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Tribes 2

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Cheat Codes:
————

All Weapons and Ammo (Host only):
———————————
While playing a game, press ~ to display the debug menu, then type „$testcheats=1;
Then, open the debug menu again and type „giveall();” to get all weapons with 999
ammunitio

The Homestead:
————–

In Siege and CTF missions, your base is the key position, if you have a good
base defense you can have every one on your team attack without worr

-=Turrets=-
The main problem with turrets is that you can´t place them to close to one
another, thus turrets supporting turrets is hard to ge

-=Land Spike=-
The basic turret, you can have four and they shoot hard, if the base only has
one real eantrance then thats the plase to put them, make sure the turrets can
se each other so they can support them, two or three hits from these turrets
should knock ´e

-=Spider Klamp=-
Ther spider klamp can be put on walls and roofs, place them high to get the
plus in killing, just trust me!

What Role to Play:
——————

Tribes 2 is a game where you are supposed to work as a team and with the help
of your teammates, win the gam But during the fast and furious gaming on the
net its hard to get orginize But Tribes 2 is still a team gam A team game
doesn’t mean you must attack all at once with syncronized plans and advanced
tactic A team game is „helping out” and „doing what you think is best for
the team” knowing what you are good at is the only thing you need to know,
do that thing and give it your bes If you can pilot do just that, is you
are a good sniper, be one or bombe Or maybe you’re good at defending a post
then do that, just remember to help out if someone needs hel

Turbo Grav Cover:
—————–

If you are running a bot game you will find it difficult to get any cover fire
from your friend bots when piloting a bomber or transpor But if you get near
to one and press „v” to bring up the speech box you can say „Cover me
Now just get into a Turbo Grav and they will automatically become a tailgunne

Flag Carriers:
————–

Be carefull when carrying a flag when on stealth mod The enemys can’t see you
but they will shoot at the fla

Shielded Flag Carrier:
———————-

When making a break for the enemy flag do not underestimate the shields of the
Mobile Bas You can drive right in, get the flag and drive out again without
the shields even falterin

Be An Edito.No Really!:
————————-

The way into the editor that is stated in the instruction book is WRONG! The
correct way can be found at the sierra webpage or: Push ~ and type opeeditor();
and press ente This is the Official way, off the sierra troubleshooting websit

Perfect Tailgunner:
——————-

Want to help out a friendly bomber! Jump into the tailgunner seat with Juggernaut
armour and an repair pac Make sure you have a rocket launcher, ELF gun, Shocklance
and flare grenade When the pilot starts his bombing run you will probably hear a
loud tone indicating that some one shot a missile at yo Use the flares to distract
the missiles, and if you do get hit, use the repair pack to repair the bomber your
in (in midair!! Also, if a Shrike tries to shoot you down you can use the ELF to
slow him down, the rockets to blow him up or the Shocklance to shock him (do this
right and you will sent the Shrike spinning out of control

Invincibility:
————–
Press the ~ button to bring up the consol Then type „nogutsnoglory” without any
space

999 Ammo:
———
Press ~ to display the debug menu, type $testcheats=1; Then, open the debug menu
again and type giveall(); to get all weapons with 999 amm

Lots of Points:
—————
It’s more of a hint instead of a cheat but if you want to get alot of points in the
game go and repair the enemy generator (but not all the way) and then blow it up
and keep doing that, have fu

Easy Kills:
———–
There are easy ways to kill people with a Spider Clamp Turret and there are good
hiding places for them and I will tell you the hiding places for them on Tombstone
Behind your flag in the flag room so you can’t see i Above the main doorway for
your main base, and cameras in the hall for the doorwa And behind the brick
supports for your main bas

Standard Weapon:
—————-
The blaster may not be the strongest weapon or the best to hit with, but it will
never run out of ammo and while indoors, it almost always hits something (sometimes
that’s something is you

Classes:
——- –
Scout armour: When in scout armour you can pilot all tanks and planes, therefore
you should take the role of a pilot, take a blaster and spinfusor and a energy
pack so if you get shot down you will be able to get back to the base for another
plane or tan Suggestion: Mine laying is also a good idea, as is sniper or stealth
operative (ala the cloak pa)

Assault Armour:
—————
Is the best, you can pilot almost everything and carry almost any weapon and you
have medium spee Suggestion: Use the Blaster, Plasma rifle, Granade launcher and
machine gu

Juggernaught Armour:
——————–
The turret armour, only use it if you plan to defend or have a buddy to trasport you,
its best to be with two or more other unit Suggestion: Always have fusion mortar
as it is one of the best weapons in the gam

Wildcat/Shrike Charge:
———————-
This is a suicide move that isn’t for the faint of hear Equip yourself with scout
armor and energy pack, plasma rilfe, chaingun, whiteout granades & mines then take
a Shrike or wildcat depending on what you want and how good you are and the terrai
when you are really close to the base, make sure you have some turbo, aim beside
the entrance and then charge as if satan was chasing yo Jump off before you hit
the wall and the defense turrets sould go for the Wildcat/shrik Grab the flag
and when you hit the entrance again turn round and run backwards, lay the mines,
and finaly throw the granades, now use the jetpack to get back to the bas

Use the Mobile Base:
——————–
Spawn the moblie base building and drive it to a key lockatio Example: If the
flag is away from the base you place the mobile base as close to the flag as you
ca If there is only a thin road or canyon that leads to the flag put the base
there and make sure there is at least one unit that is at the base, with a repair
pack as it is gonna take a lot of punismen

Sniper Team:
————
As a little dose of real life, snipers always work better in teams of 2′ This
holds true in Tribes 2, as the scout is the only one that can use the sniper rifle
but isn’t that good in close quarters, it would be good to have someone to back
him u Example: One scout armour with energy pack, mines whiteout granade, laser
rifle, blaster and spinfuso And one assault armour with ammo pack, mines standard
grenades, plasmagun, chaingun, blaster and missile launche Get to a distant point
so you can avoid cross-fir Make sure you are well elavated, then lay all the mines
you have in front of yo Now have the scout start sniping, and sometimes use the
laser designator so the assault armour can use his missle launche If the enemy
gets to close you should try to hold your ground, but after five or seven sniper
kills you should change position so they dont find yo

Chat in color:
————–
The game’s chat is IRC-based, so it is possible to talk in colo Press ~ to open
the console window, and type ircclient::send2(„c5[message text]”); you can replace
„5” with other numbers for different color

Hint:
—–

Games played in classic and new version are differenin katabatic(ctf) you can drive
wildcat at 300km/hso try a roadkill in that In any game in classic load yourself an
assault armor and throw the pack and redress yourself a scout one even now throw the
pack and pickup the pack of assault hey you can move faster no

Personal message box:
———————
You can also pop up a message box to yoursel This does not do anything special,
and no one else can see i Press ~ to open the console window, then type
messageboxok(„[subject text]”,”[message text]”);

Defense self-building:
————————
Get a tank, go to the base and try to go up i Then, go out and go to the other seat
to shoo Make sure you are not on the edge on the roof (press [Tab] to see This
works best on Kasbti

More than two people on vehicles:
———————————
First, get the maximum people on the vehicl After that, other people can jump on
but will not go insid Note: This will not work with turbo-grav vehicle

Disk-jumping:
———-
When you have a disk gun, point it downwards and jet pack a littl Then shoot the
floo You will go above the clouds and the you can get away safel

Console Commands while you are a HOST:
————————————–

„Functions defined in the default Tribes 2 scripts”

AABarrelPack::onPickup(%this, %obj, %shape, %amount)
AABarrelPackImage::onActivate(%data, %obj, %slot)
AABarrelPackImage::onDeactivate(%data, %obj, %slot)
abs(%val)
AcceptChannelOptions()
acceptChatOptions()
ActionMap::blockBind( %this, %otherMap, %command )
ActionMap::copyBind( %this, %otherMap, %command )
activateCamera(%position, %rotation, %sourceObj, %team)
activateChatMenu( %filename )
activateChatMenuHud( %make )
activateDeploySensorGrn(%pl)
activateDeploySensorRed(%pl)
activateskillSpecificTrainingSettings()
addAIObjective(%team, %objective)
addBots(%count)
addChat(%keyDesc, %command)
addCreditsLine(%text, %lastLine)
addEnemies()
addGameType( %type )
addGreenVoiceLine(%client, %line)
addLine(%tag, %lineNum, %a0, %a1, %a2, %a3)
addMessageCallback(%msgType, %func)
addMessageHudLine(%text)
addMissionType(%type)
addNewObjective(%type)
addNoVote(%msgType, %msgString)
addPlayersTeam(%num)
addQuickPackFavorite( %pack, %item )
addRedVoiceLine(%client, %line)
AddressDlg::AddBuddylist(%this)
AddressDlg::AddCC(%this)
AddressDlg::AddTo(%this)
AddressDlg::Cancel(%this)
AddressDlg::GoList(%this)
AddressDlg::GoSearch(%this)
AddressDlg::OK(%this)
AddressDlg::onClick(%this, %sender)
AddressDlg::onDatabaseQueryResult(%this,%status,%resultString,%key)
AddressDlg::onDatabaseRow(%this,%row,%isLastRow,%key)
AddressDlg::onDblClick(%this,%caller)
AddressDlg::onWake(%this)
addToAdminList( %client )
addToDeployGroup(%object)
addToQueueEnd(%name)
addToQueueNext(%name)
addToServerGuidList( %guid )
addToSuperAdminList( %client )
addTraining3Waypoints()
addWebLink( %name, %address )
addYesVote(%msgType, %msgString)
AdminAddPlayerToGame(%client)
AdvancedHostDlg::accept( %this )
AdvancedHostDlg::onWake( %this )
adviseHealthKit()
adviseHealthKit()
affectAllCommandPulldown(%open)
AH_RespawnText::update( %this )
AH_VotePassText::update( %this )
AH_VoteTimeText::update( %this )
AH_WarmupText::update( %this )
AIAcknowledgeObjective(%client, %objective)
aiAddHumanObjective(%client, %objective, %targetClient, %fromCmdMap)
AIAddTableObjective(%objective, %weight, %level, %bump, %position)
AIAimingTurretBarrel::onFire(%this,%obj,%slot)
aiAlreadyControlled(%aiClient)
AIAttackLocation::assume(%task, %client)
AIAttackLocation::initFromObjective(%task, %objective, %client)
AIAttackLocation::monitor(%task, %client)
AIAttackLocation::retire(%task, %client)
AIAttackLocation::weight(%task, %client)
AIAttackObject::assume(%task, %client)
AIAttackObject::initFromObjective(%task, %objective, %client)
AIAttackObject::monitor(%task, %client)
AIAttackObject::retire(%task, %client)
AIAttackObject::weight(%task, %client)
AIAttackPlayer::assume(%task, %client)
AIAttackPlayer::initFromObjective(%task, %objective, %client)
AIAttackPlayer::monitor(%task, %client)
AIAttackPlayer::retire(%task, %client)
AIAttackPlayer::weight(%task, %client)
aiAttemptHumanControl(%humanClient, %aiClient)
aiB()
aiBotAlreadyConnected(%name)
AIBountyEngageTask::assume(%task, %client)
AIBountyEngageTask::monitor(%task, %client)
AIBountyEngageTask::retire(%task, %client)
AIBountyEngageTask::weight(%task, %client)
AIBountyPatrolTask::assume(%task, %client)
AIBountyPatrolTask::init(%task, %client)
AIBountyPatrolTask::monitor(%task, %client)
AIBountyPatrolTask::retire(%task, %client)
AIBountyPatrolTask::weight(%task, %client)
aiBreakHumanControl(%humanClient, %aiClient)
AIBuildObjectives()
aibump()
aibump2()
AIBuyInventory(%client, %requiredEquipment, %equipmentSets, %buyInvTime)
AICanPickupWeapon(%client, %weapon)
AIChooseEngageWeapon(%client, %targetClient, %distToTarg, %canUseEnergyStr, %environmentStr)
AIChooseObjective(%client, %useThisObjectiveQ)
AIChooseObjectWeapon(%client, %targetObject, %distToTarg, %mode, %canUseEnergyStr, %environmentStr)
AIClearObjective(%objective)
AIClientIsAlive(%client, %duration)
aicnh()
aiCome(%from, %to)
aiConnectByIndex(%index, %team)
aiConnectByName(%name, %team)
AIConnection::endMission(%client)
AIConnection::onAIConnect(%client, %name, %team, %skill, %offense, %voice, %voicePitch)
AIConnection::onAIDrop(%client)
AIConnection::startMission(%client)
aiConnectMultiple(%numToConnect, %minSkill, %maxSkill, %team)
AICorpseAdded(%corpse)
AICouldUseItem(%client, %item)
AICountObjectives(%team)
AICreateObjectives()
aics()
aiDebug(%client)
aiDebugClearLines(%client)
aiDebugLine(%client, %startPt, %endPt, %color)
aiDebugQ(%team, %showTasks)
aiDebugText(%client, %line, %text)
AIDefendLocation::assume(%task, %client)
AIDefendLocation::initFromObjective(%task, %objective, %client)
AIDefendLocation::monitor(%task, %client)
AIDefendLocation::retire(%task, %client)
AIDefendLocation::weight(%task, %client)
AIDeployEquipment::assume(%task, %client)
AIDeployEquipment::initFromObjective(%task, %objective, %client)
AIDeployEquipment::monitor(%task, %client)
AIDeployEquipment::retire(%task, %client)
AIDeployEquipment::weight(%task, %client)
AIDeployMine(%object)
AIDeployObject(%client, %object)
AIDetectMineTask::assume(%task, %client)
AIDetectMineTask::init(%task, %client)
AIDetectMineTask::monitor(%task, %client)
AIDetectMineTask::retire(%task, %client)
AIDetectMineTask::weight(%task, %client)
AIDisembarkVehicle(%client)
AIEButtonBarDlg::createLOSXref()
AIEButtonBarDlg::getPrefs(%this)
AIEButtonBarDlg::init(%this)
AIEButtonBarDlg::onSleep(%this)
AIEButtonBarDlg::onWake(%this)
AIEbuttonBarDlg::setPrefs(%this)
aiEchoObjective(%objective, %lineNum, %group)
AIEditorObjectivesTree1CheckBox::setTreeGui(%this, %team)
AIEditorObjectivesTree2CheckBox::setTreeGui(%this, %team)
AIEditorToolBar::init(%this)
AIEFrameSetDlg::addTool(%this, %tool)
AIEFrameSetDlg::getPrefs(%this)
AIEFrameSetDlg::init(%this)
AIEFrameSetDlg::onSleep(%this)
AIEFrameSetDlg::onWake(%this)
AIEFrameSetDlg::removeTool(%this, %tool)
AIEFrameSetDlg::resetFrames(%this)
AIEFrameSetDlg::setPrefs(%this)
AIEFrameSetDlg::update(%this)
AIEndMessageThread(%threadId)
AIEngageOutofAmmo(%client)
AIEngageTask::assume(%task, %client)
AIEngageTask::assume(%task, %client)
AIEngageTask::assume(%task, %client)
AIEngageTask::assume(%task, %client)
AIEngageTask::assume(%task, %client)
AIEngageTask::init(%task, %client)
AIEngageTask::monitor(%task, %client)
AIEngageTask::retire(%task, %client)
AIEngageTask::weight(%task, %client)
AIEngageTurretTask::assume(%task, %client)
AIEngageTurretTask::init(%task, %client)
AIEngageTurretTask::monitor(%task, %client)
AIEngageTurretTask::retire(%task, %client)
AIEngageTurretTask::weight(%task, %client)
AIEngageWeaponRating(%client)
AIEngageWhoWillWin(%client1, %client2)
AIEscortPlayer::assume(%task, %client)
AIEscortPlayer::initFromObjective(%task, %objective, %client)
AIEscortPlayer::monitor(%task, %client)
AIEscortPlayer::retire(%task, %client)
AIEscortPlayer::weight(%task, %client)
AIEStatusBarDlg::init(%this)
AIEStatusBarDlg::update(%this)
AIFindAIClientInView(%srcClient, %team, %radius)
AIFindClosestEnemy(%srcClient, %radius, %losTimeout)
AIFindClosestEnemyPilot(%client, %radius, %losTimeout)
AIFindClosestEnemyToLoc(%srcClient, %srcLocation, %radius, %losTimeout, %ignoreLOS, %distFromClient)
AIFindClosestFlag(%client, %radius)
AIFindClosestInventories(%client)
AIFindClosestInventory(%client, %armorChange)
AIFindCommanderAI(%omitClient)
AIFindSafeItem(%client, %needType)
AIFindSameArmorEquipSet(%equipmentSets, %client)
AIflagObjectiveInit(%flag)
AIflipflopObjectiveInit(%object)
AIForceObjective(%client, %newObjective, %useWeight)
aiga(%client)
AIgeneratorObjectiveInit(%object)
aiGetTaskDesc(%client)
aiGo(%count)
aiGoTest(%count, %team)
AIGrenadeThrown(%object)
aih()
aiHlist()
aiHumanHasControl(%humanClient, %aiClient)
AIHuntersTask::assume(%task, %client)
AIHuntersTask::init(%task, %client)
AIHuntersTask::monitor(%task, %client)
AIHuntersTask::retire(%task, %client)
AIHuntersTask::weight(%task, %client)
AIInit()
AIInitObjectives(%team, %game)
AIinventoryObjectiveInit(%object)
AILazeObject::assume(%task, %client)
AILazeObject::initFromObjective(%task, %objective, %client)
AILazeObject::monitor(%task, %client)
AILazeObject::retire(%task, %client)
AILazeObject::weight(%task, %client)
AIMessageThread(%msg, %clSpeaker, %clListener, %force, %index, %threadId)
AIMessageThreadTemplate(%type, %msg, %clSpeaker, %clListener)
AIMissionEnd()
AIMortarObject::assume(%task, %client)
AIMortarObject::initFromObjective(%task, %objective, %client)
AIMortarObject::monitor(%task, %client)
AIMortarObject::retire(%task, %client)
AIMortarObject::weight(%task, %client)
AIMustUseRegularInvStation(%equipmentList, %client)
AINeedEquipment(%equipmentList, %client)
AIOAttackLocation::assignClient(%this, %client)
AIOAttackLocation::unassignClient(%this, %client)
AIOAttackLocation::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIOAttackObject::assignClient(%this, %client)
AIOAttackObject::unassignClient(%this, %client)
AIOAttackObject::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIOAttackPlayer::assignClient(%this, %client)
AIOAttackPlayer::unassignClient(%this, %client)
AIOAttackPlayer::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIObjective::assignObjective(%this)
AIObjective::findTurretBase(%this)
AIObjective::objectRestore(%object)
AIObjectiveExists(%newObjective, %team)
AIObjectiveFindClients(%objective)
AIObjectiveGetClosestClient(%location, %team)
AIObjectivesLock(%lock)
AIODefault::QuickWeight(%objective, %client, %level, %minWeight)
AIODefault::weight(%objective, %client, %level, %inventoryStr)
AIODefendLocation::assignClient(%this, %client)
AIODefendLocation::unassignClient(%this, %client)
AIODefendLocation::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIODeployEquipment::assignClient(%this, %client)
AIODeployEquipment::unassignClient(%this, %client)
AIODeployEquipment::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIOEscortPlayer::assignClient(%this, %client)
AIOEscortPlayer::unassignClient(%this, %client)
AIOEscortPlayer::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIOLazeObject::assignClient(%this, %client)
AIOLazeObject::unassignClient(%this, %client)
AIOLazeObject::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIOMortarObject::assignClient(%this, %client)
AIOMortarObject::unassignClient(%this, %client)
AIOMortarObject::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIORepairObject::assignClient(%this, %client)
AIORepairObject::unassignClient(%this, %client)
AIORepairObject::weight(%this, %client, %level, %minWeight, %inventoryStr)
aioTest()
AIOTouchObject::assignClient(%this, %client)
AIOTouchObject::unassignClient(%this, %client)
AIOTouchObject::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIPatrolTask::assume(%task, %client)
AIPatrolTask::init(%task, %client)
AIPatrolTask::monitor(%task, %client)
AIPatrolTask::retire(%task, %client)
AIPatrolTask::weight(%task, %client)
AIPickupItemTask::assume(%task, %client)
AIPickupItemTask::init(%task, %client)
AIPickupItemTask::monitor(%task, %client)
AIPickupItemTask::retire(%task, %client)
AIPickupItemTask::weight(%task, %client)
AIPilotVehicle(%client)
AIPlay3DSound(%client, %sound)
AIPlayAnimSound(%client, %location, %sound, %minCel, %maxCel, %index)
AIProcessBuyInventory(%client)
AIProcessEngagement(%client, %target, %type, %projectile)
AIProcessMessageTable(%threadId)
AIProcessVehicle(%client)
air()
AIRabbitTask::assume(%task, %client)
AIRabbitTask::init(%task, %client)
AIRabbitTask::monitor(%task, %client)
AIRabbitTask::retire(%task, %client)
AIRabbitTask::weight(%task, %client)
AIReassessHumanObjective(%objective)
AIReassessObjective(%client)
aiReleaseHumanControl(%humanClient, %aiClient)
AIRepairObject::assume(%task, %client)
AIRepairObject::initFromObjective(%task, %objective, %client)
AIRepairObject::monitor(%task, %client)
AIRepairObject::retire(%task, %client)
AIRepairObject::weight(%task, %client)
AIRespondToEvent(%client, %eventTag, %targetClient)
AISaveMissionObjectives()
AIsensorObjectiveInit(%object)
aiSetHumanControl(%humanClient, %aiClient)
AITauntCorpseTask::assume(%task, %client)
AITauntCorpseTask::init(%task, %client)
AITauntCorpseTask::monitor(%task, %client)
AITauntCorpseTask::retire(%task, %client)
AITauntCorpseTask::weight(%task, %client)
aiTest()
aiTestDeploys(%client, %objective)
AITestPilot::assume(%task, %client)
AITestPilot::monitor(%task, %client)
AITestPilot::weight(%task, %client)
AIThrowObject(%object)
AITouchObject::assume(%task, %client)
AITouchObject::initFromObjective(%task, %objective, %client)
AITouchObject::monitor(%task, %client)
AITouchObject::retire(%task, %client)
AITouchObject::weight(%task, %client)
AITraining1Pilot::assume(%task, %client)
AITraining1Pilot::monitor(%task, %client)
AITraining1Pilot::weight(%task, %client)
AIturretObjectiveInit(%object)
AIUnassignClient(%client)
AIUseInventoryTask::assume(%task, %client)
AIUseInventoryTask::init(%task, %client)
AIUseInventoryTask::monitor(%task, %client)
AIUseInventoryTask::retire(%task, %client)
AIUseInventoryTask::weight(%task, %client)
AIVehicleMounted(%vehicle)
AIworking(%working)
allocClientTarget(%client, %nameTag, %skinTag, %voiceTag, %typeTag, %sensorGroup, %datablock, %voicePitch)
altTrigger(%val)
Ammo::onCollision(%data, %obj, %col)
Ammo::onInventory(%this,%obj,%amount)
AmmoPack::onInventory(%this,%player,%value)
AmmoPack::onPickup(%this,%pack,%player,%amount)
AmmoPack::onThrow(%this,%pack,%player)
ARBMultitexture::onAction()
AreaEditor::init(%this)
AreaEditor::onUpdate(%this, %area)
AreaEditor::onWorldOffset(%this, %offset)
armDeployedMine(%mine)
Armor::AIonMount(%this, %obj, %vehicle, %node)
Armor::AIonMount(%this, %obj, %vehicle, %node)
Armor::AIonUnMount(%this, %obj, %vehicle, %node)
Armor::AIonUnMount(%this, %obj, %vehicle, %node)
Armor::animationDone(%data, %obj)
Armor::applyConcussion( %this, %dist, %radius, %sourceObject, %targetObject )
Armor::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType, %momVec)
Armor::doDismount(%this, %obj, %forced)
Armor::onAdd(%data,%obj)
Armor::onCollision(%this,%obj,%col)
Armor::onDamage(%data, %obj)
Armor::onDisabled(%this,%obj,%state)
Armor::onEnterLiquid(%data, %obj, %coverage, %type)
Armor::onEnterMissionArea(%data, %obj)
Armor::onForceUncloak(%this, %obj, %reason)
Armor::onImpact(%data, %playerObject, %collidedObject, %vec, %vecLen)
Armor::onLeaveLiquid(%data, %obj, %type)
Armor::onLeaveMissionArea(%data, %obj)
Armor::onMount(%this,%obj,%vehicle,%node)
Armor::onNewDataBlock(%this,%obj)
Armor::onRemove(%this, %obj)
Armor::onTrigger(%data, %player, %triggerNum, %val)
Armor::onUnmount( %this, %obj, %vehicle, %node )
Armor::shouldApplyImpulse(%data, %obj)
armSatchelCharge(%satchel)
armSatchelCharge(%satchel)
AssaultPlasmaTurret::damageObject(%this, %damageObj, %projectile, %amount, %damageType)
AssaultPlasmaTurret::onDamage()
AssaultPlasmaTurret::onTrigger(%data, %obj, %trigger, %state)
AssaultPlasmaTurret::playerDismount(%data, %obj)
AssaultVehicle::deleteAllMounted(%data, %obj)
AssaultVehicle::onAdd(%this, %obj)
AssaultVehicle::onDamage(%this, %obj)
AssaultVehicle::playerMounted(%data, %obj, %player, %node)
AssignName(%object)
AudioEmitter::onEditorRender(%this, %editor, %selected, %expanded)
audioIsEnvironmentProvider(%provider)
audioIsHardwareProvider(%provider)
audioMetrics()
audioUpdateProvider(%provider)
autoToggleHelpHud(%state)
BackToTopics()
ban( %client, %admin )
Beacon::onUse(%data, %obj)
beginDemoRecord()
beginTraining1Intro()
bindAction(%fromMap, %command, %bindCmd, %bind1, %bind2 )
bindJoystickAxis( %axisIndex, %cmdIndex )
blowoff()
BomberBombImage::onMount(%this, %obj, %slot)
BomberBombImage::onTriggerDown(%this, %obj, %slot)
BomberBombImage::onTriggerUp(%this, %obj, %slot)
BomberBombImage::onUnmount(%this,%obj,%slot)
BomberBombImage::onUnmount(%this,%obj,%slot)
BomberBombPairImage::onMount(%this, %obj, %slot)
BomberBombPairImage::onUnmount(%this,%obj,%slot)
BomberBombPairImage::onUnmount(%this,%obj,%slot)
BomberFlyer::deleteAllMounted(%data, %obj)
BomberFlyer::onAdd(%this, %obj)
BomberFlyer::onDamage(%this, %obj)
BomberFlyer::playerMounted(%data, %obj, %player, %node)
BomberTargetingImage::deconstruct(%data, %obj, %slot)
BomberTargetingImage::onFire(%data,%obj,%slot)
BomberTurret::damageObject(%this, %damageObj, %projectile, %amount, %damageType)
BomberTurret::onDamage()
BomberTurret::onTrigger(%data, %obj, %trigger, %state)
BomberTurret::playerDismount(%data, %obj)
BomberTurretBarrel::onMount(%this, %obj, %slot)
BomberTurretBarrel::onTriggerDown(%this, %obj, %slot)
BomberTurretBarrel::onTriggerUp(%this, %obj, %slot)
BomberTurretBarrelPair::onMount(%this, %obj, %slot)
bottomPrint( %client, %message, %time, %lines )
bottomPrintAll( %message, %time, %lines )
BottomPrintText::onResize(%this, %width, %height)
BountyGame::aiBountyAssignTarget(%game, %client, %target)
BountyGame::AIHasJoined(%game, %client)
BountyGame::AIInit(%game)
BountyGame::AlertPlayer(%game, %count, %player)
BountyGame::allowsProtectedStatics(%game)
BountyGame::announceCheater(%game, %client)
BountyGame::announceEminentWin(%game, %cl, %objRem)
BountyGame::applyConcussion(%game, %player)
BountyGame::assignClientTeam(%game, %client)
BountyGame::awardScoreBystanderKill(%game, %clVictim, %clKiller)
BountyGame::awardScoreCompletionBonus(%game, %cl)
BountyGame::awardScoreKillStreak(%game, %cl)
BountyGame::awardScorePredatorKill(%game, %clVictim, %clKiller)
BountyGame::awardScoreSuicide(%game, %clVictim, %damageType)
BountyGame::awardScoreTargetKill(%game,%clVictim, %clKiller, %victimSuicided)
BountyGame::buildListValidTargets(%game, %cl)
BountyGame::claimSpawn(%game, %obj, %newTeam, %oldTeam)
BountyGame::clientJoinTeam( %game, %client, %team, %respawn )
BountyGame::clientMissionDropReady(%game, %client)
BountyGame::enterMissionArea(%game, %playerData, %player)
BountyGame::equip(%game, %player)
BountyGame::forceRespawn(%game, %client)
BountyGame::gameOver(%game)
BountyGame::hideTargetWaypoint(%game, %client)
BountyGame::hudUpdateObjRem(%game, %client, %availTargets)
BountyGame::initGameVars(%game)
BountyGame::leaveMissionArea(%game, %playerData, %player)
BountyGame::MissionAreaDamage(%game, %player)
BountyGame::nextObjective(%game, %client)
BountyGame::onAIRespawn(%game, %client)
BountyGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
BountyGame::onClientEnterObserverMode(%game, %clientId)
BountyGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLoc)
BountyGame::onClientLeaveGame(%game, %clientId)
BountyGame::pickTeamSpawn(%game, %team)
BountyGame::playerSpawned(%game, %player, %armor)
BountyGame::recalcScore(%game, %cl)
BountyGame::resetScore(%game, %cl)
BountyGame::selectNewTarget(%game, %cl, %numValidTargets)
BountyGame::setUpTeams(%game)
BountyGame::showTargetWaypoint(%game, %client)
BountyGame::startMatch(%game)
BountyGame::testCheating(%game, %client)
BountyGame::testPredatorKill(%game, %clVictim, %clKiller)
BountyGame::testSuicide(%game, %victimID, %killerID, %damageType)
BountyGame::testTargetKill(%game, %clVictim, %clKiller)
BountyGame::timeLimitReached(%game)
BountyGame::updateColorMask(%game, %client)
BountyGame::updateHitLists(%game)
BountyGame::updateKillScores(%game, %clVictim, %clKiller, %damageType, %implement)
BountyGame::updateScoreHud(%game, %client, %tag)
bountyObjRem(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
bountyTargetDropped(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
bountyTargetIs(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
BrowserSearchDlg::onWake( %this )
BrowserSearchDone()
BrowserSearchMatchList::onSelect( %this, %id, %text )
BrowserSearchPane::onDatabaseQueryResult(%this, %status, %resultStatus, %key)
BrowserSearchPane::onDatabaseRow(%this, %row, %isLastRow, %key)
BrowserStartSearch()
buildAIObjective(%client, %command)
buildCDKey()
buildFullMapString( %index )
buildLoadInfo( %mission, %missionType )
buildMissionList()
buildMissionTypePopup( %popup )
BuildNavigationGraph(%type)
buildPassengerString(%vehicle)
buildTraining2Team2ObjectiveQs()
buyDeployableFavorites(%client)
buyFavorites(%client)
CacheForumTopic()
calcVotes(%typeName, %arg1, %arg2, %arg3, %arg4)
calcZoomFOV()
CameraGrenadeThrown::checkCameraDeploy(%this, %gren)
CameraGrenadeThrown::onStickyCollision(%data, %obj)
CameraGrenadeThrown::onThrow(%this, %camGren)
CameraGrenadeThrown::onThrow(%this, %gren)
cameraSpiel()
cameraSpielEnd()
CancelChannelOptions()
cancelChatMenu()
CancelChatOptions()
CancelCountdown()
cancelCredits()
CancelEndCountdown()
cannedChatMessageAll( %sender, %msgString, %name, %string, %keys )
cannedChatMessageClient( %client, %sender, %msgString, %name, %string, %keys )
cannedChatMessageTeam( %sender, %team, %msgString, %name, %string, %keys )
CDAudio::getTrackCount(%this)
CDAudio::play(%this)
CDAudio::playFinished(%this)
CDAudio::playTrack(%this, %track)
CDAudio::stop(%this)
centerPrint( %client, %message, %time, %lines )
centerPrintAll( %message, %time, %lines )
CenterPrintText::onResize(%this, %width, %height)
CF_FilterList::onSelect( %this, %id, %text )
changePlayersTeam(%client, %team)
ChannelBanList::onAdd(%this)
ChannelBannedList_refresh()
ChannelRemoveBan()
ChatAway_Timeout()
ChatGui::onAdd(%this)
ChatGui::onClose(%key)
ChatGui::onSleep(%this)
ChatGui::onWake(%this)
ChatGui::setKey(%this,%ignore)
ChatGuiMessageVector::urlClickCallback(%this,%type,%url,%content)
ChatMemberPopup::onSelect(%this,%id,%text)
chatMenuGuiTree::onRightMouseDown( %this, %item, %pos )
ChatMenuItemActionPopup::addEntry( %this, %text, %id )
ChatMenuItemActionPopup::awaken( %this, %item, %pos )
ChatMenuItemActionPopup::onCancel( %this )
ChatMenuItemActionPopup::onSelect( %this, %id, %text )
ChatMenuItemActionPopup::reset( %this )
chatMessageAll( %sender, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10 )
chatMessageClient( %client, %sender, %voiceTag, %voicePitch, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10 )
chatMessageTeam( %sender, %team, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10 )
ChatPrivate()
ChatRoomMemberList::onAdd(%this)
ChatRoomMemberList::onRightMouseDown(%this,%column,%row,%mousePos)
ChatRoomMemberList_refresh(%c)
ChatSendText()
ChatTabView::closeCurrentPane(%this)
ChatTabView::onAdd(%this)
ChatTabView::onSelect(%this,%obj,%name)
ChatTabView::openNewPane(%this)
CheckAllDuplicates(%player)
CheckEmail(%calledFromSched)
CheckEmailNames()
checkForAllDead()
checkForSequenceSkillCompletion(%victim)
checkForSequenceSkillCompletion(%victim)
checkForTraining1Intro()
checkForWin()
checkIntroDone()
checkInventory( %client, %text )
checkMissionStart()
checkNamesAndAliases()
checkObjectives()
checkPackValidity(%pack, %equipment, %item)
checkSiblings( %item )
checkSpawnPos(%MPB, %radius)
checkTeamLines(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
checkTourneyMatchStart()
checkTurretMount(%data, %obj, %slot)
ChooseFilterDlg::deleteFilter( %this )
ChooseFilterDlg::editFilter( %this )
ChooseFilterDlg::go( %this )
ChooseFilterDlg::newFilter( %this )
ChooseFilterDlg::onSleep( %this )
ChooseFilterDlg::onWake( %this )
ChooseFilterDlg::saveFilter( %this )
cinematicEvent(%num)
CleanUpAndGo()
cleanupAudio()
cleanUpFlyer()
cleanUpHuds()
clearBottomPrint( %client )
clearBottomPrintAll()
clearCenterPrint( %client )
clearCenterPrintAll()
clearGameTypes()
clearHud(%msgType, %msgString, %tag, %a0)
clearLoadInfo()
clearMapping( %actionMap, %cmd )
clearMissionTypes()
clearObjHudMSG(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
clearQueue()
clearVehicleCount(%team)
clearVoteHud(%msgType, %msgString)
clearVotes()
clientAcceptCurrentTask()
clientAcceptTask(%task)
clientCmdAcceptedTask(%description)
clientCmdBottomPrint( %message, %time, %lines )
clientCmdCameraAttachResponse(%attached)
clientCmdCannedChatMessage( %sender, %msgString, %name, %string, %keys, %voiceTag, %pitch )
clientCmdCenterPrint( %message, %time, %lines )
clientCmdChatMessage(%sender, %voice, %pitch, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
clientCmdCheckPassengers(%pString)
clientCmdClearBottomPrint()
clientCmdClearCenterPrint()
clientCmdClearPassengers()
clientCmdControlObjectReset()
clientCmdControlObjectResponse(%ack, %info)
ClientCmdDisplayHuds()
clientCmdEndBomberSight()
clientCMDgetManagerID(%client)
clientCmdGetTempSpeed()
clientCmdInitLoadClientFavorites()
clientCmdMissionEnd(%seq)
clientCmdMissionStartPhase1(%seq, %missionName, %musicTrack)
clientCmdMissionStartPhase2(%seq)
clientCmdMissionStartPhase3(%seq, %missionName)
clientCmdPickTeam()
clientCmdPickTeamMenu( %teamA, %teamB )
clientCmdPlayCDTrack(%track)
clientCmdPlayerStartTalking(%client, %success)
clientCmdPlayerStoppedTalking(%client, %success)
clientCmdPlayMusic(%trackname)
clientCmdPotentialTask(%from, %description)
clientCmdPotentialTeamTask(%description)
clientCmdProcessPickTeam( %option )
clientCmdProtectingStaticObjects(%val)
clientCmdResetCommandMap()
clientCmdResetHud()
clientCmdResetTaskList()
clientCmdServerMessage(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
clientCmdSetAmmoHudCount(%amount)
clientCmdSetBackpackHudItem(%num, %addItem)
clientCmdSetBeaconNames(%target, %marker, %vehicle)
clientCmdSetDefaultVehicleKeys(%inVehicle)
clientCmdSetFirstPerson(%value)
ClientCmdSetHudMode(%mode, %type, %node)
ClientCmdSetHudMode(%mode, %type, %node)
ClientCmdSetHudMode(%mode, %type, %node)
ClientCmdSetHudMode(%mode, %type, %node)
ClientCmdSetHudMode(%mode, %type, %node)
ClientCmdSetHudMode(%mode, %type, %node)
clientCmdSetInventoryHudAmount(%slot, %amount)
clientCmdSetInventoryHudBackGroundBmp(%name)
clientCmdSetInventoryHudBitmap(%slot, %name, %bitmap)
clientCmdSetInventoryHudClearAll()
clientCmdSetInventoryHudItem(%slot, %amount, %addItem)
clientCmdSetPassengerVehicleKeys()
clientCmdSetPilotVehicleKeys()
clientCmdSetPlayContent()
clientCmdSetPowerAudioProfiles(%up, %down)
clientCmdSetRepairReticle()
clientCmdSetStationKeys(%inStation)
clientCmdSetVoiceInfo(%channels, %decodingMask, %encodingLevel)
clientCmdSetVWeaponsHudActive(%num, %vType)
clientCmdSetVWeaponsHudClearAll()
clientCmdSetWeaponryVehicleKeys()
clientCmdSetWeaponsHudActive(%slot)
clientCmdSetWeaponsHudAmmo(%slot, %ammoAmount)
clientCmdSetWeaponsHudBackGroundBmp(%name)
clientCmdSetWeaponsHudBitmap(%slot, %name, %bitmap)
clientCmdSetWeaponsHudClearAll()
clientCmdSetWeaponsHudHighLightBmp(%name)
clientCmdSetWeaponsHudInfiniteAmmoBmp(%name)
clientCmdSetWeaponsHudItem(%slot, %ammoAmount, %addItem)
clientCmdShowPassenger(%slot, %full)
clientCmdShowVehicleGauges(%vehType, %node)
clientCmdStartBomberSight()
clientCmdStartEffect( %effect )
clientCmdStationVehicleHideHud()
clientCmdStationVehicleShowHud()
clientCmdStopCD()
clientCmdStopEffect( %effect )
clientCmdStopMusic()
clientCmdSyncHudClock(%time)
clientCmdTaskAccepted(%from, %description)
clientCmdTaskCompleted(%from, %description)
clientCmdTaskDeclined(%from, %description)
clientCmdTaskInfo(%client, %aiObjtive, %team, %description)
clientCmdToggleDashHud(%val)
clientCmdTogglePlayHuds(%val)
clientCmdToggleSpeed(%client, %toggle)
clientCmdUpdatePackText(%num)
clientCmdVehicleDismount()
clientCmdVehicleMount()
clientCmdVehicleMount()
clientCmdVehicleMount()
ClientCmdVoteSubmitted(%type)
clientDeclineCurrentTask()
clientDeclineTask(%task)
clientDeploySensorGrn()
clientDeploySensorOff()
clientDeploySensorRed()
ClientHasAffinity(%objective, %client)
ClientHasRequiredEquipment(%objective, %client)
clientPackIconOff()
clientReadyMSG(%msgType, %msgString, %gameType, %a2, %a3, %a4, %a5, %a6)
ClientReceivedDataBlock(%index, %total)
clientResetTargets(%client, %tasksOnly)
ClientTarget::onAdd(%this, %type)
ClientTarget::onDie(%this, %type)
clientTaskCompleted()
CloakingPack::onPickup(%this, %obj, %shape, %amount)
CloakingPackImage::onActivate(%data, %obj, %slot)
CloakingPackImage::onDeactivate(%data, %obj, %slot)
CloakingPackImage::onMount(%data, %obj, %node)
CloakingPackImage::onUnmount(%data, %obj, %node)
cloakingUnitAdded()
closeHud(%msgType, %msgString, %tag)
CloseMessagePopup()
CloseVoteHud(%msgType, %msgString)
CMContextPopup::addEntry(%this, %key, %text, %command)
CMContextPopup::display(%this)
CMContextPopup::onCancel( %this )
CMContextPopup::onKeySelect(%this, %index)
CMContextPopup::onSelect(%this, %index, %value)
CMContextPopup::reset(%this)
CMDCameraButton::onAction(%this)
CMDCenterButton::onAction(%this)
CMDDeployedMiscButton::onAction(%this)
CMDDeployedTacticalButton::onAction(%this)
CMDMiscButton::onAction(%this)
CMDMoveSelectButton::onAction(%this)
CMDObjectivesButton::onAction(%this)
CMDPlayersButton::onAction(%this)
CMDShowSensorsButton::onAction(%this)
CMDTacticalButton::onAction(%this)
CMDTextButton::onAction(%this)
CMDWaypointsButton::onAction(%this)
CMDZoomButton::onAction(%this)
cnhAddTeam(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
CnHGame::AIInit(%game)
CnHGame::AIplayerCaptureFlipFlop(%game, %player, %flipFlop)
CnHGame::applyConcussion(%game, %player)
CnHGame::assignClientTeam(%game, %client, %respawn)
CnHGame::awardScorePlayerFFCap(%game, %cl, %this)
CnHGame::awardScorePlayerFFDefend(%game, %cl, %this)
CnHGame::awardScoreTeamFFCap(%game, %team, %this)
CnHGame::awardScoreTeamFFHold(%game, %team, %this)
CnHGame::checkScoreLimit(%game, %team)
CnHGame::clientMissionDropReady(%game, %client)
CnHGame::countFlips(%game)
CnHGame::countFlipsHeld(%game, %team)
CnHGame::equip(%game, %player)
CnHGame::gameOver(%game)
CnHGame::genOnRepaired(%game, %obj, %objName)
CnHGame::getNumFlipFlops()
CnHGame::getScoreLimit(%game)
CnHGame::initGameVars(%game)
CnHGame::onAIDamaged(%game, %clVictim, %clAttacker, %damageType, %implement)
CnHGame::onAIFriendlyFire(%game, %clVictim, %clAttacker, %damageType, %implement)
CnHGame::onAIKilled(%game, %clVictim, %clAttacker, %damageType, %implement)
CnHGame::onAIKilledClient(%game, %clVictim, %clAttacker, %damageType, %implement)
CnHGame::onAIRespawn(%game, %client)
CnHGame::recalcScore(%game, %cl)
CnHGame::resetScore(%game, %client)
CnHGame::scoreLimitReached(%game)
CnHGame::sensorOnRepaired(%game, %obj, %objName)
CnHGame::setUpTeams(%game)
CnHGame::startMatch(%game)
CnHGame::startTimerPlayerFFCap(%game, %cl, %this)
CnHGame::startTimerTeamFFCap(%game, %team, %this, %time)
CnHGame::stationOnRepaired(%game, %obj, %objName)
CnHGame::stopScoreTimers(%game)
CnHGame::testPlayerFFDefend(%game, %victimID, %killerID)
CnHGame::testValidRepair(%game, %obj)
CnHGame::timeLimitReached(%game)
CnHGame::turretOnRepaired(%game, %obj, %objName)
CnHGame::updateKillScores(%game, %clVictim, %clKiller, %damageType, %implement)
CnHGame::vStationOnRepaired(%game, %obj, %objName)
cnhTeamCap(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
CommanderMapGui::close(%this)
CommanderMapGui::onAdd(%this)
CommanderMapGui::onSleep(%this)
CommanderMapGui::onWake(%this)
CommanderMapGui::onWake(%this)
CommanderMapGui::open(%this)
CommanderMapGui::openCameraControl(%this, %open)
CommanderMapGui::reset(%this)
CommanderMapGui::toggle(%this)
CommanderTree::controlObject(%this, %targetId)
CommanderTree::onAdd(%this)
CommanderTree::onCategoryOpen(%this, %category, %open)
CommanderTree::onCategoryOpen(%this, %category, %open)
CommanderTree::processCommand(%this, %command, %target, %typeTag)
CommanderTV::watchTarget(%this, %targetId)
CommanderTV_ButtonPress(%val)
CommanderTVScreen::onMouseEnter(%this, %mod, %pos, %count)
CommanderTVScreen::onMouseLeave(%this, %mod, %pos, %count)
compTest()
ConcussionGrenadeThrown::onThrow(%this, %gren)
ConsoleEntry::eval()
convertPassedEnemies()
Countdown(%timeMS)
countTurretsAllowed(%type)
countTurretsAllowed(%type)
countTurretsAllowed(%type)
countTurretsAllowed(%type)
countTurretsAllowed(%type)
countTurretsAllowed(%type)
CreateAccount()
CreateAccountCDKey1::process( %this )
CreateAccountCDKey2::process( %this )
CreateAccountCDKey3::process( %this )
CreateAccountCDKey4::process( %this )
CreateAccountCDKey5::process( %this )
CreateAccountDlg::onCancel()
CreateAccountDlg::onSleep( %this )
CreateAccountDlg::onSubmit()
CreateAccountDlg::onWake( %this )
createAIDebugDlg()
createCommanderKeyMap()
createDefaultAttack(%object, %weight1, %weight2)
createDefaultDefend(%object, %weight1, %weight2)
createDefaultMortar(%object, %weight1, %weight2)
createDefaultRepair(%object, %weight1, %weight2)
createDefaultTouch(%object, %weight1, %weight2)
createDroppedFlag(%data, %value, %player, %game)
createInterior(%name)
createInvBanCount()
CreateMission()
CreateServer(%mission, %missionType)
createTarget(%obj, %nameTag, %skinTag, %voiceTag, %typeTag, %sensorGroup, %voicePitch)
createTeleporter(%data, %obj)
createText(%who)
createTrainingSpecificBanList()
CreateTribe()
CreateTribeDlg::Cancel(%this)
CreateTribeDlg::CreateTribe(%this)
CreateTribeDlg::onDatabaseQueryResult(%this,%status,%resultString,%key)
CreateTribeDlg::onDatabaseRow(%this,%row,%isLastRow,%key)
CreateTribeDlg::onWake( %this )
CreateTribeProcess()
createVehicle(%client, %station, %blockName, %team , %pos, %rot, %angle)
CreateVoiceServerTask(%client, %cmdCode)
CreateWarriorDlg::connectionTerminated( %this, %key )
CreateWarriorDlg::onAdd( %this )
CreateWarriorDlg::onLine( %this, %line, %key )
CreateWarriorDlg::onWake( %this )
CreateWarriorNameEdit::checkValidPlayerName( %this )
Creator::create(%this, %sel)
Creator::init(%this)
Creator::onAction(%this)
CreditsGui::onWake(%this)
creditsNextPic()
ctfAddTeam(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
ctfFlagCapped(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
ctfFlagDropped(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
ctfFlagReturned(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
ctfFlagTaken(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
CTFGame::AIflagCap(%game, %player, %flag)
CTFGame::AIflagReset(%game, %flag)
CTFGame::AIInit(%game)
CTFGame::AIplayerCaptureFlipFlop(%game, %player, %flipFlop)
CTFGame::AIplayerDroppedFlag(%game, %player, %flag)
CTFGame::AIplayerTouchEnemyFlag(%game, %player, %flag)
CTFGame::AIplayerTouchOwnFlag(%game, %player, %flag)
CTFGame::applyConcussion(%game, %player)
CTFGame::assignClientTeam(%game, %client, %respawn)
CTFGame::awardScoreCarrierKill(%game, %killerID)
CTFGame::awardScoreEscortAssist(%game, %killerID)
CTFGame::awardScoreFlagCap(%game, %cl, %flag)
CTFGame::awardScoreFlagDefend(%game, %killerID)
CTFGame::awardScoreFlagReturn(%game, %cl)
CTFGame::awardScoreGenDefend(%game, %killerID)
CTFGame::awardScoreGenDestroy(%game,%cl)
CTFGame::awardScoreGenRepair(%game, %cl)
CTFGame::beginStalemate(%game)
CTFGame::boundaryLoseFlag(%game, %player)
CTFGame::checkScoreLimit(%game, %team)
CTFGame::clientMissionDropReady(%game, %client)
CTFGame::dropFlag(%game, %player)
CTFGame::endStalemate(%game)
CTFGame::enterMissionArea(%game, %playerData, %player)
CTFGame::flagCap(%game, %player)
CTFGame::flagReset(%game, %flag)
CTFGame::flagReturn(%game, %flag, %player)
CTFGame::flagReturnFade(%game, %flag)
CTFGame::gameOver(%game)
CTFGame::genOnRepaired(%game, %obj, %objName)
CTFGame::hideStalemateTargets(%game)
CTFGame::initGameVars(%game)
CTFGame::leaveMissionArea(%game, %playerData, %player)
CTFGame::missionLoadDone(%game)
CTFGame::notifyMineDeployed(%game, %mine)
CTFGame::onAIDamaged(%game, %clVictim, %clAttacker, %damageType, %implement)
CTFGame::onAIFriendlyFire(%game, %clVictim, %clAttacker, %damageType, %implement)
CTFGame::onAIKilled(%game, %clVictim, %clAttacker, %damageType, %implement)
CTFGame::onAIKilledClient(%game, %clVictim, %clAttacker, %damageType, %implement)
CTFGame::onAIRespawn(%game, %client)
CTFGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %implement, %damageLoc)
CTFGame::playerDroppedFlag(%game, %player)
CTFGame::playerGotFlagTarget(%game, %player)
CTFGame::playerLostFlagTarget(%game, %player)
CTFGame::playerTouchEnemyFlag(%game, %player, %flag)
CTFGame::playerTouchFlag(%game, %player, %flag)
CTFGame::playerTouchOwnFlag(%game, %player, %flag)
CTFGame::recalcScore(%game, %cl)
CTFGame::resetScore(%game, %client)
CTFGame::scoreLimitReached(%game)
CTFGame::sensorOnRepaired(%game, %obj, %objName)
CTFGame::showStalemateTargets(%game)
CTFGame::stationOnRepaired(%game, %obj, %objName)
CTFGame::testCarrierKill(%game, %victimID, %killerID)
CTFGame::testEscortAssist(%game, %victimID, %killerID)
CTFGame::testFlagDefend(%game, %victimID, %killerID)
CTFGame::testGenDefend(%game, %victimID, %killerID)
CTFGame::testGenDestroyed(%game, %obj)
CTFGame::testValidRepair(%game, %obj)
CTFGame::timeLimitReached(%game)
CTFGame::turretOnRepaired(%game, %obj, %objName)
CTFGame::updateKillScores(%game, %clVictim, %clKiller, %damageType, %implement)
CTFGame::vStationOnRepaired(%game, %obj, %objName)
CursorOff()
CursorOn()
CVArray::onAction()
cycleDebugRenderMode()
CycleMissions()
cycleMouseMode()
cycleNextVehicleWeaponOnly( %val )
cycleNextWeaponOnly( %val )
cycleVehicleWeapon( %val )
cycleWeaponAxis( %val )
damagePlayersInBlast(%minDist)
DatabaseQuery(%ordinal, %args, %proxyObject, %key)
DatabaseQueryArray(%ordinal, %maxRows, %args, %proxyObject, %key)
DatabaseQueryCancel(%id)
DatabaseQueryi(%astr, %args, %proxyObject, %key)
dataProgress()
DateStrCompare(%date1,%date2)
DB_ChatDlg::onWake( %this )
DB_ChatEntry::onEscape( %this )
DB_ChatEntry::sendChat( %this )
DbgBreakConditionSet()
DbgClearWatches()
DbgConnect()
DbgConsoleEntryReturn()
DbgConsolePrint(%status)
dbgContinue()
DbgDeleteSelectedBreak()
DbgDeleteSelectedWatch()
DbgFileBreakPoints(%file, %points)
DbgFileViewFind()
DbgOpenFile(%file, %line, %selectLine)
DbgRefreshWatches()
DbgRemoveBreakPoint(%file, %line)
DbgSetBreakPoint(%file, %line, %clear, %passct, %expr)
DbgSetCursorWatch(%expr)
DbgSetWatch(%expr)
DbgStackAddFrame(%file, %line, %funcName)
DbgStackClear()
DbgStackGetFrame()
dbgStepIn()
dbgStepOut()
dbgStepOver()
DbgWatchDialogAdd()
DbgWatchDialogEdit()
deactivateDeploySensor(%pl)
deadArmor::onAdd(%data, %obj)
DeadZoneText::update( %this )
debriefContinue()
debriefDisconnect()
DebriefGui::onSleep( %this )
DebriefGui::onWake( %this )
DebriefResultText::onResize( %this, %width, %height )
Debugger()
DebuggerBreakPoints::addBreak(%this, %file, %line, %clear, %passct, %expr)
DebuggerBreakPoints::clearBreaks(%this)
DebuggerBreakPoints::onAction(%this)
DebuggerBreakPoints::removeBreak(%this, %file, %line)
DebuggerCallStack::onAction(%this)
DebuggerConsoleView::print(%this, %line)
DebuggerFilePopup::onSelect(%this, %id, %text)
DebuggerFileView::onRemoveBreakPoint(%this, %line)
DebuggerFileView::onSetBreakPoint(%this, %line)
DebugMetrics()
dedCheckLoginDone()
DefaultGame::activatePackages(%game)
DefaultGame::AIChangeTeam(%game, %client, %newTeam)
DefaultGame::AIChooseGameObjective(%game, %client)
DefaultGame::allowsProtectedStatics(%game)
DefaultGame::assignClientTeam(%game, %client, %respawn )
DefaultGame::awardScoreDeath(%game, %victimID)
DefaultGame::awardScoreKill(%game, %killerID)
DefaultGame::awardScoreSuicide(%game, %victimID)
DefaultGame::awardScoreTeamkill(%game, %victimID, %killerID)
DefaultGame::awardScoreTurretKill(%game, %victimID, %implement)
DefaultGame::awardScoreTurretTeamKill(%game, %victimID, %killerID)
DefaultGame::checkObjectives(%game)
DefaultGame::checkTimeLimit(%game, %forced)
DefaultGame::claimFlipflopResources(%game, %flipflop, %team)
DefaultGame::claimSpawn(%game, %obj, %newTeam, %oldTeam)
DefaultGame::cleanWord(%game, %this)
DefaultGame::clearDeployableMaxes(%game)
DefaultGame::clearTeamRankArray(%game, %team)
DefaultGame::clearWaitRespawn(%game, %client)
DefaultGame::clientChangeTeam(%game, %client, %team, %fromObs)
DefaultGame::clientJoinTeam( %game, %client, %team, %respawn )
DefaultGame::clientMissionDropReady(%game, %client)
DefaultGame::createPlayer(%game, %client, %spawnLoc, %respawn)
DefaultGame::deactivatePackages(%game)
DefaultGame::displayDeathMessages(%game, %clVictim, %clKiller, %damageType, %implement)
DefaultGame::enterMissionArea(%game, %playerData, %player)
DefaultGame::equip(%game, %player)
DefaultGame::findProjector(%game, %flipflop)
DefaultGame::flagStandCollision(%game, %dataBlock, %obj, %colObj)
DefaultGame::forceObserver( %game, %client, %reason )
DefaultGame::formatTime(%game, %tStr, %includeHundredths)
DefaultGame::friendlyFireMessage(%game, %damaged, %damager)
DefaultGame::gameOver( %game )
DefaultGame::getServerStatusString(%game)
DefaultGame::HandInvOnUse(%game, %data, %obj)
DefaultGame::initGameVars(%game)
DefaultGame::leaveMissionArea(%game, %playerData, %player)
DefaultGame::missionLoadDone(%game)
DefaultGame::notifyMineDeployed(%game, %mine)
DefaultGame::objectRepaired(%game, %obj, %objName)
DefaultGame::ObserverOnTrigger(%game, %data, %obj, %trigger, %state)
DefaultGame::onAIDamaged(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
DefaultGame::onAIFriendlyFire(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
DefaultGame::onAIKilled(%game, %clVictim, %clKiller, %damageType, %implement)
DefaultGame::onAIKilledClient(%game, %clVictim, %clAttacker, %damageType, %implement)
DefaultGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
DefaultGame::onClientEnterObserverMode( %game, %client )
DefaultGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLocation)
DefaultGame::onClientLeaveGame(%game, %client)
DefaultGame::onEnterTrigger(%game, %triggerName, %data, %obj, %colobj)
DefaultGame::onLeaveTrigger(%game, %triggerName, %data, %obj, %colobj)
DefaultGame::onTickTrigger(%game, %triggerName, %data, %obj)
DefaultGame::OptionsDlgSleep( %game )
DefaultGame::pickObserverSpawn(%game, %client, %next)
DefaultGame::pickPlayerSpawn(%game, %client, %respawn)
DefaultGame::pickTeamSpawn(%game, %team)
DefaultGame::playerDroppedFlag(%game, %player, %flag)
DefaultGame::playerSpawned(%game, %player)
DefaultGame::playerTouchFlag(%game, %player, %flag)
DefaultGame::populateTeamRankArray(%game, %client)
DefaultGame::processGameLink(%game, %client, %arg1, %arg2, %arg3, %arg4, %arg5)
DefaultGame::recalcScore(%game, %cl)
DefaultGame::recalcTeamRanks(%game, %client)
DefaultGame::removeFromTeamRankArray(%game, %client)
DefaultGame::selectSpawnFacing(%game, %src, %target, %zone)
DefaultGame::selectSpawnSphere(%game, %team)
DefaultGame::selectSpawnZone(%game, %sphere)
DefaultGame::sendClientTeamList(%game, %client)
DefaultGame::sendDebriefing( %game, %client )
DefaultGame::sendGamePlayerPopupMenu( %game, %client, %targetClient, %key )
DefaultGame::sendGameTeamList( %game, %client, %key )
DefaultGame::sendGameVoteMenu( %game, %client, %key )
DefaultGame::sendTimeLimitList( %game, %client, %key )
DefaultGame::setupClientHuds(%game, %client)
DefaultGame::setUpTeams(%game)
DefaultGame::ShapeThrowWeapon(%game, %this)
DefaultGame::spawnPlayer( %game, %client, %respawn )
DefaultGame::startMatch(%game)
DefaultGame::stationOnEnterTrigger(%game, %data, %obj, %colObj)
DefaultGame::testDrop( %game, %client )
DefaultGame::testKill(%game, %victimID, %killerID)
DefaultGame::testOOBDeath(%game, %damageType)
DefaultGame::testSuicide(%game, %victimID, %killerID, %damageType)
DefaultGame::testTeamKill(%game, %victimID, %killerID)
DefaultGame::testTurretKill(%game, %implement)
DefaultGame::updateScoreHud(%game, %client, %tag)
DefaultGame::voteAdminPlayer(%game, %admin, %client)
DefaultGame::voteBanPlayer(%game, %admin, %client)
DefaultGame::voteChangeMission(%game, %admin, %missionDisplayName, %typeDisplayName, %missionId, %missionTypeId)
DefaultGame::voteChangeTimeLimit( %game, %admin, %newLimit )
DefaultGame::voteFFAMode( %game, %admin, %client )
DefaultGame::voteKickPlayer(%game, %admin, %client)
DefaultGame::voteMatchStart( %game, %admin)
DefaultGame::voteResetServer( %game, %admin, %client )
DefaultGame::voteTeamDamage(%game, %admin)
DefaultGame::voteTournamentMode( %game, %admin, %missionDisplayName, %typeDisplayName, %missionId, %missionTypeId )
DefaultGame::WeaponOnInventory(%game, %this, %obj, %amount)
DefaultGame::WeaponOnUse(%game, %data, %obj)
defaultMessageCallback(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
defaultTeamTrigger::onEnterTrigger(%this, %trigger, %triggeringObject)
defaultTeamTrigger::onLeaveTrigger(%this, %trigger, %triggeringObject)
defaultTeamTrigger::onTickTrigger(%this, %trigger)
demoPlaybackComplete()
Deployables::displayErrorMsg(%item, %plyr, %slot, %error)
Deployables::searchView(%obj, %searchRange, %mask)
DeployedBeacon::onDestroyed(%data, %obj, %prevState)
DeployedMotionSensor::onDestroyed(%this, %obj, %prevState)
DeployedPulseSensor::onDestroyed(%this, %obj, %prevState)
DeployedStationInventory::getSound(%data, %forward)
DeployedStationInventory::onDestroyed(%data, %obj, %prevState)
DeployedStationInventory::onEndSequence(%data, %obj, %thread)
DeployedStationInventory::setPlayersPosition(%data, %obj, %trigger, %colObj)
DeployedStationInventory::stationFinished(%data, %obj)
DeployedStationInventory::stationReady(%data, %obj)
DeployedTurret::onAdd(%data, %obj)
DeployedTurret::onDestroyed(%this, %obj, %prevState)
deployMineCheck(%mineObj)
DestroyServer()
DestroyWave(%wave)
DetailMenu::onSelect(%this, %row)
DetailSetDgl::onCleanup(%close)
DetailSetDialog()
detonateBase()
detonateFlashGrenade(%hg)
detonateGrenade(%obj)
detonateSatchelCharge(%player)
detonationSequence()
Disconnect()
DisconnectedCleanup()
dismountPlayers()
DispatchLaunchMode()
displayMode(%bool)
displayObserverHud(%client, %targetClient, %potentialClient)
displayTargetManagerInfo()
DMGame::AIHasJoined(%game, %client)
DMGame::AIInit(%game)
DMGame::allowsProtectedStatics(%game)
DMGame::applyConcussion(%game, %player)
DMGame::assignClientTeam(%game, %client)
DMGame::checkScoreLimit(%game, %client)
DMGame::clientJoinTeam( %game, %client, %team, %respawn )
DMGame::clientMissionDropReady(%game, %client)
DMGame::createPlayer(%game, %client, %spawnLoc, %respawn)
DMGame::DMAlertPlayer(%game, %count, %player)
DMGame::enterMissionArea(%game, %playerData, %player)
DMGame::equip(%game, %player)
DMGame::gameOver(%game)
DMGame::initGameVars(%game)
DMGame::leaveMissionArea(%game, %playerData, %player)
DMGame::MissionAreaDamage(%game, %player)
DMGame::onAIRespawn(%game, %client)
DMGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLoc)
DMGame::pickPlayerSpawn(%game, %client, %respawn)
DMGame::recalcScore(%game, %client)
DMGame::resetScore(%game, %client)
DMGame::scoreLimitReached(%game)
DMGame::setUpTeams(%game)
DMGame::timeLimitReached(%game)
DMGame::updateKillScores(%game, %clVictim, %clKiller, %damageType, %implement)
DMGame::updateScoreHud(%game, %client, %tag)
dmKill(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
dmPlayerDies(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
dndAddTeam(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
DnDGame::allObjectivesDestroyed(%game)
DnDGame::checkObjectives(%game)
DnDGame::clientMissionDropReady(%game, %client)
DnDGame::computeScore(%game, %client)
DnDGame::computeTeamScore(%game, %team)
DnDGame::gameOver(%game)
DnDGame::missionLoadDone(%game)
DnDGame::resetScore(%game, %client)
DnDGame::scoreObjective(%game, %object, %client)
DnDGame::setUpTeams(%game)
DnDGame::startMatch(%game)
DnDGame::timeLimitReached(%game)
DnDGame::updateObjectives(%game)
dndTeamObjLeft(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
doDeleteWarrior()
doEditChatCommand( %key, %text, %command )
doEditChatMenu( %key, %text )
DoEmailDelete(%qnx, %mid, %owner, %key, %row)
dogKillerSpeaks(%line)
doLoadChatMenu( %filename )
doNewChatCommand( %key, %text, %command )
doNewChatMenu( %key, %text )
doSaveChatMenu( %filename )
doScreenShot(%val)
doTablebuildOffline()
doText(%name, %extraTime, %priority)
DriverInfoDlg::onWake( %this )
dropAmmoPack(%packObj, %player)
dropCameraAtPlayer(%val)
dropPlayerAtCamera(%val)
dropPlayerAtCamera(%val)
DropTypeMenu::onSelect(%this, %id, %text)
dumpFile(%fileName)
dumpGameString()
dumpLoadInfo()
echoQueue()
EditAccountDlg::onDontUpdate(%this)
EditAccountDlg::onUpdate(%this)
EditChannelOptions()
editChatCommand( %key, %text, %command, %callback )
EditChatCommandDlg::onWake( %this )
EditChatCommandList::onSelect( %this, %index, %value )
editChatMenu( %key, %text, %callback )
EditChatMenuDlg::onWake( %this )
EditChatMenuGui::onSleep( %this )
EditChatMenuGui::onWake( %this )
EditChatOptions()
EditDescriptionApply()
Editor::close(%this)
Editor::getPrefs(%this)
Editor::init(%this)
Editor::onSleep(%this)
Editor::onWake(%this)
Editor::open(%this)
Editor::popDialogs(%this)
Editor::pushDialog(%this, %name)
Editor::setEditor(%this, %editor)
Editor::setPrefs(%this)
EditorSaveMissionDlg::doSave(%this)
EditorSaveMissionDlg::onWake(%this)
EditorSaveMissionDlg::updateTextFields(%this)
EditorTree::init(%this)
EditorTree::onContextMenu(%this, %mousePos, %obj)
EditorTree::onInspect(%this, %obj)
EditorTree::onSelect(%this, %obj)
EditorTree::onUnselect(%this, %obj)
editSelectedChatMenuItem()
ELFBarrelPack::onPickup(%this, %obj, %shape, %amount)
ELFBarrelPackImage::onActivate(%data, %obj, %slot)
ELFBarrelPackImage::onDeactivate(%data, %obj, %slot)
ElfGunImage::onFire(%data, %obj, %slot)
ELFProjectile::checkELFStatus(%this, %data, %target, %targeter)
ELFProjectileData::targetDestroyedCancel(%data, %projectile, %target, %targeter)
ELFProjectileData::unzapTarget(%data, %projectile, %target, %targeter)
ELFProjectileData::zapTarget(%data, %projectile, %target, %targeter)
EM_Browser::onAdd( %this )
EM_Browser::onColumnResize( %this, %column, %newSize )
EM_Browser::onSelect( %this, %id )
EM_Browser::onSetSortKey( %this, %sortKey, %isIncreasing )
EMailBlockDlg::onDatabaseQueryResult(%this,%status,%ResultString,%key)
EMailBlockDlg::onDatabaseRow(%this,%row,%isLastRow,%key)
EmailBlockRemove()
EmailBlockSender()
EmailComposeDlg::Cancel(%this)
EMailComposeDlg::onDatabaseQueryResult(%this, %status, %RowCount_Result, %key)
EmailComposeDlg::SendMail(%this)
EmailEditBlocks()
EmailGetBody(%text)
EmailGetTextDisplay(%text)
EmailGui::ButtonClick(%this,%ord)
EmailGui::dumpCache( %this )
EmailGui::getCache(%this)
EMailGui::getEmail(%this,%fromSchedule)
EmailGui::loadCache( %this )
EMailGui::onDatabaseQueryResult(%this, %status, %RowCount_Result, %key)
EMailGui::onDatabaseRow(%this, %row,%isLastRow,%key)
EmailGui::onSleep( %this )
EmailGui::onWake(%this)
EmailGui::outputVector(%this)
EmailGui::setKey( %this, %key )
EmailMessageAddRow(%text, %tag)
EmailMessageDelete()
EmailMessageForward()
EmailMessageNew()
EmailMessageReply()
EmailMessageReplyAll()
EmailNewMessageArrived(%message, %seq)
EmailSend()
endChatMenu()
EndCountdown(%timeMS)
enemyNameIsUsed(%name)
enemyWaveMemberKilled(%client)
EnergyPack::onCollision(%data,%obj,%col)
EnergyPack::onPickup(%this, %obj, %shape, %amount)
EnergyPackImage::onMount(%data, %obj, %node)
EnergyPackImage::onUnmount(%data, %obj, %node)
escapeFromGame()
ETContextPopup::onSelect(%this, %index, %value)
EULADlg::accepted( %this )
EULADlg::onWake( %this )
ExecuteSearch(%id)
explodeMine(%mo, %noDamage)
ExportHeightfield::onAction()
ExteriorCheckBox::updateCheckBox()
ExteriorFlagStand::onAdd(%this, %obj)
ExteriorFlagStand::onCollision(%this, %obj, %colObj)
ExteriorFlagStand::onFlagReturn(%this, %obj)
ExteriorFlagStand::onFlagTaken(%this, %obj)
fillChatMenuTree()
fillFileList(%filespec, %ctrl)
fillLoadSaveList( %ctrl, %fileSpec, %validate, %isSave )
fillLobbyMissionMenu( %type, %typeName )
fillLobbyMissionTypeMenu()
fillLobbyTeamMenu()
fillLobbyTimeLimitMenu()
fillLobbyVoteMenu()
fillPlayerPopupMenu()
FilterEditDlg::checkRegionMasks( %this, %lastIndex )
FilterEditDlg::setMaxPing( %this )
FilterEditDlg::setMaxPlayers( %this )
FilterEditDlg::setMinPlayers( %this )
FilterEditUsePingTgl::onAction( %this )
findAIEmptySeat(%vehicle, %player)
findBotWithInv(%item)
findClientInView(%client, %maxDist)
findClientWithMostFlags(%srcClient, %losTimeout)
findEmptySeat(%vehicle, %player)
findFirstHeavyNode(%data)
findNextCycleMission()
findNextObserveClient(%client)
findObjbyDescription(%desc, %team)
findPrevObserveClient(%client)
findRemapCmdIndex( %command )
findTargetInView(%client, %maxDist)
findTrainingControlButtons( %name )
findTurretDeployPoint(%client, %location, %attempt)
findVictimSet(%victim)
findVictimSet(%victim)
finishedMusicStream(%stopped)
finishMission()
fireNextGun(%obj)
firstPersonQuickPan()
Flag::AIMissionInit(%data, %object)
Flag::AIobjectiveInit(%data, %object)
Flag::objectiveInit(%data, %flag)
Flag::objectiveInit(%data, %flag)
Flag::onAdd(%this, %obj)
Flag::onCollision(%data,%obj,%col)
Flag::onThrow(%data,%obj,%src)
Flag::shouldApplyImpulse(%data, %obj)
FlareGrenade::onUse(%this, %obj)
flashButton(%buttonName)
flashCompass()
flashEnergy()
FlashGrenadeThrown::onThrow(%this, %gren)
flashHealth()
flashInventory()
flashMessage()
flashObjective()
flashPack()
flashSensor()
flashWeapon(%slot)
flashWeaponsHud()
FlipFlop::AIobjectiveInit(%data, %object)
Flipflop::objectiveInit(%data, %flipflop)
FlipFlop::objectiveInit(%data, %flipflop)
FlipFlop::objectiveInit(%data, %flipflop)
FlipFlop::objectiveInit(%data, %flipflop)
FlipFlop::objectiveInit(%data, %flipflop)
FlipFlop::objectiveInit(%data, %flipflop)
FlipFlop::objectiveInit(%data, %flipflop)
FlipFlop::objectiveInit(%data, %flipflop)
FlipFlop::onCollision(%data,%obj,%col)
FlipFlop::playerTouch(%data, %flipFlop, %player )
FlipFlop::playerTouch(%data, %flipflop, %player)
FlipFlop::playerTouch(%data, %flipflop, %player)
FlipFlop::playerTouch(%data, %flipflop, %player)
FlipFlop::playerTouch(%data, %flipflop, %player)
FlipFlop::playerTouch(%data, %flipFlop, %player)
FlipFlop::playerTouch(%data, %flipFlop, %player)
FlipFlop::playerTouch(%data,%obj,%col)
flipFlopFlipped()
FloorPlan::gameBaseListConstruct(%this)
FloorPlan::staticShapeListConstruct(%this)
FlyingVehicle::liquidDamage(%obj, %data, %damageAmount, %damageType)
FlyingVehicleData::create(%data, %team, %oldObj)
FlyingVehicleData::switchSidesSetPos(%data, %oldObj)
fnAcceptTask( %val )
fnDeclineTask( %val )
fnResetTaskList( %val )
fnTaskCompleted( %val )
FogCoord::onAction()
forcedCinematicPlayerDismount()
ForceFieldBare::damage()
ForceFieldBare::objectRestore(%this)
ForceFieldBare::onTrigger(%this, %triggerId, %on)
ForceFieldBareData::gainPower(%data, %obj)
ForceFieldBareData::losePower(%data, %obj)
ForceFieldBareData::onAdd(%data, %obj)
forceFinish()
forceToObserver( %client )
forceTourneyMatchStart()
ForumsAcceptPost()
ForumsEditPost()
ForumsGetTextDisplay(%text, %offSet)
ForumsGoTopics(%direction)
ForumsGui::onAdd( %this )
ForumsGui::onClose( %this, %key )
ForumsGui::onDatabaseQueryResult(%this,%status,%resultString,%key)
ForumsGui::onDatabaseRow(%this,%row,%isLastRow,%key)
ForumsGui::onSleep(%this)
ForumsGui::onWake(%this)
ForumsGui::setKey( %this, %key )
ForumsList::connectionTerminated( %this, %key )
ForumsList::onSelect(%this)
ForumsList::selectForum( %this, %forum )
ForumsMessageAddRow(%text)
ForumsMessageList::connectionTerminated(%this, %key)
ForumsMessageList::loadCache( %this, %forumTID)
ForumsMessageList::onAdd( %this )
ForumsMessageList::onColumnResize( %this, %column, %newSize )
ForumsMessagelist::onDatabaseQueryResult(%this,%status,%resultString,%key)
ForumsMessageList::onSelect(%this, %id, %text)
ForumsNewTopic()
ForumsNext()
ForumsOpenThread(%tid)
ForumsPost()
ForumsPrevious()
ForumsRefreshTopics()
ForumsRejectPost()
ForumsReply()
ForumsTopicsList::AddTopic(%this, %id, %topicname, %date, %mid, %slevel, %vline)
ForumsTopicsList::ClearList()
ForumsTopicsList::onAdd( %this )
ForumsTopicsList::onColumnResize( %this, %column, %newSize )
ForumsTopicsList::onRightMouseDown( %this, %column, %row, %mousePos )
ForumsTopicsList::onSelect(%this)
ForumsTopicsList::onSetSortKey( %this, %sortKey, %isIncreasing )
ForumsTopicsList::selectTopic( %this, %topic )
ForumsTopicsList::updateReadStatus( %this )
fpEnd()
fpStart(%useSpecial)
frameCounter()
freeClientTarget(%client)
ga(%pack)
GameBase::AIMissionInit(%this)
GameBase::AIobjectiveInit(%this)
GameBase::clearPower(%this)
GameBase::clearSelfPowered(%this)
GameBase::decPowerCount(%this)
GameBase::findGameBaseItems(%this, %floorPlan)
GameBase::findStaticShapes(%this, %floorPlan)
GameBase::findTurretBase(%this)
GameBase::findTurretThreats(%this)
GameBase::getGameName(%this)
GameBase::incPowerCount(%this)
GameBase::isPowered(%this)
GameBase::objectiveInit(%this)
GameBase::powerCheck(%this, %powerCount)
GameBase::powerInit(%this, %powerCount)
GameBase::setSelfPowered(%this)
GameBase::swapTeams(%this)
GameBase::swapVehiclePads(%this)
GameBaseData::gainPower(%data, %obj)
GameBaseData::losePower(%data, %obj)
GameBaseData::onAdd(%data, %obj)
GameBaseData::onRemove(%data, %obj)
GameBaseData::shouldApplyImpulse(%data, %obj)
GameConnection::clearBackpackIcon(%client)
GameConnection::dataBlocksDone( %client, %missionSequence )
GameConnection::endMission(%this)
GameConnection::initialControlSet(%this)
GameConnection::onConnect( %client, %name, %raceGender, %skin, %voice, %voicePitch )
GameConnection::onDrop(%client, %reason)
GameConnection::onHomeWarning( %con, %state )
GameConnection::onLockWarning( %con, %state )
GameConnection::onTargetLocked( %con, %state )
GameConnection::onTrackingTarget( %con, %state )
GameConnection::sensorJammed(%this, %jam)
GameConnection::sensorPing(%this, %ping)
GameConnection::setAmmoHudCount(%client, %amount)
GameConnection::setBackpackHudItem(%client, %name, %addItem)
GameConnection::setInventoryHudAmount(%client, %name, %amount)
GameConnection::setInventoryHudBackGroundBmp(%client, %name)
GameConnection::setInventoryHudBitmap(%client, %slot, %name, %bitmap)
GameConnection::setInventoryHudClearAll(%client)
GameConnection::setInventoryHudItem(%client, %name, %amount, %addItem)
GameConnection::setLagIcon(%conn, %state)
GameConnection::setVWeaponsHudActive(%client, %slot)
GameConnection::setVWeaponsHudClearAll(%client)
GameConnection::setWeaponsHudActive(%client, %name, %clearActive)
GameConnection::setWeaponsHudAmmo(%client, %name, %ammoAmount)
GameConnection::setWeaponsHudBackGroundBmp(%client, %name)
GameConnection::setWeaponsHudBitmap(%client, %slot, %name, %bitmap)
GameConnection::setWeaponsHudClearAll(%client)
GameConnection::setWeaponsHudHighLightBmp(%client, %name)
GameConnection::setWeaponsHudInfiniteAmmoBmp(%client, %name)
GameConnection::setWeaponsHudItem(%client, %name, %ammoAmount, %addItem)
GameConnection::spamMessageTimeout(%this)
GameConnection::spamReset(%this)
GameConnection::startMission(%this)
GameConnection::syncHudClock(%client, %time)
GameConnection::updateSensorPackText(%client, %num)
GameConnection::updateTempSpeed(%client)
GameGui::onClose( %this, %key )
GameGui::onSleep( %this )
GameGui::onWake( %this )
GameGui::setKey( %this, %key )
gameTrigger::onEnterTrigger(%data, %obj, %colObj)
gameTrigger::onLeaveTrigger(%data, %obj, %colObj)
gameTrigger::onTickTrigger(%data, %obj)
Generator::AIobjectiveInit(%data, %object)
Generator::isPowering(%data, %obj)
Generator::onDestroyed(%data, %destroyedObj)
Generator::onDestroyed(%data, %destroyedObj, %prevState)
Generator::onDestroyed(%data, %obj)
Generator::onDisabled(%data, %obj, %prevState)
Generator::onDisabled(%data, %obj, %prevState)
Generator::onEnabled(%data, %obj, %prevState)
Generator::onEnabled(%data, %obj, %prevState)
GeneratorLarge::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType)
GeneratorLarge::onDestroyed(%dataBlock, %destroyedObj, %prevState)
getAdmin()
getArmorDatablock(%client, %size)
getCenterPos(%tag)
getControlObjectType(%obj)
getDamagePercent(%maxDmg, %dmgLvl)
GetEMailBtnClick()
GetForumsList()
getLinkName(%line, %offset)
getLinkNameList(%line)
getLinkNameOnly(%line)
getLoadFilename(%filespec, %callback)
getMapDisplayName( %device, %action )
getMissionTypeDisplayNames()
getMouseAdjustAmount(%val)
getNameList(%line)
getNextMission( %misName, %misType )
getPlayerPrefs( %player )
getPlayersOnTeam(%team)
getPrefSetting(%pref, %default)
GetProfileHdr(%type, %line)
GetQuotedText()
getRandomTrack()
getSaveFilename(%filespec, %callback, %currentFile)
getServerStatusString()
getTeammateGlobals()
getTeammateGlobals()
getTeammateGlobals()
getTeammateGlobals()
getTeammateGlobals()
getTerrainAngle(%point)
getTextName(%line, %offset)
GetTopicPosts()
GetTopicsList()
getTrainingPacifistMap()
getTribeLinkName(%text, %offset)
getTribeMember(%tribeName)
getTribeName(%text, %offset)
getUniqueEnemyName()
getValidVoicePitch(%voice, %voicePitch)
getVector(%string, %num)
getZoomCenter(%power)
getZoomExtent(%power)
ghostAlwaysObjectReceived()
ghostAlwaysStarted(%ghostCount)
giveAll()
giveall()
giveall()
giveall()
giveall()
giveall()
giveEscortTask(%bot, %player)
GM_HostPane::onActivate( %this )
GM_HostPane::onDeactivate( %this )
GM_JoinPane::onActivate( %this )
GM_JoinPane::onDeactivate( %this )
GM_TabView::onAdd( %this )
GM_TabView::onSelect( %this, %id, %text )
GM_WarriorPane::createNewAlias( %this )
GM_WarriorPane::deleteWarrior( %this )
GM_WarriorPane::gotoPlayerPage( %this )
GM_WarriorPane::onActivate( %this )
GM_WarriorPane::onDeactivate( %this )
GMH_BotsEnabledTgl::onAction( %this )
GMH_BotsEnabledTgl::onAction( %this )
GMH_MissionList::onSelect( %this, %id, %text )
GMH_MissionType::onSelect( %this, %id, %text )
GMJ_Browser::addFavorite( %this, %name, %address )
GMJ_Browser::onAdd( %this )
GMJ_Browser::onColumnRepositioned( %this, %oldColumn, %newColumn )
GMJ_Browser::onColumnResize( %this, %column, %newSize, %key )
GMJ_Browser::onDatabaseQueryResult( %this, %status, %resultString, %key )
GMJ_Browser::onDatabaseRow( %this, %row, %isLastRow, %key )
GMJ_Browser::onSelect( %this, %address )
GMJ_Browser::onSetSortKey( %this, %sortKey, %isIncreasing )
GMJ_Browser::refreshSelectedServer( %this )
GMJ_Browser::removeFavorite( %this, %address )
GMJ_Browser::runQuery( %this )
GMVControl::urlClickCallback(%this, %url)
GMW_PlayerModel::update( %this )
GMW_RaceGenderPopup::fillList( %this )
GMW_RaceGenderPopup::onSelect( %this, %id, %text )
GMW_SkinPopup::fillList( %this, %raceGender )
GMW_SkinPopup::onSelect( %this, %id, %text )
GMW_VoicePitchSlider::setPitch(%this)
GMW_VoicePopup::fillList( %this, %raceGender )
GMW_VoicePopup::onSelect( %this, %id, %text )
GMW_VoicePopup::test( %this )
GMW_WarriorPopup::onAdd( %this )
GMW_WarriorPopup::onSelect( %this, %id, %text )
GrenadeThrown::onCollision(%data, %obj, %col)
GrenadeThrown::onThrow(%this, %gren)
GuiButtonCtrl::hudSetValue(%obj, %text)
GuiCanvas::popGameDialog(%this, %dialog)
GuiCanvas::pushGameDialog(%this, %dialog)
GuiCanvas::setGameMode(%this, %on)
GuiCommanderMap::buildPopupCommands(%this, %taskType, %sensorGroup)
GuiCommanderMap::getCommandType(%this, %typeTag)
GuiCommanderMap::issueCommand(%this, %target, %typeTag, %nameTag, %sensorGroup, %mousePos)
GuiCommanderMap::onAdd(%this)
GuiCommanderMap::onSelect(%this, %targetId, %nameTag, %typeTag, %select)
GuiCommanderMap::openAllCategories(%this)
GuiCommanderMap::openCategory(%this, %ctrl, %name, %open)
GuiControl::updateAltitude(%this)
GuiControl::updateSpeed(%this)
GuiEdit(%val)
GuiEditor::onSelect(%this, %ctrl)
GuiEditorClassPopup::onSelect(%this, %id)
GuiEditorContentList::onSelect(%this, %id)
GuiEditorCreate()
GuiEditorInspectApply()
GuiEditorOpen(%content)
GuiEditorSaveGui()
GuiEditorStartCreate()
GuiEditorTreeView::onSelect(%this, %obj)
GuiInspector::addDynamicField(%this, %obj)
GuiMLTextCtrl::hudSetValue(%obj, %text)
GuiMLTextCtrl::onURL(%this, %url)
GuiPopUpMenuCtrl::hudSetValue(%obj, %text, %textOverFlow)
GuiTextCtrl::hudSetValue(%obj, %text)
HandInventory::onCollision(%data, %obj, %col)
HandInventory::onInventory(%this,%obj,%amount)
HandInventory::onUse(%data, %obj)
HandInventoryImage::onMount(%this,%obj,%slot)
handleAdminAdminPlayerMessage( %msgType, %msgString, %client )
handleAdminForceMessage()
handleAdminPlayerMessage( %msgType, %msgString, %client )
HandleBountyStreakMessage(%msgType, %msgString, %client, %streak, %award)
handleCanListenMessage( %msgType, %msgString, %canListen,

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