f
- talk:%.1f<%.1f
- chat:%.1f<%.1f
- communication_priority < _ai_communication_priority_yell
- %s-%c%c%c%s
- -hi
- -lo
- (communication_priority > _ai_communication_priority_none) && (communication_priority < NUMBER_OF_AI_COMMUNICATION_PRIORITIES)
- (communication_team >= 0) && (communication_team < NUMBER_OF_AI_COMMUNICATION_TEAMS)
- unteamed
- [%s/%d 0-playrat]
- [%s/%d nogrp-%c]
- [%s/%d noplyreply]
- [%s/%d nounit-%c]
- <err>
- [%s/%d nodmg]
- [%s/%d nocausrace]
- [%s/%d nosubrace]
- [%s/%d status-%s]
- vis
- nodanger
- notvis
- lost
- [%s/%d host-%s]
- traitor
- enemy
- friend
- self
- (dialogue_index >= 0) && (dialogue_index < global_dialogue_event_count)
- DISABLED
- %s-%c
- allegiance %s, %d incidents (threshold %d)
- still holds
- incident between teams %s and %s: %s, %s
- accident
- betrayal
- unobserved
- observed
- (communication_type >= 0) && (communication_type < NUMBER_OF_AI_COMMUNICATION_TYPES)
- prop_data
- \halopc\haloce\source\ai\props.c
- prop_unit->object.type == _object_type_biped
- unit_index != actor->meta.unit_index
- AI knowledge database (%d entries) is full (warns once every 30 sec)
- !((actor->control.idle_minor_active) && (actor->control.idle_minor_direction.type == _direction_specification_prop) && (actor->control.idle_minor_direction.prop_index == prop_index))
- !((actor->control.idle_major_active) && (actor->control.idle_major_direction.type == _direction_specification_prop) && (actor->control.idle_major_direction.prop_index == prop_index))
- !((actor->control.secondary_look_type != _secondary_look_none) && (actor->control.secondary_look_direction.type == _direction_specification_prop) && (actor->control.secondary_look_direction.prop_index == prop_index))
- actor->target.target_prop_index != prop_index
- prop->parent_prop_index == NONE
- prop->orphan_prop_index == NONE
- parent_prop->orphan_prop_index == NONE
- parent_prop->owner_actor_index == actor_index
- swarm_component_data
- swarm component
- swarm_data
- actor_data
- \halopc\haloce\source\ai\actors.c
- %s unit activation logic error
- individual
- inactive swarm
- active swarm
- actor dormancy logic error
- unit->unit.actor_index == actor_index
- found
- swarm->unit_count == actor->meta.swarm_unit_count
- swarm->actor_index == actor_index
- actor->meta.swarm_unit_count > 0
- attack_vector
- !prop_orphaned(prop)
- AI error condition detected, attempting to recover (please tell butcher)...
- actor-type %s %s internal logic error (%s)
- infinite decision loop (%s)
- actor-type %s
- cannot add grenades or non-powerups to an actor's inventory as equipment... try using the 'grenade' fields maybe?
- swarm->unit_count < MAXIMUM_NUMBER_OF_UNITS_PER_SWARM
- actor_index != global_updating_actor_index
- unable to create any more swarm components (max %d)
- actor->meta.swarm_unit_count <= MAXIMUM_NUMBER_OF_UNITS_PER_SWARM
- exceeded MAXIMUM_NUMBER_OF_ACTIVE_SWARMS (%d)
- actor->meta.swarm_unit_index == NONE
- realcmp(actor->input.facing_vector.k, 0.0f)
- (real_vector2d *) &actor->input.facing_vector
- &actor->input.looking_vector
- &actor->input.aiming_vector
- actor %s is not flying but was placed in a 3d-firing-position encounter (%s)
- actor %s is flying but was placed in a non-3d-firing-position encounter (%s)
- (fabs(control_data.throttle.i) <= 1.0f) && (fabs(control_data.throttle.j) <= 1.0f) && (fabs(control_data.throttle.k) <= 1.0f)
- &control_data.looking_vector
- &control_data.aiming_vector
- &control_data.facing_vector
- (real_vector2d *) &control_data.facing_vector
- unit->unit.swarm_actor_index == NONE
- unit->unit.actor_index == NONE
- actor->meta.unit_index == NONE
- swarm tried to become active but couldn't, erasing %d units
- swarm_first_unit->unit.swarm_prev_unit_index == NONE
- actor->meta.swarm_unit_count < MAXIMUM_NUMBER_OF_UNITS_PER_SWARM
- tried to update a swarm actor without a swarm cache, erasing %d units
- B
- %s actor variant %s cannot have type %s (swarm flag does not match)
- WARNING: cannot create actor %s %s
- WARNING: cannot create unit for actor %s %s
- <encounterless>
- actor_variant_definition_index != NONE
- starting_location
- WARNING: cannot create actor to be spawned from unit
- state->node_list[parent_node_index].quantized_cost_estimate == parent_cost_estimate
- state->node_list[parent_node_index].heap_location == parent_location
- (parent_node_index >= 0) && (parent_node_index < PATH_NODE_LIST_SIZE)
- state->node_list[node_index].quantized_cost_estimate == node_cost
- (node_index >= 0) && (node_index < PATH_NODE_LIST_SIZE)
- (heap_location >= 1) && (heap_location <= PATH_NODE_LIST_SIZE)
- \halopc\haloce\source\ai\path.c
- state->node_list[child_node_index].quantized_cost_estimate == child_cost
- state->node_list[child_node_index].heap_location == child_heap_location
- (child_node_index >= 0) && (child_node_index < PATH_NODE_LIST_SIZE)
- state->node_list[node_index].quantized_cost_estimate == state->heap[1].quantized_cost_estimate
- state->node_list[node_index].heap_location == 1
- state->heap_count >= 1
- path_heap_insert: overflowed static size heap
- (edge->adjacent_surface_index >= 0) && (edge->adjacent_surface_index < bsp->surfaces.count)
- (surface_index >= 0) && (surface_index < bsp->surfaces.count)
- (node_index >= 0) && (node_index < state->node_count)
- node_index != NONE
- distance_reference
- straight_line_reference
- approach_point_reference
- state->debug->path_build_result != _path_build_result_none
- child_node->depth == 0
- child_node_index != NONE
- node->depth == child_node->depth - 1
- (node->depth >= 0) && (node->depth < raw_step_count)
- (initial_node->surface_index >= 0) && (initial_node->surface_index < bsp->surfaces.count)
- state->node_count == 0
- pathfinding: attempted to build path from (%.1f %.1f %.1f) to (%.1f %.1f %.1f) ... distance %.1f > maximum allowed %.1f
- `f@(state->input.start_surface_index >= 0) && (state->input.start_surface_index < bsp->surfaces.count)
- quantized_cost_estimate <= state->heap[new_node->heap_location].quantized_cost_estimate
- (new_node->heap_location >= 1) && (new_node->heap_location < state->heap_count)
- state->heap[heap_location].quantized_cost_estimate == node->quantized_cost_estimate
- state->heap[heap_location].node_index == node_index
- (heap_location >= 1) && (heap_location < state->heap_count)
- path_state_traverse: found a 'better' path to a closed node
- (new_node->surface_index >= 0) && (new_node->surface_index < bsp->surfaces.count)
- path_state_traverse: cost %.1f exceeded maximum allowed %.1f, discarding node
- total_cost_estimate - cheapest_node->total_cost_estimate >= -PATH_COST_ESTIMATE_GRANULARITY
- (cheapest_node->surface_index >= 0) && (cheapest_node->surface_index < bsp->surfaces.count)
- state->debug->path_traverse_result != _path_traverse_result_none
- %s %d: surprise %s: %s %sexp %s %sshoot %s (%.1f%c%.1f)
- noncom
- un
- flank
- far
- close
- unexp-behind-shoot
- unexp-close-shoot
- enemy-close
- enemy-shoot
- prop_acknowledged(prop)
- \halopc\haloce\source\ai\actor_stimulus.c
- prop->owner_actor_index == actor_index
- \halopc\haloce\source\ai\actor_perception.c
- `@best_unit_index != NONE
- actor->meta.swarm_unit_index != NONE
- (existing_unit_index == NONE) || (best_unit_index != NONE)
- Q>
- @swarm_actor->meta.swarm
- aC
- D
- @damaging_prop_index != 0x00000000
- prop_orphaned(prop)
- target_prop->enemy
- (actor->target.target_type >= 0) && (actor->target.target_type < NUMBER_OF_ACTOR_TARGET_TYPES)
- (actor_type >= 0) && (actor_type < NUMBER_OF_ACTOR_TYPES)
- new_prop->enemy
- prop_acknowledged(friend_prop) && !friend_prop->enemy && !friend_prop->dead
- LH?I
- ?UU?!dead
- object->object.type == _object_type_projectile
- i:8
- 4B(actor->danger_zone.danger_type == _actor_danger_zone_projectile) || (actor->danger_zone.danger_type == _actor_danger_zone_vehicle) || (actor->danger_zone.danger_type == _actor_danger_zone_suicide)
- Gh?{~?tZtZ;actor_perception_refresh overflowed max %s (%d), discarding
- friends
- enemies
- 1?!prop->dead
- current_orphan->parent_prop_index == current_prop_index
- current_prop->orphan_prop_index == current_orphan_index
- current_orphan->owner_actor_index == actor_index
- current_prop->owner_actor_index == actor_index
- prop_orphaned(current_orphan)
- prop_unacknowledged(current_prop)
- new_state!=prop->state
- %s: become aware!
- awareness delta: %.2f (current awareness %.2f -> time %.2fsec)
- %s: knowledge %s percep %s -> awareness %s
- unmistakable
- partial
- definite
- instant
- (prop->perception >= 0) && (prop->perception < NUMBER_OF_ACTOR_PERCEPTION_TYPES)
- (knowledge_type >= 0) && (knowledge_type < NUMBER_OF_ACTOR_KNOWLEDGE_TYPES)
- %s: stop becoming aware
- %s: start to become aware
- !refresh_status || refresh_position
- parent_prop->orphan_prop_index == iterator.index
- prop->unopposable_casualties_inflicted > 0
- current_command->atom_type == _ai_atom_go_to_and_face
- \halopc\haloce\source\ai\action_obey.c
- %s: command list %s is stuck looping (aborting on loop #%d)
- %s: command list %s entry #%d tried to loop to itself
- targeting_reference
- !actor->meta.swarm || (actor->meta.swarm_cache_index != NONE)
- wrong structure bsp, cannot execute command list %s
- swarm actor %s cannot execute command list, ran out of swarm caches
- state_data
- teleport to (p%d)%s
- and face at (p%d)
- set radius %.2f
- loop to #%d %s
- loop to <none> %s
- only until told to advance
- wait %s
- until told to advance
- until visible enemy
- until alerted
- initiative %s
- action %s
- vehicle-scared
- vehicle-woohoo
- dive-fwd
- targeting %s
- vocalize %s
- play recording %s
- animate %s
- script %s %s
- wake-and-continue
- wait-for-finish
- targeted jump (%.2fh, %.2fv)
- enter vehicle as %s if within %.1f
- any-seat
- passenger
- any-non-driver
- throw grenade at (p%d)
- shoot at (p%d) for %.1f
- crouch %s
- enable
- disable
- animation mode %s
- look %s at %s for %.1f
- look %s at player for %.1f
- look %s at random one of (p%d-p%d) for %.1f-%.1f
- look %s at (p%d) for %.1f
- move %s for %.1f sec
- move %s towards (p%d), dist %.2f
- move %s along angle %.1f, dist %.2f
- any-facing
- backwards
- forwards
- go to (p%d) and face (p%d)
- go to (p%d) %s
- keep_moving
- stop_at_point
- pause %.1f
- forced aim weapon
- forced exact facing
- idle look with head
- idle turn around
- idle aim weapon
- %s: %s #%d%s: %s
- FAILED
- finished_reference
- \halopc\haloce\source\devices\device_controls.c
- scream
- pain
- (vocalization_type >= 0) && (vocalization_type < NUMBER_OF_VOCALIZATION_TYPES)
- (priority >= 0) && (priority < NUMBER_OF_UNIT_SPEECH_PRIORITIES)
- sound_definition_index_reference
- vocalization_type_reference
- \halopc\haloce\source\units\unit_dialogue.c
- unit_dialogue_determine_variant overflowed variant array
- %s: lost %s speech %s
- queued
- waiting
- speech_item
- unit->unit.speech.current.priority > _unit_speech_none
- AI_BEHAVIOR(force_vocalizations)
- unit->unit.speech.current.sound_definition_index == sound_definition_index
- (scream_type >= 0) && (scream_type < NUMBER_OF_UNIT_SCREAM_TYPES)
- dialogue_definition_get(dialogue_index)
- disc->obstacle_index>=0 && disc->obstacle_index<obstacles->obstacle_count
- \halopc\haloce\source\ai\path_obstacles.c
- obstacles->obstacle_count>=0 && obstacles->obstacle_count<=obstacles->disc_count
- obstacles->disc_count>=0 && obstacles->disc_count<=MAXIMUM_DISC_COUNT
- matt is bad.
- seed_disc_index>=0 && seed_disc_index<obstacles->disc_count
- TEST_FLAG(collision_surface->flags, _collision_surface_breakable_bit)
- \halopc\haloce\source\ai\path_structure_bsp.c
- surface_index>=0 && surface_index<structure->pathfinding_surfaces.count
- TEST_FLAG(result, PATHFINDING_SURFACE_BREAKABLE_BIT) == TEST_FLAG(collision_surface->flags, _collision_surface_breakable_bit)
- WARNING: pathfinding information does not match structure bsp, and I tried to recompute it but failed
- angle_vector_set_event_v1
- multi_vector_set_event_v1
- throttle_set_event_v1
- weapon_index_set_event_v1
- control_flags_set_event_v1
- aiming_speed_set_event_v1
- animation_state_set_event_v1
- animation_event_v1
- playback_stream
- anim_event_v1->type==_playback_v1_animation_state_set
- anim_event_v1
- \halopc\haloce\source\cutscene\recorded_animation_playback_v1.c
- anim_event_v1->type==_playback_v1_aiming_speed_set
- anim_event_v1->type==_playback_v1_control_flags_set
- anim_event_v1->type==_playback_v1_weapon_index_set
- anim_event_v1->type==_playback_v1_throttle_set
- anim_event_v1->type==_playback_v1_facing_vector_set
- anim_event_v1->type==_playback_v1_aiming_vector_set
- anim_event_v1->type==_playback_v1_looking_vector_set
- anim_event_v1->type>=_playback_v1_facing_angles_set && anim_event_v1->type<=_playback_v1_facing_aiming_looking_angles_set
- anim_event_v1->type>=_playback_v1_facing_aiming_vector_set&&anim_event_v1->type<=_playback_v1_facing_aiming_looking_vector_set
- *playback_stream
- ticks
- vector_short_difference_data
- vector_char_difference_data
- throttle_event_data
- weapon_index_event_data
- control_flags_event_data
- aiming_speed_event_data
- animation_state_event_data
- header->event_type==_playback_animation_state_set
- \halopc\haloce\source\cutscene\recorded_animation_playback.c
- header->event_type==_playback_aiming_speed_set
- header->event_type==_playback_control_flags_set
- header->event_type==_playback_weapon_index_set
- header->event_type==_playback_throttle_set
- header->event_type>=_playback_vector_char_difference_set&&header->event_type-_playback_vector_char_difference_set<FLAG(NUMBER_OF_CONTROL_VECTORS)
- header->event_type>=_playback_vector_short_difference_set&&header->event_type-_playback_vector_short_difference_set<FLAG(NUMBER_OF_CONTROL_VECTORS)
- header->event_type<NUMBEROF(apply_funcs)
- time_delta>UNSIGNED_CHAR_MAX
- time_delta>1&&time_delta<=UNSIGNED_CHAR_MAX
- avoid
- converse
- obey
- uncover
- fight
- (actor->state.action >= 0) && (actor->state.action < NUMBER_OF_ACTOR_ACTIONS)
- \halopc\haloce\source\ai\actions.c
- (actor->stimuli.panic_type == 0) || (actor->stimuli.panic_prop_index != 0x00000000)
- actor->target.target_prop_index != NONE
- escape_direction_reference && escape_distance_reference && alignment_vector_reference
- actor->danger_zone.danger_type > _actor_danger_zone_none
- actor->state.action == _actor_action_guard
- global_action_functions[new_action_type].action == new_action_type
- (new_action_type >= 0) && (new_action_type < NUMBER_OF_ACTOR_ACTIONS)
- evade_direction == _actor_evade_left
- (possibility->animation_direction >= 0) && (possibility->animation_direction < 4)
- G>actor->stimuli.panic_prop_index != 0x00000000
- actor->state.action == _actor_action_fight
- !actor->state.action_data.charge.finished_melee_attack && !actor->state.action_data.charge.aborted_melee_attack && !actor->state.action_data.charge.unable_to_advance
- !actor->state.action_data.charge.unable_to_advance
- actor->state.action == _actor_action_charge
- handled || (actor_action_class(actor_index) == _action_class_passive)
- %s: look-stop
- t:
- %s: logic error in actor looking: %s mode should be disabled (%.1f %.1f)
- aiming
- \halopc\haloce\source\ai\actor_looking.c
- result_vector
- %s: look %s %s %d
- scripted
- combat-prop
- comm-direction
- comm-prop
- shooting-prop
- new-prop
- moving-prop
- override-facing
- override
- stop-and-aim
- turn-and-aim
- idle-aim
- idle-look
- (type >= 0) && (type < NUMBER_OF_SECONDARY_LOOK_TYPES)
- denormalized %f: <error> (type %d)
- denormalized %f: object (0x%08X)
- denormalized %f: danger (none)
- denormalized %f: danger (%f %f %f)
- denormalized %f: vector (%f %f %f)
- denormalized %f: point (%f %f %f)
- denormalized %f: prop 0x%08X%s (actor 0x%08X / us 0x%08X)
- (invalid)
- denormalized %f: target (none)
- denormalized %f: target (prop 0x%08X center %f %f %f)
- denormalized %f: target type %d (fire target aim vector %f %f %f)
- denormalized %f: target type %d (burst aim vector %f %f %f)
- denormalized %f: %smoving (p%f %f %f) (v%f %f %f)
- specification
- &actor->output.looking_vector
- &actor->output.aiming_vector
- &actor->output.facing_vector
- (real_vector2d *) &actor->output.facing_vector
- &idle_minor_vector
- actor->control.idle_minor_timer > 0
- &idle_major_vector
- !actor->control.idle_major_active || (actor->control.idle_major_timer > 0)
- %s: look timer expire
- &secondary_vector
- &primary_vector
- &actor->control.desired_looking_vector
- &actor->control.desired_aiming_vector
- weapon_vector
- \halopc\haloce\source\ai\actor_combat.c
- burst_geometry_reference && firing_pattern_reference
- projectile_definition
- grenade_origin && desired_impact_point && aim_vector && aim_speed
- actor->control.current_fire_target_type == _actor_fire_target_prop
- %s: proj %.1f rof %.1f dmg/s %.1f -> to get %.1f mod= %.2f
- %s: manual damage modifier %.2f
- &new_aim_vector
- &actor->control.burst_aim_vector
- aiming_success
- !hold_burst_start
- new_state!=actor->control.fire_state
- firing_decision == NONE
- w3>actor->control.current_fire_target_type == _actor_fire_target_manual_point
- actor->control.current_fire_target_prop_index != NONE
- realcmp(plane3d_distance_to_point(&plane, &rotate_to_position), 0.f)
- \halopc\haloce\source\units\biped_limp_noodle.c
- \halopc\haloce\source\interface\hud_sounds.c
- \halopc\haloce\source\game\game_engine_race.c
- itr < MAXIMUM_RACE_FLAGS
- !"race goal matches player called on an invalid goal"
- !can_team_win[1]
- Failed sending game mode state update to machine_index #%d.
- new_flag != NONE
- count > 0
- !(*lap_bit_vector & ~race_globals.lap_completed_value)
- !TEST_FLAG(*lap_bit_vector, team_index)
- _race_type_normal != game_engine_get_variant()->game_engine_variant.race.race_type
- one of the netgameflags that defines the track was out of the legal range 0..%d
- NULL != flag
- \halopc\haloce\source\game\game_engine_king.c
- king_globals.hill_point_count != 0
- FAILED TO FIND HILL
- crown_blue
- failed to find hill #%d most likely bad point placement
- \halopc\haloce\source\game\game_engine_oddball.c
- 0 && "this map was not correctly setup for oddball"
- ### failed to find any suitable netgame flag to create the ball
- ### failed to find the flag object
- ### failed to find ball spawn team id 1
- ### failed to find ball spawn team id 0
- ball_blue
- target_blue
- !ball_available() || (capture_index != NONE)
- \halopc\haloce\source\game\game_engine_slayer.c
- Score exceeds kills!!!
- ********GOT IT**************************************************
- Player [%-*s]: Kills: [%3d], Score: [%3d], Team Score: [%3d]
- next_target != NONE
- (index >= 0) && (index < MULTIPLAYER_MAXIMUM_PLAYERS)
- deflate 1.1.3 Copyright 1995-1998 Jean-loup Gailly
- bug2
- wild scan
- match[2]?
- no future
- need lookahead
- Code too clever
- \[%d,%d]
- invalid match
- %c%c
- start %u, match %u, length %d
- more < 2
- [FLUSH]
- block gone
- slide too late
- %c
- no flush?
- inflate: reset
- inflate: end
- inflate: allocated
- inflate: zlib check ok
- need dictionary
- incorrect data check
- inflate: zlib header ok
- incorrect header check
- invalid window size
- unknown compression method
- the circular queue @%p appears to be corrupt.
- \halopc\haloce\source\memory\circular_queue.c
- queue->write_offset>=0 && queue->write_offset<queue->buffer_size
- data && data_size>0 && data_size<queue->buffer_size
- read_offset>=0 && read_offset<queue->buffer_size
- gti2CreateSocket FAILED bind[%d]
- gti2CreateSocket FAILED setsockopt[%d]
- gti2CreateSocket FAILED socket[%d]
- gti2CreateSocket FAILED socketTemp->closedConnections
- gti2CreateSocket FAILED socketTemp->connections
- gti2CreateSocket FAILED socketTemp[%d]
- gti2CreateSocket FAILED gt2StringToAddress[%d][%d]
- gti2CreateSocket attempting to create[%s]
- gti2NewSocketConnection Added connection to table
- gti2NewSocketConnection address[%s] allocating incomingBufferSize[%d] outgoingBufferSize[%d]
- 10001
- gti2NewSocketConnection failed gti2CreateConnectionObject address[%s]
- gti2NewSocketConnection Duplicate address[%s]
- gti2FreeSocketConnection removed connection from table
- GTI2Closed
- GTI2Closing
- GTI2Connected
- GTI2AwaitingAcceptReject
- GTI2AwaitingClientResponse
- GTI2AwaitingClientChallenge
- GTI2AwaitingAcceptance
- GTI2AwaitingServerChallenge
- gti2NewOutgoingConnection
- gti2NewIncomingConnection state[%s]
- gti2StartConnectionAttempt FAILED TO SEND CLIENT CHALLENGE
- gti2StartConnectionAttempt later state[%s]
- gti2StartConnectionAttempt state[%s]
- gti2AcceptConnection later state[%s]
- gti2AcceptConnection state[%s]
- gti2RejectConnection later state[%s]
- gti2RejectConnection state[%s]
- gti2ConnectionClosed later state[%s]
- gti2ConnectionClosed state[%s]
- gti2CheckTimeout TIMED OUT
- gti2CloseConnection later
- gti2CloseConnection D state[%s]
- gti2CloseConnection C state[%s]
- gti2CloseConnection B state[%s]
- gti2CloseConnection A.. hard[%d]
- 0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ
- Crypt
- Software\GameSpy\GameSpy 3D\Registration
- lightning_globals.lightning_data
- \halopc\haloce\source\objects\widgets\lightning.c
- lightnings
- random_position_bounds
- points[vertex_index].valid
- !points[point_count+segment_point_index].valid
- segment_point_start_index>0
- !points[point_count+segment_point_count].valid
- light_volume_globals.light_volume_data
- \halopc\haloce\source\objects\widgets\light_volumes.c
- light volumes
- t>= t0 && t <= t3
- could not allocate glow data array
- could not allocate glow particle data array
- glow particles
- \halopc\haloce\source\objects\widgets\glow.c
- glow->number_of_markers > 1
- marker_index<glow->number_of_markers-1
- glow effect received illegal boundary effect
- unknown trailing particle distribution?
- the map limit for the number of active glow particles has been reached
- couldn't allocate antenna globals
- y>=0 && y<definition->height
- x>=0 && x<definition->width
- flag && definition
- \halopc\haloce\source\objects\widgets\flags.c
- y>=0 && y<definition->height-1
- x>=0 && x<definition->width-1
- couldn't allocate flag globals
- i<maximum_triangles
- '99.
- Warning,
- TileDepth
- ImageDepth
- DataType
- Matteing
- SampleFormat
- ExtraSamples
- ConsecutiveBadFaxLines
- CleanFaxData
- BadFaxLines
- TileByteCounts
- TileOffsets
- TileLength
- TileWidth
- HalftoneHints
- ColorMap
- Predictor
- HostComputer
- Artist
- DateTime
- Software
- ColorResponseUnit
- PageNumber
- ResolutionUnit
- Group4Options
- Group3Options
- GrayResponseCurve
- GrayResponseUnit
- FreeByteCounts
- FreeOffsets
- YPosition
- XPosition
- PageName
- PlanarConfiguration
- YResolution
- XResolution
- MaxSampleValue
- MinSampleValue
- StripByteCounts
- RowsPerStrip
- SamplesPerPixel
- Orientation
- StripOffsets
- Model
- Make
- ImageDescription
- DocumentName
- FillOrder
- CellLength
- CellWidth
- Threshholding
- PhotometricInterpretation
- Compression
- BitsPerSample
- ImageLength
- ImageWidth
- OldSubfileType
- SubfileType
- TIFFFieldWithTag
- Internal error, unknown tag 0x%x
- JPEG
- PackBits
- LZW
- Null
- %s %s encoding is not implemented
- scanline
- %s %s decoding is not implemented
- Unknown data compression algorithm %u (0x%x)
- No space %s
- \halopc\haloce\source\bitmaps\libtiff\tif_dirread.c
- for "StripByteCounts" array
- TIFF directory is missing required "%s" field
- Error fetching data for field "%s"
- %s: Rational with zero denominator (num = %lu)
- to fetch array of rationals
- Cannot handle different per-sample values for field "%s"
- to fetch strip tag
- for strip array
- Can not handle more than 1 extra sample/pixel
- Bogus "%s" field, ignoring and calculating from imagelength
- TIFF directory is missing required "%s" field, calculating from imagelength
- Colormap
- to read "TransferFunction" tag
- wrong data type %d for "%s"; tag ignored
- invalid TIFF directory; tags are not sorted in ascending order
- Can not read TIFF directory
- to read TIFF directory
- Can not read TIFF directory count
- Seek error accessing TIFF directory
- Sample %d out of range, max %d
- Depth %d out of range, max %d
- Row %d out of range, max %d
- Col %d out of range, max %d
- ### ERROR rasterizer_model_plasma_draw failed
- IDirect3DDevice9_SetVertexShaderConstantF(global_d3d_device, VSH_CONSTANTS__TEXANIM_OFFSET, (float *)vsh_constants__texanim, 6)
- plasma->secondary_noise_map_animation_period!=0.0f
- plasma->primary_noise_map_animation_period!=0.0f
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_plasma_energy.c
- ### ERROR unsupported framebuffer fade mode
- type>=0 && type<NUMBER_OF_SHADER_TRANSPARENT_CHICAGO_TYPES
- !TEST_FLAG(shader_transparent_chicago->shader.radiosity.flags, _shader_radiosity_FILTHY_transparent_lit_bit) || shader_transparent_chicago->chicago.type==_shader_transparent_chicago_type_2d_map
- \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_transparent_chicago_draw.c
- !TEST_FLAG(shader_transparent_chicago_extended->shader.radiosity.flags, _shader_radiosity_FILTHY_transparent_lit_bit) || shader_transparent_chicago_extended->chicago_extended.type==_shader_transparent_chicago_type_2d_map
- flood carrier
- infection
- TEST_FLAG(swarm_component->flags, _swarm_component_obey_bit)
- swarm_component->wander.move_ticks || swarm_component->wander.pause_ticks
- \halopc\haloce\source\ai\actor_type_infection.c
- actor->emotions.crouch_switching_change_timer > 0
- \halopc\haloce\source\ai\actor_type_flood.c
- ;o:o:o:L=L=L=structure_radiosity_in_new_copy_triangle_groups
- structure_radiosity_out_new
- structure_radiosity_in_new_add_lights
- structure_radiosity_in_new_build_classes
- structure_radiosity_in_new
- \halopc\haloce\source\structures\radiosity\radiosity_io.c
- component_index>=0 && component_index<RADIOSITY_IN_VERTEX_EQUALITY_COMPONENT_COUNT
- &in_vertex->incident_luminence
- Coincident vertices
- create_partition||partition_index!=NONE
- triangle_group_index==triangle_group_count
- structures_radiosity_intermediate_build_lightmaps_rasterize
- structures_radiosity_intermediate_parametrize_allocate_lightmaps
- structures_radiosity_intermediate_parametrize_grow_contiguous
- |?I>structures_radiosity_intermediate_parametrize_rotate
- structures_radiosity_intermediate_parametrize_scale
- structures_radiosity_intermediate_build_lightmaps_parametrize
- structures_radiosity_intermediate_build_lightmaps
- structures_radiosity_intermediate_find_trangle_groups
- structures_radiosity_intermediate_new_geometry
- structures_radiosity_intermediate_new
- lightmaps
- \halopc\haloce\source\structures\radiosity\intermediate_radiosity.c
- MbP?d
- matrix->forward.k==0.f && matrix->left.k==0.f
- realvector3dcmp(&matrix->up, global_up3d)
- matrix->scale==1.f
- |Ctheta_bin_count<MAXIMUM_NUMBER_OF_THETA_BINS
- structure_material->uncompressed_vertex_data.address
- lightmap_vertices.elements
- vertices.elements
- &lightmap_vertex->incident_radiosity
- new_surface_index>=0 && new_surface_index<structure->surfaces.count
- surface_reference->surface_index>=0 && surface_reference->surface_index<structure->surfaces.count
- failed to match vertex
- Mb@?state==_triangle_before_right_turning_point
- db_y
- db_x
- dg_y
- dg_x
- dr_y
- dr_x
- height>=0 && height_after_turning_point>=0
- debug_lightmaps.tif
- !point_is_coplanar || realcmp(transformed_point.z, 0.f)
- I'll try and continue radiosity calculations, but most likely the lightmap will be jacked because of this error.
- Texture UV is jacked or there are verts not welded correctly. Import debug.wrl for area affected.
- >surface_index==last_material->first_surface_index+last_material->surface_count
- triangle->surface_index>=0 && triangle->surface_index<structure->surfaces.count
- @D
- component_index>=0 && component_index<INTERMEDIATE_RADIOSITY_VERTEX_COMPONENT_COUNT
- incoming_edge_uv1
- incoming_edge_uv0
- other_edge_index_index!=NUMBER_OF_EDGES_PER_TRIANGLE
- !BIT_VECTOR_TEST_FLAG(grouped_triangle_flags, triangle_index)
- material
- !hack
- component_count>0
- compare_component
- get_vector
- tree
- \halopc\haloce\source\math\vector_tree.c
- index_reference
- ### WARNING: found duplicate triangle building connected geometry. YOU SHOULD FIX THIS. (see orange in error geometry)
- f
- Pg
- Mff
- 0f
- ffQff
- 0f
- f
- (evaluation >= 0.0f) && (evaluation < 1e+03f)
- \halopc\haloce\source\ai\actor_firing_position.c
- DB
- Aevaluation_context->has_target
- @firing_position->valid == valid
- (index2 >= 0) && (index2 < global_temporary_sort_firing_position_count)
- (index1 >= 0) && (index1 < global_temporary_sort_firing_position_count)
- global_temporary_sort_firing_position_array
- (index >= 0) && (index < NUMBER_OF_FIRING_POSITION_GROUPS)
- (test_surface_index >= 0) && (test_surface_index < collision_bsp->surfaces.count)
- KB
- p9;(actor->danger_zone.danger_type > _actor_danger_zone_none) && actor->danger_zone.noticed_danger
- fp-eval %s: encounter %3d consider %3d valid %3d nonrejected %3d post-eval %3d skipped %3d
- pursue
- !expected_to_discard
- firing_position_count > 0
- encounter %s has too many firing positions (%d > %d)
- area_path_state_valid
- !actor->input.vehicle_passenger
- (total_groups & currently_allowed_groups) == currently_allowed_groups
- actor_index != previous_owner
- DA&evaluation_context->attack_vectors[vector_index].vector
- \halopc\haloce\source\ai\action_converse.c
- %<\halopc\haloce\source\ai\action_charge.c
- actor %s melee animation has no damage keyframe
- \halopc\haloce\source\ai\path_smoothing.c
- collision_edge->vertex_indices[0]==next_vertex_index || collision_edge->vertex_indices[1]==next_vertex_index
- clockwise==TRUE || clockwise==FALSE
- steps_finish_path
- smoothed_steps
- smoothed_step_count
- raw_steps
- raw_step_count > 0
- real_vector3d
- real_vector2d
- \halopc\haloce\source\ai\action_avoid.c
- G=\halopc\haloce\source\ai\action_vehicle.c
- \halopc\haloce\source\ai\action_wait.c
- \halopc\haloce\source\ai\action_search.c
- \halopc\haloce\source\ai\action_guard.c
- state_data->post_combat
- actor->stimuli.combat_transition_prop_index != NONE
- actor->stimuli.combat_transition
- \halopc\haloce\source\ai\action_uncover.c
- %s: inspected pursuit location
- %s: unable to see target's current location
- %s: begin %s uncover for [%.1f-%.1f] = %.1f (%sable to search)
- %s: %s uncover done: %s
- <unknown reason>
- location inspected
- persistent timer %d
- timer %d finished
- \halopc\haloce\source\ai\action_flee.c
- (!actor->meta.timeslice && state_data->find_new_flee_position) || (state_data->flee_stationary_ticks > 0) || (state_data->flee_firing_position_index != NONE) || state_data->unable_to_flee || state_data->done_fleeing
- actor->firing_positions.current_position_index != NONE
- \halopc\haloce\source\ai\action_fight.c
- \halopc\haloce\source\ai\action_alert.c
- incompatible version
- buffer error
- insufficient memory
- data error
- stream error
- file error
- stream end
- \halopc\haloce\source\memory\zlib\zutil.c
- invalid length
- l %2d v %4x
- code %d bits %d->%d
- bit length overflow
- 3_6?
- cd %3d
- dist tree: sent %ld
- lit tree: sent %ld
- bl tree: sent %ld
- bl code %2d
- bl counts:
- too many codes
- not enough codes
- _tr_tally: bad match
- pendingBuf overflow
- bad d_code
- '%c'
- n %3d %c l %2d c %4x (%x)
- gen_codes: max_code %d
- inconsistent bit counts
- dyn trees: dyn %ld, stat %ld
- comprlen %lu(%lu)
- bad compressed size
- lost buf
- opt %lu(%lu) stat %lu(%lu) stored %lu lit %u
- dist data: dyn %ld, stat %ld
- lit data: dyn %ld, stat %ld
- inflate: blocks reset
- inflate: blocks allocated
- invalid bit length repeat
- too many length or distance symbols
- invalid stored block lengths
- invalid block type
- inflate: codes end, %lu total out
- inflate: trees ok
- inflate: bits tree ok
- inflate: table sizes ok
- inflate: stored end, %lu total out
- inflate: stored length %u
- inflate: dynamic codes block%s
- inflate: fixed codes block%s
- inflate: stored block%s
- (last)
- inflate: blocks freed
- Error writing data for field "%s"
- Error fetching directory count
- Error fetching directory link
- Error writing directory link
- @"%s": Information lost writing value (%g) as (unsigned) RATIONAL
- \halopc\haloce\source\bitmaps\libtiff\tif_dirwrite.c
- Error writing directory contents
- Error writing directory count
- Cannot write directory, out of space
- Error flushing data before directory write
- Error post-encoding before directory write
- PackBitsDecode: Not enough data for scanline %d
- rowsize > 0
- \halopc\haloce\source\bitmaps\libtiff\tif_packbits.c
- Horizontal differencing "Predictor" not supported with %d-bit samples
- "Predictor" value %d not supported
- LZWDecode: Strip %d not terminated with EOI code
- \halopc\haloce\source\bitmaps\libtiff\tif_lzw.c
- LZWDecode: Not enough data at scanline %d (short %d bytes)
- Old-style LZW codes, convert file
- LZWPreDecode
- No space for LZW state block
- sp->lzw_nbits <= BITS_MAX
- LZWPreEncode
- (n & 3) == 0
- (n & 15) == 0
- \halopc\haloce\source\bitmaps\libtiff\tif_dumpmode.c
- (cc & 3) == 0
- (cc & 15) == 0
- DumpModeDecode: Not enough data for scanline %d
- ### ERROR chicago shader has no maps
- \halopc\haloce\source\rasterizer\dx9\shader_transparent_chicago_preprocessor.c
- #VRML V1.0 ascii
- error_geometry_file==NULL
- \halopc\haloce\source\tool\error_geometry.c
- .wrl
- }
- IndexedLineSet { coordIndex[0,1,-1] }
- Material { diffuseColor[%f %f %f, %f %f %f] transparency[%f, %f] }
- MaterialBinding { value PER_VERTEX }
- Coordinate3 { point[%f %f %f, %f %f %f] }
- Separator
- {
- IndexedFaceSet { coordIndex[0,1,2,-1] }
- Material { diffuseColor[%f %f %f] transparency[%f] }
- MaterialBinding { value PER_FACE }
- Coordinate3 { point[%f %f %f, %f %f %f, %f %f %f] }
- p2
- -1] }
- %d,
- IndexedFaceSet { coordIndex[
- %f %f %f%s
- ] }
- ,
- Coordinate3 { point[
- point_count>=0
- ]
- }
- }
- %d,%d,%d,-1,
- IndexedFaceSet
- {
- coordIndex
- [
- ]
- transparency[%f]
- }
- %f %f %f,
- Material
- {
- diffuseColor
- [
- MaterialBinding
- {
- value PER_FACE
- }
- ]
- }
- %f %f %f,
- Coordinate3
- {
- point
- [
- point_counts
- polygon_count>=0
- %d,%d,%d,%d,-1,
- %f %f,
- TextureCoordinate
- {
- point
- [
- texcoords
- height>0
- width>0
- #
- inflate: codes new
- inflate_codes grabbed too many bytes
- invalid distance code
- invalid literal/length code
- inflate: distance %u
- inflate: length %u
- inflate: end of block
- inflate: literal 0x%02x
- inflate: literal '%c'
- inflate: codes free
- inflate 1.1.3 Copyright 1995-1998 Mark Adler
- incomplete dynamic bit lengths tree
- oversubscribed dynamic bit lengths tree
- incomplete literal/length tree
- oversubscribed literal/length tree
- empty distance tree with lengths
- incomplete distance tree
- oversubscribed distance tree
- inflate: * end of block
- inflate: * distance %u
- inflate: * length %u
- inflate: * literal 0x%02x
- inflate: * literal '%c'
- UYVY
- RGBG
- YUY2
- GRGB
- DXT1
- DXT2
- DXT3
- DXT4
- DXT5
- AL16
- R16
- vs_3_sw
- vs_3_0
- vs_2_x
- vs_2_sw
- vs_2_0
- vs_1_1
- vs_1_0
- vs.3.sw
- vs.3.0
- vs.2.x
- vs.2.sw
- vs.2.0
- vs.1.1
- vs.1.0
- vs
- tx_1_0
- tx
- ps_3_sw
- ps_3_0
- ps_2_x
- ps_2_sw
- ps_2_0
- ps_1_4
- ps_1_3
- ps_1_2
- ps_1_1
- ps_1_0
- ps.3.sw
- ps.3.0
- ps.2.x
- ps.2.sw
- ps.2.0
- ps.1.4
- ps.1.3
- ps.1.2
- ps.1.1
- ps.1.0
- ps
- %.9f, %d, %d
- d:\dump.txt
- Software\Microsoft\Direct3D
- D3DXDoNotMute
- d3d9d.dll
- DebugSetMute
- read error
- @1.0.5
- DisableMMX
- DisableD3DXPSGP
- DisablePSGP
- failed to open source file: '%s'
- failed to open resource
- defined
- pragma
- endif
- else
- elif
- ifndef
- ifdef
- include
- undef
- define
- invalid preprocessor command '%s'
- syntax error
- too many nested #includes
- include interface required to support #include from resource or memory
- error: %s
- unexpected #elif following #else
- unexpected #elif
- unexpected #else following #else
- unexpected #else
- unexpected #endif
- column_major
- row_major
- ;
- once
- internal error: production failed
- ,
- duplicate macro parameter '%s'
- warning
- pack_matrix
- functional defines in preprocessor expressions not yet implemented
- not enough actual parameters for macro '%s'
- ##
- #@
- unexpected end of file in macro expansion
- Arg
- D3DX_VERSION
- DIRECT3D_VERSION
- D3DX
- DIRECT3D
- internal error: out of memory
- Stack
- division by zero in preprocessor expression
- internal error: stack underflow
- yacc stack overflow
- unexpected end of file
- __LINE__
- __FILE__
- unexpected tokens following preprocessor directive
- error X%u:
- (%u):
- %s X%u:
- syntax error : unexpected %s
- token
- end of file
- end of line
- string constant
- token '%s'
- float '%gl'
- float '%gf'
- float '%gh'
- float '%g'
- integer '%uul'
- integer '%dl'
- integer '%u'
- version token
- comment continues past end of file
- hex value truncated to 32bits
- octal value truncated to 32bits
- decimal value truncated to 32bits
- character continues past end of file
- string continues past end of line
- string continues past end of file
- D3DX9 Shader Assembler
- vFace
- vPos
- aL
- oDepth
- oC
- i
- oT
- oD
- oFog
- oPts
- oPos
- c
- break_c
- if_c
- phase
- texldl
- setp
- texldd
- dsy
- dsx
- dp2add
- bem
- cmp
- texdepth
- texm3x3
- texdp3
- texm3x2depth
- texdp3tex
- texreg2rgb
- defb
- defi
- cnd
- logp
- expp
- texm3x3vspec
- texm3x3spec
- texm3x3tex
- texm3x3pad
- texm3x2tex
- texm3x2pad
- texreg2gb
- texreg2ar
- texbeml
- texbem
- texldb
- texldp
- texld
- tex
- texkill
- texcrd
- mova
- breakp
- break
- endrep
- rep
- sincos
- nrm
- abs
- sgn
- crs
- pow
- dcl
- endloop
- ret
- callnz
- call
- m3x2
- m3x3
- m3x4
- m4x3
- m4x4
- frc
- lrp
- lit
- log
- exp
- sge
- slt
- dp4
- dp3
- rsq
- rcp
- mul
- mad
- sub
- mov
- nop
- SPECULAR
- DIFFUSE
- SAMPLE
- DEPTH
- FOG
- POSITIONT
- TESSFACTOR
- BINORMAL
- TANGENT
- TEXCOORD
- PSIZE
- NORMAL
- BLENDINDICES
- BLENDWEIGHT
- POSITION
- UNKNOWN
- POSITIONT
- invalid instruction modifiers '%s'
- '%s' is not a valid instruction in this shader version
- le
- ne
- lt
- ge
- eq
- gt
- sample
- depth
- positiont
- tessfactor
- binormal
- tangent
- psize
- blendindices
- blendweight
- pp
- volume
- cube
- 2d
- d8
- d4
- d2
- x2
- x4
- x8
- sat
- invalid mask '%s'
- invalid swizzle '%s'
- internal error: instruction size mismatch
- only a0.x is allowed as a relative address register in vs_1_1
- source modifiers incompatible with SUB instruction
- relative addressing of predicates is not supported in this shader version
- source modifiers are not allowed on predicates
- predicates are not supported in this shader version
- relative addressing of destination parameters is not supported in this shader version
- only one address register reference is allowed in a relative address expression
- source modifiers are not allowed on destination parameters
- call, callnz, label, and ret instructions are not allowed in assembly fragments
- Matrices cannot be specified in temp registers with the fragment linker
- r_
- v_
- fragment info exceeds maximum comment size
- debug info exceeds maximum comment size; no debug info emitted
- constant register address out of bounds on constant '%s', size %d, offset %d
- constant register '%s' must be defined as a variable '%s'
- '%s' is not a valid register name. Registers must start with v_, r_, c_, b_, or i_ depending on the register type.
- i_
- b_
- c_
- addressing operations not allowed on temporary registers '%s'
- addressing operations are not allowed on input registers '%s'
- Invalid input register '%s' specified
- invalid register, input, or constant name '%s'
- entrypoint
- invalid register '%s'
- invalid register '%s[...]'
- invalid register '%s[%u]'
- da
- dw
- db
- dz
- bx2
- bias
- temporary and constant registers are not allowed in assembly fragments
- only one address register reference allowed in a relative address expression
- scalar registers cannot be swizzled
- complement is not supported in this shader version
- complement cannot be used with other modifiers
- invalid complement expression
- negate and divide modifiers cannot be combined
- not cannot be used with other modifiers
- scalar registers cannot be masked
- instruction predication is not supported in this shader version
- instruction coissue is not supported in this shader version
- Direct3DShaderValidatorCreate9
- only vs_1_1, vs_2_0, vs_2_x, and vs_2_sw are supported for assembly fragments
- unrecognized shader version
- ps_1_0 is no longer supported; using ps_1_1
- vs_1_0 is no longer supported; using vs_1_1
- shader version expected
- internal error: result register invalid
- internal error: argument missing context (A%u)
- internal error: unknown node
- asymetric returns from if statements not yet implemented
- internal error: unrecognized statement
- general for/do/while statements are not yet implemented
- intrinsic function '%s' is not yet implemented
- tex1D will considered dependent since texcoord was not declared as at least float2
- '%s': output parameter '%s' never assigned a value
- $%s
- '%s': output parameter '%s' missing semantics
- '%s': function return value missing semantics
- '%s': function must return a value
- '%s': input parameter '%s' missing semantics
- '%s': recursive functions not yet implemented
- internal error: unrecognized expression
- function '%s' missing implementation
- non-linear array references not yet implemented
- array references of intermediate arguments not yet implemented
- array index out of bounds
- internal error: unrecognized value
- overloaded function not found
- '%s': entrypoint not found
- unrecognized compiler target '%s'
- non-trivial object expressions not yet implemented
- expressions returning objects in an array or struct not yet implemented
- internal error: expression expected
- }C=b9
- q3F=b9
- q3E=b9
- q3D=b9
- q3C=b9
- q3B=b9
- q3A=b9
- q3@=b9
- q3CE m
- dmBG'\D=b9
- q3M=b9
- q3F=b9
- q3A?vR
- @35B?vR
- @35@?vR
- @35C?vR
- @35'xR
- @35!0BxR
- @35
- Texture0@Name
- Ambient
- Emissive
- Specular
- Power
- Diffuse
- Failed to add x file data object!
- Failed to create x file data object!
- Out of memory!
- Texture1
- xof 0303txt 0032 template FVFData { <B6E70A0E-8EF9-4e83-94AD-ECC8B0C04897> DWORD dwFVF; DWORD nDWords; array DWORD data[nDWords]; } template VertexElement { <F752461C-1E23-48f6-B9F8-8350850F336F> DWORD Type; DWORD Method; DWORD Usage; DWORD UsageIndex; } template DeclData { <BF22E553-292C-4781-9FEA-62BD554BDD93> DWORD nElements; array VertexElement Elements[nElements]; DWORD nDWords; array DWORD data[nDWords]; } template PMAttributeRange { <917E0427-C61E-4a14-9C64-AFE65F9E9844> DWORD iFaceOffset; DWORD nFacesMin; DWORD nFacesMax; DWORD iVertexOffset; DWORD nVerticesMin; DWORD nVerticesMax; } template PMVSplitRecord { <574CCC14-F0B3-4333-822D-93E8A8A08E4C> DWORD iFaceCLW; DWORD iVlrOffset; DWORD iCode; } template PMInfo { <B6C3E656-EC8B-4b92-9B62-681659522947> DWORD nAttributes; array PMAttributeRange attributeRanges[nAttributes]; DWORD nMaxValence; DWORD nMinLogicalVertices; DWORD nMaxLogicalVertices; DWORD nVSplits; array PMVSplitRecord splitRecords[nVSplits]; DWORD nAttributeMispredicts; array DWORD attributeMispredicts[nAttributeMispredicts]; }
- xof 0303txt 0032 template XSkinMeshHeader { <3CF169CE-FF7C-44ab-93C0-F78F62D172E2> WORD nMaxSkinWeightsPerVertex; WORD nMaxSkinWeightsPerFace; WORD nBones; } template VertexDuplicationIndices { <B8D65549-D7C9-4995-89CF-53A9A8B031E3> DWORD nIndices; DWORD nOriginalVertices; array DWORD indices[nIndices]; } template FaceAdjacency { <A64C844A-E282-4756-8B80-250CDE04398C> DWORD nIndices; array DWORD indices[nIndices]; } template SkinWeights { <6F0D123B-BAD2-4167-A0D0-80224F25FABB> STRING transformNodeName; DWORD nWeights; array DWORD vertexIndices[nWeights]; array float weights[nWeights]; Matrix4x4 matrixOffset; } template Patch { <A3EB5D44-FC22-429D-9AFB-3221CB9719A6> DWORD nControlIndices; array DWORD controlIndices[nControlIndices]; } template PatchMesh { <D02C95CC-EDBA-4305-9B5D-1820D7704BBF> DWORD nVertices; array Vector vertices[nVertices]; DWORD nPatches; array Patch patches[nPatches]; [ ... ] } template PatchMesh9 { <B9EC94E1-B9A6-4251-BA18-94893F02C0EA> DWORD Type; DWORD Degree; DWORD Basis; DWORD nVertices; array Vector vertices[nVertices]; DWORD nPatches; array Patch patches[nPatches]; [ ... ] } template EffectFloats { <F1CFE2B3-0DE3-4e28-AFA1-155A750A282D> DWORD nFloats; array float Floats[nFloats]; } template EffectString { <D55B097E-BDB6-4c52-B03D-6051C89D0E42> STRING Value; } template EffectDWord { <622C0ED0-956E-4da9-908A-2AF94F3CE716> DWORD Value; } template EffectParamFloats { <3014B9A0-62F5-478c-9B86-E4AC9F4E418B> STRING ParamName; DWORD nFloats; array float Floats[nFloats]; } template EffectParamString { <1DBC4C88-94C1-46ee-9076-2C28818C9481> STRING ParamName; STRING Value; } template EffectParamDWord { <E13963BC-AE51-4c5d-B00F-CFA3A9D97CE5> STRING ParamName; DWORD Value; } template EffectInstance { <E331F7E4-0559-4cc2-8E99-1CEC1657928F> STRING EffectFilename; [ ... ] } template AnimTicksPerSecond { <9E415A43-7BA6-4a73-8743-B73D47E88476> DWORD AnimTicksPerSecond; }
- DirectXFileCreate
- d3dxof.dll
- D3DXValidIndices: (Likely problem is that two triangles share same points with opposite orientations)
- D3DXValidIndices: A neighbor triangle index(%d) was found more than once on triangle %d
- D3DXValidIndices: A point(%d) was found more than once in triangle %d
- D3DXValidIndices: An invalid neighbor index value(%d) was found on face %d
- D3DXValidIndices: An invalid index value(%d) was found on face %d
- D3DXValidMesh: Bowtie found around vertex %d shared by faces %d and %d
- D3DXValidMesh: The fix is to duplicate the vertex so that each fan has its own vertex.
- D3DXValidMesh: A bowtie is the usage of a single vertex by two separate fans of triangles.
- D3DXValidMesh: A bowtie was found. Bowties can be fixed by call D3DXCleanMesh
- Application transferred too many scanlines
- Invalid SOS parameters for sequential JPEG
- Corrupt JPEG data: found marker 0x%02x instead of RST%d
- Premature end of JPEG file
- Warning: unknown JFIF revision number %d.%02d
- Corrupt JPEG data: bad Huffman code
- Corrupt JPEG data: premature end of data segment
- Corrupt JPEG data: %u extraneous bytes before marker 0x%02x
- Inconsistent progression sequence for component %d coefficient %d
- Unknown Adobe color transform code %d
- Obtained XMS handle %u
- Freed XMS handle %u
- Unrecognized component IDs %d %d %d, assuming YCbCr
- JFIF extension marker: RGB thumbnail image, length %u
- JFIF extension marker: palette thumbnail image, length %u
- JFIF extension marker: JPEG-compressed thumbnail image, length %u
- Opened temporary file %s
- Closed temporary file %s
- Ss=%d, Se=%d, Ah=%d, Al=%d
- Component %d: dc=%d ac=%d
- Start Of Scan: %d components
- Start of Image
- Component %d: %dhx%dv q=%d
- Start Of Frame 0x%02x: width=%u, height=%u, components=%d
- Smoothing not supported with nonstandard sampling ratios
- RST%d
- At marker 0x%02x, recovery action %d
- Selected %d colors for quantization
- Quantizing to %d colors
- Quantizing to %d = %d*%d*%d colors
- %4u %4u %4u %4u %4u %4u %4u %4u
- Unexpected marker 0x%02x
- Miscellaneous marker 0x%02x, length %u
- with %d x %d thumbnail image
- JFIF extension marker: type 0x%02x, length %u
- Warning: thumbnail image size does not match data length %u
- JFIF APP0 marker: version %d.%02d, density %dx%d %d
- %3d %3d %3d %3d %3d %3d %3d %3d
- End Of Image
- Obtained EMS handle %u
- Freed EMS handle %u
- Define Restart Interval %u
- Define Quantization Table %d precision %d
- Define Huffman Table 0x%02x
- Define Arithmetic Table 0x%02x: 0x%02x
- Unknown APP14 marker (not Adobe), length %u
- Unknown APP0 marker (not JFIF), length %u
- Adobe APP14 marker: version %d, flags 0x%04x 0x%04x, transform %d
- Caution: quantization tables are too coarse for baseline JPEG
- 6b 27-Mar-1998
- Copyright (C) 1998, Thomas G. Lane
- Write to XMS failed
- Read from XMS failed
- Image too wide for this implementation
- Virtual array controller messed up
- Unsupported marker type 0x%02x
- Application transferred too few scanlines
- Write failed on temporary file --- out of disk space?
- Seek failed on temporary file
- Read failed on temporary file
- Failed to create temporary file %s
- Invalid JPEG file structure: SOS before SOF
- Invalid JPEG file structure: two SOI markers
- Unsupported JPEG process: SOF type 0x%02x
- Invalid JPEG file structure: missing SOS marker
- Invalid JPEG file structure: two SOF markers
- Cannot quantize to more than %d colors
- Cannot quantize to fewer than %d colors
- Cannot quantize more than %d color components
- Insufficient memory (case %d)
- Not a JPEG file: starts with 0x%02x 0x%02x
- Quantization table 0x%02x was not defined
- JPEG datastream contains no image
- Huffman table 0x%02x was not defined
- Backing store not supported
- Requested feature was omitted at compile time
- Not implemented yet
- Invalid color quantization mode change
- Scan script does not transmit all data
- Cannot transcode due to multiple use of quantization table %d
- Premature end of input file
- Empty input file
- Maximum supported image dimension is %u pixels
- Missing Huffman code table entry
- Huffman code size table overflow
- Fractional sampling not implemented yet
- Output file write error --- out of disk space?
- Input file read error
- Didn't expect more than one scan
- Write to EMS failed
- Read from EMS failed
- Empty JPEG image (DNL not supported)
- Bogus DQT index %d
- Bogus DHT index %d
- Bogus DAC value 0x%x
- Bogus DAC index %d
- Unsupported color conversion request
- Too many color components: %d, max %d
- CCIR601 sampling not implemented yet
- Suspension not allowed here
- Buffer passed to JPEG library is too small
- Bogus virtual array access
- JPEG parameter struct mismatch: library thinks size is %u, caller expects %u
- Improper call to JPEG library in state %d
- Invalid scan script at entry %d
- Bogus sampling factors
- Invalid progressive parameters at scan script entry %d
- Invalid progressive parameters Ss=%d Se=%d Ah=%d Al=%d
- Unsupported JPEG data precision %d
- Invalid memory pool code %d
- Sampling factors too large for interleaved scan
- Wrong JPEG library version: library is %d, caller expects %d
- Bogus marker length
- Bogus JPEG colorspace
- Bogus input colorspace
- Bogus Huffman table definition
- IDCT output block size %d not supported
- DCT coefficient out of range
- Invalid component ID %d in SOS
- Bogus buffer control mode
- MAX_ALLOC_CHUNK is wrong, please fix
- ALIGN_TYPE is wrong, please fix
- Sorry, there are legal restrictions on arithmetic coding
- Bogus message code %d
- 0123456789ABCDEF1.0.5
- "U3UIHDR
- IDAT
- IEND
- PLTE
- gAMA
- sRGB
- tRNS
- zlib version error
- zlib memory error
- Unknown zlib error
- 1.1.4
- Incompatible libpng version in application and library
- zlib version
- zlib memory
- Missing PLTE before IDAT
- Missing IHDR before IDAT
- PNG file corrupted by ASCII conversion
- Not a PNG file
- Extra compressed data
- Decompression error
- Not enough image data
- Invalid attempt to read row data
- Too many IDAT's found
- Width too large for libpng to process image data.
- Can't discard critical data on CRC error.
- p?png_do_dither returned rowbytes=0
- NULL row buffer
- Width too large to process image data; rowbytes will overflow.
- X?Call to NULL read function
- same structure. Resetting write_data_fn to NULL.
- It's an error to set both read_data_fn and write_data_fn in the
- PNG
- libpng version 1.0.5 - October 15, 1999 (header)
- Too many bytes for PNG signature.
- libpng version 1.0.5 - October 15, 1999
- Copyright (c) 1995, 1996 Guy Eric Schalnat, Group 42, Inc.
- Copyright (c) 1996, 1997 Andreas Dilger
- Copyright (c) 1998, 1999 Glenn Randers-Pehrson
- ?X?X?Y>t$7?*=
- UnknownVendr
- integer constant register '%s' must be defined as a variable of type int3 or int4 only
- boolean constant register '%s' must be defined as a variable of type bool only
- Constant variable '%s' bound to register greater than 8191 (%d requested)
- Internal error compiling the fragment '%s'
- There was an error compiling the fragment '%s'
- internal error: argument was never used (A%u)
- internal error: cannot read from argument pool (A%u)
- internal error: cannot write to argument pool (A%u)
- internal error: output argument was never initialized (A%u)
- internal error: argument used without having been initialized (A%u)
- variable '%s' used without having been completely initialized
- indefinite arcsine
- indefinite arccosine
- indefinite logarithm
- imaginary square root
- division by zero
- expression too complex
- internal warning: optimization did not converge
- D3DCOLORtoUBYTE4
- transpose
- texCUBEbias
- texCUBEproj
- texCUBE
- tex3Dbias
- tex3Dproj
- tex3D
- tex2Dbias
- tex2Dproj
- tex2D
- tex1Dbias
- tex1Dproj
- tex1D
- tanh
- tan
- step
- sqrt
- smoothstep
- sinh
- sin
- sign
- saturate
- rsqrt
- round
- ri
- refract
- radians
- normalize
- ip
- modf
- log2
- log10
- m
- lerp
- length
- ldexp
- isnan
- isinf
- isfinite
- frexp
- frac
- fmod
- floor
- Ng
- faceforward
- exp2
- distance
- determinant
- degrees
- cross
- cosh
- cos
- ceil
- atan2
- atan
- asin
- acos
- syntax error: unexpected %s
- integer constant
- float constant
- internal error: production failed!
- internal error: scope underflow
- redefinition of formal parameter '%s'
- redefinition of '%s'
- Stmts
- internal error: scope missing
- duplicate usages specified
- %sstruct{%u}
- [%u]
- %s%s%u
- %s%s%ux%u
- vertexfragment
- pixelfragment
- vertexshader
- pixelshader
- samplerCUBE
- sampler3D
- sampler2D
- sampler1D
- sampler
- textureCUBE
- texture3D
- texture2D
- texture1D
- double
- float
- half
- int
- bool
- const
- object literals are not allowed inside functions
- float expected
- %u%s
- Values
- Decls
- non-matrix types cannot be declared 'row_major' or 'column_major'
- '%s': cannot %sconvert from '%s' to '%s'
- cannot %sconvert from '%s' to '%s'
- implicitly
- Value
- Types
- Swizzle
- invalid subscript '%s'
- UsageType
- indefinite power
- infinite/indefinite log
- indefinite asin
- indefinite acos
- pass
- techinque
- variable
- undeclared identifier '%s'
- dword
- '%s': identifier represents a %s, not a %s
- -l0=
- `X'%s': ambiguous function call
- '%s': loop control variable used outside for-loop scope conflicts with a previous declaration in the outer scope; most recent definition used
- incorrect number of arguments to numeric-type constructor
- cannot convert from 'object type' to 'numeric type'
- constructors only defined for numeric base types
- dimension of conditional does not match value
- type mismatch between conditional values
- conditional must be numeric
- asm
- decl
- while
- volatile
- virtual
- using
- unsigned
- union
- uniform
- typename
- typedef
- try
- throw
- this
- template
- switch
- struct
- static_cast
- sizeof
- signed
- shared
- sampler_state
- return
- reinterpret_cast
- register
- public
- protected
- private
- operator
- new
- namespace
- mutable
- inout
- inline
- goto
- for
- extern
- explicit
- dynamic_cast
- do
- delete
- continue
- const_cast
- const
- compile_fragment
- compile
- char
- catch
- case
- technique
- asm_fragment
- '%s': function return value differs from prototype
- '%s': void function cannot have a semantic
- '%s': missing default value for parameter '%s'
- '%s': function return value must be numeric
- '%s': functions cannot be declared 'extern'
- '%s': functions cannot be declared 'uniform'
- '%s': array dimensions must be literal scalar expressions
- '%s': array dimensions of type must be explicit
- '%s': array dimension must be between 1 and 65536
- Ids
- vector dimension must be between 1 and %u
- vector dimension must be a literal scalar expression
- matrix dimensions must be literal scalar expressions
- matrix dimensions must be between 1 and %u
- array dimensions must be literal scalar expressions
- array expected
- scalar expected
- l-value specifies const object
- type mismatch
- object assignments are not allowed inside functions
- scalar, vector, or matrix expected
- '%s': void functions cannot return a value
- '%s': secondary array dimensions must be explicit
- '%s': %s cannot have annotations
- '%s': %s cannot have semantics
- '%s': missing %s
- '%s': %s must be a literal expression
- '%s': output only %s cannot have %ss
- '%s': non-numeric uniform %s cannot have %ss
- '%s': %s cannot have %ss
- '%s': %s cannot be declared 'shared'
- '%s': %s cannot be declared 'volatile'
- '%s': %s cannot be declared 'extern'
- '%s': %s cannot be declared 'uniform out'
- '%s': %s cannot be declared 'uniform'
- '%s': %s cannot be declared 'static'
- '%s': uniform %s cannot be declared 'static'
- '%s': extern %s cannot be declared 'static'
- '%s': %s must be numeric
- '%s': output paramaters cannot be declared 'const'
- '%s': %s cannot be declared 'const'
- '%s': %s cannot be declared 'inline'
- '%s': %s cannot be target specific
- '%s': implicit array missing %s
- '%s': implicit array type does not match %s
- '%s': array dimensions of %s must be explicit
- value
- default value
- initializer
- annotation members
- loop control variables
- local variables
- function parameters
- structure members
- global variables
- initial value
- '%s': intrinsic function does not take %u parameter%s
- '%s': function does not take %u parameter%s
- Parameters
- Outputs
- Inputs
- unsupported compiler target '%s'
- internal error: unhandled production
- comma expression used where an initializer list may have been intended
- Arguments
- DwordExpr
- States
- Passes
- '%s' already has a body
- VariableDim
- Semantics
- invalid use of '%s'
- TypeDefs
- texCube
- SPECIAL
- VOID
- texcoord inputs used directly (that is, other than sampling from textures) in shader body in ps_1_%i are always clamped from 0 to 1
- internal error: malformed clip found
- Clip must be from a 3 vector in ps_1_%i
- cannot access w component from texcoord in general expression
- %s%s is not supported on ps_1_%i
- internal error: InputRemap component matchup failed
- cannot perform double dependent texture read in ps_1_x
- cannot perform dependent texture read which in any way is based on color inputs
- cannot read from a texcoord which was used as input in a sampler
- conflicting sampler array bindings
- conflicting user defined sampler bindings. If two samplers have the same user binding, they cannot both be used in the same shader
- cannot read from same texcoord. In ps_1_%i, each sampler must have a unique TEXCOORD
- cannot bind sampler to sampler array. In ps_1_%i, samplers must be bound to the same stage as their TEXCOORD
- program too big
- too many texture loads and reads from texcoords
- cannot perform texture lookup twice from a user bound or similar array access sampler in ps_1_%i
- cannot bind sampler to user specified stage. In ps_1_%i, samplers must be bound to the same stage as their TEXCOORD
- can read from texcoord and use it for texlookup only in ps_1_4 and higher
- texture loads or clips cannot be from inputs not marked TEXCOORD
- internal error: arguments not vectorized
- program too complex: exceeded available constant registers.
- literal values outside range -1 to 1 are clamped on all ps_1_x shading models
- exceeded maximum constant registers
- internal error: texld alias found
- program too complex: out of temporary registers
- internal error: uppropagation failed
- internal error: unvectorized register found
- cannot match to texreg2ar or texreg2gb instruction because cannot have input modifiers
- expression can only be map to texreg2rgb, but this instruction is not supported on 1_%i
- cannot match to texreg2rgb instruction because can only have input modifier _bx2
- cannot bind sampler to sampler array, sampler must be bound to %i
- internal error: unexpected argument type
- cannot match to texm* because texm* can only have bx2 modifier on input texload
- cannot match to texm* because texm* cannot have source modifiers on input texcoord
- unable to match texm* because source inputs are not in appropriate texture coordinates. See ps_1_% assembly reference for more information
- unable to match texm because computed texcoord is used in shader
- cannot bind sampler to user specified stage, sampler must be bound to %i
- accessing texture coordinate w-component not yet implemented in ps_1_4
- cannot access texture coordinate w-component in ps_1_%d
- pixel shader must minimally write all four components of COLOR0
- DEPTH must be a scalar
- relative addressing not supported in ps_1_x
- internal error: unexpected output register
- 'texcoord' reference exceeds valid range for this shader model (max: %i)
- spec
- output semantic '%s%d' not yet implemented in ps_1_x
- invalid output semantic '%s%d'
- input semantic '%s' has been deprecated; use '%s%d' instead
- invalid input semantic '%s%d'
- specular
- diffuse
- invalid reference to input semantic '%s%d'
- cannot map swizzle to ps_1_4
- internal error: illformed write field
- unable to emmulate write masks for ps_1_%i shader model
- shader cannot compile to a ps_1_%i shader because this model can't match all the dependent texture read(s) this shader requires
- cannot map this dependent texture read to ps_1_%i
- cannot map expression to pixel shader instruction set
- relative addressing not allowed for pixel shaders
- internal error: overlapping output writes
- COLOR%d must be a four-component vector
- COLOR outputs must be contiguous from COLOR0 to COLORn
- internal error: unexpected Alias on texture declaration
- sampler mismatch: sampler used inconsistently
- internal error: compiler emittimg multiple movs to output registers
- internal error: write to output with instruction other than mov
- internal error: invalid swizzle found
- vertex shader must minimally write all four components of POSITION
- PSIZE must be a scalar
- FOG must be a scalar
- output semantic '%s' has been deprecated; use '%s%d' instead
- multi-register semantics are not allowed in fragments '%s'
- n_%s
- v_%s%d
- relative addressing not supported in vs_1_0 instruction set
- c_$zz%d
- r_$Int%d
- internal error: multiple write to same output
- internal error: DST test failure
- cannot map expression to vertex shader instruction set
- invalid reference to output semantic '%s%d'
- too many outputs to target TX
- too many arguments to target TX
- Out of Memory
- IDAT
- invalid chunk type
- Ignoring bad adaptive filter type
- CRC error
- Unknown filter method in IHDR
- Unknown compression method in IHDR
- Unknown interlace method in IHDR
- Invalid color type/bit depth combination in IHDR
- Invalid color type in IHDR
- Invalid bit depth in IHDR
- Invalid image size in IHDR
- Invalid IHDR chunk
- Out of place IHDR
- Truncating incorrect tRNS chunk length
- Invalid palette chunk
- Duplicate PLTE chunk
- Invalid PLTE after IDAT
- Missing IHDR before PLTE
- Incorrect IEND chunk length
- No image in file
- Ignoring incorrect gAMA value when sRGB is also present
- Duplicate gAMA chunk
- Out of place gAMA chunk
- Invalid gAMA after IDAT
- Incorrect gAMA chunk length
- Missing IHDR before gAMA
- PGUnknown sRGB intent
- Duplicate sRGB chunk
- Out of place sRGB chunk
- Invalid sRGB after IDAT
- Incorrect sRGB chunk length
- Missing IHDR before sRGB
- tRNS chunk not allowed with alpha channel
- Incorrect tRNS chunk length
- Duplicate tRNS chunk
- Invalid tRNS after IDAT
- Zero length tRNS chunk
- Missing PLTE before tRNS
- Missing IHDR before tRNS
- unknown critical chunk
- Extra compression data
- Decompression Error
- D3DX9 Shader Compiler
- maximum constant register index exceeded
- maximum input register index exceeded
- maximum sampler register index exceeded
- invalid register semantic '%s'
- overlapping register semantics not yet implemented '%c%u'
- cannot match lerp because lerp factor is not _sat'd
- internal error: unexpected output register type
- maximum address register index exceeded
- maximum temp register index exceeded
- internal error: unexpected input register type
- target does not support relative addressing
- _bias opportunity missed because source was not clamped 0 to 1
- complement opportunity missed because input result was not clamped from 0 to 1
- constant table info exceeds maximum comment size
- c_%s
- overlapping output semantics
- maximum number of inputs exceeded
- internal error: input register missing semantic
- internal error: output register missing semantic
- %s target does not support texture lookups
- maximum number of samplers exceeded. %s target can have a maximum of %i samplers
- clip cannot be performed from a constant or literal
- clip must be performed from a float4 vector for ps_2_0 models
- cannot clip from a swizzled vector
- clip must be performed from a float3 vector for ps_1_x models
- internal error: size mismatch in scalar instruction
- inflate 1.1.4 Copyright 1995-2002 Mark Adler
- CScrollBar
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- %I64u
- CDialog
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- MS Shell Dlg
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- EnumDisplayDevicesA
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- USER32
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- InitCommonControlsEx
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- hhctrl.ocx
- #32768
- ime
- commctrl_DragListMsg
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- $
- CBitmap
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- CBrush
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- CPaintDC
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- GDI32.DLL
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- CColorDialog
- CObject
- \e
- TypeLib
- SYSTEM
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- CLSID
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- #
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- UxTheme.dll
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- comctl32.dll
- WButton
- %lf
- COleException
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- MouseZ
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- MSH_SCROLL_LINES_MSG
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- CCtrlView
- CSplitterWnd
- CDocument
- ReplaceFileA
- KERNEL32
- MFC
- CWinApp
- PreviewPages
- Settings
- File%d
- Recent File List
- LOC
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- %x
- Control Panel\Desktop\ResourceLocale
- GetSystemDefaultUILanguage
- GetUserDefaultUILanguage
- kernel32.dll
- NoFileMru
- NoBackButton
- NoPlacesBar
- Software\Microsoft\Windows\CurrentVersion\Policies\Comdlg32
- NoEntireNetwork
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- Automation
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- system
- Software\
- CWinThread
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- CArchiveException
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- InProcServer32
- {%08X-%04X-%04X-%02X%02X-%02X%02X%02X%02X%02X%02X}
- DllGetClassObject
- combobox
- ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz
- System
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- commdlg_SetRGBColor
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- [printto("%1","%2","%3","%4")]
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- ddeexec
- /dde
- /pt "%1" "%2" "%3" "%4"
- /p "%1"
- "%1"
- command
- ,%d
- %s\ShellNew
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- %s\shell\printto\%s
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- ","
- [printto("
- [print("
- [open("
- CDocTemplate
- CMemFile
- CRichEditCtrl
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- CProgressCtrl
- CSliderCtrl
- CSpinButtonCtrl
- CDragListBox
- msctls_statusbar32
- SysListView32
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- msctls_updown32
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- msctls_progress32
- SysHeader32
- msctls_hotkey32
- SysTabControl32
- SysAnimate32
- CToolBar
- Marlett
- CReBar
- .INI
- .HLP
- .CHM
- NotifyWinEvent
- user32.dll
- CByteArray
- COleDispatchException
- RichEdit Text and Objects
- Rich Text Format
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- FileName
- Link Source Descriptor
- Object Descriptor
- Link Source
- Embed Source
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- Native
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- RichEdit20A
- COleObjectFactory
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- CEditView
- commdlg_FindReplace
- CPtrArray
- %2
- %5
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- %1
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- %2\protocol\StdFileEditing\verb\0
- &Edit
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- %3
- CLSID\%1
- %5
- CLSID\%1\ProgID
- %2
- CLSID\%1\InprocHandler32
- ole32.dll
- CLSID\%1\LocalServer32
- %3
- CLSID\%1\Verb\0
- &Edit,0,2
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- &Open,0,2
- CLSID\%1\Insertable
- CLSID\%1\AuxUserType\2
- %4
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- %6
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- %3,%7
- CLSID\%1\MiscStatus
- 32
- CLSID\%1\InProcServer32
- %3
- CLSID\%1\DocObject
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- %9, %8
- ThreadingModel
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- Insertable
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- HH:mm:ss
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- December
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- Apr
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- Thursday
- Wednesday
- Tuesday
- Monday
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- Sat
- Fri
- Thu
- Wed
- Tue
- Mon
- Sun
- a/p
- am/pm
- CorExitProcess
- mscoree.dll
- ...
- Microsoft Visual C++ Runtime Library
- (Press Retry to debug the application - JIT must be enabled)
- For information on how your program can cause an assertion
- failure, see the Visual C++ documentation on asserts
- Expression:
- Line:
- File:
- <program name unknown>
- Program:
- Assertion failed!
- Unknown exception
- !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
- LC_TIME
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- LC_ALL
- _.,
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- FlsFree
- FlsSetValue
- FlsGetValue
- FlsAlloc
- e+000
- GAIsProcessorFeaturePresent
- _nextafter
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- (null)
- (null)
- SunMonTueWedThuFriSat
- JanFebMarAprMayJunJulAugSepOctNovDec
- runtime error
- TLOSS error
- SING error
- DOMAIN error
- R6029
- - This application cannot run using the active version of the Microsoft .NET Runtime
- Please contact the application's support team for more information.
- R6028
- - unable to initialize heap
- R6027
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- R6026
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- R6025
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- - unexpected multithread lock error
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- - not enough space for thread data
- This application has requested the Runtime to terminate it in an unusual way.
- Please contact the application's support team for more information.
- R6009
- - not enough space for environment
- R6008
- - not enough space for arguments
- R6002
- - floating point not loaded
- Runtime Error!
- Program:
- A buffer overrun has been detected which has corrupted the program's
- internal state. The program cannot safely continue execution and must
- now be terminated.
- Buffer overrun detected!
- A security error of unknown cause has been detected which has
- corrupted the program's internal state. The program cannot safely
- continue execution and must now be terminated.
- Unknown security failure detected!
- Illegal byte sequence
- Directory not empty
- Function not implemented
- No locks available
- Filename too long
- Resource deadlock avoided
- Result too large
- Domain error
- Broken pipe
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- GetProcessWindowStation
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- MessageBoxA
- Paraguay
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- portuguese-brazilian
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- InitializeCriticalSectionAndSpinCount
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- invalid string position
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- !dns
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- integer
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- MeshFace
- faces
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- FrameTransformMatrix
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- Frame
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- time
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- AnimationOptions
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- InlineData
- BINARY
- Url
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- nUrls
- ProgressiveMesh
- Url
- InlineData
- Guid
- data1
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- data3
- data4
- StringProperty
- key
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- PropertyBag
- StringProperty
- ExternalVisual
- irq
- Guid
- guidExternalVisual
- RightHanded
- bRightHanded
- .?AVCObject@@
- .?AVCCmdTarget@@
- .?AVCWnd@@
- .?AVCStatic@@
- .?AVCButton@@
- .?AVCListBox@@
- .?AVCComboBox@@
- .?AVCEdit@@
- .?AVCScrollBar@@
- .?AVCDialog@@
- .PAVCException@@
- .?AVXAccessible@CWnd@@
- .?AVXAccessibleServer@CWnd@@
- .?AVCNoTrackObject@@
- .?AV_AFX_HTMLHELP_STATE@@
- .?AVCCmdUI@@
- .?AVCTestCmdUI@@
- .PAVCUserException@@
- .?AUIAccessibleProxy@@
- .?AUIUnknown@@
- .?AUIDispatch@@
- .?AUIAccessible@@
- .?AV?$IAccessibleProxyImpl@VCAccessibleProxy@ATL@@@ATL@@
- .?AUIOleWindow@@
- .?AVCComObjectRootBase@ATL@@
- .?AV?$CComObjectRootEx@VCComSingleThreadModel@ATL@@@ATL@@
- .?AVCAccessibleProxy@ATL@@
- .?AV?$CMFCComObject@VCAccessibleProxy@ATL@@@@
- .PAX
- .PAVCObject@@
- .PAVCSimpleException@@
- .PAVCResourceException@@
- .?AVCException@@
- .?AVCSimpleException@@
- .?AVCResourceException@@
- .?AVCUserException@@
- .?AVCGdiObject@@
- .?AVCDC@@
- .?AVCClientDC@@
- .?AVCWindowDC@@
- .?AVCPaintDC@@
- .?AVCBrush@@
- .?AVCBitmap@@
- .?AVCPen@@
- .?AVCRgn@@
- .?AV_AFX_COLOR_STATE@@
- .?AVCCommonDialog@@
- .?AVCColorDialog@@
- .PAVCArchiveException@@
- .?AV_AFX_THREAD_STATE@@
- .?AVAFX_MODULE_STATE@@
- .?AVAFX_MODULE_THREAD_STATE@@
- .?AV_AFX_BASE_MODULE_STATE@@
- .?AVCToolTipCtrl@@
- .?AV_AFX_CHECKLIST_STATE@@
- .?AVCOleException@@
- .PAVCOleException@@
- .PAVCMemoryException@@
- .PAVCNotSupportedException@@
- .PAVCInvalidArgException@@
- .?AVCMemoryException@@
- .?AVCNotSupportedException@@
- .?AVCInvalidArgException@@
- .?AUIAtlStringMgr@ATL@@
- .?AVCAfxStringMgr@@
- .?AVCFileDialog@@
- .?AVCView@@
- .?AVCScrollView@@
- .?AVCFormView@@
- .?AV_AFX_MOUSEANCHORWND@@
- .?AVCFile@@
- .?AVCMirrorFile@@
- .?AVCFileException@@
- .?AVCWinThread@@
- .?AVCWinApp@@
- .?AVCCommandLineInfo@@
- .?AVCDocTemplate@@
- .?AVCMultiDocTemplate@@
- .?AVCOccManager@@
- .?AVCFrameWnd@@
- .?AVCMDIFrameWnd@@
- .?AVCMDIChildWnd@@
- .?AVCMenu@@
- .?AVCArchiveException@@
- .?AUCThreadData@@
- .?AVCInnerUnknown@@
- .?AVCFont@@
- .?AVCChevronOwnerDrawMenu@@
- .?AVCMapPtrToPtr@@
- .?AVCHandleMap@@
- .?AVCPtrList@@
- .?AVCMapStringToPtr@@
- .PAVCFileException@@
- .?AVCRecentFileList@@
- .?AVCNewTypeDlg@@
- .?AVCDocManager@@
- .?AVCEnumArray@@
- .?AVCEnumUnknown@@
- .?AV?$_CTypedPtrList@VCPtrList@@PAUCOleControlSiteOrWnd@@@@
- .?AVCOleControlContainer@@
- .?AV?$CTypedPtrList@VCPtrList@@PAUCOleControlSiteOrWnd@@@@
- .?AUIParseDisplayName@@
- .?AUIOleContainer@@
- .?AVXOleContainer@COleControlContainer@@
- .?AUIOleInPlaceUIWindow@@
- .?AUIOleInPlaceFrame@@
- .?AVXOleIPFrame@COleControlContainer@@
- .?AVCDataSourceControl@@
- .?AUINotifyDBEvents@@
- .?AUIOleClientSite@@
- .?AVXOleClientSite@COleControlSite@@
- .?AUIOleControlSite@@
- .?AVXOleControlSite@COleControlSite@@
- .?AVXAmbientProps@COleControlSite@@
- .?AUIPropertyNotifySink@@
- .?AVXPropertyNotifySink@COleControlSite@@
- .?AVXEventSink@COleControlSite@@
- .?AUIBoundObjectSite@@
- .?AVXBoundObjectSite@COleControlSite@@
- .?AVXNotifyDBEvents@COleControlSite@@
- .?AUIRowsetNotify@@
- .?AVXRowsetNotify@COleControlSite@@
- .?AUIOleInPlaceSite@@
- .?AUIOleInPlaceSiteEx@@
- .?AUIOleInPlaceSiteWindowless@@
- .?AVXOleIPSite@COleControlSite@@
- .?AVCOleControlSite@@
- .?AVCMemFile@@
- .?AVCDragListBox@@
- .?AVCToolBarCtrl@@
- .?AVCStatusBarCtrl@@
- .?AVCListCtrl@@
- .?AVCTreeCtrl@@
- .?AVCSpinButtonCtrl@@
- .?AVCSliderCtrl@@
- .?AVCProgressCtrl@@
- .?AVCHeaderCtrl@@
- .?AVCHotKeyCtrl@@
- .?AVCTabCtrl@@
- .?AVCAnimateCtrl@@
- .?AVCRichEditCtrl@@
- .?AVCImageList@@
- .?AVCControlBar@@
- .?AVCToolBar@@
- .?AVCToolCmdUI@@
- .?AVCReBar@@
- .?AVCByteArray@@
- .?AUISequentialStream@@
- .?AUIStream@@
- .?AVCArchiveStream@@
- .?AVCOleDispatchImpl@@
- .?AVCOleDispatchException@@
- .PAVCOleDispatchException@@
- .?AUIEnumVOID@@
- .?AVXEnumVOID@CEnumArray@@
- .?AV_AFX_EDIT_STATE@@
- .?AV_AFX_RICHEDIT_STATE@@
- .?AVCTypeLibCacheMap@@
- .?AVCOleControlLock@@
- .?AVCOleObjectFactory@@
- .?AUIClassFactory@@
- .?AUIClassFactory2@@
- .?AVXClassFactory@COleObjectFactory@@
- .?AVCEnumFormatEtc@@
- .?AUIDataObject@@
- .?AVXDataObject@COleDataSource@@
- .?AVCOleDataSource@@
- .?AVCOleMessageFilter@@
- .?AUIMessageFilter@@
- .?AVXMessageFilter@COleMessageFilter@@
- .?AVCCtrlView@@
- .?AVCEditView@@
- .?AVCDockContext@@
- .?AVCPtrArray@@
- Apartment
- Both
- Free
- .?AVCOleStreamFile@@
- .?AVCSharedFile@@
- .?AV_AFX_OLE_STATE@@
- .?AVCOleDialog@@
- .?AVCOleBusyDialog@@
- .?AVCPrintingDialog@@
- .?AV_AFX_WIN_STATE@@
- .?AVCUIntArray@@
- .?AVCFindReplaceDialog@@
- .?AVCDockBar@@
- .?AVCMiniFrameWnd@@
- .?AVCMiniDockFrameWnd@@
- .?AVCPageSetupDialog@@
- .?AVCPrintDialog@@
- pow
- acos
- fmod
- asin
- Assertion failed: %s, file %s, line %d
- .?AVbad_cast@@
- .?AVbad_typeid@@
- .?AV__non_rtti_object@@
- .?AVtype_info@@
- sinh
- cosh
- tanh
- ov_clear
- ov_read
- ov_crosslap
- ov_open_callbacks
- vorbisfile.dll
- acmDriverAddA
- MSACM32.dll
- TransparentBlt
- MSIMG32.dll
- waveOutReset
- waveOutWrite
- waveOutPrepareHeader
- waveOutUnprepareHeader
- waveOutOpen
- waveOutClose
- timeBeginPeriod
- timeEndPeriod
- WINMM.dll
- WS2_32.dll
- DSOUND.dll
- GlobalAlloc
- GetProcAddress
- uGetModuleFileNameA
- HLoadLibraryA
- InterlockedExchange
- GetACP
- lGetLocaleInfoA
- GetThreadLocale
- GetVersionExA
- FSizeofResource
- [LockResource
- MLoadResource
- FindResourceA
- WideCharToMultiByte
- 8GetCurrentDirectoryA
- kMultiByteToWideChar
- iGetLastError
- GetVersion
- lstrcmpiA
- lstrlenW
- lstrcmpiW
- lstrlenA
- CompareStringA
- CompareStringW
- PGetEnvironmentVariableA
- QGetEnvironmentVariableW
- GetStringTypeExA
- GetStringTypeExW
- GetThreadContext
- =GetCurrentThread
- GlobalUnlock
- GlobalLock
- CloseHandle
- RLocalFree
- NLocalAlloc
- :GetCurrentProcess
- OutputDebugStringA
- ExitProcess
- QueryPerformanceFrequency
- QueryPerformanceCounter
- SetLastError
- CreateDirectoryA
- VGetFileAttributesA
- SetErrorMode
- GlobalFree
- GlobalReAlloc
- GlobalSize
- GlobalMemoryStatus
- ;GetCurrentProcessId
- GetVolumeInformationA
- KGetDriveTypeA
- pGetLogicalDrives
- FindClose
- RGetExitCodeProcess
- CreateProcessA
- ]GetFileTime
- CreateFileA
- FormatMessageA
- RemoveDirectoryA
- DeleteFileA
- SetFileAttributesA
- dMoveFileA
- SetFilePointer
- [GetFileSize
- SetEndOfFile
- ReadFile
- WriteFile
- WGetFileAttributesExA
- FindNextFileA
- FindFirstFileA
- SetConsoleCursorInfo
- GetConsoleCursorInfo
- ReadConsoleInputA
- GetNumberOfConsoleInputEvents
- FillConsoleOutputAttribute
- FillConsoleOutputCharacterA
- /GetConsoleScreenBufferInfo
- SetConsoleCursorPosition
- WriteConsoleOutputCharacterA
- WriteConsoleA
- {VirtualQuery
- ExitThread
- PTerminateThread
- WaitForSingleObject
- CreateThread
- GSleep
- GetTimeFormatA
- ?GetDateFormatA
- kGetLocalTime
- GetTickCount
- FreeLibrary
- 6SetThreadPriority
- $SetPriorityClass
- GetPriorityClass
- GetThreadPriority
- sVirtualAlloc
- vVirtualFree
- CopyFileA
- ResumeThread
- SGetExitCodeThread
- CreateMutexA
- ReleaseMutex
- EnumResourceNamesA
- FindResourceExA
- 5SetThreadLocale
- "InterlockedIncrement
- InterlockedDecrement
- GetTempFileNameA
- GetTempPathA
- wGetModuleHandleA
- ^MapViewOfFile
- CreateFileMappingA
- CreateFileW
- cUnmapViewOfFile
- FindResourceW
- GetSystemInfo
- 2IsProcessorFeaturePresent
- aGetFullPathNameA
- HeapAlloc
- GetProcessHeap
- HeapFree
- FreeResource
- lstrcpynA
- lstrcmpW
- lstrcatA
- GlobalDeleteAtom
- GlobalFindAtomA
- GlobalAddAtomA
- GlobalGetAtomNameA
- >GetCurrentThreadId
- jMulDiv
- RaiseException
- InitializeCriticalSection
- DeleteCriticalSection
- lstrcmpA
- SetFileTime
- EGetDiskFreeSpaceA
- lstrcpyA
- EnumResourceLanguagesA
- ConvertDefaultLocale
- SetEvent
- ISuspendThread
- CreateEventA
- GetPrivateProfileIntA
- WritePrivateProfileStringA
- GetPrivateProfileStringA
- FlushFileBuffers
- YLockFile
- aUnlockFile
- DuplicateHandle
- GetShortPathNameA
- GlobalFlags
- GLeaveCriticalSection
- GlobalHandle
- EnterCriticalSection
- VTlsGetValue
- TTlsAlloc
- WTlsSetValue
- ULocalReAlloc
- UTlsFree
- GetCPInfo
- GetOEMCP
- FileTimeToSystemTime
- LSystemTimeToFileTime
- FileTimeToLocalFileTime
- PLocalFileTimeToFileTime
- XLocalUnlock
- TLocalLock
- RtlUnwind
- yVirtualProtect
- GetSystemTimeAsFileTime
- GetStartupInfoA
- GetCommandLineA
- OTerminateProcess
- DeleteFileW
- HeapReAlloc
- HeapSize
- :LCMapStringA
- ;LCMapStringW
- FatalAppExitA
- HeapDestroy
- HeapCreate
- ,IsBadWritePtr
- GetTimeZoneInformation
- SetHandleCount
- GetStdHandle
- ^GetFileType
- `UnhandledExceptionFilter
- FreeEnvironmentStringsA
- MGetEnvironmentStrings
- FreeEnvironmentStringsW
- OGetEnvironmentStringsW
- SetConsoleCtrlHandler
- GetStringTypeA
- GetStringTypeW
- *SetStdHandle
- YGetFileAttributesW
- ;SetUnhandledExceptionFilter
- GetUserDefaultLCID
- EnumSystemLocalesA
- 7IsValidLocale
- 5IsValidCodePage
- )IsBadReadPtr
- &IsBadCodePtr
- mGetLocaleInfoW
- SetEnvironmentVariableA
- KERNEL32.dll
- EnableWindow
- ]GetSystemMetrics
- DrawFocusRect
- DrawTextA
- ;SendMessageA
- tGetWindowRect
- ZGetSysColor
- CopyRect
- InflateRect
- InvalidateRect
- MessageBoxA
- jGetWindow
- GetClassNameA
- DrawTextExA
- TranslateAcceleratorA
- LoadAcceleratorsA
- EGetParent
- OffsetRect
- GetClientRect
- GetDC
- *ReleaseDC
- FillRect
- DefWindowProcA
- RegisterClassA
- LoadCursorA
- UpdateWindow
- CharLowerA
- CharLowerW
- CharUpperA
- CharUpperW
- wvsprintfA
- wGetWindowTextA
- ShowWindow
- CloseClipboard
- GetClipboardData
- OpenClipboard
- IsClipboardFormatAvailable
- GetDoubleClickTime
- MSetCursor
- SystemParametersInfoA
- GetActiveWindow
- !GetKeyState
- GetAsyncKeyState
- GetDesktopWindow
- CreateWindowExA
- RegisterClassExA
- LoadIconA
- MoveWindow
- AdjustWindowRect
- DestroyWindow
- SetWindowLongA
- GetCursorPos
- wsprintfA
- LoadStringA
- DialogBoxIndirectParamA
- DialogBoxParamA
- ,RemovePropA
- CallWindowProcA
- JGetPropA
- )ReleaseCapture
- PtInRect
- ClientToScreen
- DSetCapture
- GetCapture
- nGetWindowLongA
- jSetPropA
- EndDialog
- IsDlgButtonChecked
- GetDlgItem
- SSetDlgItemTextA
- SetWindowTextA
- UnregisterClassA
- ShowCursor
- VSetFocus
- oSetScrollPos
- VGetScrollPos
- xGetWindowTextLengthA
- CGetNextDlgTabItem
- IsWindowEnabled
- IsWindow
- CreateDialogIndirectParamA
- CSetActiveWindow
- sGetWindowPlacement
- IsIconic
- IntersectRect
- SetWindowPos
- GetDlgCtrlID
- SetWindowPlacement
- GetClassInfoA
- nSetScrollInfo
- UGetScrollInfo
- DeferWindowPos
- EqualRect
- 1ScreenToClient
- AdjustWindowRectEx
- 2GetMenuItemCount
- 3GetMenuItemID
- YGetSubMenu
- PostMessageA
- ,GetMenu
- IsWindowVisible
- ShowScrollBar
- WSetForegroundWindow
- WGetScrollRange
- pSetScrollRange
- TrackPopupMenu
- TrackPopupMenuEx
- 4ScrollWindow
- MapWindowPoints
- PeekMessageA
- <GetMessagePos
- =GetMessageTime
- UnhookWindowsHookEx
- cGetTopWindow
- EndDeferWindowPos
- BeginDeferWindowPos
- DispatchMessageA
- (GetLastActivePopup
- GetForegroundWindow
- IsChild
- GetFocus
- 6SendDlgItemMessageA
- GetClassInfoExA
- GetClassLongA
- CallNextHookEx
- SetWindowsHookExA
- WinHelpA
- 'RegisterWindowMessageA
- CheckDlgButton
- CheckRadioButton
- GetDlgItemInt
- GetDlgItemTextA
- RSetDlgItemInt
- IsDialogMessageA
- 5ScrollWindowEx
- LoadBitmapA
- .GetMenuCheckMarkDimensions
- CheckMenuItem
- EnableMenuItem
- 7GetMenuState
- ModifyMenuA
- aSetMenuItemBitmaps
- TabbedTextOutA
- }GrayStringA
- lGetWindowDC
- BeginPaint
- EndPaint
- WindowFromPoint
- +RemoveMenu
- InsertMenuA
- AppendMenuA
- 8GetMenuStringA
- FindWindowA
- IsRectEmpty
- DrawIcon
- SetWindowRgn
- zSetTimer
- KillTimer
- PostQuitMessage
- ShowOwnedPopups
- ValidateRect
- TranslateMessage
- :GetMessageA
- DestroyMenu
- LoadMenuA
- MapDialogRect
- SetWindowContextHelpId
- DefFrameProcA
- DefMDIChildProcA
- DrawMenuBar
- BringWindowToTop
- TranslateMDISysAccel
- RedrawWindow
- ]SetMenu
- mSetRectEmpty
- CreatePopupMenu
- InsertMenuItemA
- 0ReuseDDElParam
- UnpackDDElParam
- GetDialogBaseUnits
- [GetSysColorBrush
- 4GetMenuItemInfoA
- DeleteMenu
- DestroyIcon
- CharNextA
- lSetRect
- CopyAcceleratorTableA
- InvalidateRgn
- BGetNextDlgGroupItem
- MessageBeep
- GetKeyNameTextA
- MapVirtualKeyA
- UnionRect
- RegisterClipboardFormatA
- PostThreadMessageA
- ^GetTabbedTextExtentA
- GetDCEx
- LockWindowUpdate
- \GetSystemMenu
- fSetParent
- USER32.dll
- CreateFontIndirectA
- GetObjectA
- LGetBkColor
- GetTextColor
- Rectangle
- CreateCompatibleDC
- SelectObject
- BitBlt
- GdiFlush
- DeleteObject
- CreateDIBSection
- CreateSolidBrush
- kGetDeviceCaps
- <SetTextColor
- !SetDeviceGammaRamp
- lGetDeviceGammaRamp
- gGetDCOrgEx
- `GetClipBox
- SetBkColor
- CreateBitmap
- SaveDC
- RestoreDC
- SetBkMode
- 4SetPolyFillMode
- 5SetROP2
- 8SetStretchBltMode
- +SetMapMode
- ExcludeClipRect
- IntersectClipRect
- OffsetClipRgn
- LineTo
- MoveToEx
- :SetTextAlign
- =SetTextJustification
- ;SetTextCharacterExtra
- ,SetMapperFlags
- SetArcDirection
- SetColorAdjustment
- SelectClipRgn
- aGetClipRgn
- CreateRectRgn
- SelectClipPath
- GetViewportExtEx
- GetWindowExtEx
- GetPixel
- EStartDocA
- PtVisible
- RectVisible
- NTextOutA
- ExtTextOutA
- Escape
- ?SetViewportOrgEx
- OffsetViewportOrgEx
- >SetViewportExtEx
- ScaleViewportExtEx
- CSetWindowOrgEx
- OffsetWindowOrgEx
- BSetWindowExtEx
- ScaleWindowExtEx
- eGetCurrentPositionEx
- ArcTo
- PolyDraw
- PolylineTo
- PolyBezierTo
- ExtSelectClipRgn
- DeleteDC
- CreateDIBPatternBrushPt
- CreatePatternBrush
- GetStockObject
- SelectPalette
- PlayMetaFileRecord
- GetObjectType
- EnumMetaFile
- PlayMetaFile
- CreatePen
- ExtCreatePen
- CreateHatchBrush
- CreateRectRgnIndirect
- 6SetRectRgn
- CombineRgn
- GetMapMode
- PatBlt
- DPtoLP
- GetTextMetricsA
- CopyMetaFileA
- CreateDCA
- CreateEllipticRgn
- LPtoDP
- Ellipse
- CreateCompatibleBitmap
- GetTextExtentPoint32A
- GetRgnBox
- JStretchDIBits
- XGetCharWidthA
- CreateFontA
- HStartPage
- EndPage
- SetAbortProc
- AbortDoc
- EndDoc
- GDI32.dll
- ChooseColorA
- GetSaveFileNameA
- GetOpenFileNameA
- GetFileTitleA
- ReplaceTextA
- FindTextA
- PageSetupDlgA
- PrintDlgA
- CommDlgExtendedError
- comdlg32.dll
- ClosePrinter
- DocumentPropertiesA
- OpenPrinterA
- GetJobA
- WINSPOOL.DRV
- FreeSid
- AccessCheck
- =IsValidSecurityDescriptor
- 1SetSecurityDescriptorOwner
- 0SetSecurityDescriptorGroup
- /SetSecurityDescriptorDacl
- AddAccessAllowedAce
- 1InitializeAcl
- GetLengthSid
- 2InitializeSecurityDescriptor
- AllocateAndInitializeSid
- DuplicateToken
- OpenProcessToken
- OpenThreadToken
- #GetUserNameA
- $GetUserNameW
- RegCloseKey
- RegQueryValueExA
- RegOpenKeyExA
- RegSetValueExA
- RegCreateKeyExA
- RegOpenKeyA
- RegSetValueA
- #SetFileSecurityA
- GetFileSecurityA
- RegDeleteKeyA
- RegEnumKeyA
- RegQueryValueA
- RegDeleteValueA
- RegCreateKeyA
- ADVAPI32.dll
- DragQueryFileA
- DragAcceptFiles
- ShellExecuteA
- DragFinish
- SHGetFileInfoA
- ExtractIconA
- SHELL32.dll
- ImageList_Draw
- ImageList_GetImageInfo
- ImageList_Read
- ImageList_Write
- ImageList_Destroy
- ImageList_Create
- ImageList_LoadImageA
- ImageList_Merge
- COMCTL32.dll
- oledlg.dll
- CoUninitialize
- CoGetClassObject
- CLSIDFromProgID
- CoInitialize
- CoCreateGuid
- 4StringFromGUID2
- CLSIDFromString
- CoCreateInstance
- CoTaskMemFree
- SetConvertStg
- AWriteFmtUserTypeStg
- ?WriteClassStg
- OleRegGetUserType
- ReadFmtUserTypeStg
- ReadClassStg
- 3StringFromCLSID
- CoTreatAsClass
- CreateBindCtx
- CoTaskMemAlloc
- ReleaseStgMedium
- OleDuplicateData
- CoDisconnectObject
- 0StgOpenStorageOnILockBytes
- #StgCreateDocfileOnILockBytes
- CreateILockBytesOnHGlobal
- OleRun
- OleUninitialize
- CoFreeUnusedLibraries
- OleInitialize
- CoRegisterClassObject
- CoRevokeClassObject
- OleSetClipboard
- OleIsCurrentClipboard
- OleFlushClipboard
- CoRegisterMessageFilter
- CreateStreamOnHGlobal
- ole32.dll
- OLEAUT32.dll
- VerQueryValueA
- GetFileVersionInfoA
- GetFileVersionInfoSizeA
- VERSION.dll
- PathFindExtensionA
- PathRemoveExtensionA
- PathFindFileNameA
- PathStripToRootA
- PathIsUNCA
- SHLWAPI.dll
- ZGetFileInformationByHandle
- PeekNamedPipe
- CreateStdAccessibleObject
- AccessibleObjectFromWindow
- LresultFromObject
- File
- New... Ctrl+N
- Open... Ctrl+O
- Close Ctrl+W
- Save Ctrl+S
- Save As...
- Save All... Ctrl+Shift+A
- Import... Ctrl+I
- Export... Ctrl+E
- XBox Sync Ctrl+Shift+S
- Save Workspace
- Load Workspace
- Exit
- Edit+Undo Ctrl+Z
- Cut Ctrl+X
- Copy Ctrl+C
- Paste Ctrl+V
- Clear
- Window
- Cascade
- Tile Horizontally
- Tile Vertically
- Arrange Icons
- Help
- About Guerilla...
- Source Control
- Get Latest Ctrl-G
- Check Out Ctrl-K
- Check In Ctrl-U
- Undo Check Out
- File
- New Ctrl+N
- Open... Ctrl+O
- Close
- Save Ctrl+S
- Save As...
- Print... Ctrl+P
- Print Preview
- Print Setup...
- Recent File
- Exit
- Edit
- Undo Ctrl+Z
- Cut Ctrl+X
- Copy Ctrl+C
- Paste Ctrl+V
- View
- Toolbar
- Status Bar
- Window
- New Window
- Cascade
- Tile
- Arrange Icons
- Help
- About MDI1...
- About Guerilla
- MS Sans Serif
- Guerilla Version 1.0
- By Chucky
- Copyright (C) 1998
- Bungie Software Products, Inc.
- Jason Jones
- Matt Segur
- MS Sans Serif
- MS Sans Serif
- string
- MS Sans Serif
- short integer
- MS Sans Serif
- long integer
- MS Sans Serif
- time
- ticks
- MS Sans Serif
- angle
- degrees
- MS Sans Serif
- tag
- MS Sans Serif
- enum
- MS Sans Serif
- flags
- MS Sans Serif
- point2d
- MS Sans Serif
- rectangle2d
- MS Sans Serif
- rgb color
- MS Sans Serif
- real
- MS Sans Serif
- real fraction
- MS Sans Serif
- real vector2d
- MS Sans Serif
- real point2d
- MS Sans Serif
- real vector3d
- MS Sans Serif
- real point3d
- MS Sans Serif
- real quaternion
- MS Sans Serif
- color
- MS Sans Serif
- tag reference
- Open
- MS Sans Serif
- block fields
- block
- Add
- PM
- Insert
- Duplicate
- Delete
- Delete All
- MS Sans Serif
- data
- bytes
- Play
- Stop
- MS Sans Serif
- block index
- MS Sans Serif
- explanation
- title
- MS Sans Serif
- char integer
- MS Sans Serif
- real euler angles2d
- MS Sans Serif
- real euler angles3d
- Build Plugin
- MS Sans Serif
- Is a patch
- Cancel
- Filename
- Version
- MS Sans Serif
- real plane3d
- Error
- MS Sans Serif
- MS Sans Serif
- short integer bounds
- MS Sans Serif
- real bounds
- MS Sans Serif
- angle bounds
- degrees
- MS Sans Serif
- real fraction bounds
- to
- MS Sans Serif
- real plane2d
- New Tag
- MS Sans Serif
- Cancel
- Group:
- MS Sans Serif
- Mipmap level
- Bitmap
- MS Sans Serif
- Show Bitmaps
- MS Sans Serif
- Load Profile
- MS Sans Serif
- Show Hud
- _
- Dialog
- MS Sans Serif
- OK
- Cancel
- MS Sans Serif
- Add
- Remove
- Move Up
- Move Down
- Play
- Stop
- VS_VERSION_INFO
- StringFileInfo
- 040904b04
- CompanyName
- Microsoft
- FileDescription
- Guerilla MFC Application
- FileVersion
- 1, 0, 0, 609
- InternalName
- Guerilla
- LegalCopyright
- Copyright (C) 1998
- OriginalFilename
- Guerilla.exe
- ProductName
- Guerilla Application
- ProductVersion
- 1, 0, 0, 609
- VarFileInfo
- Translation
- New
- MS Shell Dlg
- New
- OK
- Cancel
- &Help
- Guerilla
- Guerilla - Save changes to %1 tag "%2"?
- Replace existing tag "%1"?
- bitmap_view
- bitmap
- bitmap Files (*.bit).bit
- bitmap_view.Document
- bitmap Document
- hud_interface_view
- hud_interface
- hud_interface Files (*.hud_interface).hud_interface
- hud_interface.Document
- hud_interface Document
- Open
- Save As
- All Files (*.*)
- Untitled
- an unnamed file
- &Hide
- No error message is available.'
- An unsupported operation was attempted.$
- A required resource was unavailable.
- Out of memory.
- An unknown error has occurred.$
- An invalid argument was encountered.
- Invalid filename.
- Failed to open document.
- Failed to save document.
- Save changes to %1? Failed to create empty document.
- The file is too large to open.
- Could not start print job.
- Failed to launch help.
- Internal application error.
- Command failed.)
- Insufficient memory to perform operation.P
- System registry entries have been removed and the INI file (if any) was deleted.B
- Not all of the system registry entries (or INI file) were removed.F
- This program requires the file %s, which was not found on this system.t
- This program is linked to the missing export %s in the file %s. This machine may have an incompatible version of %s.
- #Unable to read write-only property.
- #Unable to write read-only property.
- Unexpected file format.V
- %1Cannot find this file.
- Please verify that the correct path and file name are given.
- Destination disk drive is full.5
- Unable to read from %1, it is opened by someone else.A
- Unable to write to %1, it is read-only or opened by someone else..
- An unexpected error occurred while reading %1..
- An unexpected error occurred while writing %1.
- Please enter an integer.
- Please enter a number.*
- Please enter an integer between %1 and %2.(
- Please enter a number between %1 and %2.(
- Please enter no more than %1 characters.
- Please select a button.*
- Please enter an integer between 0 and 255.
- Please enter a positive integer.
- Please enter a date and/or time.
- Please enter a currency.
- Please enter a GUID.
- Please enter a time.
- Please enter a date.
- No error occurred.-
- An unknown error occurred while accessing %1.
- %1 was not found.
- %1 contains an invalid path.=
- %1 could not be opened because there are too many open files.
- Access to %1 was denied..
- An invalid file handle was associated with %1.<
- %1 could not be removed because it is the current directory.6
- %1 could not be created because the directory is full.
- Seek failed on %15
- A hardware I/O error was reported while accessing %1.0
- A sharing violation occurred while accessing %1.0
- A locking violation occurred while accessing %1.
- Disk full while accessing %1..
- An attempt was made to access %1 past its end.
- No error occurred.
- -An unknown error occurred while accessing %1./
- An attempt was made to write to the reading %1..
- An attempt was made to access %1 past its end.0
- An attempt was made to read from the writing %1.
- %1 has a bad format.
- "%1 contained an unexpected object. %1 contains an incorrect schema.#Unable to load mail system support.
- Mail system DLL is invalid.!
- Send Mail failed to send message.pixels
- %1: %2
- Continue running script?
- Dispatch exception: %1
- Uncheck
- Check
- Mixed
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