Skrit Function List

This is from Scott Bilas's `report filelog generic` console command output, useful for searching for functions and seeing what arguments they need.
== Classes ==
;_GUID
;_SYSTEMTIME
;AIAction [SINGLETON]
:void RCCollectLoot( int, unsigned int ) [RPC]
:FuBiCookie* RSCastLifeHealingSpells( const_mem_ptr, eActionOrigin ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT] [RETRY]
:FuBiCookie* RSCollectLoot( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT] [RETRY]
:FuBiCookie* RSCollectLootMp( const Goid*, const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_BACK] [RETRY]
:FuBiCookie* RSDoJobPacker( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT] [RETRY]
:FuBiCookie* RSDrinkLifeHealingPotions( const_mem_ptr, eActionOrigin ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT] [RETRY]
:FuBiCookie* RSDrinkManaHealingPotions( const_mem_ptr, eActionOrigin ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT] [RETRY]
AI action services.
;AIQuery [SINGLETON]
:bool AreHumanPartyMembersInNodes( int, int, int, int )
:bool AreScreenPartyMembersInNodes( int, int, int, int )
:Go* CalcSecondTierTarget( const Go*, const Go* ) [COMPLEX]
:bool DoesSphereHaveHumanControlledOccupants( const SiegePos&, float ) [COMPLEX]
:bool DoesSphereHaveOccupants( const SiegePos&, float ) [COMPLEX]
:void DumpActorStats( const Go*, ReportContext* ) [COMPLEX]
:bool FindClearLosPoint( const Go*, const Go*, float, float, SiegePos& ) [COMPLEX]
:bool FindClearLosPoint( const Go*, const SiegePos&, float, float, SiegePos& ) [COMPLEX]
:bool FindSpotForDrop( Go*, Go*, Go*, float, float, float, SiegePos&, bool ) [COMPLEX]
:bool FindSpotRelativeToSource( Go*, Go*, bool, float, float, float, float, float, SiegePos&, bool, bool ) [COMPLEX]
:bool FindSpotRelativeToSource( Go*, Go*, bool, float, float, float, float, float, SiegePos&, bool ) [COMPLEX]
:bool FindSpotRelativeToSource( Go*, float, float, float, SiegePos& ) [COMPLEX]
:bool FindSpotRelativeToSource( const SiegePos*, const SiegePos*, eLogicalNodeFlags, float, bool, float, float, float, float, float, bool, SiegePos&, bool, bool ) [COMPLEX]
:bool FindSpotRelativeToSource( const SiegePos*, const SiegePos*, eLogicalNodeFlags, float, bool, float, float, float, float, float, bool, SiegePos&, bool ) [COMPLEX]
:bool FindSpotRelativeToSource( const SiegePos*, float, float, float, float, bool, SiegePos& ) [COMPLEX]
:bool Get( Go*, const QtColl&, const GopColl&, GopColl& ) const [COMPLEX]
:bool Get( Go*, eQueryTrait, const GopColl&, GopColl& ) const [COMPLEX]
:float GetAlterationSum( const Go*, eAlteration ) const [COMPLEX]
:int GetCount( Go*, const QtColl&, const GopColl& ) const [COMPLEX]
:int GetCount( Go*, eQueryTrait, const GopColl& ) const [COMPLEX]
:float GetDistance( const SiegePos&, const SiegePos& ) [COMPLEX]
:bool GetFirstN( Go*, const QtColl&, unsigned int, const GopColl&, GopColl& ) const [COMPLEX]
:bool GetFirstN( Go*, eQueryTrait, unsigned int, const GopColl&, GopColl& ) const [COMPLEX]
:bool GetHumanPartyMembersInNodes( int, int, int, int, GopColl& ) [COMPLEX]
:void GetLOSPoint( const Go*, SiegePos& ) const [COMPLEX] [RPC]
:void GetLOSPoint( const Go*, Vector& ) const [COMPLEX] [RPC]
:Go* GetMax( Go*, eQueryTrait, const GopColl& ) const [COMPLEX]
:bool GetMax( Go*, const QtColl&, const GopColl&, GopColl& ) const [COMPLEX]
:bool GetMax( Go*, eQueryTrait, const GopColl&, GopColl& ) const [COMPLEX]
:bool GetMaxN( Go*, const QtColl&, unsigned int, const GopColl&, GopColl& ) const [COMPLEX]
:bool GetMaxN( Go*, const eQueryTrait*, unsigned int, unsigned int, const GopColl&, GopColl& ) const [COMPLEX] [!SKRIT]
:bool GetMaxN( Go*, eQueryTrait, unsigned int, const GopColl&, GopColl& ) const [COMPLEX]
:Go* GetMin( Go*, eQueryTrait, const GopColl& ) const [COMPLEX]
:bool GetMin( Go*, eQueryTrait, const GopColl&, GopColl& ) const [COMPLEX]
:bool GetMinN( Go*, const QtColl&, unsigned int, const GopColl&, GopColl& ) const [COMPLEX]
:bool GetMinN( Go*, const eQueryTrait*, unsigned int, unsigned int, const GopColl&, GopColl& ) const [COMPLEX] [!SKRIT]
:bool GetMinN( Go*, eQueryTrait, unsigned int, const GopColl&, GopColl& ) const [COMPLEX]
:bool GetOccupantsInSphere( const SiegePos&, float, GopColl& ) [COMPLEX]
:void GetRandomOrientation( Quat& ) [COMPLEX] [RPC]
:bool GetScreenPartyMembersInNodes( int, int, int, int, GopColl& ) [COMPLEX]
:void GetTerrainPosition( const SiegePos&, float, float, SiegePos& ) [COMPLEX] [RPC]
:bool GetTerrainPosition( const SiegePos&, float, SiegePos& ) [COMPLEX]
:bool GetTerrainPositionAtEnd( const SiegePos&, const SiegePos&, float, float, SiegePos& ) [COMPLEX]
:bool GetTerrainPositionAtEnd( const SiegePos&, const SiegePos&, float, float, float, SiegePos& ) [COMPLEX]
:float GetTraitValue( const Go*, const Go*, eQueryTrait ) const [COMPLEX]
:bool Is( const Go*, const Go*, const QtColl& ) const [COMPLEX]
:bool Is( const Go*, const Go*, const eQueryTrait*, unsigned int ) const [COMPLEX] [!SKRIT]
:bool Is( const Go*, const Go*, eQueryTrait ) const [COMPLEX]
:bool Is( const Go*, const Go*, eQueryTrait, float& ) const [COMPLEX] [!SKRIT]
:bool IsAreaWalkable( eLogicalNodeFlags, const SiegePos&, unsigned int, float ) [COMPLEX]
:bool IsInRange( const SiegePos&, const SiegePos&, float ) [COMPLEX]
:bool IsInRange( const Go*, const Go*, float ) [COMPLEX]
:bool IsLosClear( const SiegePos&, const SiegePos& ) const [COMPLEX]
:bool IsLosClear( const Go*, const Go* ) const [COMPLEX]
:bool IsLosClear( const Go*, const SiegePos& ) const [COMPLEX]
:GopColl& TempGopColl1
:GopColl& TempGopColl2
:GopColl& TempGopColl3
:SiegePos& TempPos1
:QtColl& TempQtColl1
:Vector& TempVector1
AI query services.
;AnimReq
:unsigned int ReqBlock /* Request Block */
:eAnimChore ReqChore /* Chore to run */
:unsigned int ReqFlags /* Requested flags */
:eAnimStance ReqStance /* Requested stance */
:int ReqSubAnim /* Requested subanim */
;AppModule [SINGLETON]
:bool IsUserPaused( void )
:bool RequestQuit( bool )
:void UserPause( bool ) [RPC]
:bool AltKey
:bool ControlKey
:int CursorX
:int CursorY
:bool LButton
:bool MButton
:float NormalizedCursorX
:float NormalizedCursorY
:bool RButton
:bool ShiftKey
:bool SpecialKey
:bool XButton1
:bool XButton2
Base application class.
;Aspect [MANAGED]
:void AnimationCallback( unsigned int )
:bool AttachDeformableChild( HAspect ) [COMPLEX]
:bool AttachReverseLinkedChild( HAspect, const char*, const char* ) [COMPLEX]
:bool AttachReverseLinkedChild( HAspect, const char*, const char*, const Quat&, const Vector& ) [COMPLEX]
:bool AttachRigidLinkedChild( HAspect, const char*, const char* ) [COMPLEX]
:bool AttachRigidLinkedChild( HAspect, const char*, const char*, const Quat&, const Vector& ) [COMPLEX]
:bool BlenderIsIdle( void )
:void ClearInstanceAttrFlags( unsigned int )
:bool DetachAllChildren( void )
:bool DetachChild( HAspect ) [COMPLEX]
:unsigned int GetBoneFrozenState( const char* ) const [COMPLEX]
:int GetBoneIndex( const string& ) const [COMPLEX]
:bool GetBoneIndex( const char*, int& ) const [COMPLEX] [!SKRIT]
:bool GetBoneOrientation( const char*, Vector&, Quat& ) const [COMPLEX]
:HAspect GetChild( unsigned int )
:unsigned int GetIndexedBoneFrozenState( unsigned int ) const
:bool GetIndexedBoneOrientation( int, Vector&, Quat& ) const [COMPLEX]
:bool GetIndexedBonePosition( int, Vector& ) const [COMPLEX]
:bool GetIndexedCornerPosNorm( unsigned int, unsigned int, Vector&, Vector& ) const [COMPLEX]
:int GetNumCorners( unsigned int )
:bool GetPrimaryBoneOrientation( Vector&, Quat& ) const [COMPLEX]
:bool HasBlender( void ) const
:void ResetBlender( void )
:void RotateBoneX( const char*, float ) [COMPLEX]
:void RotateBoneX( const char*, float, bool ) [COMPLEX]
:void RotateBoneY( const char*, float ) [COMPLEX]
:void RotateBoneY( const char*, float, bool ) [COMPLEX]
:void RotateBoneZ( const char*, float ) [COMPLEX]
:void RotateBoneZ( const char*, float, bool ) [COMPLEX]
:void RotateIndexedBoneX( int, float )
:void RotateIndexedBoneX( int, float, bool )
:void RotateIndexedBoneY( int, float )
:void RotateIndexedBoneY( int, float, bool )
:void RotateIndexedBoneZ( int, float )
:void RotateIndexedBoneZ( int, float, bool )
:unsigned int SetBoneFrozenState( const char*, eBoneFreeze, bool ) [COMPLEX]
:unsigned int SetIndexedBoneFrozenState( unsigned int, eBoneFreeze, bool )
:void TranslateBoneX( const char*, float ) [COMPLEX]
:void TranslateBoneX( const char*, float, bool ) [COMPLEX]
:void TranslateBoneY( const char*, float ) [COMPLEX]
:void TranslateBoneY( const char*, float, bool ) [COMPLEX]
:void TranslateBoneZ( const char*, float ) [COMPLEX]
:void TranslateBoneZ( const char*, float, bool ) [COMPLEX]
:void TranslateIndexedBoneX( int, float )
:void TranslateIndexedBoneX( int, float, bool )
:void TranslateIndexedBoneY( int, float )
:void TranslateIndexedBoneY( int, float, bool )
:void TranslateIndexedBoneZ( int, float )
:void TranslateIndexedBoneZ( int, float, bool )
:unsigned int UpdateBlender( float )
:nemaBlender* Blender
:eAnimStance ChoreStance
:bool ChoreWasRepeated
:eAnimChore CurrentChore
:int CurrentFlags
:unsigned int CurrentReqBlock
:eAnimStance CurrentStance
:int CurrentSubAnim
:float CurrentVelocity
:const char* DebugName
:const string& DebugNameString
:unsigned int DiffuseColor
:bool FreezeMeshFlag
:const Goid* Goid
:unsigned int HandleValue
:bool HideMeshFlag
:unsigned int InstanceAttrFlags
:const Vector& LinkOffsetPosition
:const Quat& LinkOffsetRotation
:bool LockMeshFlag
:eAnimChore NextChore
:int NextFlags
:eAnimStance NextStance
:int NextSubAnim
:int NumberOfChildren
:nemaBlender* OrCreateBlender
:HAspect Parent
:eAnimChore PreviousChore
:int PreviousFlags
:eAnimStance PreviousStance
:int PreviousSubAnim
:unsigned int SharedAttrFlags
;AuditorDb
:bool GetBool( int, const char* ) [COMPLEX]
:bool GetBool( const char* ) [COMPLEX]
:float GetDouble( int, const char* ) [COMPLEX]
:float GetDouble( const char* ) [COMPLEX]
:float GetFloat( int, const char* ) [COMPLEX]
:float GetFloat( const char* ) [COMPLEX]
:int GetInt( int, const char* ) [COMPLEX]
:int GetInt( const char* ) [COMPLEX]
:const string& GetString( int, const char* ) [COMPLEX]
:const string& GetString( const char* ) [COMPLEX]
:void SetBool( int, const char*, bool ) [COMPLEX]
:void SetBool( const char*, bool ) [COMPLEX]
:void SetDouble( int, const char*, float ) [COMPLEX]
:void SetDouble( const char*, float ) [COMPLEX]
:void SetFloat( int, const char*, float ) [COMPLEX]
:void SetFloat( const char*, float ) [COMPLEX]
:void SetInt( int, const char*, int ) [COMPLEX]
:void SetInt( const char*, int ) [COMPLEX]
:void SetString( int, const char*, const string& ) [COMPLEX]
:void SetString( const char*, const string& ) [COMPLEX]
;BlendGroup
:bool AddToGroup( nemaBlender*, unsigned int, unsigned int, unsigned int, float, bool ) [COMPLEX]
;CameraAgent [SINGLETON]
:void ClearCameraPositionCache( void ) [RPC]
:void ClearOrders( void ) [RPC]
:void ClearPosition( void ) [RPC]
:void RemoveCameraPosition( const string& ) [COMPLEX] [RPC]
:void SubmitCameraOffset( const SiegePos& ) [COMPLEX] [RPC]
:void SubmitCameraOffset( const Vector& ) [COMPLEX] [RPC]
:void SubmitCameraPosition( const string&, const CameraEulerPosition& ) [COMPLEX]
:void SubmitCameraPosition( const string&, const CameraMatrixPosition& ) [COMPLEX]
:void SubmitCameraPosition( const string&, const CameraPosition& ) [COMPLEX] [RPC]
:void SubmitCameraPosition( const string&, const CameraQuatPosition& ) [COMPLEX]
:void SubmitCameraPosition( const string&, const CameraVectorToCameraPosition& ) [COMPLEX]
:void SubmitCameraPosition( const string&, const CameraVectorToTargetPosition& ) [COMPLEX]
:void SubmitOrder( const string&, eCameraOrder, float, bool, const Scid* ) [COMPLEX] [RPC]
:eCameraInterpolate InterpolationMode
Controls the client screen camera.
;CameraEulerPosition
;CameraMatrixPosition
;CameraPosition
;CameraQuatPosition
;CameraVectorToCameraPosition
;CameraVectorToTargetPosition
;CollisionInfo
;Config [SINGLETON]
:void DumpPathVars( void ) [RPC]
:bool GetBool( const char* ) const [COMPLEX]
:bool GetBool( const char*, bool ) const [COMPLEX]
:float GetFloat( const char* ) const [COMPLEX]
:float GetFloat( const char*, float ) const [COMPLEX]
:int GetInt( const char* ) const [COMPLEX]
:int GetInt( const char*, int ) const [COMPLEX]
:const string& GetString( const char*, const char* ) const [COMPLEX]
:const string& GetString( const char* ) const [COMPLEX]
Configuration class for command line/INI/registry settings.
;ContentDb [SINGLETON]
:void DumpStatistics( void ) const [RPC]
:bool EvalBoolFormula( const char* ) [COMPLEX]
:bool EvalBoolFormula( const char*, bool ) [COMPLEX]
:float EvalFloatFormula( const char* ) [COMPLEX]
:float EvalFloatFormula( const char*, float ) [COMPLEX]
:int EvalIntFormula( const char* ) [COMPLEX]
:int EvalIntFormula( const char*, int ) [COMPLEX]
:bool GetTemplateBool( const char* ) [COMPLEX]
:bool GetTemplateBool( const char*, bool ) [COMPLEX]
:float GetTemplateFloat( const char* ) [COMPLEX]
:float GetTemplateFloat( const char*, float ) [COMPLEX]
:int GetTemplateInt( const char* ) [COMPLEX]
:int GetTemplateInt( const char*, int ) [COMPLEX]
:const Scid* GetTemplateScid( const char* ) [COMPLEX]
:const Scid* GetTemplateScid( const char*, const Scid* ) [COMPLEX]
:const string& GetTemplateString( const char* ) [COMPLEX]
:const string& GetTemplateString( const char*, const string& ) [COMPLEX]
Content database.
;Custom [SINGLETON]
:float MyTest1( int, float, const char* ) [COMPLEX]
:void MyTest2( int ) [RPC]
My custom local exports.
;Debug [SINGLETON]
:const char* Format( const char* format, ... ) [COMPLEX] /* Print formatted output ('printf' style) to a string and return it. */
:static void Assert( int testExpr ) [RPC] /* Assert on 'testExpr'. */
:static void Assert( int testExpr, const char* msg ) [COMPLEX] [RPC] /* Assert on 'testExpr', print out 'msg' on failure. */
:static void AssertF( int testExpr, const char* format, ... ) [COMPLEX] /* Assert on 'testExpr', print out 'format' (printf-style) on failure. */
:static void Breakpoint( void ) [RPC] /* Break into debugger. */
:static void DumpGameStack( void ) [RPC]
:static void TestAssert2( void ) [RPC]
:static void TestCrash2( void ) [RPC]
:static void TestExit2( void ) [RPC]
:static void TestFatal2( void ) [RPC]
Debugging functions.
;DebugProbe [SINGLETON]
:void GetNet( string& ) [COMPLEX] [RPC]
:void SetProbeObject( const Goid* ) [RPC]
:void SetProbeObject( const Scid* ) [RPC]
:void ToggleMode( eDebugProbe ) [RPC]
:eDebugProbe Mode
:bool Verbose
Class for managing debug probes.
;DecalId
:bool IsValid( void ) const
:void SetActive( void )
:void SetActive( bool )
:bool Active
:unsigned char Alpha
:const DecalId* InvalidDecalId
;Formation
:bool Move( eQPlace, eActionOrigin, bool )
:bool Rotate( float )
:bool RotateMembers( float )
:const Vector& Direction
:const Vector& MemberDirection
:const SiegePos& Position
:const string& Shape
;FrustumId
;FuBi
:static void DumpPrototypes( void ) [RPC]
;FuBiClassHeaderSpec
;FuBiCookie
;FuBiEvent
:static void OnBotDraw( HSkritObject ) [COMPLEX]
:static void OnBotHandleMessage( HSkritObject, eWorldEvent, const WorldMessage& ) [COMPLEX]
:static void OnBotHandleUiAction( HSkritObject, UI_ACTION, const string&, UIWindow* ) [COMPLEX]
:static void OnBotHandleUiInterfaceMessage( HSkritObject, eUIMessage, const UIMessage&, const string& ) [COMPLEX]
:static void OnBotHandleUiWindowMessage( HSkritObject, eUIMessage, const UIMessage&, UIWindow* ) [COMPLEX]
:static void OnBotSysUpdate( HSkritObject, float ) [COMPLEX]
:static void OnBotUpdate( HSkritObject, float ) [COMPLEX]
:static void OnCCWorldMessage( SkritObject*, eWorldEvent, const WorldMessage* ) [COMPLEX]
:static void OnConstruct( SkritObject* ) [COMPLEX]
:static void OnConstructShared( SkritObject* ) [COMPLEX]
:static void OnDestroy( SkritObject* ) [COMPLEX]
:static void OnDestroyShared( SkritObject* ) [COMPLEX]
:static void OnEnterState( SkritObject* ) [COMPLEX]
:static void OnExitState( SkritObject* ) [COMPLEX]
:static bool OnGoCommitCreation( SkritObject*, SkriteResult& ) [COMPLEX] [!SKRIT]
:static bool OnGoCommitImport( SkritObject*, bool ) [COMPLEX]
:static void OnGoDraw( SkritObject* ) [COMPLEX]
:static void OnGoDrawDebugHud( SkritObject* ) [COMPLEX]
:static void OnGoDump( SkritObject*, bool, ReportContext* ) [COMPLEX]
:static void OnGoHandleCcMessage( SkritObject*, eWorldEvent, const WorldMessage& ) [COMPLEX]
:static void OnGoHandleMessage( SkritObject*, eWorldEvent, const WorldMessage& ) [COMPLEX]
:static void OnGoLinkChild( SkritObject*, Go* ) [COMPLEX]
:static void OnGoLinkParent( SkritObject*, Go* ) [COMPLEX]
:static void OnGoPreload( SkritObject* ) [COMPLEX]
:static void OnGoRecalcModifiers( SkritObject* ) [COMPLEX]
:static void OnGoResetModifiers( SkritObject* ) [COMPLEX]
:static void OnGoShutdown( SkritObject* ) [COMPLEX]
:static void OnGoUnlinkChild( SkritObject*, Go* ) [COMPLEX]
:static void OnGoUnlinkParent( SkritObject*, Go* ) [COMPLEX]
:static void OnGoUpdate( SkritObject*, float ) [COMPLEX]
:static void OnGoUpdateSpecial( SkritObject*, float ) [COMPLEX]
:static void OnJobInit( SkritObject*, Job* ) [COMPLEX]
:static void OnJobInitPointers( SkritObject*, Job* ) [COMPLEX]
:static void OnLoad( SkritObject* ) [COMPLEX]
:static void OnLoadShared( SkritObject* ) [COMPLEX]
:static void OnResetChore( HSkritObject ) [COMPLEX]
:static void OnStartChore( HSkritObject, int, int ) [COMPLEX]
:static void OnTimeExecute( HSkritObject, float, TimeTarget* ) [COMPLEX]
:static void OnTimeLastUpdate( HSkritObject, float, TimeTarget* ) [COMPLEX]
:static void OnTimer( SkritObject*, int, float ) [COMPLEX]
:static void OnTimeUpdate( HSkritObject, float, TimeTarget* ) [COMPLEX]
:static void OnTransitionPoll( SkritObject* ) [COMPLEX]
:static void OnUpdate( HSkritObject, float ) [COMPLEX]
:static void OnWorldMessage( SkritObject*, eWorldEvent, const WorldMessage* ) [COMPLEX]
;FuBiFunctionDocs
;FuBiFunctionFlagBuilder
;FuelBlock
:static bool PreloadFuelBlock( const char*, bool ) [COMPLEX]
;FuelSys [SINGLETON]
:void DebugSetShowHandleAccess( bool ) [RPC]
:bool DebugShowHandleAccess( void )
:void Dump( void ) [RPC]
:void Unload( void ) [RPC]
:bool UncachingEnabled
Fuel system master class.
;Game : RapiAppModule [SINGLETON]
:bool AutoSaveGame( void )
:bool AutoSaveGameNow( void )
:bool AutoSaveParty( void )
:bool CheckAutoSaveParty( void )
:bool CheckAutoSaveParty( bool )
:void DumpPerformanceSummary( bool, ReportContext* ) [COMPLEX]
:void ExitGame( void ) [RPC]
:void RCUserPause( bool, double, const PlayerId* ) [RPC] [!SKRIT]
:bool ReloadContentDb( void )
:bool ReloadObjects( void )
:bool ReloadWorld( bool )
:void RSPauseAllClients( bool, const PlayerId* ) [RPC]
:void RSUserPause( bool, const PlayerId* ) [RPC]
:bool SaveGame( const char* ) [COMPLEX]
:int MPSendFrequency
:int MPSleep
The Dungeon Siege game engine.
;GameAuditor : AuditorDb [SINGLETON]
:AuditorDb* AddDb( const char*, bool ) [COMPLEX]
:AuditorDb* FindDb( const char* ) [COMPLEX]
:void Print( const char* ) [COMPLEX] [RPC]
:void PrintDbList( void ) [RPC]
:void RCSet( int, const char*, int ) [COMPLEX] [RPC]
:void RCSet( int, const char*, int, unsigned int ) [COMPLEX] [RPC]
:void RCSet( const char*, int ) [COMPLEX] [RPC]
:void RCSet( const char*, int, unsigned int ) [COMPLEX] [RPC]
:void RCSetBool( int, const char*, bool ) [COMPLEX] [RPC]
:void RCSetBool( int, const char*, bool, unsigned int ) [COMPLEX] [RPC]
:void RCSetBool( const char*, bool ) [COMPLEX] [RPC]
:void RCSetBool( const char*, bool, unsigned int ) [COMPLEX] [RPC]
:AuditorDb* Db
We are game auditor.
;GenericId
:bool IsValid( void ) const /* Returns true if this refers to a valid generic id. */
:const GenericId* InvalidGenericId /* Returns the invalid GenericId constant. */
;Go [RPC]
:void AddChild( Go* ) [COMPLEX] [RPC]
:void ClearParent( void ) [RPC]
:bool Deselect( void )
:void DisableAutoExpiration( void ) [RPC]
:void EnableAutoExpiration( void ) [RPC]
:void EnableAutoExpiration( bool ) [RPC]
:GoComponent* GetComponent( const char* ) [COMPLEX]
:bool GetComponentBool( const char*, const char* ) [COMPLEX]
:bool GetComponentBool( const char*, const char*, bool ) [COMPLEX]
:float GetComponentFloat( const char*, const char* ) [COMPLEX]
:float GetComponentFloat( const char*, const char*, float ) [COMPLEX]
:int GetComponentInt( const char*, const char* ) [COMPLEX]
:int GetComponentInt( const char*, const char*, int ) [COMPLEX]
:const Scid* GetComponentScid( const char*, const char* ) [COMPLEX]
:const Scid* GetComponentScid( const char*, const char*, const Scid* ) [COMPLEX]
:const string& GetComponentString( const char*, const char* ) [COMPLEX]
:const string& GetComponentString( const char*, const char*, const string& ) [COMPLEX]
:const string& GetMessage( const char* ) [COMPLEX]
:bool HasActor( void ) const
:bool HasAspect( void ) const
:bool HasAttack( void ) const
:bool HasBody( void ) const
:bool HasChild( const Goid* ) const
:bool HasChild( const Go* ) const [COMPLEX]
:bool HasCommon( void ) const
:bool HasComponent( const char* ) const [COMPLEX]
:bool HasConversation( void ) const
:bool HasDefend( void ) const
:bool HasEdit( void ) const
:bool HasFader( void ) const
:bool HasFollower( void ) const
:bool HasGizmo( void ) const
:bool HasGold( void ) const
:bool HasGui( void ) const
:bool HasInventory( void ) const
:bool HasMagic( void ) const
:bool HasMind( void ) const
:bool HasParty( void ) const
:bool HasPhysics( void ) const
:bool HasPlacement( void ) const
:bool HasPotion( void ) const
:bool HasStore( void ) const
:bool IsActiveSpell( void ) const
:bool IsActor( void ) const
:bool IsAmmo( void ) const
:bool IsAnyHumanParty( void ) const
:bool IsAnyHumanPartyMember( void ) const
:bool IsArmor( void ) const
:bool IsAutoExpirationEnabled( void ) const
:bool IsBreakable( void ) const
:bool IsChad( void ) const
:bool IsCommand( void ) const
:bool IsContainer( void ) const
:bool IsEquipped( void ) const
:bool IsFireImmune( void ) const
:bool IsFocused( void ) const
:bool IsGhost( void ) const
:bool IsGhostUsable( void ) const
:bool IsGlobalGo( void ) const
:bool IsGold( void ) const
:bool IsHuded( void ) const
:bool IsInActiveScreenWorldFrustum( void ) const
:bool IsInActiveWorldFrustum( void ) const
:bool IsInAnyScreenWorldFrustum( void ) const
:bool IsInAnyWorldFrustum( void ) const
:bool IsInHotGroup( void ) const
:bool IsInsideInventory( void ) const
:bool IsInViewFrustum( void ) const
:bool IsItem( void ) const
:bool IsJames( void ) const
:bool IsLocalGo( void ) const
:bool IsMeleeWeapon( void ) const
:bool IsMouseShadowed( void ) const
:bool IsNoStartupFx( void ) const
:bool IsOmni( void ) const
:bool IsPotion( void ) const
:bool IsProbed( void ) const
:bool IsRangedWeapon( void ) const
:bool IsScreenParty( void ) const
:bool IsScreenPartyMember( void ) const
:bool IsScreenPlayerOwned( void ) const
:bool IsSelectable( void ) const
:bool IsSelected( void ) const
:bool IsShield( void ) const
:bool IsSpawned( void ) const
:bool IsSpell( void ) const
:bool IsSpellBook( void ) const
:bool IsTeamMember( const Goid* ) const
:bool IsUsable( void ) const
:bool IsWeapon( void ) const
:unsigned int PlayMaterialSound( const char*, const char*, bool ) [COMPLEX]
:unsigned int PlayMaterialSound( const char*, const Goid*, bool ) [COMPLEX]
:unsigned int PlaySound( const char*, GPGSoundeSampleType, float, float, bool ) [COMPLEX]
:unsigned int PlaySound( const char*, bool, GPGSoundeSampleType ) [COMPLEX]
:unsigned int PlayVoiceSound( const char*, float, float, bool ) [COMPLEX]
:unsigned int PlayVoiceSound( const char*, bool ) [COMPLEX]
:void PrepareToDrawNow( void ) [RPC]
:void PrepareToDrawNow( bool ) [RPC]
:GoActor* QueryActor( void )
:GoActor* QueryActor( bool )
:GoAspect* QueryAspect( void )
:GoAspect* QueryAspect( bool )
:GoAttack* QueryAttack( void )
:GoAttack* QueryAttack( bool )
:GoBody* QueryBody( void )
:GoBody* QueryBody( bool )
:GoCommon* QueryCommon( void )
:GoCommon* QueryCommon( bool )
:GoComponent* QueryComponent( const char*, bool ) [COMPLEX]
:GoConversation* QueryConversation( void )
:GoConversation* QueryConversation( bool )
:GoDefend* QueryDefend( void )
:GoDefend* QueryDefend( bool )
:GoEdit* QueryEdit( void )
:GoEdit* QueryEdit( bool )
:GoFader* QueryFader( void )
:GoFader* QueryFader( bool )
:GoFollower* QueryFollower( void )
:GoFollower* QueryFollower( bool )
:GoGizmo* QueryGizmo( void )
:GoGizmo* QueryGizmo( bool )
:GoGold* QueryGold( void )
:GoGold* QueryGold( bool )
:GoGui* QueryGui( void )
:GoGui* QueryGui( bool )
:GoInventory* QueryInventory( void )
:GoInventory* QueryInventory( bool )
:GoMagic* QueryMagic( void )
:GoMagic* QueryMagic( bool )
:GoMind* QueryMind( void )
:GoMind* QueryMind( bool )
:GoParty* QueryParty( void )
:GoParty* QueryParty( bool )
:GoPhysics* QueryPhysics( void )
:GoPhysics* QueryPhysics( bool )
:GoPlacement* QueryPlacement( void )
:GoPlacement* QueryPlacement( bool )
:GoPotion* QueryPotion( void )
:GoPotion* QueryPotion( bool )
:GoStore* QueryStore( void )
:GoStore* QueryStore( bool )
:void RCDeactivateTrigger( unsigned short ) [RPC]
:void RCExplodeGo( float, const Vector&, unsigned int ) [COMPLEX] [RPC]
:FuBiCookie* RCForcedExpiredTransfer( Go* ) [COMPLEX] [RPC] [RETRY]
:void RCPlayCombatSoundPacker( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
:void RCPlayMaterialSound( const char*, const char*, bool ) [COMPLEX] [RPC]
:void RCPlayMaterialSound( const char*, const Goid*, bool ) [COMPLEX] [RPC]
:void RCPlayVoiceSound( unsigned int, const char*, bool ) [COMPLEX] [RPC]
:void RCPlayVoiceSoundIdPeek( eVoiceSound, bool ) [RPC]
:void RCPlayVoiceSoundPeek( const char*, bool ) [COMPLEX] [RPC]
:void RCRemoveAllEnchantmentsOnSelf( void ) [RPC]
:void RCRpcSyncDataPeek( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
:void RCSend( WorldMessage&, MESSAGE_DISPATCH_FLAG ) [COMPLEX] [RPC]
:void RCSetCollision( const Goid*, bool ) [RPC]
:void RCSetParent( Go* ) [COMPLEX] [RPC]
:void RCSetPlayer( const PlayerId* ) [RPC]
:void RemoveAllChildren( void ) [RPC]
:void RemoveChild( Go* ) [COMPLEX] [RPC]
:bool Select( void )
:bool Select( bool )
:bool SetComponentBool( const char*, const char*, bool ) [COMPLEX]
:bool SetComponentFloat( const char*, const char*, float ) [COMPLEX]
:bool SetComponentInt( const char*, const char*, int ) [COMPLEX]
:bool SetComponentScid( const char*, const char*, const Scid* ) [COMPLEX]
:bool SetComponentString( const char*, const char*, const string& ) [COMPLEX]
:void SPlayMaterialSound( const char*, const char*, bool ) [COMPLEX] [RPC]
:void SPlayMaterialSound( const char*, const Goid*, bool ) [COMPLEX] [RPC]
:void SPlayVoiceSound( const char*, bool ) [COMPLEX] [RPC]
:void SSetParent( Go* ) [COMPLEX] [RPC]
:void SSetPlayer( const PlayerId* ) [RPC]
:void StopSound( unsigned int ) [RPC]
:bool ToggleSelected( void )
:bool WasInViewFrustumRecently( void ) const
:GoActor* Actor
:GoAspect* Aspect
:GoAttack* Attack
:Go* BestArmor
:GoBody* Body
:const GopColl& Children
:GoCommon* Common
:GoConversation* Conversation
:GoDefend* Defend
:GoEdit* Edit
:GoFader* Fader
:GoFollower* Follower
:GoGizmo* Gizmo
:const Goid* Goid
:GoGold* Gold
:GoGui* Gui
:GoInventory* Inventory
:eLifeState LifeState
:unsigned int MachineId
:GoMagic* Magic
:const char* Material
:GoMind* Mind
:Go* OwningParty
:Go* Parent
:GoParty* Party
:GoPhysics* Physics
:GoPlacement* Placement
:Player* Player
:const PlayerId* PlayerId
:GoPotion* Potion
:Go* Root
:const Scid* Scid
:GoStore* Store
:const char* TemplateName
;GoActor [RPC]
:const Goid* GetGenericStateSpellGoid( const char* ) const [COMPLEX]
:float GetGenericStateSpellLevel( const char* ) const [COMPLEX]
:float GetSkillLevel( const char* ) const [COMPLEX]
:bool HasGenericState( const char* ) const [COMPLEX]
:void RCAddGenericState( const char*, const char*, double, const Goid*, const Goid*, float ) [COMPLEX] [RPC] [!SKRIT]
:void RCRemoveGenericState( const char* ) [COMPLEX] [RPC]
:void RCSetAlignment( eActorAlignment ) [RPC]
:void RCSetCanShowHealth( bool ) [RPC]
:void RCSetSkillLevels( float, float, float ) [RPC]
:void RCSetUnconsiousEndTime( double ) [RPC] [!SKRIT]
:FuBiCookie* RCUpdatePortraitTexture( void ) [RPC] [RETRY]
:void RSResetUnconsciousDuration( float ) [RPC]
:void SAddGenericState( const char*, const char*, float, const Goid*, const Goid*, float ) [COMPLEX] [RPC]
:void SRemoveGenericState( const char* ) [COMPLEX] [RPC]
:void SSetAlignment( eActorAlignment ) [RPC]
:void SSetCanShowHealth( bool ) [RPC]
:eActorAlignment Alignment
:bool CanBePickedUp
:bool CanLevelUp
:bool CanShowHealth
:bool DropsSpellbook
:float HighestSkillLevel
:bool IsCharmable
:bool IsHero
:bool IsMale
:bool IsPossessable
Interactive intelligent actor
;GoAspect [RPC]
:void ClearExperienceBenefactor( void ) [RPC]
:void Dump( ReportContext* ) [COMPLEX]
:float GetAspectTextureSpeed( int )
:const char* GetCurrentAspectTexture( int )
:void RCFadeOut( void ) [RPC]
:void RCSetAspectTextureSpeed( int, float ) [RPC]
:void RCSetCurrentAspectTexture( int, const char* ) [COMPLEX] [RPC]
:void RCSetCurrentLife( float ) [RPC] [CHECK_SERVER]
:void RCSetCurrentMana( float ) [RPC] [CHECK_SERVER]
:void RCSetDynamicTexture( ePlayerSkin, const char* ) [COMPLEX] [RPC]
:void RCSetFreezeMeshFlag( bool ) [RPC]
:void RCSetGhostTimeout( double ) [RPC] [!SKRIT]
:FuBiCookie* RCSetGoldValue( int ) [RPC] [RETRY]
:void RCSetIsGhostUsable( bool ) [RPC]
:void RCSetIsSelectable( bool ) [RPC]
:void RCSetIsUsable( bool ) [RPC]
:void RCSetIsVisible( bool ) [RPC]
:void RCSetLifeState( eLifeState ) [RPC]
:void RCSetLockMeshFlag( bool ) [RPC]
:void RCSetMaxLife( float ) [RPC] [CHECK_SERVER]
:void RCSetMaxMana( float ) [RPC] [CHECK_SERVER]
:void RCSetNaturalMaxLife( float ) [RPC] [CHECK_SERVER]
:void RCSetNaturalMaxMana( float ) [RPC] [CHECK_SERVER]
:void RCSyncState( float, float ) [RPC]
:void RSSetCurrentAspectTexture( int, const char* ) [COMPLEX] [RPC]
:FuBiCookie* RSSetGoldValue( int ) [RPC] [RETRY]
:void SResetGhostTimeout( void ) [RPC]
:void SSetAspectTextureSpeed( int, float ) [RPC]
:void SSetCurrentAspectTexture( int, const char* ) [COMPLEX] [RPC]
:void SSetCurrentLife( float ) [RPC]
:void SSetCurrentMana( float ) [RPC]
:void SSetDynamicTexture( ePlayerSkin, const char* ) [COMPLEX] [RPC]
:void SSetFreezeMeshFlag( bool ) [RPC]
:void SSetGoldValue( int, bool ) [RPC]
:void SSetIsGhostUsable( bool ) [RPC]
:void SSetIsSelectable( bool ) [RPC]
:void SSetIsUsable( bool ) [RPC]
:void SSetIsVisible( bool ) [RPC]
:void SSetLifeState( eLifeState ) [RPC]
:void SSetLifeState( eLifeState, bool ) [RPC]
:void SSetLockMeshFlag( bool ) [RPC]
:void SSetMaxLife( float ) [RPC]
:void SSetMaxMana( float ) [RPC]
:void SSetNaturalMaxLife( float ) [RPC]
:void SSetNaturalMaxMana( float ) [RPC]
:HAspect AspectHandle
:Aspect* AspectPtr
:float BoundingSphereRadius
:float CurrentLife
:float CurrentMana
:bool DoesBlockCamera
:bool DoesBlockPath
:bool DrawSelectionIndicator
:bool DynamicallyLit
:const Goid* ExperienceBenefactor
:const char* ExperienceBenefactorSkill
:bool ForceNoRender
:int GoldValue
:bool HasBlockedPath
:bool InterestOnly
:bool IsCollidable
:bool IsGagged
:bool IsGhostUsable
:bool IsInvincible
:bool IsRespawningAsGhost
:bool IsSelectable
:bool IsUsable
:bool IsVisible
:float LifeRatio
:float LifeRecoveryPeriod
:float LifeRecoveryUnit
:eLifeState LifeState
:float ManaRatio
:float ManaRecoveryPeriod
:float ManaRecoveryUnit
:float MaxLife
:float MaxMana
:bool MegamapOrient
:bool MegamapOverride
:float RenderScale
:bool ShouldDrawShadow
:float UseRange
Runtime visual representation for an object
;GoAttack [RPC]
:void AlertRangedAttack( const Goid* ) [RPC]
:float ComputeAimingAngle( const SiegePos&, const SiegePos&, float ) [COMPLEX]
:float ComputeAimingAngle( const Goid*, const SiegePos&, const SiegePos&, float ) [COMPLEX]
:void ComputeAimingError( void ) [RPC]
:SiegePos& ComputeFiringPos( void )
:SiegePos& ComputeTargetPos( const Goid* )
:float GetCustomDamageChance( const char* ) const [COMPLEX]
:float GetCustomDamageMax( const char* ) const [COMPLEX]
:float GetCustomDamageMin( const char* ) const [COMPLEX]
:bool IsInProjectileRange( float, const SiegePos& ) [COMPLEX]
:void RCLaunchAmmo( Go*, const Goid*, SiegePos, Vector, unsigned int ) [COMPLEX] [RPC] [!SKRIT]
:void SLaunchAmmo( float, const SiegePos&, const SiegePos&, float, float, const Goid* ) [COMPLEX] [RPC]
:const Goid* SPrepareAmmo( void )
:void SUnprepareAmmo( void ) [RPC]
:float AimingErrorX
:float AimingErrorY
:bool AmmoAppearsJIT
:const string& AmmoAttachBone
:bool AmmoAttachesToWeapon
:const Goid* AmmoCloneSource
:const Goid* AmmoReady
:float AmountDamageToType
:float AreaDamageRadius
:eAttackClass AttackClass
:float AttackRange
:float ChanceToHitBonus
:float ChanceToHitBonusMelee
:float ChanceToHitBonusRanged
:float CriticalHitChance
:float DamageMax
:float DamageMaxNatural
:float DamageMin
:float DamageMinNatural
:const string& DamageToType
:float DamageToUndead
:float ExperienceBonus
:bool IsMelee
:bool IsOneShot
:bool IsProjectile
:bool IsTwoHanded
:bool IsWeapon
:float LifeBonusAmount
:float LifeStealAmount
:float ManaBonusAmount
:float ManaStealAmount
:float MeleeAimPiTime
:float MeleeFidgetTime
:float MeleeRecoverTime
:float MeleeSwingTime
:float PiercingDamageChance
:float PiercingDamageChanceAmount
:float PiercingDamageChanceAmountMelee
:float PiercingDamageChanceAmountRanged
:float PiercingDamageChanceMelee
:float PiercingDamageChanceRanged
:float PiercingDamageMax
:float PiercingDamageMeleeMax
:float PiercingDamageMeleeMin
:float PiercingDamageMin
:float PiercingDamageRangedMax
:float PiercingDamageRangedMin
:const Goid* ProjectileLauncher
:float ReloadDelay
:bool RequiresLineOfSight
:Go* Shooter
:const string& SkillClass
:bool UseAimingError
:float WeaponErrorRangeX
:float WeaponErrorRangeY
Parameters related to attacking
;GoBody [RPC]
:void Dump( bool, ReportContext* ) [COMPLEX]
:void RCAnimate( const AnimReq& ) [COMPLEX] [RPC]
:void SAnimate( const AnimReq& ) [COMPLEX] [RPC]
:float SetAvgMoveVelocity( float )
:float AvgMoveVelocity
:float MaxMoveVelocity
:float MinMoveVelocity
More complex representation for an object, typically used on actors
;GoCloneReq
:bool FadeIn
:bool ForceClientAllowed
:bool ForcePosition
:bool ForceServerOnly
:bool NoStartupFx
:bool Omni
:bool PrepareToDrawNow
:bool SnapToTerrain
:const Quat& StartingOrient
:const SiegePos& StartingPos
;GoCommon [RPC]
:void GetScreenName( string& ) const [COMPLEX] [RPC]
:void RCCopyMembership( const Goid* ) [RPC]
:void RCRestoreLastMembership( void ) [RPC]
:FuBiCookie* RCSetScreenName( const wstring& ) [COMPLEX] [RPC] [!SKRIT] [RETRY]
:void RestoreLastMembership( void ) [RPC]
:void SCopyMembership( const Goid* ) [RPC]
:void SRestoreLastMembership( void ) [RPC]
:void SSetScreenName( const string& ) [COMPLEX] [RPC]
:const string& AutoExpirationClass
:const string& ForcedExpirationClass
:const Membership& Membership
:const string& ScreenName
Common attributes for all game objects
;GoComponent
:const GoDataComponent* Data
:Go* Go
:const Goid* Goid
:const string& Name
:const Scid* Scid
;GoConversation [RPC]
:FuBiCookie* RCActivateDialogue( const Goid*, unsigned int ) [RPC] [RETRY]
:FuBiCookie* RCSelectConversation( const char*, unsigned int ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
:void RCSetCanTalk( bool ) [RPC]
:FuBiCookie* RSActivateDialogue( void ) [RPC] [RETRY]
:FuBiCookie* RSSelectConversation( const char* ) [COMPLEX] [RPC] [RETRY]
:void SSetCanTalk( bool ) [RPC]
:const string& SelectedConversation
Conversation data to use when talking to this object
;GoCreateReq
:bool FadeIn
:bool ForcePosition
:bool NoStartupFx
:bool PrepareToDrawNow
:bool SnapToTerrain
:const Quat& StartingOrient
:const SiegePos& StartingPos
;GoDataComponent
;GoDb [SINGLETON]
:bool AddToHotGroup( const Goid* )
:bool AddToHotGroup( const Goid*, bool )
:bool CancelExpiration( Go*, bool ) [COMPLEX]
:const Goid* CloneLocalGo( const GoCloneReq& ) [COMPLEX]
:void DebugBreakOn( const Goid* ) [RPC]
:bool Deselect( const Goid* )
:void DeselectAll( void ) [RPC]
:const Goid* FindGoidByScid( const Scid* ) const
:const Goid* GetFocusGo( const PlayerId* ) const
:const Goid* GetFocusGo( void ) const
:float GetLongestAlteration( const Goid*, const Goid*, const Goid*, const Goid* )
:bool GetQuestBool( const Goid*, const char*, const char* ) const [COMPLEX]
:bool GetQuestBool( const Goid*, const char*, const char*, bool ) const [COMPLEX]
:float GetQuestFloat( const Goid*, const char*, const char* ) const [COMPLEX]
:float GetQuestFloat( const Goid*, const char*, const char*, float ) const [COMPLEX]
:int GetQuestInt( const Goid*, const char*, const char* ) const [COMPLEX]
:int GetQuestInt( const Goid*, const char*, const char*, int ) const [COMPLEX]
:const string& GetQuestString( const Goid*, const char*, const char* ) const [COMPLEX]
:const string& GetQuestString( const Goid*, const char*, const char*, const string& ) const [COMPLEX]
:bool GetScidBit( const Scid*, int ) const
:bool GetScidBit( const Scid*, int, bool ) const
:unsigned int GetScidBits( const Scid* ) const
:unsigned int GetScidBits( const Scid*, unsigned int ) const
:bool HasEnchantment( const Goid*, const string& ) [COMPLEX]
:bool HasEnchantmentNamed( const Goid*, const string& ) [COMPLEX]
:bool HasEnchantments( const Goid* )
:bool HasGoWithScid( const Scid* ) const
:bool IsBeingWatched( const Goid* ) const
:bool IsConstructingStandaloneGo( void ) const
:bool IsEditMode( void ) const
:bool IsExpiring( Go* ) const [COMPLEX]
:bool IsInHotGroup( const Goid* )
:bool IsMouseShadowed( const Goid* ) const
:bool IsSelected( const Goid* ) const
:bool IsWatching( const Goid* ) const
:void PreloadCloneSource( Go*, const char* ) [COMPLEX] [RPC]
:FuBiCookie* RCAssignFrustumToGo( unsigned int, const FrustumId*, const Goid* ) [RPC] [RETRY]
:FuBiCookie* RCClearFocusGo( unsigned int, const PlayerId* ) [RPC] [RETRY]
:FuBiCookie* RCClientSyncAllClientsGos( unsigned int, const string& ) [COMPLEX] [RPC] [RETRY]
:FuBiCookie* RCCloneGoPacker( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT] [RETRY]
:FuBiCookie* RCCreateGoPacker( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT] [RETRY]
:void RCMarkForDeletionPacker( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
:void RCMarkForMondoDeletionPacker( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
:FuBiCookie* RCReleaseFrustumFromGo( unsigned int, const Goid*, bool ) [RPC] [RETRY]
:FuBiCookie* RCSetFocusGo( unsigned int, const Goid* ) [RPC] [RETRY]
:void RCSetQuestString( const Goid*, const char*, const char*, const string& ) [COMPLEX] [RPC]
:void RCSetScidBit( const Scid*, int, bool ) [RPC]
:void RCSetScidBits( const Scid*, unsigned int ) [RPC]
:void RCSyncOnMachine( unsigned int, const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_BACK]
:void RCVerifyGoBucket( unsigned int, unsigned int ) [RPC]
:void RemoveAllFromHotGroup( void ) [RPC]
:bool RemoveFromHotGroup( const Goid* )
:void ReplaceHotGroup( const GopColl& ) [COMPLEX]
:FuBiCookie* RSClearFocusGo( const PlayerId* ) [RPC] [RETRY]
:FuBiCookie* RSCloneGo( const GoCloneReq& ) [COMPLEX] [RPC] [RETRY]
:FuBiCookie* RSCloneGo( const GoCloneReq&, const char* ) [COMPLEX] [RPC] [RETRY]
:void RSMarkForDeletion( Go*, bool, bool, bool ) [COMPLEX] [RPC]
:void RSMarkForDeletion( const Goid*, bool, bool, bool ) [RPC]
:void RSMarkForDeletion( const Scid*, bool, bool, bool ) [RPC]
:void RSMarkGoAndChildrenForDeletion( Go*, bool, bool, bool ) [COMPLEX] [RPC]
:void RSMarkGoAndChildrenForDeletion( const Goid*, bool, bool, bool ) [RPC]
:void RSMarkGoAndChildrenForDeletion( const Scid*, bool, bool, bool ) [RPC]
:FuBiCookie* RSSetFocusGo( const Goid* ) [RPC] [RETRY]
:FuBiCookie* SAssignFrustumToGo( const FrustumId*, const Goid* ) [RPC] [RETRY]
:const Goid* SCloneGo( const GoCloneReq& ) [COMPLEX]
:const Goid* SCloneGo( const GoCloneReq&, const char* ) [COMPLEX]
:FuBiCookie* SCreateFrustumForGo( const Goid* ) [RPC] [RETRY]
:const Goid* SCreateGo( const GoCreateReq& ) [COMPLEX]
:bool Select( const Goid* )
:bool Select( const Goid*, bool )
:void SetAbortScriptID( const Goid*, const string&, const SFxSID* ) [COMPLEX] [RPC]
:void SetEnchantmentDoneMessage( const Goid*, const string&, const Goid*, eWorldEvent ) [COMPLEX] [RPC]
:void SetQuestBool( const Goid*, const char*, const char*, bool ) [COMPLEX] [RPC]
:void SetQuestFloat( const Goid*, const char*, const char*, float ) [COMPLEX] [RPC]
:void SetQuestInt( const Goid*, const char*, const char*, int ) [COMPLEX] [RPC]
:void SetQuestString( const Goid*, const char*, const char*, const string& ) [COMPLEX] [RPC]
:bool SetScidBit( const Scid*, int, bool )
:unsigned int SetScidBits( const Scid*, unsigned int )
:void SMarkForDeletion( Go* ) [COMPLEX] [RPC]
:void SMarkForDeletion( Go*, bool, bool, bool ) [COMPLEX] [RPC]
:void SMarkForDeletion( Go*, bool, bool ) [COMPLEX] [RPC]
:void SMarkForDeletion( Go*, bool ) [COMPLEX] [RPC]
:void SMarkForDeletion( const Goid* ) [RPC]
:void SMarkForDeletion( const Goid*, bool, bool, bool ) [RPC]
:void SMarkForDeletion( const Goid*, bool, bool ) [RPC]
:void SMarkForDeletion( const Goid*, bool ) [RPC]
:void SMarkForDeletion( const Scid* ) [RPC]
:void SMarkForDeletion( const Scid*, bool, bool, bool ) [RPC]
:void SMarkForDeletion( const Scid*, bool, bool ) [RPC]
:void SMarkForDeletion( const Scid*, bool ) [RPC]
:void SMarkGoAndChildrenForDeletion( Go* ) [COMPLEX] [RPC]
:void SMarkGoAndChildrenForDeletion( Go*, bool, bool, bool ) [COMPLEX] [RPC]
:void SMarkGoAndChildrenForDeletion( Go*, bool, bool ) [COMPLEX] [RPC]
:void SMarkGoAndChildrenForDeletion( Go*, bool ) [COMPLEX] [RPC]
:void SMarkGoAndChildrenForDeletion( const Goid* ) [RPC]
:void SMarkGoAndChildrenForDeletion( const Goid*, bool, bool, bool ) [RPC]
:void SMarkGoAndChildrenForDeletion( const Goid*, bool, bool ) [RPC]
:void SMarkGoAndChildrenForDeletion( const Goid*, bool ) [RPC]
:void SMarkGoAndChildrenForDeletion( const Scid* ) [RPC]
:void SMarkGoAndChildrenForDeletion( const Scid*, bool, bool, bool ) [RPC]
:void SMarkGoAndChildrenForDeletion( const Scid*, bool, bool ) [RPC]
:void SMarkGoAndChildrenForDeletion( const Scid*, bool ) [RPC]
:FuBiCookie* SReleaseFrustumFromGo( const Goid*, bool ) [RPC] [RETRY]
:void SSetQuestBool( const Goid*, const char*, const char*, bool ) [COMPLEX] [RPC]
:void SSetQuestFloat( const Goid*, const char*, const char*, float ) [COMPLEX] [RPC]
:void SSetQuestInt( const Goid*, const char*, const char*, int ) [COMPLEX] [RPC]
:void SSetQuestString( const Goid*, const char*, const char*, const string& ) [COMPLEX] [RPC]
:bool SSetScidBit( const Scid*, int, bool )
:unsigned int SSetScidBits( const Scid*, unsigned int )
:bool StartExpiration( Go*, bool ) [COMPLEX]
:void StartWatching( const Goid*, const Goid* ) [RPC]
:void StopWatching( const Goid*, const Goid* ) [RPC]
Database of all runtime game objects (Go's).
;GoDefend [RPC]
:float GetBlockCustomDamage( const char* ) const [COMPLEX]
:float GetBlockPartCustomDamage( const char* ) const [COMPLEX]
:float BlockCombatMagicChance
:float BlockCombatMagicChanceAmount
:float BlockCombatMagicDamage
:float BlockDamage
:float BlockMeleeDamage
:float BlockMeleeDamageChance
:float BlockMeleeDamageChanceAmount
:float BlockNatureMagicChance
:float BlockNatureMagicChanceAmount
:float BlockNatureMagicDamage
:float BlockPartCombatMagicDamage
:float BlockPartDamage
:float BlockPartMeleeDamage
:float BlockPartNatureMagicDamage
:float BlockPartPiercingDamage
:float BlockPartRangedDamage
:float BlockPiercingDamage
:float BlockRangedDamage
:float BlockRangedDamageChance
:float BlockRangedDamageChanceAmount
:float ChanceToDodgeHit
:float ChanceToDodgeHitMelee
:float ChanceToDodgeHitRanged
:float Defense
:float ManaShield
:float ReflectDamageAmount
:float ReflectDamageChance
:float ReflectPiercingDamageAmount
:float ReflectPiercingDamageChance
Parameters related to defending
;GoEdit
Special edit component only used by tools
;GoFader
A component that takes an aspect and fades it
;GoFollower [RPC]
:bool IsOrientModeDefined( void ) const
:void RCSendPackedClipToFollowers( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
:void RCSendPackedPositionUpdateToFollowers( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
:void RCSendPackedUpdateToFollowers( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
:SiegeRot CurrentOrientationGoal
:eOrientMode CurrentOrientMode
:const Goid* CurrentOrientTarget
:SiegePos CurrentOrientTargPos
:float CurrentVelocity
A component that can follow (carry out) an MCP plan
;GoGizmo
Development gizmo for representing/manipulating an object in non-retail modes
;GoGold [RPC]
:FuBiCookie* RCDepositSelfIn( Go* ) [COMPLEX] [RPC] [RETRY]
Gold that may change its appearance based on count
;GoGui
:void AddEquipRequirements( const string& ) [COMPLEX]
:bool IsDroppable( void ) const
:bool IsLoreBook( void ) const
:bool IsSpellBook( void ) const
:const string& ActiveIcon
:bool CanSell
:const string& EquipRequirements
:eEquipSlot EquipSlot
:int InventoryHeight
:const string& InventoryIcon
:int InventoryMaxStackable
:int InventoryWidth
:bool IsIdentified
:float ItemPower
:const string& LastInventoryIcon
:const string& LoreKey
:unsigned int ToolTipColor
:const string& ToolTipColorName
:const string& Variation
Objects with GUI may be placed in inventory
;Goid
:bool IsValid( void ) const /* Returns true if this refers to a valid game object. */
:bool IsValidMp( void ) const /* Returns true if this refers to a valid game object that is safe for MP transfer. */
:const Goid* AnyGoid /* Returns the 'any' Goid constant. */
:Go* Go /* Returns a pointer to the Go that this Goid refers to, or NULL if invalid. */
:const Goid* InvalidGoid /* Returns the invalid Goid constant. */
:const Goid* NoneGoid /* Returns the 'none' Goid constant. */
:const Scid* Scid /* Returns the corresponding Scid, or Scid.InvalidScid if invalid. */
;GoidColl
:void Add( const Goid* )
:void Clear( void )
:bool Empty( void ) const
:const Goid* Get( int ) const
:void Set( int, const Goid* )
:int Size( void ) const
;GoInventory [RPC]
:void AddDelayedPcontent( void ) [RPC]
:bool CanAdd( const Go*, eInventoryLocation, bool ) const [COMPLEX]
:bool Contains( const Go* ) const [COMPLEX]
:void DropItemsAroundBody( void ) [RPC]
:void DropItemsFor( const Goid* ) [RPC]
:void Dump( bool, ReportContext* ) [COMPLEX]
:Go* GetEquipped( eEquipSlot ) const
:eEquipSlot GetEquippedSlot( const Goid* ) const
:eEquipSlot GetEquippedSlot( const Go* ) const [COMPLEX]
:Go* GetItem( eInventoryLocation ) const
:Go* GetItemFromTemplate( const string& ) const [COMPLEX]
:eInventoryLocation GetLocation( const Go* ) const [COMPLEX]
:bool HasGold( void ) const
:bool HasGridbox( void ) const
:bool IsActiveSpell( const Go* ) const [COMPLEX]
:bool IsAnyWeaponEquipped( void ) const
:bool IsEquipped( const Go* ) const [COMPLEX]
:bool IsMeleeWeaponEquipped( void ) const
:bool IsMeleeWeaponSelected( void ) const
:bool IsPackOnly( void ) const
:bool IsRangedWeaponEquipped( void ) const
:bool IsRangedWeaponSelected( void ) const
:bool IsSlotEquipped( eEquipSlot ) const
:bool IsSpellInProgress( const string& ) const [COMPLEX]
:bool IsSpellSelected( void ) const
:bool ListItems( QtColl&, eInventoryLocation, GopColl& ) const [COMPLEX]
:bool ListItems( eInventoryLocation, GopColl& ) const [COMPLEX]
:bool ListItems( eQueryTrait, eInventoryLocation, GopColl& ) const [COMPLEX]
:bool LocationContainsTemplate( eInventoryLocation, const string& ) [COMPLEX]
:FuBiCookie* RCAdd( Go*, eInventoryLocation, eActionOrigin, bool ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCAddGold( int ) [RPC] [RETRY]
:FuBiCookie* RCAutoEquip( eEquipSlot, const Goid*, eActionOrigin, bool ) [RPC] [CHECK_SERVER] [RETRY]
:void RCBeginUse( void ) [RPC]
:void RCDeactivateGuiItems( void ) [RPC]
:void RCEndUse( void ) [RPC]
:FuBiCookie* RCEquip( eEquipSlot, const Goid*, eActionOrigin ) [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCRemove( Go* ) [COMPLEX] [RPC] [RETRY]
:FuBiCookie* RCRemove( Go*, const SiegePos& ) [COMPLEX] [RPC] [RETRY]
:FuBiCookie* RCRemove( Go*, const SiegePos&, const Quat&, bool ) [COMPLEX] [RPC] [RETRY]
:void RCRemoveExpendedItem( const Goid* ) [RPC]
:FuBiCookie* RCSelect( eInventoryLocation, eActionOrigin ) [RPC] [CHECK_SERVER] [RETRY]
:void RCSetCustomHead( const string& ) [COMPLEX] [RPC]
:void RCSetForceGet( bool ) [RPC]
:FuBiCookie* RCSetGold( int ) [RPC] [CHECK_SERVER] [RETRY]
:void RCSetInventoryDirty( bool ) [RPC]
:FuBiCookie* RCSetLocation( Go*, eInventoryLocation, bool ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCTransfer( Go*, Go*, eInventoryLocation, eActionOrigin, bool ) [COMPLEX] [RPC] [RETRY]
:FuBiCookie* RCUnequip( eEquipSlot, eActionOrigin ) [RPC] [RETRY]
:void ReportItemSwitching( Go* ) [COMPLEX] [RPC]
:FuBiCookie* RSAdd( Go*, eInventoryLocation, eActionOrigin, bool ) [COMPLEX] [RPC] [RETRY]
:FuBiCookie* RSAddGold( int ) [RPC] [RETRY]
:FuBiCookie* RSAutoEquip( eEquipSlot, const Goid*, eActionOrigin ) [RPC] [RETRY]
:FuBiCookie* RSAutoEquip( eEquipSlot, const Goid*, eActionOrigin, bool ) [RPC] [RETRY]
:FuBiCookie* RSCreateAddItem( eInventoryLocation, const string& ) [COMPLEX] [RPC] [RETRY]
:FuBiCookie* RSEquip( eEquipSlot, const Goid*, eActionOrigin ) [RPC] [RETRY]
:FuBiCookie* RSRemove( Go*, bool, Go* ) [COMPLEX] [RPC] [RETRY]
:FuBiCookie* RSRemove( Go*, bool ) [COMPLEX] [RPC] [RETRY]
:FuBiCookie* RSSelect( eInventoryLocation, eActionOrigin ) [RPC] [RETRY]
:void RSSetForceGet( bool ) [RPC]
:FuBiCookie* RSSetGold( int ) [RPC] [RETRY]
:FuBiCookie* RSSetLocation( Go*, eInventoryLocation, bool ) [COMPLEX] [RPC] [RETRY]
:FuBiCookie* RSTransfer( Go*, Go*, eInventoryLocation, eActionOrigin, bool ) [COMPLEX] [RPC] [RETRY]
:FuBiCookie* RSUnequip( eEquipSlot, eActionOrigin ) [RPC] [RETRY]
:bool SAutoGet( const Goid*, eActionOrigin )
:bool SAutoGive( const Goid*, const Goid*, eActionOrigin )
:bool SAutoUse( const Goid*, eActionOrigin, bool )
:bool SBeginGive( const Goid*, eActionOrigin )
:void SBeginUse( const Goid* ) [RPC]
:void SDeactivateGuiItems( void ) [RPC]
:bool SEndGive( const Goid*, const Goid*, eActionOrigin )
:void SEndUse( const Goid* ) [RPC]
:void SSetCustomHead( const string& ) [COMPLEX] [RPC]
:void SSetInventoryDirty( bool ) [RPC]
:void SSyncRevivedPartyGold( void ) [RPC]
:bool TestEquip( const Goid*, eEquipSlot ) const
:bool TestEquipPassive( const Goid* ) const
:bool TestGet( const Goid* ) const
:bool TestGet( const Goid*, bool ) const
:eAnimStance AnimStance
:int AnimStanceInt
:Go* BestArmor
:bool ForceGet
:float FullRatio
:int Gold
:int GridAreaFree
:int GridAreaMax
:int GridAreaUsed
:UIGridbox* Gridbox
:int GridHeight
:int GridWidth
:Go* SelectedItem
:eInventoryLocation SelectedLocation
:Go* SelectedMeleeWeapon
:Go* SelectedRangedWeapon
:Go* SelectedSpell
:Go* SelectedWeapon
:Go* Shield
Defines contents and size of inventory
;GoMagic [RPC]
:void ApplyEnchantments( const Goid*, const Goid* ) [RPC]
:eTargetTypeFlags BuildTargetTypeFlags( Go*, Go* ) [COMPLEX]
:bool CanReachNextLevel( const Go* ) [COMPLEX]
:float EvaluateAttackDamageModifierMax( const Go*, const Go* ) const [COMPLEX]
:float EvaluateAttackDamageModifierMin( const Go*, const Go* ) const [COMPLEX]
:float EvaluateCastExperience( const Go*, const Go* ) const [COMPLEX]
:float EvaluateEffectDuration( const Go*, const Go* ) const [COMPLEX]
:float EvaluateManaCost( const Go*, const Go* ) const [COMPLEX]
:float GetLongestAlteration( const Goid*, const Goid* )
:float GetMagicLevel( const Go* ) [COMPLEX]
:bool HasNonInnateEnchantments( void )
:bool IsCastableOn( Go* ) [COMPLEX]
:bool IsCastableOn( Go*, bool ) [COMPLEX]
:bool IsDefensive( void )
:bool IsOffensive( void )
:bool IsPotion( void ) const
:bool IsRejuvenationPotion( void ) const
:bool IsSpell( void ) const
:void RCApplyEnchantments( const Goid*, const Goid*, const char* ) [COMPLEX] [RPC]
:void RCOneShotUsed( Go* ) [COMPLEX] [RPC]
:void RCSetPotionAmount( float ) [RPC]
:void SApplyEnchantments( const Goid*, const Goid* ) [RPC]
:void SApplyEnchantmentsByName( const Goid*, const Goid*, const char* ) [COMPLEX] [RPC]
:bool SCast( Go* ) [COMPLEX]
:bool ApplyEnchantmentsOnCast
:const string& AttackDamageModifierMax
:const string& AttackDamageModifierMin
:const string& CasterStateName
:const string& CastExperience
:float CastRange
:float CastReloadDelay
:unsigned int CastSubAnimation
:bool DoesDamagePerSecond
:const string& EffectDuration
:bool IsCommandCast
:bool IsOneShot
:bool IsOneUse
:eMagicClass MagicClass
:float ManaCost
:const string& ManaCostModifier
:const string& ManaCostUI
:const string& ManaCostUIModifier
:float MaxCastLevel
:float PContentLevel
:float PotionFullRatio
:const string& PrefixModifierName
:float RequiredCastLevel
:bool RequiresLineOfSight
:bool RequireStateCheck
:const string& SkillClass
:float SkillCoefficientA
:float SkillCoefficientB
:float SpeedBias
:const string& StateName
:const string& SuffixModifierName
:eTargetTypeFlags TargetTypeFlags
:eTargetTypeFlags TargetTypeFlagsNot
:eUsageContextFlags UsageContextFlags
Parameters controlling magic
;GoMath
:static float AzimuthAngleToTarget( const Goid* go, const Goid* target ) /* Returns the radian azimuth angle between a go's current orientation and the position of target. */
:static float OrbitAngleToTarget( const Goid* go, const Goid* target ) /* Returns the radian orbit angle between a go's current orientation and the position of target. */
:static float RandomFloat( float maxFloat ) /* Returns a randomly generated float between 0.0 and 'maxFloat'. */
:static float RandomFloat( float minFloat, float maxFloat ) /* Returns a randomly generated float between 'minFloat' and 'maxFloat'. */
:static int RandomInt( int maxInt ) /* Returns a randomly generated integer between 0 and 'maxInt'. */
:static int RandomInt( int minInt, int maxInt ) /* Returns a randomly generated integer between 'minInt' and 'maxInt'. */
;GoMind [RPC]
:bool ActorAutoDefendsOthers( void ) const
:bool ActorAutoHealsOthersLife( void ) const
:bool ActorAutoHealsOthersMana( void ) const
:bool ActorAutoHealsSelfLife( void ) const
:bool ActorAutoHealsSelfMana( void ) const
:bool ActorAutoPicksUpItems( void ) const
:bool ActorAutoReanimatesFriends( void ) const
:bool ActorAutoSwitchesToKarate( void ) const
:bool ActorAutoSwitchesToMagic( void ) const
:bool ActorAutoSwitchesToMelee( void ) const
:bool ActorAutoSwitchesToRanged( void ) const
:bool ActorAutoUsesStoredItems( void ) const
:bool ActorAutoXfersMana( void ) const
:float ActorBalancedAttackPreference( void ) const
:bool ActorPrefersMagic( void ) const
:bool ActorPrefersMelee( void ) const
:bool ActorPrefersRanged( void ) const
:bool AliveEnemiesVisible( void )
:bool AliveFriendsVisible( void )
:bool AmBusy( void ) const
:bool AmFacing( const SiegePos& ) const [COMPLEX]
:bool AmFacing( Go* ) const [COMPLEX]
:bool AmPatrolling( void ) const
:bool CanOperateOn( Go* ) [COMPLEX]
:void Clear( eJobQ ) [RPC]
:void Clear( void ) [RPC]
:void ClearAndCommit( eJobQ ) [RPC]
:bool DoingJobOriginatingFrom( eJobQ, Go* ) [COMPLEX]
:void Dump( bool, ReportContext* ) [COMPLEX]
:void Dump2( bool, ReportContext* ) [COMPLEX]
:float Get2DDistance( Go* ) const [COMPLEX]
:bool GetAutoItems( GopColl& ) const [COMPLEX]
:bool GetAutoItems( QtColl&, GopColl& ) const [COMPLEX]
:bool GetAutoItems( eQueryTrait, GopColl& ) const [COMPLEX]
:Go* GetClosestVisible( QtColl& ) const [COMPLEX]
:Go* GetClosestVisible( eQueryTrait ) const
:bool GetClosestVisible( QtColl&, GopColl& ) const [COMPLEX]
:bool GetClosestVisible( eQueryTrait, GopColl& ) const [COMPLEX]
:float GetDistance( Go* ) const [COMPLEX]
:float GetDistanceAtPlanEnd( Go* ) const [COMPLEX]
:bool GetEnemiesInSphere( float, GopColl* ) const [COMPLEX]
:bool GetEngagedMe( GopColl& ) const [COMPLEX]
:bool GetEngagedMeEnemies( GopColl& ) const [COMPLEX]
:Go* GetFarthestVisible( QtColl& ) const [COMPLEX]
:Go* GetFarthestVisible( eQueryTrait ) const
:bool GetFarthestVisible( QtColl&, GopColl& ) const [COMPLEX]
:bool GetFarthestVisible( eQueryTrait, GopColl& ) const [COMPLEX]
:bool GetFriendsInSphere( float, GopColl& ) const [COMPLEX]
:Job* GetFrontJob( eJobQ ) const
:bool GetOccupantsInSphere( float, GopColl& ) const [COMPLEX]
:bool GetPartyMembersInSphere( float, GopColl* ) const [COMPLEX]
:Go* GetVisible( QtColl& ) const [COMPLEX]
:Go* GetVisible( QtColl&, float ) const [COMPLEX]
:Go* GetVisible( eQueryTrait ) const
:Go* GetVisible( eQueryTrait, float ) const
:bool GetVisible( QtColl&, GopColl& ) const [COMPLEX]
:bool GetVisible( QtColl&, GopColl&, float ) const [COMPLEX]
:bool GetVisible( eQueryTrait, GopColl& ) const [COMPLEX]
:bool GetVisible( eQueryTrait, GopColl&, float ) const [COMPLEX]
:bool HasEnemiesInSphere( float ) const
:bool HasPartyMembersInSphere( float ) const
:bool HaveOccupantsInSphere( float ) const
:bool IsCurrentActionHumanInterruptable( void ) const
:bool IsEnemy( const Go* ) const [COMPLEX]
:bool IsFriend( const Go* ) const [COMPLEX]
:bool IsIn2DRange( Go*, float ) const [COMPLEX]
:bool IsInEngageRange( Go*, Go* ) const [COMPLEX]
:bool IsInMeleeEngageRange( Go* ) const [COMPLEX]
:bool IsInRange( Go*, Go*, eRangeLimit ) const [COMPLEX]
:bool IsInRange( Go*, float ) const [COMPLEX]
:bool IsInRangedEngageRange( Go* ) const [COMPLEX]
:bool IsInSpellRange( Go*, Go* ) const [COMPLEX]
:bool IsInVisibilityCone( Go* ) const [COMPLEX]
:bool IsLifeHigh( void ) const
:bool IsLifeLow( void ) const
:bool IsLosClear( const SiegePos& ) const [COMPLEX]
:bool IsLosClear( Go* ) const [COMPLEX]
:bool IsManaHigh( void ) const
:bool IsManaLow( void ) const
:bool IsRidingElevator( void ) const
:bool ItemsVisible( void ) const
:bool JobRecentlyFailedToPathTo( Go* ) [COMPLEX]
:bool MayAutoCastLifeDamagingSpell( void )
:bool MayAutoCastLifeHealingSpell( void )
:bool MayAutoUseMeleeWeapon( void )
:bool MayAutoUseRangedWeapon( void )
:bool MaySDoJob( eJobAbstractType )
:bool OnAlertProjectileNearMissedAttack( void ) const
:bool OnAlertProjectileNearMissedFlee( void ) const
:bool OnEnemyEnteredICZAttack( void ) const
:bool OnEnemyEnteredICZFlee( void ) const
:bool OnEnemyEnteredICZSwitchToMelee( void ) const
:bool OnEnemyEnteredOCZAttack( void ) const
:bool OnEnemyEnteredOCZFlee( void ) const
:bool OnEnemyEnteredWeaponEngageRangeAttack( void ) const
:bool OnEnemySpottedAlertFriends( void ) const
:bool OnEnemySpottedAttack( void ) const
:bool OnEnemySpottedFlee( void ) const
:bool OnEngagedFleedAbortAttack( void ) const
:bool OnEngagedLostConsciousnessAbortAttack( void ) const
:bool OnEngagedLostLoiter( void ) const
:bool OnEngagedLostReturnToJobOrigin( void ) const
:bool OnFriendEnteredICZAttack( void ) const
:bool OnFriendEnteredICZFlee( void ) const
:bool OnFriendEnteredOCZAttack( void ) const
:bool OnFriendEnteredOCZFlee( void ) const
:bool OnJobReachedTravelDistanceAbortAttack( void ) const
:bool OnLifeRatioLowFlee( void ) const
:bool OnManaRatioLowFlee( void ) const
:bool PickSafeSpotAwayFrom( Go*, float, SiegePos& ) const [COMPLEX]
:void RCSetClientCachedEngagedObject( const Goid* ) [RPC]
:void RCSetCombatOrders( eCombatOrders ) [RPC]
:void RCSetDispositionOrders( eActorDisposition ) [RPC]
:void RCSetFocusOrders( eFocusOrders ) [RPC]
:void RCSetMovementOrders( eMovementOrders ) [RPC]
:void ReqResetSensorsSelfAndVisible( void ) [RPC]
:void RequestProcessHitEngaged( void ) [RPC]
:void ResetSensors( void ) [RPC]
:void RSCastLifeHealingSpell( eActionOrigin ) [RPC]
:void RSDoJob( const JobReq& ) [COMPLEX] [RPC]
:void RSDoJobPacker( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
:void RSDrinkLifeHealingPotion( eActionOrigin ) [RPC]
:void RSDrinkManaHealingPotion( eActionOrigin ) [RPC]
:void RSDrop( Go*, SiegePos, eQPlace, eActionOrigin ) [COMPLEX] [RPC] [!SKRIT]
:void RSDropGold( int, SiegePos, eQPlace, eActionOrigin ) [RPC] [!SKRIT]
:void RSGet( Go*, eQPlace, eActionOrigin ) [COMPLEX] [RPC]
:void RSGive( Go*, Go*, eQPlace, eActionOrigin ) [COMPLEX] [RPC]
:void RSGuard( Go*, eQPlace, eActionOrigin ) [COMPLEX] [RPC]
:void RSMove( const SiegePos&, eQPlace, eActionOrigin ) [COMPLEX] [RPC]
:void RSSetCombatOrders( eCombatOrders ) [RPC]
:void RSSetDispositionOrders( eActorDisposition ) [RPC]
:void RSSetFocusOrders( eFocusOrders ) [RPC]
:void RSSetMovementOrders( eMovementOrders ) [RPC]
:void RSStop( eActionOrigin ) [RPC]
:void RSUse( Go*, eQPlace, eActionOrigin ) [COMPLEX] [RPC]
:Job* SDoJob( const JobReq& ) [COMPLEX]
:bool Send( const WorldMessage& ) [COMPLEX]
:bool SendDelayed( const WorldMessage&, float ) [COMPLEX]
:bool UnderstandsJob( eJobAbstractType ) const
:bool ActorAutoFidgets
:eWeaponPreference ActorWeaponPreference
:int AllignedTeam
:Go* BestFocusEnemy
:bool BrainActive
:eCombatOrders CombatOrders
:float Comfort
:eActorDisposition DispositionOrders
:int EngagedMeAttackerCount
:int EngagedMeMeleeAttackerCount
:int EngagedMeRangedAttackerCount
:const Goid* EngagedObject
:int FleeCount
:float FleeDistance
:eFocusOrders FocusOrders
:eJobAbstractType FrontActionJat
:WorldMessage* HandlingMessage
:const Scid* InitialCommand
:float InnerComfortZoneRange
:float JobTravelDistanceLimit
:SiegePos& LastExecutedUserAssignedActionPosition
:float LimitedMovementRange
:bool MayAttack
:bool MayBeAttacked
:float MeleeEngageRange
:eMovementOrders MovementOrders
:float OuterComfortZoneRange
:float PersonalSpaceRange
:float RangedEngageRange
:unsigned int Rank
:float SensorScanPeriod
:float SightOriginHeight
:float SightRange
:GopColl& TempGopColl1
:GopColl& TempGopColl2
:GopColl& TempGopColl3
:SiegePos& TempPos1
:QtColl& TempQtColl1
:Vector& TempVector1
:float TimeElapsedSinceLastEnemySpotted
:float VisibilityMemoryDuration
:float WeaponRange
The mind will make the actor act.
;GoParty [RPC]
:void AddMemberNow( Go* ) [COMPLEX] [RPC]
:void RCAddMemberNow( Go* ) [COMPLEX] [RPC]
:void RCRemoveMemberNow( Go* ) [COMPLEX] [RPC]
:void RemoveMemberNow( Go* ) [COMPLEX] [RPC]
:void RSAddMemberNow( Go* ) [COMPLEX] [RPC]
:void RSRemoveMemberNow( Go* ) [COMPLEX] [RPC]
:Formation* Formation
:GopColl& TempGopCollA
:GopColl& TempGopCollB
:GopColl& TempGopCollC
:QtColl& TempQtColl1
:int WaitingToJoinCount
A party groups a set of Go's together and applies intelligence on a higher level
;GopColl
:void Add( Go* ) [COMPLEX]
:void Clear( void )
:bool Empty( void ) const
:Go* Get( int ) const
:void Set( int, Go* ) [COMPLEX]
:int Size( void ) const
;GoPhysics [RPC]
:const Vector& AngularVelocity
:float ExplosionMagnitude
:float Gravity
:bool RandomizeVelocity
:float Velocity
Variables to tune the physics engine for an object
;GoPlacement [RPC]
:void RCSetOrientation( const Quat& ) [COMPLEX] [RPC] [CHECK_SERVER]
:void RCSetPlacementPeek( SiegePos, Quat ) [RPC] [!SKRIT] [CHECK_SERVER]
:void RCSetPosition( const SiegePos& ) [COMPLEX] [RPC] [CHECK_SERVER]
:void SSetOrientation( const Quat& ) [COMPLEX] [RPC]
:void SSetPlacement( const SiegePos&, const Quat&, bool ) [COMPLEX] [RPC]
:void SSetPosition( const SiegePos&, bool ) [COMPLEX] [RPC]
:bool IsInVisibleNode
:bool IsNodeInAnyWorldFrustum
:eLogicalNodeFlags LiquidFlags
:float LiquidHeight
:const Quat& Orientation
:const SiegePos& Position
:const SiegePos& RawPosition
Placement (position and orientation) of the object in the world
;GoPotion [RPC]
Represents a potion that may change its visual appearance based on 'fullness'
;GoSkritComponent : GoComponent
;GoStore [RPC]
:void RCAddToStore( const Goid*, unsigned int ) [RPC]
:void RCRefreshStoreView( unsigned int ) [RPC]
:void RCRemoveFromStore( const Goid*, unsigned int ) [RPC]
:void RCRemoveItemFromGrid( const Goid*, unsigned int ) [RPC]
:FuBiCookie* RSAddPackmule( Go*, Go* ) [COMPLEX] [RPC] [RETRY]
:void RSAddShopper( const Goid* ) [RPC]
:void RSAddToStore( const Goid*, const Goid*, int ) [RPC]
:void RSRemoveFromStore( const Goid*, const Goid*, int, bool ) [RPC]
:void RSRemoveShopper( const Goid* ) [RPC]
:float ItemMarkup
:int NumHires
Store that buys and sells goods
;GpConsole [SINGLETON]
:bool Execute( const string& ) [COMPLEX]
The development console
;gpversion
;GRect
;GridItem
;GUID
;Help [SINGLETON]
:static void All( void ) [RPC] /* Dump the entire system to the console. */
:static void Class( const char* className ) [COMPLEX] [RPC] /* Get help for a class's functions and variables. */
:static void Classes( void ) [RPC]
:static void Classes( bool ) [RPC]
:static void Enum( const char* enumName ) [COMPLEX] [RPC] /* List all the constants available for the given enum. */
:static void Enums( void ) [RPC]
:static void Enums( bool ) [RPC]
:static void Global( const char* globalName ) [COMPLEX] [RPC] /* Get help for an individual global function. */
:static void Globals( void ) [RPC] /* List all available global functions to the console. */
Help support for SiegeSkrit.
;InputBinder
:static void DumpBinders( void ) [RPC]
;Job
:void ClearTimer( void )
:bool EndRequested( void )
:void EnterAtomicState( float )
:bool InAtomicState( void )
:bool IsCleaningUp( void )
:bool IsDefensive( void )
:bool IsMarkedForDeletion( void )
:bool IsOffensive( void )
:bool IsShuttingDown( void )
:bool IsUserAssigned( void )
:void LeaveAtomicState( void )
:void MarkCleaningUp( void )
:void MarkForDeletion( eJobResult )
:void MarkForDeletion( void )
:void RequestEnd( void )
:void TakesOver( Job* ) [COMPLEX]
:float Float1
:Go* Go
:const Goid* GoalModifier
:const Goid* GoalObject
:const Quat& GoalOrientation
:const SiegePos& GoalPosition
:eEquipSlot GoalSlot
:const Goid* Goid
:unsigned int Id
:const SiegePos& InitPosition
:int Int1
:int Int2
:eJobAbstractType JobAbstractType
:eJobResult JobResult
:bool JobSuccessful
:float JobTravelDistance
:GoMind* Mind
:eActionOrigin Origin
:const Goid* QueueIconGoid
:const Scid* StartedBySECommand
:float Timer
:bool TraitInterruptable
:bool TraitUseSpatialSensors
;JobReq
:float Float1 /* Job param - float1 */
:const Goid* GoalModifier /* Job param - goal modifier */
:const Goid* GoalObject /* Job param - goal object */
:const Quat& GoalOrientation /* Job param - goal orientation */
:const SiegePos& GoalPosition /* Job param - goal position */
:int Int1 /* Job param - int1 */
:int Int2 /* Job param - int2 */
:eJobAbstractType Jat /* Job Abstract Type */
:const Goid* Notify /* Goid to notify on completion */
:eActionOrigin Origin /* Job assignment origin */
:unsigned int PlaceAfter /* Job placement relative to other job. */
:unsigned int PlaceBefore /* Job placement relative to other job. */
:eJobQ Q /* Job queue */
:eQPlace QPlace /* Job queue placement */
:const Scid* SECommandScid /* Job param - Which SE command is asking */
:eEquipSlot Slot /* Job param - slot */
;JobResult
:unsigned int Count /* Times this job was attempted */
:const Goid* GoalModifier /* Job param - goal modifier */
:const Goid* GoalObject /* Job param - goal object */
:const SiegePos& GoalPosition /* Job param - goal position */
:eJobAbstractType Jat /* Job Abstract Type */
:eActionOrigin Origin /* Job assignment origin */
:eJobResult Result /* Result at job finish. */
:const double& TimeFinished /* Time when job was finished. */
:eJobTraits Traits /* Job Traits */
;LightId
:void GetPosition( SiegePos& ) const [COMPLEX]
:bool IsValid( void ) const
:bool Active
:unsigned int Color
:float Intensity
:const LightId* InvalidLightId
;Math
:static float Abs( float f ) /* Returns the absolute value of 'f'. */
:static float Ceil( float f ) /* Returns the ceil of 'f'. */
:static float Cos( float f ) /* Returns the cosine of 'f', which must be in radians. */
:static float DegreesToRadians( float f ) /* Converts 'f' from degrees to radians. */
:static float FilterSmoothStep( float a ) /* Run a smoothing filter on 'x', with 'a' and 'b' defining the beginning and ending of the filter along x. */
:static float FilterSmoothStep( float x, float, float ) /* Run a smoothing filter on 'x'. */
:static float Floor( float f ) /* Returns the floor of 'f'. */
:static float FromPercent( float )
:static float Length( const Vector& v ) [COMPLEX] /* Returns length of v. */
:static float Length2( const Vector& v ) [COMPLEX] /* Returns squared length of v. */
:static float MaxFloat( float a, float b ) /* Returns the maximum of two numbers. */
:static int MaxInt( int a, int b ) /* Returns the maximum of two numbers. */
:static float MinFloat( float a, float b ) /* Returns the minimum of two numbers. */
:static int MinInt( int a, int b ) /* Returns the minimum of two numbers. */
:static float Pi( void ) /* Mathematical constant we all know and love. */
:static float PiHalf( void ) /* Mathematical constant we all know and love * 0.5. */
:static float RadiansToDegrees( float f ) /* Converts 'f' from radians to degrees. */
:static float RandomFloat( float maxFloat ) /* Returns a randomly generated float between 0.0 and 'maxFloat'. */
:static float RandomFloat( float minFloat, float maxFloat ) /* Returns a randomly generated float between 'minFloat' and 'maxFloat'. */
:static int RandomInt( int maxInt ) /* Returns a randomly generated integer between 0 and 'maxInt'. */
:static int RandomInt( int minInt, int maxInt ) /* Returns a randomly generated integer between 'minInt' and 'maxInt'. */
:static int Round( float f ) /* Returns 'f' rounded to the nearest integer. */
:static float RoundToFloat( float f ) /* Returns 'f' rounded to the nearest integer (returned as a float). */
:static float Sin( float f ) /* Returns the sine of 'f', which must be in radians. */
:static float ToFloat( int i ) /* Convert an int to a float. */
:static int ToInt( float f ) /* Convert a float to an int. */
;matrix_3x3
;MCPManager [SINGLETON]
:void Dump( const Goid*, ReportContext* ) [COMPLEX]
:bool Flush( const Goid* )
:bool Flush( const Goid*, float )
:bool GetLastChoreRequestedIsStillValid( const Goid*, eAnimChore, eAnimStance )
:float GetLastRequestTimeRemaining( const Goid* )
:eReqRetCode MakeRequest( const Goid*, eRequest, const Goid* )
:eReqRetCode MakeRequest( const Goid*, eRequest, const Goid*, float, float, float )
:eReqRetCode MakeRequest( const Goid*, eRequest, const Goid*, float, float, float, eReqFlag )
:eReqRetCode MakeRequest( const Goid*, eRequest, const Goid*, eReqFlag )
:eReqRetCode MakeRequest( const Goid*, eRequest )
:eReqRetCode MakeRequest( const Goid*, eRequest, const SiegePos& ) [COMPLEX]
:eReqRetCode MakeRequest( const Goid*, eRequest, const SiegePos&, float ) [COMPLEX]
:eReqRetCode MakeRequest( const Goid*, eRequest, const SiegePos&, float, eReqFlag ) [COMPLEX]
:eReqRetCode MakeRequest( const Goid*, eRequest, const SiegePos&, eReqFlag ) [COMPLEX]
:eReqRetCode MakeRequest( const Goid*, eRequest, const SiegeRot& ) [COMPLEX]
:eReqRetCode MakeRequest( const Goid*, eRequest, const SiegeRot&, eReqFlag ) [COMPLEX]
:eReqRetCode MakeRequest( const Goid*, eRequest, unsigned int, const Goid*, float, float, float )
:eReqRetCode MakeRequest( const Goid*, eRequest, unsigned int, const Goid*, float, float, float, eReqFlag )
:eReqRetCode MakeRequest( const Goid*, eRequest, unsigned int )
:eReqRetCode MakeRequest( const Goid*, eRequest, unsigned int, const SiegePos&, float ) [COMPLEX]
:eReqRetCode MakeRequest( const Goid*, eRequest, unsigned int, const SiegePos&, float, eReqFlag ) [COMPLEX]
:eReqRetCode MakeRequest( const Goid*, eRequest, unsigned int, eReqFlag )
:eReqRetCode MakeRequest( const Goid*, eRequest, float, const Goid*, float, float, float )
:eReqRetCode MakeRequest( const Goid*, eRequest, float, const Goid*, float, float, float, eReqFlag )
:eReqRetCode MakeRequest( const Goid*, eRequest, float, const SiegePos&, float ) [COMPLEX]
:eReqRetCode MakeRequest( const Goid*, eRequest, float, const SiegePos&, float, eReqFlag ) [COMPLEX]
:eReqRetCode MakeRequest( const Goid*, eRequest, float, unsigned int, const Goid*, float, float, float )
:eReqRetCode MakeRequest( const Goid*, eRequest, float, unsigned int, const Goid*, float, float, float, eReqFlag )
:eReqRetCode MakeRequest( const Goid*, eRequest, float, unsigned int, const SiegePos&, float ) [COMPLEX]
:eReqRetCode MakeRequest( const Goid*, eRequest, float, unsigned int, const SiegePos&, float, eReqFlag ) [COMPLEX]
:eReqRetCode MakeRequest( const Goid*, eRequest, eAnimChore, unsigned int, unsigned int )
:eReqRetCode MakeRequest( const Goid*, eRequest, eReqFlag )
:bool MessagesAreInSync( const Goid*, eRID, eWorldEvent )
:bool ReconstructDependancy( const Goid*, const Goid*, float )
MCP manager
;Membership
:bool Contains( const string& ) const [COMPLEX]
:bool ContainsAll( const Membership& ) const [COMPLEX]
:bool ContainsAny( const Membership& ) const [COMPLEX]
;MessageDispatch [SINGLETON]
:void RCSend( WorldMessage&, MESSAGE_DISPATCH_FLAG ) [COMPLEX] [RPC]
:void SSend( WorldMessage&, MESSAGE_DISPATCH_FLAG ) [COMPLEX] [RPC]
:void SSendDelayed( WorldMessage&, MESSAGE_DISPATCH_FLAG ) [COMPLEX] [RPC]
MessageDispatch - WorldMessage dispatcher.
;Messenger [SINGLETON]
:bool IsProcessingMessage( void ) const
:void Notify( const string&, UIWindow* ) [COMPLEX]
GameGUI message router.
;Mood [SINGLETON]
:void FadeMoodVolume( float, unsigned int ) [RPC]
:void ForceUpdateFog( float ) [RPC]
:void ForceUpdateMusic( float ) [RPC]
:void ForceUpdateRain( float ) [RPC]
:void ForceUpdateSnow( float ) [RPC]
:void ForceUpdateWind( float ) [RPC]
:const MoodSetting& GetGoMoodSetting( const Goid* )
:const string& GetGoRequestedMood( const Goid* )
:const MoodSetting& GetMoodSetting( const string& ) [COMPLEX]
:const MoodSetting& GetOriginalMoodSetting( const string& ) [COMPLEX]
:bool IsAmbientTrackPlaying( void )
:bool IsBattleTrackPlaying( void )
:bool IsStandardTrackPlaying( void )
:void PlayAmbientTrack( float ) [RPC]
:void PlayBattleTrack( float ) [RPC]
:void PlayStandardTrack( float ) [RPC]
:void ResetMoodVolume( float ) [RPC]
:void SetActiveFogGo( const Goid*, float ) [RPC]
:void SetActiveMusicGo( const Goid*, float ) [RPC]
:void SetActiveRainGo( const Goid*, float ) [RPC]
:void SetActiveSnowGo( const Goid*, float ) [RPC]
:void SetActiveSunGo( const Goid*, float ) [RPC]
:void SetActiveWindGo( const Goid*, float ) [RPC]
:void SetMood( const string&, float ) [COMPLEX] [RPC]
:void StopAmbientTrack( float ) [RPC]
:void StopBattleTrack( float ) [RPC]
:void StopStandardTrack( float ) [RPC]
:const Goid* ActiveFogGo
:const Goid* ActiveMusicGo
:const Goid* ActiveRainGo
:const Goid* ActiveSnowGo
:const Goid* ActiveSunGo
:const Goid* ActiveWindGo
Dungeon Siege mood system.
;MoodSetting
:float ambientIntroDelay /* Ambient track startup delay, in seconds */
:float ambientRepeatDelay /* Ambient track repeat delay, in seconds */
:string ambientTrack /* Ambient sound track */
:float battleIntroDelay /* Battle track startup delay, in seconds */
:float battleRepeatDelay /* Battle track repeat delay, in seconds */
:string battleTrack /* Battle music track */
:bool bFogEnabled /* Is the fog enabled */
:bool bFrustumEnabled /* Are the custom frustum dimensions enabled */
:bool bInterior /* Is this mood for interiors */
:bool bLightning /* Lightning state */
:bool bMusicEnabled /* Is the music enabled */
:bool bRainEnabled /* Is the rain enabled */
:bool bSnowEnabled /* Is the snow enabled */
:bool bWindEnabled /* Is the wind enabled */
:unsigned int fogColor /* Fog color */
:float fogDensity /* Fog density */
:float fogFarDist /* Fog far distance */
:float fogLowDetFarDist /* Low detail fog far distance */
:float fogLowDetNearDist /* Low detail fog near distance */
:float fogNearDist /* Fog near distance */
:float frustumHeight /* Height of the frustum, in meters */
:float frustumWidth /* Width of the frustum, in meters */
:string moodName /* Name of this mood */
:eMoodRoomType moodRoomType /* Room type for this mood */
:float rainDensity /* Density of the rain */
:float snowDensity /* Density of the snow */
:float standardIntroDelay /* Standard track startup delay, in seconds */
:float standardRepeatDelay /* Standard track repeat delay, in seconds */
:string standardTrack /* Standard music track */
:float transitionTime /* Requested transition time */
:float windDirection /* Direction of the wind in radians off of North */
:float windVelocity /* Velocity of the wind */
;nemaActiveChore
:float BaseAnimDurationForStance( unsigned int ) const
:int NumSubAnimsForStance( unsigned int ) const
:float SubAnimDurationForStance( unsigned int, unsigned int ) const
;nemaBlender
:void AddAnimToBlendGroup( unsigned int, float )
:void AddAnimToBlendGroup( unsigned int, float, bool )
:void CloseBlendGroup( void )
:void CloseBlendGroup( bool )
:void CloseBlendGroupWithTransition( float, bool )
:float DurationOfCurrentTimeWarp( void ) const
:float GetBaseDuration( eAnimChore, eAnimStance ) const
:float GetBaseDuration( void ) const
:const string& GetBlendedPRSDebugName( unsigned int )
:float GetBlendGroupAnimWeight( unsigned int, unsigned int )
:float GetBlendGroupWeight( unsigned int )
:float GetDuration( unsigned int ) const
:float GetDuration( eAnimChore, eAnimStance, unsigned int ) const
:int GetMinDurationAnim( eAnimChore, eAnimStance ) const
:unsigned int GetNumberOfEvents( eAnimEvent ) const
:int GetNumSubAnims( eAnimChore, eAnimStance ) const
:int GetNumSubAnims( void ) const
:float GetScalarVelocity( unsigned int ) const
:float GetScalarVelocity( eAnimChore, eAnimStance, unsigned int ) const
:int GetSubAnimIndex( unsigned int ) const
:int GetSubAnimIndex( eAnimChore, unsigned int ) const
:bool GetSubAnimsAreLoaded( eAnimChore, eAnimStance ) const
:bool IsIdle( void )
:unsigned int NumActiveAnims( void ) const
:unsigned int OpenBlendGroup( void )
:void ResetTimeWarp( void )
:void SetBlendGroupAnimWeight( unsigned int, unsigned int, float )
:void SetBlendGroupWeight( unsigned int, float )
:float TimeOfCurrentTimeWarp( void )
:bool UpdateTimeWarp( void )
:unsigned int RecentEvents
;NetFuBiReceive [SINGLETON]
:void AddReportFilters( const string& ) [COMPLEX] [RPC]
:const string& ReportFilters
Incoming packet manager.
;NetFuBiSend [SINGLETON]
:void AddReportFilters( const string& ) [COMPLEX] [RPC]
:const string& ReportFilters
:float SendDelay
Outgoing packet manager.
;NetPipe [SINGLETON]
Network IO
;PContentDb [SINGLETON]
:float GetModifierMax( const char*, const char* ) const [COMPLEX]
:float GetModifierMin( const char*, const char* ) const [COMPLEX]
:float GetModifierPower( const char* ) const [COMPLEX]
Parameterized Content Database for generated content.
;Physics [SINGLETON]
:unsigned int CreateDamageVolume( const SiegePos&, const SiegePos&, float, float, float, float, const Goid*, const Goid* ) [COMPLEX]
:unsigned int CreateDamageVolume( const Goid*, const Goid*, float, float, float, float, float, const Goid*, const Goid* )
:unsigned int CreateExplosion( const SiegePos&, float, float, float, const Goid*, const Goid* ) [COMPLEX]
:bool ExplodeGoWithDamage( const Goid*, const Goid*, const Goid* )
:bool GetAttached( unsigned int )
:bool GetCollideWithGOs( unsigned int )
:bool GetExplodeIfHitGo( unsigned int )
:bool GetExplodeIfHitTerrain( unsigned int )
:bool GetObjectAtRest( unsigned int )
:unsigned int GetSimID( const Goid* )
:bool GetUseTrajectoryToOrient( unsigned int )
:bool SetAttached( unsigned int, bool )
:bool SetCollideWithGOs( unsigned int, bool )
:bool SetDamageAll( unsigned int, bool )
:bool SetExplodeIfHitGo( unsigned int, bool )
:bool SetExplodeIfHitTerrain( unsigned int, bool )
:bool SetIgnorePartyMembers( unsigned int )
:bool SetObjectAtRest( unsigned int, bool )
:bool SetUseTrajectoryToOrient( unsigned int, bool )
:bool SExplodeGo( const Goid*, float, const Vector& ) [COMPLEX]
:void StartDropAnimation( const Goid*, const SiegePos&, const Quat& ) [COMPLEX] [RPC]
:bool DebugState
Dungeon Siege physics simulator.
;Player [RPC]
:void GetName( string& ) const [COMPLEX] [RPC]
:bool IsHeroSpecReady( void ) const
:bool IsReadyToPlay( void )
:bool IsScreenPlayer( void ) const
:void RCImportCharacter( unsigned int, const string&, int ) [COMPLEX] [RPC] [CHECK_SERVER]
:void RCQueryLatency( float ) [RPC]
:FuBiCookie* RCSetFriendTo( unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSetFriendToMe( unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSetHeroCloneSourceTemplate( const string& ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSetHeroHead( const string& ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSetHeroName( const wstring& ) [COMPLEX] [RPC] [!SKRIT] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSetHeroSkin( ePlayerSkin, const string& ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSetHeroUberLevel( float ) [RPC] [CHECK_SERVER] [RETRY]
:void RCSetInitialFrustum( unsigned int, const FrustumId*, const SiegePos&, const CameraPosition& ) [COMPLEX] [RPC] [CHECK_SERVER]
:FuBiCookie* RCSetIsOnZone( bool ) [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSetJIP( bool ) [RPC] [CHECK_SERVER] [RETRY]
:void RCSetLoadProgress( float ) [RPC] [CHECK_SERVER]
:FuBiCookie* RCSetName( const wstring& ) [COMPLEX] [RPC] [!SKRIT] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSetReadyToPlay( bool ) [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSetStartingGroup( const string& ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSetStartingPosition( const SiegePos&, const CameraPosition& ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
:void RCSetTradeGoldAmount( int, unsigned int ) [RPC] [CHECK_SERVER]
:FuBiCookie* RCSetWorldLocation( unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSetWorldState( eWorldState ) [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSyncOnMachineHelper( unsigned int, const_mem_ptr, bool ) [COMPLEX] [RPC] [!SKRIT] [RETRY]
:void RSAckLatency( float ) [RPC]
:void RSImportCharacter( const string&, int ) [COMPLEX] [RPC]
:FuBiCookie* RSSetHeroCloneSourceTemplate( const string& ) [COMPLEX] [RPC] [RETRY]
:FuBiCookie* RSSetHeroHead( const string& ) [COMPLEX] [RPC] [RETRY]
:void RSSetHeroName( const wstring& ) [COMPLEX] [RPC] [!SKRIT]
:FuBiCookie* RSSetHeroSkin( ePlayerSkin, const string& ) [COMPLEX] [RPC] [RETRY]
:FuBiCookie* RSSetHeroUberLevel( float ) [RPC] [RETRY]
:FuBiCookie* RSSetIsOnZone( bool ) [RPC] [RETRY]
:void RSSetLoadProgress( float ) [RPC]
:FuBiCookie* RSSetName( const wstring& ) [COMPLEX] [RPC] [!SKRIT] [RETRY]
:FuBiCookie* RSSetReadyToPlay( bool ) [RPC] [RETRY]
:FuBiCookie* RSSetStartingGroup( const string& ) [COMPLEX] [RPC] [RETRY]
:FuBiCookie* RSSetTradeGoldAmount( int ) [RPC] [RETRY]
:FuBiCookie* RSSetWorldState( eWorldState ) [RPC] [RETRY]
:void SetPartyDirty( void ) [RPC]
:ePlayerController Controller
:int HumanPlayerCount
:const PlayerId* Id
:unsigned int MachineId
:int Team
Player - represents each player inside the game.
;PlayerId
:bool IsValid( void ) const /* Returns true if this refers to a valid player id. */
:const PlayerId* InvalidPlayerId /* Returns the invalid PlayerId constant. */
;POINT
;Point2
:bool IsZero( void ) const
:float X
:float Y
;Profiler [SINGLETON]
:void Hide( const char* ) [COMPLEX] [RPC]
:void Show( const char* ) [COMPLEX] [RPC]
:void ShowOnly( const char* ) [COMPLEX] [RPC]
Cute little internal profiler.
;PRSKeys [MANAGED]
:float GetCurrPositionX( int ) const
:float GetCurrPositionY( int ) const
:float GetCurrPositionZ( int ) const
:float GetCurrRotationW( int ) const
:float GetCurrRotationX( int ) const
:float GetCurrRotationY( int ) const
:float GetCurrRotationZ( int ) const
:bool UpdateAbsolute( float, float )
:float CurrentNormalizedTime
:const char* DebugName
:const string& DebugNameString
:float Duration /* Returns the duration of the animation in seconds */
:bool LoopAtEnd
:int NumTracks /* Returns the number of bones (channels) in the animation */
:float ScalarVelocity
:const Vector& Velocity
:float VelocityX /* Returns the X velocity of the animation in m/s */
:float VelocityY /* Returns the Y velocity of the animation in m/s */
:float VelocityZ /* Returns the Z velocity of the animation in m/s */
Nema PRSKeys class
;QtColl
:void Add( eQueryTrait )
:void Clear( void )
;QuantifyApi [SINGLETON]
:void BeginProfile( int, bool ) [RPC]
:void ClearProfileData( void ) [RPC]
:bool Profile1( void )
:bool Profile10( void )
:bool Profile100( void )
:bool Profile50( void )
:void SnapshotProfileData( void ) [RPC]
:void StopProfile( void ) [RPC]
Interface for Quantify.
;Quat
:const Quat& IDENTITY
:const Quat& INDEFINITE
:const Quat& INVALID
:bool IsValid
:float W
:float X
:float Y
:float Z
:const Quat& ZERO
Column 0: float x, offset = 0
Column 1: float y, offset = 4
Column 2: float z, offset = 8
Column 3: float w, offset = 12
;RapiAppModule : AppModule [SINGLETON]
:bool CopyScreenShotToClipboard( void )
:bool IsCapturingMovie( void ) const
:bool ScreenShot( const char* ) [COMPLEX]
:bool ScreenShot( const unsigned short* ) [COMPLEX] [!SKRIT]
:void StartCaptureMovie( const char*, float, float, float ) [COMPLEX] [RPC]
:void StopCaptureMovie( void ) [RPC]
Rapi-enabled version of AppModule.
;RECT
;RegionId
;Report
:static void AddNewSinkToContext( const char*, const char*, const char*, const char* ) [COMPLEX] [RPC]
:static void AddNewSinkToContext( const char*, const char*, const char* ) [COMPLEX] [RPC]
:static void AddNewSinkToContext( const char*, const char* ) [COMPLEX] [RPC]
:static void AddNewSinkToSink( const char*, const char*, const char* ) [COMPLEX] [RPC]
:static void AddNewSinkToSink( const char*, const char* ) [COMPLEX] [RPC]
:static void Debugger( const char* ) [COMPLEX] [RPC]
:static void DebuggerF( const char*, ... ) [COMPLEX]
:static void Disable( const char* ) [COMPLEX] [RPC]
:static void DumpFile( const char* ) [COMPLEX] [RPC]
:static void Enable( const char* ) [COMPLEX] [RPC]
:static void Error( const char* ) [COMPLEX] [RPC]
:static void ErrorBox( const char* ) [COMPLEX] [RPC]
:static void ErrorBoxF( const char*, ... ) [COMPLEX]
:static void ErrorF( const char*, ... ) [COMPLEX]
:static void Fatal( const char* ) [COMPLEX] [RPC]
:static void Fatal( void ) [RPC]
:static void FatalF( const char*, ... ) [COMPLEX]
:static void Generic( const char* ) [COMPLEX] [RPC]
:static void GenericF( const char*, ... ) [COMPLEX]
:static bool IsEnabled( const char* ) [COMPLEX]
:static void MessageBox( const char* ) [COMPLEX] [RPC]
:static void MessageBoxF( const char*, ... ) [COMPLEX]
:static void Perf( const char* ) [COMPLEX] [RPC]
:static void PerfF( const char*, ... ) [COMPLEX]
:static void PerfLog( const char* ) [COMPLEX] [RPC]
:static void PerfLogF( const char*, ... ) [COMPLEX]
:static void RCScreen( unsigned int, const char* ) [COMPLEX] [RPC]
:static void Report( ReportContext*, const char* ) [COMPLEX]
:static void Report( const char*, const char* ) [COMPLEX] [RPC]
:static void ReportF( ReportContext*, const char*, ... ) [COMPLEX]
:static void ReportF( const char*, const char*, ... ) [COMPLEX]
:static void Screen( const char* ) [COMPLEX] [RPC]
:static void ScreenF( const char*, ... ) [COMPLEX]
:static void SScreen( unsigned int, const char* ) [COMPLEX] [RPC]
:static void SScreen( const char* ) [COMPLEX] [RPC]
:static void SScreenF( unsigned int, const char*, ... ) [COMPLEX]
:static void SScreenF( const char*, ... ) [COMPLEX]
:static void TestLog( const char* ) [COMPLEX] [RPC]
:static void TestLogF( const char*, ... ) [COMPLEX]
:static void Toggle( const char* ) [COMPLEX] [RPC]
:static const char* Translate( const char* ) [COMPLEX]
:static const char* TranslateMsg( const char* ) [COMPLEX]
:static void Warning( const char* ) [COMPLEX] [RPC]
:static void WarningF( const char*, ... ) [COMPLEX]
;ReportContext
:void BeginReport( void )
:void Disable( void )
:void Enable( bool )
:void EndReport( void )
:void Indent( void )
:bool IsEnabled( void ) const
:bool IsInReport( void ) const
:void Outdent( void )
:bool Output( const string& ) [COMPLEX]
:bool Output( const char* ) [COMPLEX]
:bool Output( const char*, int ) [COMPLEX]
:bool OutputEol( void )
:bool OutputF( const char*, ... ) [COMPLEX]
:bool OutputRaw( const char* ) [COMPLEX]
:bool OutputRaw( const char*, int ) [COMPLEX]
:void Toggle( void )
;Rules [SINGLETON]
:void AwardExperience( const Goid*, const Goid*, float ) [RPC]
:void CalculateAimingError( const Goid*, const char*, float&, float& ) [COMPLEX] [!SKRIT]
:float CalculateDamage( const Goid*, const Goid*, const Goid*, float, float, float, bool )
:float CalculateExperience( const Goid*, const Goid*, const Goid*, float )
:float CalculateMagnitude( float, float )
:void CalculateWeaponAimingError( const Goid*, float&, float& ) [COMPLEX] [!SKRIT]
:bool CanHit( const Goid*, const Goid*, const Goid*, const Goid* )
:void ChangeLife( const Goid*, float ) [RPC]
:void ChangeLife( const Goid*, float, unsigned int ) [RPC]
:void ChangeLifeLocal( const Goid*, float ) [RPC]
:void ChangeMana( const Goid*, float ) [RPC]
:void ChangeMana( const Goid*, float, unsigned int ) [RPC]
:void ChangeManaLocal( const Goid*, float ) [RPC]
:bool CheckForCriticalHit( const Goid*, const Goid* )
:bool DamageGo( const Goid*, const Goid*, const Goid*, float, bool, bool )
:void DamageGoMagic( const Goid*, const Goid*, const Goid*, SiegePos& ) [COMPLEX] [RPC]
:void DamageGoMelee( const Goid*, const Goid*, const Goid* ) [RPC]
:bool DamageGoParticle( const Goid*, const Goid*, const Goid*, float, float, float, bool, bool, bool )
:void DamageGoRanged( const Goid*, const Goid*, const Goid* ) [RPC]
:bool DamageGoTrap( const Goid*, const Goid*, const Goid*, float, float )
:bool DamageGoVolume( const Goid*, const Goid*, const Goid*, float, float, bool )
:RuleseHitType DetermineHitType( float, float, float )
:bool GetDamageRange( const Goid*, const Goid*, float&, float& ) [COMPLEX] [!SKRIT]
:bool GetDamageRange( const Goid*, const Goid*, float&, float&, bool ) [COMPLEX] [!SKRIT]
:float GetNextLevelXP( float ) const
:float GetTotalDefense( const Goid* )
:float GetTotalFireResistance( const Goid* )
:float LevelToXP( float ) const
:void OnProjectileCollision( const Goid*, const Goid* ) [RPC]
:void RCAwardPrimaryExperience( const Goid*, const char*, double, bool ) [COMPLEX] [RPC] [!SKRIT]
:void RCPlayLevelUpSoundAndText( const Goid*, const char* ) [COMPLEX] [RPC]
:void UpdateClassDesignation( const Goid* ) [RPC]
:float XPToLevel( float ) const
:float MaxLevel
:float MaxLevelUber
:const Goid* PackMemberStats
Rules for gameplay.
;Scid
:bool IsInstance( void ) const /* Returns true if this refers to a valid, non-spawned piece of static content. */
:bool IsValid( void ) const /* Returns true if this refers to a valid piece of static content. */
:Go* Go /* Returns a pointer to the Go that this Scid refers to, or NULL if invalid. */
:const Goid* Goid /* Returns the corresponding Goid, or Goid.InvalidGoid if invalid. */
:const Scid* InvalidScid /* Returns the invalid Scid constant. */
:const Scid* SpawnedScid /* Returns the 'spawned' Scid constant. */
;Server [SINGLETON]
:void DebugListPlayers( void ) [RPC]
:Player* GetHumanPlayerOnMachine( unsigned int )
:Player* GetPlayer( const wstring& ) [COMPLEX] [!SKRIT]
:Player* GetPlayer( const PlayerId* )
:bool HasPlayer( const PlayerId* )
:FuBiCookie* RCCreatePlayerOnMachine( unsigned int, const unsigned short*, const PlayerId*, ePlayerController, unsigned int ) [COMPLEX] [RPC] [!SKRIT] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCInitTeams( unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCJoinTeam( const TeamId*, const PlayerId* ) [RPC] [CHECK_SERVER] [RETRY]
:void RCKeepMeAlive( unsigned int ) [RPC] [CHECK_SERVER]
:FuBiCookie* RCMarkPlayerForDeletion( const PlayerId* ) [RPC] [CHECK_SERVER] [RETRY]
:void RCSetAllowJIP( bool ) [RPC] [CHECK_SERVER]
:FuBiCookie* RCSetAllowNewCharactersOnly( bool ) [RPC] [CHECK_SERVER] [RETRY]
:void RCSetAllowPausing( bool ) [RPC] [CHECK_SERVER]
:void RCSetAllowRespawn( bool ) [RPC]
:FuBiCookie* RCSetAllowStartLocationSelection( bool ) [RPC] [CHECK_SERVER] [RETRY]
:void RCSetDropInvOption( eDropInvOption ) [RPC]
:FuBiCookie* RCSetGamePassword( const wstring& ) [COMPLEX] [RPC] [!SKRIT] [CHECK_SERVER] [RETRY]
:void RCSetGhostTimeout( float ) [RPC] [CHECK_SERVER]
:FuBiCookie* RCSetMaxPlayers( unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSetTeam( const Team&, const string&, unsigned int ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSetTeamSign( const TeamId*, const string& ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSyncOnMachineHelper( unsigned int, const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_BACK] [RETRY]
:FuBiCookie* RSCreatePlayer( const unsigned short*, ePlayerController ) [COMPLEX] [RPC] [!SKRIT] [RETRY]
:FuBiCookie* RSJoinTeam( const TeamId*, const PlayerId* ) [RPC] [RETRY]
:void RSKeepMeAlive( void ) [RPC]
:FuBiCookie* RSSelectNextTeam( const PlayerId*, bool ) [RPC] [RETRY]
:FuBiCookie* RSSelectTeam( const PlayerId*, const string& ) [COMPLEX] [RPC] [RETRY]
:void SSetAllowRespawn( bool ) [RPC]
:void SSetDropInvOption( eDropInvOption ) [RPC]
:void SSetGhostTimeout( float ) [RPC]
:Player* ComputerPlayer
:eDropInvOption DropInvOption
:int LatencyQueryFrequency
:Player* LocalHumanPlayer
:Go* ScreenHero
:Go* ScreenParty
This is the game server object.
;Services [SINGLETON]
:SiegeConsole& FooterConsole
:SiegeConsole& OutputConsole
:SiegeConsole& WatchConsole
Basic game services.
;SFxEID
;SFxSID
;SiegeCamera
:const Vector& CameraPosition
:const SiegePos& CameraSiegePos
:float FieldOfView
:const matrix_3x3& MatrixOrientation
:float MaxAzimuth
:float MaxDistance
:float MinAzimuth
:float MinDistance
:const Quat& QuatOrientation
:const Vector& TargetPosition
:const SiegePos& TargetSiegePos
:const Vector& UpVector
:const Vector& VectorOrientation
:unsigned int ViewportHeight
:float ViewportNormalizedHeight
:float ViewportNormalizedWidth
:unsigned int ViewportWidth
;SiegeConsole
:void SetPosition( float, float )
:void SetSize( float, float )
:bool BottomUp /* True if the console fills bottom up. */
:unsigned int FillColor /* The MakeColor() color of the filled background. */
:unsigned int OutlineColor /* The MakeColor() color of the outline. */
:bool RenderFilled /* Whether or not to render the frame as filled. */
:bool RenderOutline /* Whether or not to render the frame outline. */
;Siegedatabase_guid
:bool IsNodeInAnyFrustum( void ) const
:bool IsValid( void ) const
:static Siegedatabase_guid& Make( unsigned int )
:static Siegedatabase_guid& Make( const char* ) [COMPLEX]
:const Siegedatabase_guid& UndefinedSiegeGuid
:unsigned int Value
;SiegeEngine [SINGLETON]
:const SiegeCamera& Camera
The mighty Siege Engine.
;SiegeFx [SINGLETON]
:unsigned int AddVariable( SiegePos&, const Goid* ) [COMPLEX]
:void ClearVariables( const Goid* ) [RPC]
:void FinishScript( const SFxSID* id ) [RPC] /* Tell the given SiegeFx script to finish its effect (it can take it's time) */
:SiegePos& GetVariable( unsigned int, const Goid* )
:const SFxSID* RunScript( const char*, const Goid*, const Goid*, const char*, const Goid*, eWorldEvent ) [COMPLEX]
:bool RunScriptSpecial( const char*, const char*, const Goid*, eWorldEvent, const SiegePos&, float, float, float, float ) [COMPLEX]
:void SetVariable( unsigned int, SiegePos&, const Goid* ) [COMPLEX] [RPC]
:const SFxSID* SRunMpScript( const char*, const Goid*, const Goid*, const char*, const Goid*, eWorldEvent ) [COMPLEX]
:const SFxSID* SRunScript( const char*, const Goid*, const Goid*, const char*, const Goid*, eWorldEvent ) [COMPLEX]
:bool SRunScriptSpecial( const char*, const char*, const Goid*, eWorldEvent, const SiegePos&, float, float, float, float ) [COMPLEX]
:void SStopScript( const Goid*, const char* ) [COMPLEX] [RPC]
:void SStopScript( const SFxSID* ) [RPC]
:void StopScript( const Goid*, const char* ) [COMPLEX] [RPC]
:void StopScript( const SFxSID* ) [RPC]
Interface to Siege Engine effects (SiegeFx).
;SiegeFxInterpreter [SINGLETON]
:void RCRunScriptPacker( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
:void RCStopScript( const SFxSID* ) [RPC]
Internal interface to Flamethrower_interpreter
;SiegeGuid
;SiegeId
:bool IsValid( void ) const
:const SiegeId* InvalidSiegeId
;SiegePos
:static SiegePos& Copy( const SiegePos& ) [COMPLEX]
:static SiegePos& Make( float, float, float, const Siegedatabase_guid& ) [COMPLEX]
:static SiegePos& Make( float, float, float, unsigned int )
:static SiegePos& MakeDefault( void )
:Siegedatabase_guid& Node
:Vector& Pos
:const SiegePos& UndefinedSiegePos
;SiegePosData
;SiegeRot
:static SiegeRot& Copy( const SiegeRot& ) [COMPLEX]
:static SiegeRot& Make( float, float, float, float, const Siegedatabase_guid& ) [COMPLEX]
:static SiegeRot& Make( float, float, float, float, unsigned int )
:static SiegeRot& MakeDefault( void )
:Siegedatabase_guid& Node
:Quat& Rot
:const SiegeRot& UndefinedSiegeRot
;SIZE
;Skrit
:static void CheckCommand( const char* ) [COMPLEX] [RPC]
:static void CheckFile( const char* ) [COMPLEX] [RPC]
:static void Command( const char* ) [COMPLEX] [RPC]
:static void Disassemble( const char* ) [COMPLEX] [RPC]
:static void DisassembleCommand( const char* ) [COMPLEX] [RPC]
:static void Dump( const char* ) [COMPLEX] [RPC]
:static void DumpCommand( const char* ) [COMPLEX] [RPC]
:static void Execute( const char*, const char* ) [COMPLEX] [RPC]
:static void Execute( const char* ) [COMPLEX] [RPC]
;SkritBotMgr [SINGLETON]
:bool AddSkritBot( const char* ) [COMPLEX]
:void Reload( void ) [RPC]
:void Unload( void ) [RPC]
Manager of all Skrit bots.
;SkritImpulseTarget
:static void OnExecute( HSkritObject, int, float ) [COMPLEX]
;SkritMachine
:void DisassembleCurrent( ReportContext* ) const [COMPLEX]
:void DisassembleCurrent( void ) const
:const char* MakeCurrentLocationText( void ) const
:const char* MakeCurrentLocationTextFull( void ) const
:const char* MakeCurrentSourceFile( void ) const
:int CurrentLine
;SkritObject
:float AddTimerSeconds( int, float )
:int CreateFrameTimer( int )
:void CreateFrameTimer( int, int )
:int CreateTimer( float )
:void CreateTimer( int, float )
:void DestroyTimer( int )
:void Disassemble( ReportContext* ) const [COMPLEX]
:void Disassemble( void ) const
:void Dump( ReportContext* ) const [COMPLEX]
:void Dump( void ) const
:void DumpStateMachine( ReportContext* ) const [COMPLEX]
:void DumpStateMachine( void ) const
:void GenerateDocs( ReportContext* ) const [COMPLEX]
:void GenerateDocs( void ) const
:const char* GetStateName( int ) const
:bool IsStateChangePending( void ) const
:void ResetTimerSeconds( int, float )
:void SetNewTimerSeconds( int, float )
:void SetTimerGlobal( int, bool )
:void SetTimerRepeatCount( int, int )
:int CurrentState
:const char* CurrentStateName
:const string& Name
:int PendingState
:const char* PendingStateName
:float PollPeriod
:bool TraceEvents /* trace incoming events */
:bool TraceOpCodes /* trace all opcode execution */
:bool TraceSkritCalls /* trace calls to other skrit functions within this object */
:bool TraceStateChanges /* trace changes in state */
:bool TraceSysCalls /* trace outgoing calls to system functions */
;StringTool
:static string& Append( string&, const char* ) [COMPLEX]
:static string& AppendF( string&, const char*, ... ) [COMPLEX]
:static string& Assign( string&, const char* ) [COMPLEX]
:static string& AssignF( string&, const char*, ... ) [COMPLEX]
:static bool GetDelimitedBool( const char*, int ) [COMPLEX]
:static bool GetDelimitedBool( const char*, int, char ) [COMPLEX]
:static bool GetDelimitedBool( const char*, int, char, bool ) [COMPLEX]
:static float GetDelimitedFloat( const char*, int ) [COMPLEX]
:static float GetDelimitedFloat( const char*, int, char ) [COMPLEX]
:static float GetDelimitedFloat( const char*, int, char, float ) [COMPLEX]
:static int GetDelimitedInt( const char*, int ) [COMPLEX]
:static int GetDelimitedInt( const char*, int, char ) [COMPLEX]
:static int GetDelimitedInt( const char*, int, char, int ) [COMPLEX]
:static string& GetDelimitedString( const char*, int ) [COMPLEX]
:static string& GetDelimitedString( const char*, int, char, const char* ) [COMPLEX]
:static string& GetDelimitedString( const char*, int, char ) [COMPLEX]
:static const string& GetFileNameOnly( const string& ) [COMPLEX]
:static int GetNumDelimitedValues( const char* ) [COMPLEX]
:static int GetNumDelimitedValues( const char*, char ) [COMPLEX]
:static bool IsEmpty( const char* ) [COMPLEX]
:static string& Left( string&, int ) [COMPLEX]
:static string& Mid( string&, int ) [COMPLEX]
:static string& Mid( string&, int, int ) [COMPLEX]
:static string& Right( string&, int ) [COMPLEX]
:static bool SameNoCase( const char*, const char* ) [COMPLEX]
:static bool SameNoCase( const char*, const char*, int ) [COMPLEX]
:static bool SameWithCase( const char*, const char* ) [COMPLEX]
:static bool SameWithCase( const char*, const char*, int ) [COMPLEX]
;SYSTEMTIME
;tagPOINT
;tagRECT
;tagSIZE
;Team
;TeamId
;Test
:static void MainAssert( void ) [RPC]
:static void MainCrash( void ) [RPC]
:static void MainFatal( void ) [RPC]
:static void MainWatson( void ) [RPC]
;TimeMgr [SINGLETON]
:void AddRapiFader( bool bFadeIn, float duration ) [RPC] /* Add a fade effect to screen that will last for 'duration' seconds. */
General purpose timecaster.
;TimeOfDay [SINGLETON]
:void RCSetTime( unsigned int, unsigned int ) [RPC]
:unsigned int Hour
:unsigned int Minute
Time of day
;TimeTarget
;TriggerSys [SINGLETON]
:void RCSendActionToPartyMembersRemainingInNode( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
:void SDeactivateTrigger( const Goid*, unsigned short ) [RPC]
:bool SSendActionToPartyMembersRemainingInNode( const SiegeId*, const string& ) [COMPLEX]
TriggerSys
;TTMessages
:float BeginDelay /* Delay after begin tansition after which to send beign event. */
:eWorldEvent BeginEvent /* Event to send at the beginning of terrain transition. */
:const Scid* BeginSendTo /* Scid of content to send begin message to. */
:float EndDelay /* Delay after end tansition after which to send end event. */
:eWorldEvent EndEvent /* Event to send at the end of terrain transition. */
:const Scid* EndSendTo /* Scid of content to send end message to. */
;UIButton : UIWindow
:void DisableButton( void )
:void EnableButton( void )
:bool AllowUserPress
:bool ButtonDown
:bool Disabled
:bool IsRepeater
:bool PressedState
;UICamera [SINGLETON]
:void SetCameraMode( eCameraMode ) [RPC]
:void SetCameraMode( eCameraMode, bool ) [RPC]
:eCameraMode CameraMode
:float MaxDistance
:float MinDistance
:eCameraMode PreviousMode
User interface controller for the camera.
;UICharacterSelect [SINGLETON]
:FuBiCookie* RCGeneratePortrait( const PlayerId*, unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RSGeneratePortrait( const PlayerId* ) [RPC] [RETRY]
This is the UICharacterSelect singleton
;UICheckbox : UIWindow
:void LoadCheckTexture( const string& ) [COMPLEX]
:bool AllowUserPress
:bool CheckState
;UIComboBox : UIWindow
:bool ButtonDown
:UIListbox* ChildListbox
:unsigned int Color
:bool DrawText
:bool Expanded
:int SelectedTag
:unsigned int TextColor
;UICommands [SINGLETON]
:void RCTalkBusy( Go*, unsigned int ) [COMPLEX] [RPC]
:void RSTalk( Go*, Go*, bool ) [COMPLEX] [RPC]
This is the UICommands singleton
;UICursor
;UIDialogueHandler [SINGLETON]
:void RSSendReqTalkEnd( const Goid*, const Goid* ) [RPC]
:void RSSetButtonValue( const string& ) [COMPLEX] [RPC]
This is the UIDialogueHandler singleton
;UIEditBox : UIWindow
:void EnableIme( bool )
:void GetText( string& ) const [COMPLEX]
:void GiveFocus( void )
:void SetTextPosition( int, int )
:void ShowHiddenText( bool )
:bool AllowInput
:unsigned int Color
:unsigned int ImeColor
:int MaxStringSize
:bool PermanentFocus
:int PromptIndex
:int TabStop
:const string& Text
;UIGame [SINGLETON]
:bool SelectAllPartyMembers( void )
:bool SelectLastPlayer( void )
:bool SelectNextPlayer( void )
:bool EscNisToFrontEnd
Owner of all user interface components for the game.
;UIGameConsole [SINGLETON]
:void RCChat( const wstring& ) [COMPLEX] [RPC] [!SKRIT] [CHECK_SERVER]
:void RCChatPlayer( const wstring&, unsigned int ) [COMPLEX] [RPC] [!SKRIT] [CHECK_SERVER]
:void RSChat( const wstring& ) [COMPLEX] [RPC] [!SKRIT]
:void RSChatPlayer( const wstring&, Player* ) [COMPLEX] [RPC] [!SKRIT]
Controls the retail user interface.
;UIGridbox : UIWindow
:bool AutoPlaceNotify
:bool AutoTransfer
:int BoxHeight
:int BoxWidth
:unsigned int Color
:int Columns
:bool ConsumesItems
:bool ContinuePickup
:bool DeactivateOverlapped
:float FullRatio
:const string& GridType
:bool IgnoreItem
:bool ItemDetect
:bool LocalPlace
:int Rows
:bool Store
:UITextBox* TextBox
;UIInventoryManager [SINGLETON]
:void RCAckInitiateTrade( Go*, Go*, Go*, unsigned int, unsigned int ) [COMPLEX] [RPC]
:void RCAddToDestGridbox( GridItem, unsigned int ) [RPC] [!SKRIT]
:void RCAttemptTradeCompletion( Go*, Go* ) [COMPLEX] [RPC]
:void RCCancelTrade( unsigned int ) [RPC]
:FuBiCookie* RCCombinePotions( const Goid*, const Goid*, Go*, float, float ) [COMPLEX] [RPC] [RETRY]
:FuBiCookie* RCCombinePotionsDest( const Goid*, Go*, float, float ) [COMPLEX] [RPC] [RETRY]
:void RCCompleteTrade( Go*, Go* ) [COMPLEX] [RPC]
:void RCGoldTransferComplete( Go* ) [COMPLEX] [RPC]
:void RCPlayerBusyDialog( unsigned int ) [RPC]
:void RCRemoveFromDestGridbox( int, Player* ) [COMPLEX] [RPC]
:void RCRotateSpells( const Goid* ) [RPC]
:void RCSetTradeDestAccept( bool, unsigned int ) [RPC]
:void RCSetTradeSourceAccept( bool, unsigned int ) [RPC]
:void RCTradeFailed( unsigned int ) [RPC]
:void RCTradeZeroGoldDest( unsigned int ) [RPC]
:void RCTradeZeroGoldSource( unsigned int ) [RPC]
:void RSAddToDestGridbox( GridItem, const Goid*, const Goid* ) [RPC] [!SKRIT]
:void RSAttemptTradeCompletion( Go*, Go* ) [COMPLEX] [RPC]
:void RSCancelTrade( Go*, Go* ) [COMPLEX] [RPC]
:FuBiCookie* RSCombinePotions( Go*, Go*, Go*, float, float ) [COMPLEX] [RPC] [RETRY]
:void RSCompleteTrade( Go*, Go* ) [COMPLEX] [RPC]
:void RSGoldTransferComplete( Go*, int ) [COMPLEX] [RPC]
:void RSPaperDollHandleItem( const Goid*, eEquipSlot, const Goid* ) [RPC]
:void RSRemoveFromDestGridbox( int, Player* ) [COMPLEX] [RPC]
:void RSReqInitiateTrade( Go*, Go*, Go* ) [COMPLEX] [RPC]
:void RSRotateSpells( bool, const Goid* ) [RPC]
:void RSSetTradeInvalid( Go* ) [COMPLEX] [RPC]
:void RSSetTradeValid( Go* ) [COMPLEX] [RPC]
:void RSTradeAccept( bool, Player*, Player* ) [COMPLEX] [RPC]
:void RSTradeFailed( Go*, Go* ) [COMPLEX] [RPC]
:void RSTradeZeroGold( Go*, Go* ) [COMPLEX] [RPC]
This is the UIInventoryManager singleton
;UIListbox : UIWindow
:void AddElement( const string&, int ) [COMPLEX]
:void AddElement( const string&, int, unsigned int ) [COMPLEX]
:void AddIcon( const string&, int ) [COMPLEX]
:void AutoSize( UIWindow*, int ) [COMPLEX]
:void ClearSelection( void )
:void DeselectElements( void )
:void FlashElementIcon( int, float )
:void GetSelectedText( string& ) [COMPLEX]
:bool HandleInputMessage( UIMessage& ) [COMPLEX]
:void LoadSelectionTexture( const string& ) [COMPLEX]
:void RemoveAllElements( void )
:void RemoveElement( const string& ) [COMPLEX]
:void RemoveElement( int )
:void ResizeSlider( void )
:void SelectElement( const string& ) [COMPLEX]
:void SelectElement( int )
:void SelectFirstElement( void )
:void SelectLastElement( void )
:void SelectNextElement( void )
:void SelectNextPage( void )
:void SelectPreviousElement( void )
:void SelectPreviousPage( void )
:void SetElementIcon( const string&, int ) [COMPLEX]
:void SetElementIcon( int, int )
:void SetElementSelectable( int, bool )
:void SetElementTagToolTip( int, const wstring& ) [COMPLEX] [!SKRIT]
:void SetElementText( int, int, const string&, unsigned int ) [COMPLEX]
:void SetElementTextToolTip( wstring, const wstring& ) [COMPLEX] [!SKRIT]
:unsigned int ActiveColor
:bool ButtonDown
:bool HasFocus
:int Height
:bool HitSelect
:unsigned int InvalidColor
:bool PermanentFocus
:int SelectedTag
:unsigned int TextColor
:int Width
;UIMenuManager [SINGLETON]
:void RCActivateTip( const string&, unsigned int ) [COMPLEX] [RPC]
:void RCFadeInterface( const char*, float, unsigned int ) [COMPLEX] [RPC]
:void RCPlayChapterSound( const char*, unsigned int ) [COMPLEX] [RPC] [CHECK_SERVER]
:void SActivateTip( const string&, const Goid* ) [COMPLEX] [RPC]
:void SFadeInterface( const char*, float, const Goid* ) [COMPLEX] [RPC]
:void SPlayChapterSound( const char*, const Goid* ) [COMPLEX] [RPC]
This is the UIMenuManager singleton
;UIMessage
:eUIMessage Code
:int Key
:int MsgState
:const string& Name
:int State
;UIMultiplayer [SINGLETON]
:void Chat( const wstring& ) [COMPLEX] [RPC] [!SKRIT]
:bool JoinLanGame( const char*, const char* ) [COMPLEX]
:bool JoinLanGame( const char*, const char*, bool ) [COMPLEX]
:void ProcessChatMessage( UIEditBox*, const char* ) [COMPLEX]
:void ProcessChatMessage( wstring, const char* ) [COMPLEX] [RPC] [!SKRIT]
:void RCChat( const wstring& ) [COMPLEX] [RPC] [!SKRIT] [CHECK_SERVER]
:void RCChatPlayer( const wstring&, unsigned int ) [COMPLEX] [RPC] [!SKRIT]
:FuBiCookie* RCDisplayImportCharacter( const Goid*, unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
:void RCDisplayMessage( const wstring&, unsigned int, unsigned int ) [COMPLEX] [RPC] [!SKRIT] [CHECK_SERVER]
:FuBiCookie* RCEndGameActivateStagingReturn( void ) [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCLeaveStagingArea( unsigned int ) [RPC] [RETRY]
:FuBiCookie* RCSetTimeLimit( float ) [RPC] [RETRY]
:FuBiCookie* RCStartNetworkGame( void ) [RPC] [CHECK_SERVER] [RETRY]
:void RSChat( const wstring& ) [COMPLEX] [RPC] [!SKRIT]
:void RSChatPlayer( const wstring&, Player* ) [COMPLEX] [RPC] [!SKRIT]
:FuBiCookie* RSDisplayImportCharacter( const string&, unsigned int ) [COMPLEX] [RPC] [RETRY]
:void RSDisplayMessage( const wstring&, unsigned int ) [COMPLEX] [RPC] [!SKRIT]
:FuBiCookie* RSLeaveStagingArea( const PlayerId* ) [RPC] [RETRY]
:void SBanPlayer( const PlayerId* ) [RPC]
:void SKickPlayer( const PlayerId* ) [RPC]
This layer owns all the multiplayer GUIs.
;UINormalizedRect
:float Bottom
:float Left
:float Right
:float Top
;UIOptions [SINGLETON]
The Game Options UI.
;UIPartyManager [SINGLETON]
:const Goid* DoesActivePartyHaveTemplate( const char*, const Goid* ) [COMPLEX]
:FuBiCookie* RSCreateTombstone( const Goid* ) [RPC] [RETRY]
:FuBiCookie* RSReviveCharacter( const Goid* ) [RPC] [RETRY]
:bool FollowMode
This is the UIPartyManager singleton
;UIRadioButton : UIWindow
:void LoadSelectionTexture( const string& ) [COMPLEX]
:void ResetButtonStatus( void )
:bool AllowUserPress
:bool Check
:float ClickDelay
:bool ForceCheck
:bool Invalid
:bool MidState
:const string& RadioGroup
;UIShell [SINGLETON]
:void ActivateInterface( const string&, bool ) [COMPLEX] [RPC]
:void AddActiveItem( UIWindow* ) [COMPLEX]
:void AddBlankInterface( const string& ) [COMPLEX] [RPC]
:void AddWindowToInterface( UIWindow*, const string&, bool ) [COMPLEX]
:void ClearActiveItems( void ) [RPC]
:UIWindow* CreateDefaultWindowOfType( const string& ) [COMPLEX]
:void DeactivateInterface( const string& ) [COMPLEX] [RPC]
:void DeactivateInterfaceWindows( const string& ) [COMPLEX] [RPC]
:bool DeleteWindow( UIWindow* ) [COMPLEX]
:bool DoWindowsOverlap( UIWindow*, UIWindow* ) [COMPLEX]
:bool DoWindowsOverlap( const char*, const char*, const char*, const char* ) [COMPLEX]
:UIWindow* FindUIWindow( const char*, const char* ) [COMPLEX]
:int GetNumActiveItems( const string& ) [COMPLEX]
:void HideInterface( const string& ) [COMPLEX] [RPC]
:bool IsInterfaceVisible( const string& ) [COMPLEX]
:UICursor* LoadUICursor( const string&, const string& ) [COMPLEX]
:void MarkInterfaceForActivation( const string&, bool ) [COMPLEX] [RPC]
:void MarkInterfaceForDeactivation( const string& ) [COMPLEX] [RPC]
:void PlaceInterfaceOnTop( const char* ) [COMPLEX] [RPC]
:void RemoveActiveItem( UIWindow* ) [COMPLEX]
:bool SendUIMessage( eUIMessage, const char*, const char* ) [COMPLEX]
:bool SendUIMessage( eUIMessage, const char* ) [COMPLEX]
:void ShiftGroup( const string&, const string&, int, int ) [COMPLEX] [RPC]
:void ShiftInterface( const string&, int, int ) [COMPLEX] [RPC]
:void ShowGroup( const char*, bool, bool, const char* ) [COMPLEX] [RPC]
:void ShowInterface( const string& ) [COMPLEX] [RPC]
:void UnMarkInterfaceForDeactivation( const string& ) [COMPLEX] [RPC]
:UICursor* ActiveCursor
:bool GuiDisabled
:bool LButtonDown
:int MouseX
:int MouseY
:bool RButtonDown
:int ScreenHeight
:int ScreenWidth
:bool Visible
GameGUI main shell.
;UIText : UIWindow
:void GetText( string& ) const [COMPLEX]
:void SetText( const string&, bool ) [COMPLEX]
:bool AutoSize
:unsigned int Color
:const string& Font
:JUSTIFICATION Justification
;UITextBox : UIWindow
:void CenterWindowToMousePos( void )
:int ReformatTooltip( const string&, int, unsigned int ) [COMPLEX]
:int SetLineText( int, const string&, unsigned int ) [COMPLEX]
:bool DisableUpdate
:int ElementHeight
:bool FixedLocation
:int FontHeight
:JUSTIFICATION Justification
:int LeadElement
:int LineSpacer
:unsigned int MaxActiveElements
:unsigned int NumElements
:bool Scrolling
:float ScrollRate
:bool ScrollThrough
:const string& Text
:unsigned int TextColor
:const string& ToolTipText
;UIWindow
:void AddChild( UIWindow* ) [COMPLEX]
:void ClearToolTip( void )
:void CreateCommonCtrl( const string& ) [COMPLEX]
:void DragWindow( int, int )
:bool HasFocus( void ) const
:void HideToolTip( void )
:bool IsConsumable( void ) const
:bool IsEnabled( void ) const
:bool IsPassThrough( void ) const
:bool IsToolTipVisible( void ) const
:void LoadTexture( const string&, bool ) [COMPLEX]
:void LoadTexture( unsigned int )
:bool ProcessAction( UI_ACTION, const string& ) [COMPLEX]
:bool ProcessMessage( UIMessage& ) [COMPLEX]
:bool ReceiveMessage( const UIMessage& ) [COMPLEX]
:void RemoveChild( UIWindow* ) [COMPLEX]
:void Resize( int, int )
:void SetNormalizedRect( float, float, float, float )
:void SetRect( int, int, int, int, bool )
:void SetToolTip( const wstring&, const string&, bool ) [COMPLEX] [!SKRIT]
:void SetUVRect( float, float, float, float )
:float Alpha
:unsigned int BackgroundColor
:bool BackgroundFill
:bool Border
:unsigned int BorderColor
:int BorderPadding
:UIWindowVec& Children
:const string& CommonTemplate
:bool Consumable
:const string& DockGroup
:bool DragAllowed
:bool Draggable
:int DragGridX
:int DragGridY
:float DragTime
:float DragTimeElapsed
:int DrawOrder
:bool Enabled
:const string& Group
:bool HasTexture
:bool HasToolTip
:int Height
:const string& HelpBoxName
:bool Hidden
:int Index
:UI_INPUT_TYPE InputType
:const string& InterfaceParent
:bool IsCommonControl
:bool MarkedForDeletion
:bool MarkForDeletion
:int MouseX
:int MouseY
:const string& Name
:const UINormalizedRect& NormalizedRect
:bool NormalizeResize
:UIWindow* ParentWindow
:bool PassThrough
:int PulloutOffset
:GRect& Rect
:bool Rollover
:const string& RolloverKey
:float Scale
:int ScreenHeight
:int ScreenWidth
:int Tag
:unsigned int TextureIndex
:bool TiledTexture
:UITextBox* ToolTipBox
:bool Topmost
:UI_CONTROL_TYPE Type
:const UINormalizedRect& UVRect
:bool Visible
:int Width
;UIWindowVec
:void Add( UIWindow* ) [COMPLEX]
:void Clear( void )
:bool Empty( void ) const
:UIWindow* Get( int ) const
:void Set( int, UIWindow* ) [COMPLEX]
:int Size( void ) const
;UIZoneMatch [SINGLETON]
ZoneMatch UI layer.
;Vector
:bool IsZero( void ) const
:float X
:float Y
:float Z
Column 0: float x, offset = 0
Column 1: float y, offset = 4
Column 2: float z, offset = 8
;Victory [SINGLETON]
:int GetGameStat( const char* ) [COMPLEX]
:int GetPlayerStat( const char*, const PlayerId* ) [COMPLEX]
:int GetQuestOrder( const string& ) [COMPLEX]
:int GetTeamStat( const char*, int ) [COMPLEX]
:int GetVictoryConditionValue( const char* ) [COMPLEX]
:bool IsQuestActive( const string& ) [COMPLEX]
:bool IsQuestCompleted( const string& ) [COMPLEX]
:bool IsVictoryConditionMet( const char* ) [COMPLEX]
:bool IsVictoryConditionMet( const char*, int ) [COMPLEX]
:void RCActivateChapter( const char*, int ) [COMPLEX] [RPC]
:void RCActivateQuest( const char*, int ) [COMPLEX] [RPC]
:void RCClearPlayerStats( const PlayerId* ) [RPC] [CHECK_SERVER]
:void RCCompletedQuest( const char*, const Goid* ) [COMPLEX] [RPC]
:void RCDeactivateQuest( const char* ) [COMPLEX] [RPC]
:void RCDisplayMessage( const char* ) [COMPLEX] [RPC]
:FuBiCookie* RCSetGameEnded( bool ) [RPC] [RETRY]
:FuBiCookie* RCSetGameType( const string&, unsigned int ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
:void RCSetMainCampaignWon( bool ) [RPC]
:FuBiCookie* RCSetPlayerStat( int, int, int, unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSetTeamStat( int, int, int, unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
:void RCSetTeamVictoryConditionMet( const char*, bool, int ) [COMPLEX] [RPC] [CHECK_SERVER]
:FuBiCookie* RCSetTimeLimit( float, unsigned int ) [RPC] [RETRY]
:void RCSetVictoryConditionMet( const char*, bool ) [COMPLEX] [RPC] [CHECK_SERVER]
:void RCSyncQuests( unsigned int, const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_BACK]
:void RSActivateChapter( const char*, int ) [COMPLEX] [RPC]
:void RSActivateQuest( const char*, int ) [COMPLEX] [RPC]
:void RSCompletedQuest( const char*, const Goid* ) [COMPLEX] [RPC]
:void RSDeactivateQuest( const char* ) [COMPLEX] [RPC]
:FuBiCookie* RSSetGameEnded( bool ) [RPC] [RETRY]
:void RSSetMainCampaignWon( bool ) [RPC]
:void RSUpdateQuestCompletion( const char*, const Goid* ) [COMPLEX] [RPC]
:void SDisplayMessage( const char* ) [COMPLEX] [RPC]
:void SDisplayMessage1Party( const char*, Go* ) [COMPLEX] [RPC]
:void SDisplayMessage2Party( const char*, Go*, Go* ) [COMPLEX] [RPC]
:bool SetVictoryConditionValue( const char*, int ) [COMPLEX]
:void SIncrementStat( const char*, Player*, int ) [COMPLEX] [RPC]
:void SLeaderMessage( eGameStat, const char* ) [COMPLEX] [RPC]
:void SSetTeamVictoryConditionMet( const char*, bool, int ) [COMPLEX] [RPC]
:void SSetVictoryConditionMet( const char*, bool ) [COMPLEX] [RPC]
:float GameTimeElapsed
:float GameTimeRemaining
Contains game types, quests, victory conditions.
;VTune [SINGLETON]
:bool Pause( void ) /* Pause VTune's sampling. */
:bool Resume( void ) /* Resume VTune's sampling. */
VTune support API.
;Weather [SINGLETON]
Dungeon Siege weather system.
;World [SINGLETON]
:void DrawDebugArc( const SiegePos&, const SiegePos&, unsigned int, const string&, bool ) [COMPLEX] [RPC]
:void DrawDebugBoxStack( const SiegePos&, float, unsigned int, float, const matrix_3x3& ) [COMPLEX]
:void DrawDebugCircle( const SiegePos&, float, unsigned int, const string& ) [COMPLEX] [RPC]
:void DrawDebugDashedLine( const SiegePos&, const SiegePos&, unsigned int, const string& ) [COMPLEX] [RPC]
:void DrawDebugDirectedLine( const SiegePos&, const SiegePos&, unsigned int, const string& ) [COMPLEX] [RPC]
:void DrawDebugLine( const SiegePos&, const SiegePos&, unsigned int, const string& ) [COMPLEX] [RPC]
:void DrawDebugLine( const SiegePos&, const SiegePos&, unsigned int, const string&, float ) [COMPLEX] [RPC]
:void DrawDebugLinkedTerrainPoints( const SiegePos&, const SiegePos&, unsigned int, const string& ) [COMPLEX] [RPC]
:void DrawDebugPoint( const SiegePos&, float, unsigned int, const string& ) [COMPLEX] [RPC]
:void DrawDebugPoint( const SiegePos&, float, unsigned int, float, const string&, unsigned int ) [COMPLEX] [RPC]
:void DrawDebugPulsePolygon( const SiegePos&, float, float, float, unsigned int, unsigned int, const string& ) [COMPLEX] [RPC]
:void DrawDebugScreenLabel( const SiegePos&, const string& ) [COMPLEX] [RPC]
:void DrawDebugScreenLabelColor( const SiegePos&, const string&, unsigned int ) [COMPLEX] [RPC]
:void DrawDebugSphere( const SiegePos&, float, unsigned int, const string& ) [COMPLEX] [RPC]
:void DrawDebugSphereConeSection( const SiegePos&, const Vector&, float, float, unsigned int, const string& ) [COMPLEX] [RPC]
:void DrawDebugSphereOffsetAngle( const SiegePos&, float, float, unsigned int, const string& ) [COMPLEX] [RPC]
:void DrawDebugTriangle( const SiegePos&, float, unsigned int, const string& ) [COMPLEX] [RPC]
:void DrawDebugWedge( const SiegePos&, float, const SiegePos&, float, unsigned int, bool ) [COMPLEX] [RPC]
:void DrawDebugWedge( const SiegePos&, float, const Vector&, float, unsigned int, bool ) [COMPLEX] [RPC]
:void DrawDebugWorldLabelScroll( const SiegePos&, const string&, unsigned int, float, bool ) [COMPLEX] [RPC]
:bool IsMultiPlayer( void ) const
:bool IsSinglePlayer( void ) const
:FuBiCookie* RCDialogueCallback( unsigned int, const Goid*, const Goid* ) [RPC] [RETRY]
:void RestoreWorldViewport( float ) [RPC]
:void SetWorldViewport( float, float, float, float ) [RPC]
The set of systems representing the game's world.
;WorldMap [SINGLETON]
:const string& GetRegionNameForNode( Siegedatabase_guid ) const [COMPLEX] [!SKRIT]
:FuBiCookie* RCSet( const char*, const char*, unsigned int ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCSetMpWorld( const string&, unsigned int ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
:const string& MpWorldName
World map object.
;WorldMessage
:bool HasEvent( eWorldEvent ) const
:int Data1
:eWorldEvent Event
:const Goid* SendFrom
:const Goid* SendTo
:const Scid* SendToScid
;WorldOptions [SINGLETON]
:void ClearDebugHudOptions( eDebugHudOptions ) [RPC]
:FuBiCookie* RCSetDifficulty( eDifficulty ) [RPC] [CHECK_SERVER] [RETRY]
:void RCSetGameSpeed( float ) [RPC]
:FuBiCookie* RCSyncOnMachineHelper( unsigned int, const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_BACK] [RETRY]
:void RSSetGameSpeed( float ) [RPC]
:void SetDebugHudOptions( eDebugHudOptions, bool ) [RPC]
:void SetGameSpeed( float ) [RPC]
:void SetGameSpeed( float, bool ) [RPC]
:bool TestDebugHudOptions( eDebugHudOptions ) const
:bool TestDebugHudOptionsEq( eDebugHudOptions ) const
:void ToggleDebugHudOptions( eDebugHudOptions ) [RPC]
:bool AICaching
:bool BlockMCP
:bool CrowdingMCP
:bool DebugMCP
:eDifficulty Difficulty
:float DifficultyFloat
:float GameSpeed
:bool GoalMCP
:bool HudMCP
:bool LabelMCP
:float LagMCP
:int MeleeAttackerCountLimit
:float ObjectDetailLevel
:bool OptimizeMCP
:bool ShowMCP
:bool ShowPathsMCP
:bool ShowSpatialQueries
:bool ShowTriggerSys
:bool ShowTriggerSysHits
:bool Sound
:bool TestMCP
This object is responsible for game initiation.
;WorldState [SINGLETON]
:void ForceUpdate( void ) [RPC]
:bool IsStateChangePending( void )
:void RCSetWorldStateIfInGame( unsigned int, eWorldState ) [RPC] [CHECK_SERVER]
:FuBiCookie* RCSetWorldStateOnMachine( unsigned int, eWorldState, eWorldState, double ) [RPC] [!SKRIT] [CHECK_SERVER] [RETRY]
:int Request( eWorldState, float )
:int Request( eWorldState )
:eWorldState CurrentState
:eWorldState PendingState
:eWorldState PreviousState
Object to track the current major state of the game.
;WorldTerrain [SINGLETON]
:int FindNodalTextureIndex( const SiegeId*, const string& ) [COMPLEX]
:float GetNodalTextureAnimationSpeed( const SiegeId*, int )
:bool GetNodalTextureAnimationState( const SiegeId*, int )
:bool IsNodalPathingConnected( const SiegeId*, const SiegeId* )
:FuBiCookie* RCGlobalNodeFade( int, int, int, int, unsigned char ) [RPC] [RETRY]
:FuBiCookie* RCNodeFade( unsigned int, unsigned char ) [RPC] [RETRY]
:FuBiCookie* RCRegisterWorldFrustumOnMachine( unsigned int, const PlayerId*, const FrustumId* ) [RPC] [CHECK_SERVER] [RETRY]
:FuBiCookie* RCReplaceNodalTexture( const SiegeId*, int, const string& ) [COMPLEX] [RPC] [RETRY]
:FuBiCookie* RCRequestNodeConnection( const SiegeId*, unsigned int, const SiegeId*, unsigned int, bool, bool ) [RPC] [RETRY]
:FuBiCookie* RCRequestNodeTransition( const SiegeId*, unsigned int, const SiegeId*, unsigned int, double, double, eAxisHint, const Goid*, bool, bool ) [RPC] [!SKRIT] [RETRY]
:FuBiCookie* RCRequestNodeTransition( const SiegeId*, unsigned int, const SiegeId*, unsigned int, double, double, eAxisHint, const Goid*, bool, bool, TTMessages* ) [COMPLEX] [RPC] [!SKRIT] [RETRY]
:FuBiCookie* RCSetNodalTextureAnimationSpeed( const SiegeId*, int, float ) [RPC] [RETRY]
:FuBiCookie* RCSetNodalTextureAnimationState( const SiegeId*, int, bool ) [RPC] [RETRY]
:FuBiCookie* RCSetNodeBoundsCamera( unsigned int, bool ) [RPC] [RETRY]
:FuBiCookie* RCSetNodeCameraFade( unsigned int, bool ) [RPC] [RETRY]
:FuBiCookie* RCSetNodeOccludesCamera( unsigned int, bool ) [RPC] [RETRY]
:FuBiCookie* RCSyncGlobalNodeFade( unsigned int, int, int, int, int, unsigned char ) [RPC] [RETRY]
:FuBiCookie* RCSyncNodalFlagStatesOnMachine( unsigned int, const_mem_ptr, const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [RETRY]
:FuBiCookie* RCSyncNodalTexStatesOnMachine( unsigned int, const_mem_ptr, const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [RETRY]
:FuBiCookie* RCSyncTransitionOnMachine( unsigned int, const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_BACK] [RETRY]
:void SReplaceNodalTexture( const SiegeId*, int, const string& ) [COMPLEX] [RPC]
:void SRequestNodeConnection( const SiegeId*, unsigned int, const SiegeId*, unsigned int, bool, bool ) [RPC]
:void SRequestNodeTransition( const SiegeId*, unsigned int, const SiegeId*, unsigned int, float, eAxisHint, const Goid*, bool, bool ) [RPC]
:void SRequestNodeTransition( const SiegeId*, unsigned int, const SiegeId*, unsigned int, float, eAxisHint, const Goid*, bool, bool, TTMessages* ) [COMPLEX] [RPC]
:void SSetNodalTextureAnimationSpeed( const SiegeId*, int, float ) [RPC]
:void SSetNodalTextureAnimationState( const SiegeId*, int, bool ) [RPC]
System responsible for handling world loading and caching
;WorldTime [SINGLETON]
:void RCSetServerTime( double ) [RPC] [!SKRIT]
:float RealTime /* Get the 'real' time of the system in seconds. */
:float SecondsElapsed /* Get the amount of world time elapsed since last simulation iteration. */
:unsigned int SimCount /* Get the number of simulation iterations. */
:float Time /* Get the current world time in seconds. */
This class represents world time and other time-related simulation states.
== Global functions ==
bool AnimEventBitTest( unsigned int, eAnimEvent )
eCameraOrder CameraOrderFromString( const char* ) [COMPLEX]
float ConvertRatioToAttackBlend( float, float, float, float )
float ConvertRatioToWalkBlend( float, float )
float DecodeAttackDeviation( unsigned int )
float DecodeAttackElevation( unsigned int )
float DecodeAttackLoopDuration( unsigned int )
void DumpPContentDb( void ) [RPC]
void DumpPContentDbStats( void ) [RPC]
bool EncodeAttackParameters( float, float, float, unsigned int& ) [COMPLEX] [!SKRIT]
bool FromString( const char*, FADETYPE& ) [COMPLEX] [!SKRIT]
bool FromString( const char*, eAlteration& ) [COMPLEX] [!SKRIT]
bool FromString( const char*, eAxisHint& ) [COMPLEX] [!SKRIT]
bool FromString( const char*, eCameraInterpolate& ) [COMPLEX] [!SKRIT]
bool FromString( const char*, eJobAbstractType& ) [COMPLEX] [!SKRIT]
bool FromString( const char*, eMoodRoomType& ) [COMPLEX] [!SKRIT]
bool FromString( const char*, eOrientMode& ) [COMPLEX] [!SKRIT]
bool FromString( const char*, eRID& ) [COMPLEX] [!SKRIT]
bool FromString( const char*, eReqRetCode& ) [COMPLEX] [!SKRIT]
bool FromString( const char*, eRequest& ) [COMPLEX] [!SKRIT]
bool FromString( const char*, eWorldEvent& ) [COMPLEX] [!SKRIT]
ReportContext* GamePlayContext( void )
float GetAlpha( unsigned int intColor ) /* Returns the alpha level of a color based on its integer version. */
eJobAbstractType GetBaseJat( eJobAbstractType )
float GetBlue( unsigned int intColor ) /* Returns the blue level of a color based on its integer version. */
float GetGreen( unsigned int intColor ) /* Returns the green level of a color based on its integer version. */
float GetRed( unsigned int intColor ) /* Returns the red level of a color based on its integer version. */
void GetSiegeDifference( Vector&, const SiegePos&, const SiegePos& ) [COMPLEX] [RPC]
float GetSiegeDistance( const SiegePos&, const SiegePos& ) [COMPLEX]
unsigned int GetWorldSimCount( void )
const Vector& GetZeroVector( void ) /* Returns a vector 0, 0, 0 - do not change this value. */
bool IsAlive( eLifeState )
bool IsAttackJat( eJobAbstractType )
bool IsCastJat( eJobAbstractType )
bool IsConscious( eLifeState )
bool IsDead( eLifeState )
bool IsEndGame( eWorldState )
bool IsGameStarting( eWorldState )
bool IsGhost( eLifeState )
bool IsInFrontend( eWorldState )
bool IsInGame( eWorldState )
bool IsInStagingArea( eWorldState )
bool IsLeafAttackJat( eJobAbstractType )
bool IsLoading( eWorldState )
bool IsMultiPlayer( void )
bool IsPrimaryThread( void )
bool IsSendLocalOnly( unsigned int )
bool IsServerLocal( void )
bool IsServerRemote( void )
bool IsSinglePlayer( void )
bool IsStagingArea( eWorldState )
bool IsWorldEditMode( void )
eAnimChore MakeAnimChore( unsigned int )
AnimReq& MakeAnimReq( eAnimChore )
CameraPosition& MakeCameraPosition( const SiegePos&, const Quat&, float ) [COMPLEX]
CameraQuatPosition& MakeCameraPosition( const SiegePos&, const Quat& ) [COMPLEX]
unsigned int MakeColor( const Vector& ) [COMPLEX]
unsigned int MakeColor( const Vector&, float ) [COMPLEX]
unsigned int MakeColor( float, float, float )
unsigned int MakeColor( float, float, float, float )
eCombatOrders MakeCombatOrders( unsigned int )
const DecalId* MakeDecalId( unsigned int )
const char* MakeFourCcString( int fourCc ) /* Returns the string version of the given fourCc. */
const char* MakeFourCcString( int fourCc, bool reverse ) /* Returns the string version of the given fourCc, optionally reversing the byte order. */
GoCloneReq& MakeGoCloneReq( const char* ) [COMPLEX]
GoCloneReq& MakeGoCloneReq( const char*, const PlayerId* ) [COMPLEX]
GoCloneReq& MakeGoCloneReq( const Goid*, const Goid* )
GoCloneReq& MakeGoCloneReq( const Goid*, const Goid*, const PlayerId* )
GoCloneReq& MakeGoCloneReq( const Goid* )
GoCloneReq& MakeGoCloneReq( const Goid*, const char* ) [COMPLEX]
GoCloneReq& MakeGoCloneReq( const Goid*, const char*, const PlayerId* ) [COMPLEX]
GoCloneReq& MakeGoCloneReq( const Goid*, const PlayerId* )
GoCloneReq& MakeGoCloneReq( void )
const Goid* MakeGoid( unsigned int intGoid ) /* Returns a Goid based on its integer version. */
int MakeInt( eAnimChore )
int MakeInt( eCombatOrders )
int MakeInt( eMovementOrders )
unsigned int MakeInt( const DecalId* )
unsigned int MakeInt( const Goid* )
unsigned int MakeInt( const LightId* )
unsigned int MakeInt( const PlayerId* )
unsigned int MakeInt( const Scid* )
unsigned int MakeInt( const SiegeId* )
JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin )
JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin, const SiegePos& ) [COMPLEX]
JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin, const SiegePos&, const Goid* ) [COMPLEX]
JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin, const Goid*, const Goid* )
JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin, const Goid*, const Goid*, const SiegePos& ) [COMPLEX]
JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin, const Goid* )
JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin, const Goid*, const SiegePos& ) [COMPLEX]
JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin, const Goid*, eEquipSlot )
JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin, eEquipSlot )
const LightId* MakeLightId( unsigned int )
eMovementOrders MakeMovementOrders( unsigned int )
const PlayerId* MakePlayerId( unsigned int )
Quat& MakeQuat( float x, float y, float z, float w ) /* Returns a Quat composed of x, y, z, and w. This is a temporary and will change the next time this function is called so do not store the results. */
const Scid* MakeScid( unsigned int intScid ) /* Returns a Scid based on its integer version. */
const SiegeId* MakeSiegeId( unsigned int )
const char* MakeSiegePosString( const SiegePos& pos ) [COMPLEX] /* Returns the string version of the given siege position */
string& MakeStringF( const char*, ... ) [COMPLEX]
TTMessages& MakeTTMessages( void )
UIMessage& MakeUIMessage( eUIMessage )
Vector& MakeVector( float x, float y, float z ) /* Returns a vector composed of x, y, and z. This is a temporary and will change the next time this function is called so do not store the results. */
ReportContext* PerfLogContext( void )
void PostWorldMessage( eWorldEvent, const Goid*, const Goid*, unsigned int, float ) [RPC]
void PostWorldMessage( eWorldEvent, const Goid*, const Goid*, float ) [RPC]
void PostWorldMessage( eWorldEvent, const Goid*, const Scid*, unsigned int, float ) [RPC]
void PostWorldMessage( eWorldEvent, const Goid*, const Scid*, float ) [RPC]
void ProfilePContentDb( const char*, int ) [COMPLEX] [RPC]
UIButton* QueryDerivedButton( UIWindow* ) [COMPLEX]
UICheckbox* QueryDerivedCheckbox( UIWindow* ) [COMPLEX]
UIComboBox* QueryDerivedComboBox( UIWindow* ) [COMPLEX]
UIEditBox* QueryDerivedEditBox( UIWindow* ) [COMPLEX]
UIGridbox* QueryDerivedGridbox( UIWindow* ) [COMPLEX]
UIListbox* QueryDerivedListbox( UIWindow* ) [COMPLEX]
UIRadioButton* QueryDerivedRadioButton( UIWindow* ) [COMPLEX]
UIText* QueryDerivedText( UIWindow* ) [COMPLEX]
UITextBox* QueryDerivedTextBox( UIWindow* ) [COMPLEX]
void QuestReward( HSkritObject, int, const Goid* ) [COMPLEX]
bool RequestBeyondRange( eReqRetCode )
bool RequestFailed( eReqRetCode )
bool RequestOk( eReqRetCode )
void SendWorldMessage( eWorldEvent, const Goid*, const Goid* ) [RPC]
void SendWorldMessage( eWorldEvent, const Goid*, const Goid*, unsigned int ) [RPC]
void SendWorldMessage( eWorldEvent, const Goid*, const Scid* ) [RPC]
void SendWorldMessage( eWorldEvent, const Goid*, const Scid*, unsigned int ) [RPC]
float SinWave( float, float, float, float, float, float, float )
void SPostWorldMessage( eWorldEvent, const Goid*, const Scid*, unsigned int, float ) [RPC]
void SPostWorldMessage( eWorldEvent, const Goid*, const Scid*, float ) [RPC]
void SSendWorldMessage( eWorldEvent, const Goid*, const Scid* ) [RPC]
void SSendWorldMessage( eWorldEvent, const Goid*, const Scid*, unsigned int ) [RPC]
bool StartCameraFx( const char*, const char* ) [COMPLEX]
bool StartCameraFx( const char* ) [COMPLEX]
bool StartDecalFx( const DecalId*, const char*, const char* ) [COMPLEX]
bool StartDecalFx( const DecalId*, const char* ) [COMPLEX]
bool StartLightFx( const LightId*, const char*, const char* ) [COMPLEX]
bool StartLightFx( const LightId*, const char* ) [COMPLEX]
bool TestBits( eLogicalNodeFlags, eLogicalNodeFlags )
SiegePos& ToSiegePosRef( int siegePosRef ) /* int to SiegePos reference. */
const char* ToString( FADETYPE )
const char* ToString( JUSTIFICATION )
const char* ToString( UI_ACTION )
const char* ToString( UI_CONTROL_TYPE )
const char* ToString( UI_INPUT_TYPE )
const char* ToString( eAlteration )
const char* ToString( eAxisHint )
const char* ToString( eCameraInterpolate )
const char* ToString( eCameraOrder )
const char* ToString( eJobAbstractType )
const char* ToString( eMoodRoomType )
const char* ToString( eOrientMode )
const char* ToString( eRID )
const char* ToString( eReqRetCode )
const char* ToString( eRequest )
const char* ToString( eUIMessage )
const char* ToString( eWorldEvent )
const char* ToString( eWorldState )
== Enumerations ==
eBoundaryTest [CONTINUOUS]
eBoundaryCrossType [CONTINUOUS]
eReqRetCode [CONTINUOUS]
eRequest [CONTINUOUS]
eDependancyType [CONTINUOUS]
eRID [CONTINUOUS]
eReqFlag [CONTINUOUS]
eOrientMode [CONTINUOUS]
eAnimEvent [CONTINUOUS]
eJobResult [CONTINUOUS]
eDoJobMode [CONTINUOUS]
eRangeLimit [CONTINUOUS]
eFocusOrders [CONTINUOUS]
eCombatOrders [CONTINUOUS]
eMovementOrders [CONTINUOUS]
eWeaponPreference [CONTINUOUS]
eActorDisposition [CONTINUOUS]
eQPlace [CONTINUOUS]
eJobQ [CONTINUOUS]
eJobAbstractType [CONTINUOUS]
eGameStat [CONTINUOUS]
eCameraMode [CONTINUOUS]
eDropInvOption [CONTINUOUS]
eBoneFreeze [CONTINUOUS]
eMoodRoomType [CONTINUOUS]
eLogicalNodeFlags [IRREGULAR]
eWorldState [CONTINUOUS]
eWorldEvent [CONTINUOUS]
eAlteration [CONTINUOUS]
eAnimStance [CONTINUOUS]
eAnimChore [CONTINUOUS]
eCameraOrder [CONTINUOUS]
eCameraInterpolate [CONTINUOUS]
JUSTIFICATION [CONTINUOUS]
eUIMessage [CONTINUOUS]
UI_ACTION [CONTINUOUS]
UI_INPUT_TYPE [CONTINUOUS]
UI_CONTROL_TYPE [CONTINUOUS]
eAxisHint [CONTINUOUS]
eVoiceSound [CONTINUOUS]
eActionOrigin [CONTINUOUS]
eQueryTrait [CONTINUOUS]
eUsageContextFlags [IRREGULAR]
eTargetTypeFlags [IRREGULAR]
eMagicClass [CONTINUOUS]
eDefendClass [CONTINUOUS]
eAttackClass [CONTINUOUS]
eInventoryLocation [CONTINUOUS]
eEquipSlot [CONTINUOUS]
ePContentType [CONTINUOUS]
eActorAlignment [CONTINUOUS]
eLifeState [CONTINUOUS]
ePlayerController [CONTINUOUS]
eDebugHudOptions [IRREGULAR]
RuleseHitType [IRREGULAR]
FADETYPE [IRREGULAR]
eDifficulty [IRREGULAR]
eDebugProbe [IRREGULAR]
eJobTraits [IRREGULAR]
SkriteResult [IRREGULAR]
GPGSoundeSampleType [IRREGULAR]
MESSAGE_DISPATCH_FLAG [IRREGULAR]
ePlayerSkin [IRREGULAR]
FuBieXfer [IRREGULAR]
;Enumerations:
:eBoundaryTest
::while_inside = 0
::wait_for_first_message = 1
::wait_for_every_message = 2
::on_every_enter = 3
::on_first_enter = 4
::on_every_first_enter = 5
::on_unique_enter = 6
::on_every_leave = 7
::on_first_leave = 8
::on_last_leave = 9
::on_every_last_leave = 10
::on_first_message = 11
::on_every_message = 12
:eBoundaryCrossType
::bcross_enter_at_time = 0
::bcross_enter_on_node_change = 1
::bcross_enter_force = 2
::bcross_leave_at_time = 3
::bcross_leave_on_node_change = 4
::bcross_leave_forced = 5
:eReqRetCode
::request_ok = 0
::request_ok_in_range = 1
::request_ok_inside_range = 2
::request_ok_beyond_range = 3
::request_ok_crowded = 4
::request_failed = 5
::request_failed_bad_type = 6
::request_failed_bad_owner = 7
::request_failed_bad_target = 8
::request_failed_missing_follower = 9
::request_failed_no_path = 10
::request_failed_bad_path_begin = 11
::request_failed_bad_path_end = 12
::request_failed_zero_velocity = 13
::request_failed_overcrowded = 14
::request_failed_path_leaves_world = 15
:eRequest
::pl_none = 0
::pl_approach = 1
::pl_follow = 2
::pl_intercept = 3
::pl_avoid = 4
::pl_face = 5
::pl_die = 6
::pl_attack_object_melee = 7
::pl_attack_object_ranged = 8
::pl_attack_position_melee = 9
::pl_attack_position_ranged = 10
::pl_cast = 11
::pl_cast_on_object = 12
::pl_cast_on_position = 13
::pl_fidget = 14
::pl_open = 15
::pl_close = 16
::pl_wait_for_contact = 17
::pl_playanim = 18
:eDependancyType
::deptype_plain = 0
::deptype_melee_enemy = 1
::deptype_melee_friend = 2
::deptype_projectile = 3
:eRID
::rid_undefined = -8
::rid_internal = -7
::rid_lockmove = -6
::rid_synch = -5
::rid_clip = -4
::rid_refresh = -3
::rid_dummysaved = -2
::rid_override = -1
::rid_blockid = 0
:eReqFlag
::reqflag_default = 0
::reqflag_nomove = 1
::reqflag_noturn = 2
::reqflag_nomoveturn = 3
::reqflag_facereverse = 4
:eOrientMode
::undefined = 0
::lock_to_heading = 1
::fixed_direction = 2
::fixed_position = 3
::track_object = 4
::lock_to_heading_reverse = 5
::fixed_position_reverse = 6
::track_object_reverse = 7
:eAnimEvent
::ANIMEVENT_START = 0
::ANIMEVENT_FINISH = 1
::ANIMEVENT_GROUP_START = 2
::ANIMEVENT_GROUP_FINISH = 3
::ANIMEVENT_BEGIN_LOOP = 4
::ANIMEVENT_END_LOOP = 5
::ANIMEVENT_LEFT_FOOT_DOWN = 6
::ANIMEVENT_RIGHT_FOOT_DOWN = 7
::ANIMEVENT_ATTACH_AMMO = 8
::ANIMEVENT_FIRE_WEAPON = 9
::ANIMEVENT_BEGIN_SWING = 10
::ANIMEVENT_END_SWING = 11
::ANIMEVENT_SFX_1 = 12
::ANIMEVENT_SFX_2 = 13
::ANIMEVENT_SFX_3 = 14
::ANIMEVENT_SFX_4 = 15
::ANIMEVENT_DIE = 16
::ANIMEVENT_TRANSITION_BEGIN = 17
::ANIMEVENT_TRANSITION_END = 18
::ANIMEVENT_HIDE_MESH = 19
::ANIMEVENT_SHOW_MESH = 20
::ANIMEVENT_ERROR = 21
:eJobResult
::jr_invalid = 0
::jr_unknown = 1
::jr_ok = 2
::jr_failed = 3
::jr_failed_no_path = 4
::jr_failed_bad_params = 5
:eDoJobMode
::djm_cv1 = 0
::djm_1v2 = 1
::djm_1vc = 2
:eRangeLimit
::rl_invalid = 0
::rl_none = 1
::rl_effective_attack_range = 2
::rl_effective_attack_response_range = 3
::rl_engage_range = 4
::rl_sight_range = 5
:eFocusOrders
::fo_invalid = 0
::fo_closest = 1
::fo_farthest = 2
::fo_weakest = 3
::fo_strongest = 4
:eCombatOrders
::co_invalid = 0
::co_free = 1
::co_limited = 2
::co_hold = 3
:eMovementOrders
::mo_invalid = 0
::mo_free = 1
::mo_limited = 2
::mo_hold = 3
:eWeaponPreference
::wp_invalid = 0
::wp_none = 1
::wp_karate = 2
::wp_melee = 3
::wp_ranged = 4
::wp_magic = 5
:eActorDisposition
::ad_invalid = 0
::ad_offensive = 1
::ad_defensive = 2
:eQPlace
::qp_invalid = 0
::qp_none = 1
::qp_front = 2
::qp_unused1 = 3
::qp_back = 4
::qp_clear = 5
:eJobQ
::jq_brain = 0
::jq_action = 1
:eJobAbstractType
::jat_invalid = 0
::jat_none = 1
::jat_attack_object = 2
::jat_attack_object_melee = 3
::jat_attack_object_ranged = 4
::jat_attack_position = 5
::jat_attack_position_melee = 6
::jat_attack_position_ranged = 7
::jat_brain = 8
::jat_cast = 9
::jat_cast_position = 10
::jat_die = 11
::jat_do_se_command = 12
::jat_drink = 13
::jat_drop = 14
::jat_equip = 15
::jat_face = 16
::jat_fidget = 17
::jat_flee_from_object = 18
::jat_follow = 19
::jat_gain_consciousness = 20
::jat_get = 21
::jat_give = 22
::jat_guard = 23
::jat_listen = 24
::jat_move = 25
::jat_patrol = 26
::jat_play_anim = 27
::jat_startup = 28
::jat_stop = 29
::jat_talk = 30
::jat_unconscious = 31
::jat_use = 32
:eGameStat
::kills = 0
::deaths = 1
::gibs = 2
::human_kills = 3
::melee_gained = 4
::ranged_gained = 5
::cmagic_gained = 6
::nmagic_gained = 7
::experience_gained = 8
:eCameraMode
::cmode_none = 0
::cmode_dolly = 1
::cmode_zoom = 2
::cmode_orbit = 3
::cmode_crane = 4
::cmode_track = 5
::cmode_nis = 6
::cmode_hold = 7
:eDropInvOption
::dio_invalid = 0
::dio_nothing = 1
::dio_equipped = 2
::dio_inventory = 3
::dio_all = 4
:eBoneFreeze
::bfreeze_none = 0
::bfreeze_position = 1
::bfreeze_rotation = 2
::bfreeze_both = 3
::bfreeze_rigid = 4
::bfreeze_position_rigid = 5
::bfreeze_rotation_rigid = 6
::bfreeze_both_rigid = 7
:eMoodRoomType
::rt_generic = 0
::rt_paddedcell = 1
::rt_room = 2
::rt_bathroom = 3
::rt_livingroom = 4
::rt_stoneroom = 5
::rt_auditorium = 6
::rt_concerthall = 7
::rt_cave = 8
::rt_arena = 9
::rt_hangar = 10
::rt_carpetedhallway = 11
::rt_hallway = 12
::rt_stonecorridor = 13
::rt_alley = 14
::rt_forest = 15
::rt_city = 16
::rt_mountains = 17
::rt_quarry = 18
::rt_plain = 19
::rt_parkinglot = 20
::rt_sewerpipe = 21
::rt_underwater = 22
::rt_drugged = 23
::rt_dizzy = 24
::rt_psychotic = 25
:eLogicalNodeFlags
:eWorldState
::ws_invalid = 0
::ws_any = 1
::ws_init = 2
::ws_intro = 3
::ws_logo = 4
::ws_main_menu = 5
::ws_mega_map = 6
::ws_load_map = 7
::ws_loading_map = 8
::ws_loaded_map = 9
::ws_loaded_intro = 10
::ws_wait_for_begin = 11
::ws_loading_save_game = 12
::ws_credits = 13
::ws_options = 14
::ws_deinit = 15
::ws_reloading = 16
::ws_game_ended = 17
::ws_sp_main_menu = 18
::ws_sp_ingame_menu = 19
::ws_sp_character_select = 20
::ws_sp_map_select = 21
::ws_sp_difficulty_select = 22
::ws_sp_victory_screen = 23
::ws_sp_load_game_screen = 24
::ws_sp_save_game_screen = 25
::ws_sp_ingame = 26
::ws_sp_nis = 27
::ws_sp_defeat = 28
::ws_sp_victory = 29
::ws_sp_outro = 30
::ws_mp_provider_select = 31
::ws_mp_internet_game = 32
::ws_mp_lan_game = 33
::ws_mp_match_maker = 34
::ws_mp_staging_area_server = 35
::ws_mp_staging_area_client = 36
::ws_mp_character_select = 37
::ws_mp_map_select = 38
::ws_mp_save_game_screen = 39
::ws_mp_ingame = 40
::ws_mp_ingame_jip = 41
::ws_mp_session_lost = 42
:eWorldEvent
::we_invalid = 0
::we_unknown = 1
::we_constructed = 2
::we_destructed = 3
::we_job_destructed = 4
::we_entered_world = 5
::we_left_world = 6
::we_frustum_membership_changed = 7
::we_frustum_active_state_changed = 8
::we_upgraded = 9
::we_downgraded = 10
::we_expired_auto = 11
::we_expired_forced = 12
::we_pre_save_game = 13
::we_post_save_game = 14
::we_post_restore_game = 15
::we_terrain_transition_done = 16
::we_world_state_transition_done = 17
::we_camera_command_done = 18
::we_player_changed = 19
::we_player_data_changed = 20
::we_scidbits_changed = 21
::we_mp_machine_connected = 22
::we_mp_machine_disconnected = 23
::we_mp_failed_connect = 24
::we_mp_session_changed = 25
::we_mp_session_terminated = 26
::we_mp_session_added = 27
::we_mp_session_connected = 28
::we_mp_player_created = 29
::we_mp_player_destroyed = 30
::we_mp_player_ready = 31
::we_mp_player_not_ready = 32
::we_mp_player_world_state_changed = 33
::we_mp_player_set_character_level = 34
::we_mp_set_map = 35
::we_mp_set_map_world = 36
::we_mp_set_game_type = 37
::we_mp_terrain_fully_loaded = 38
::we_selected = 39
::we_deselected = 40
::we_focused = 41
::we_unfocused = 42
::we_hotgroup = 43
::we_unhotgroup = 44
::we_mousehover = 45
::we_unmousehover = 46
::we_collided = 47
::we_glanced = 48
::we_damaged = 49
::we_dropped = 50
::we_equipped = 51
::we_exploded = 52
::we_go_timer_done = 53
::we_got = 54
::we_healed = 55
::we_killed = 56
::we_leveled_up = 57
::we_lost_consciousness = 58
::we_picked_up = 59
::we_req_activate = 60
::we_req_cast = 61
::we_req_cast_charge = 62
::we_req_deactivate = 63
::we_req_delete = 64
::we_req_die = 65
::we_req_talk_begin = 66
::we_req_talk_end = 67
::we_req_use = 68
::we_resurrected = 69
::we_spell_collision = 70
::we_spell_expiration_timer_reset = 71
::we_spell_sync_begin = 72
::we_spell_sync_end = 73
::we_spell_sync_mid = 74
::we_start_burning = 75
::we_start_simulating = 76
::we_stop_burning = 77
::we_trigger_activate = 78
::we_trigger_deactivate = 79
::we_unequipped = 80
::we_weapon_launched = 81
::we_weapon_swung = 82
::we_mcp_all_sections_sent = 83
::we_mcp_chore_changing = 84
::we_mcp_facing_lockedon = 85
::we_mcp_facing_unlocked = 86
::we_mcp_goal_changed = 87
::we_mcp_goal_reached = 88
::we_mcp_invalidated = 89
::we_mcp_section_complete_warning = 90
::we_mcp_section_completed = 91
::we_mcp_node_blocked = 92
::we_mcp_dependancy_created = 93
::we_mcp_dependancy_removed = 94
::we_mcp_dependancy_broken = 95
::we_mcp_mutual_dependancy = 96
::we_anim_looped = 97
::we_anim_done = 98
::we_anim_attach_ammo = 99
::we_anim_weapon_fire = 100
::we_anim_weapon_swung = 101
::we_anim_sfx = 102
::we_anim_die = 103
::we_anim_other = 104
::we_alert_enemy_spotted = 105
::we_alert_projectile_near_missed = 106
::we_attacked_melee = 107
::we_attacked_ranged = 108
::we_enemy_entered_inner_comfort_zone = 109
::we_enemy_entered_outer_comfort_zone = 110
::we_enemy_spotted = 111
::we_engaged_fled = 112
::we_engaged_hit_killed = 113
::we_engaged_hit_lived = 114
::we_engaged_invalid = 115
::we_engaged_killed = 116
::we_engaged_lost = 117
::we_engaged_lost_consciousness = 118
::we_engaged_missed = 119
::we_friend_entered_inner_comfort_zone = 120
::we_friend_entered_outer_comfort_zone = 121
::we_friend_spotted = 122
::we_gained_consciousness = 123
::we_job_current_action_base_jat_changed = 124
::we_job_failed = 125
::we_job_finished = 126
::we_job_reached_travel_distance = 127
::we_job_timer_done = 128
::we_life_ratio_reached_high = 129
::we_life_ratio_reached_low = 130
::we_mana_ratio_reached_high = 131
::we_mana_ratio_reached_low = 132
::we_mind_action_q_emptied = 133
::we_mind_action_q_idled = 134
::we_mind_processing_new_job = 135
::we_req_job_end = 136
::we_req_sensor_flush = 137
::we_mp_session_created = 138
:eAlteration
::ALTER_INVALID = 0
::ALTER_MAX_LIFE = 1
::ALTER_LIFE = 2
::ALTER_LIFE_RECOVERY_UNIT = 3
::ALTER_LIFE_RECOVERY_PERIOD = 4
::ALTER_MAX_MANA = 5
::ALTER_MANA = 6
::ALTER_MANA_RECOVERY_UNIT = 7
::ALTER_MANA_RECOVERY_PERIOD = 8
::ALTER_STRENGTH = 9
::ALTER_INTELLIGENCE = 10
::ALTER_DEXTERITY = 11
::ALTER_MELEE = 12
::ALTER_RANGED = 13
::ALTER_NATURE_MAGIC = 14
::ALTER_COMBAT_MAGIC = 15
::ALTER_STRENGTH_TO_INTELLIGENCE = 16
::ALTER_STRENGTH_TO_DEXTERITY = 17
::ALTER_INTELLIGENCE_TO_DEXTERITY = 18
::ALTER_MELEE_TO_RANGED = 19
::ALTER_MELEE_TO_NATURE_MAGIC = 20
::ALTER_MELEE_TO_COMBAT_MAGIC = 21
::ALTER_RANGED_TO_NATURE_MAGIC = 22
::ALTER_RANGED_TO_COMBAT_MAGIC = 23
::ALTER_NATURE_MAGIC_TO_COMBAT_MAGIC = 24
::ALTER_MELEE_DAMAGE_MIN = 25
::ALTER_MELEE_DAMAGE_MAX = 26
::ALTER_RANGED_DAMAGE_MIN = 27
::ALTER_RANGED_DAMAGE_MAX = 28
::ALTER_CMAGIC_DAMAGE_MIN = 29
::ALTER_CMAGIC_DAMAGE_MAX = 30
::ALTER_NMAGIC_DAMAGE_MIN = 31
::ALTER_NMAGIC_DAMAGE_MAX = 32
::ALTER_CUSTOM_DAMAGE = 33
::ALTER_CUSTOM_DAMAGE_MELEE = 34
::ALTER_CUSTOM_DAMAGE_RANGED = 35
::ALTER_CUSTOM_DAMAGE_CHANCE = 36
::ALTER_CUSTOM_DAMAGE_CHANCE_MELEE = 37
::ALTER_CUSTOM_DAMAGE_CHANCE_RANGED = 38
::ALTER_LIFE_STEAL = 39
::ALTER_MANA_STEAL = 40
::ALTER_LIFE_BONUS = 41
::ALTER_MANA_BONUS = 42
::ALTER_PIERCING_DAMAGE_CHANCE = 43
::ALTER_PIERCING_DAMAGE_CHANCE_MELEE = 44
::ALTER_PIERCING_DAMAGE_CHANCE_RANGED = 45
::ALTER_PIERCING_DAMAGE_CHANCE_AMOUNT = 46
::ALTER_PIERCING_DAMAGE_CHANCE_AMOUNT_MELEE = 47
::ALTER_PIERCING_DAMAGE_CHANCE_AMOUNT_RANGED = 48
::ALTER_PIERCING_DAMAGE_RANGE = 49
::ALTER_PIERCING_DAMAGE_RANGE_MELEE = 50
::ALTER_PIERCING_DAMAGE_RANGE_RANGED = 51
::ALTER_DAMAGE_BONUS_TO_UNDEAD = 52
::ALTER_DAMAGE_BONUS_TO_TYPE = 53
::ALTER_CHANCE_TO_HIT = 54
::ALTER_CHANCE_TO_HIT_MELEE = 55
::ALTER_CHANCE_TO_HIT_RANGED = 56
::ALTER_EXPERIENCE_GAINED = 57
::ALTER_ARMOR = 58
::ALTER_INVINCIBILITY = 59
::ALTER_BLOCK_DAMAGE = 60
::ALTER_BLOCK_MELEE_DAMAGE = 61
::ALTER_BLOCK_RANGED_DAMAGE = 62
::ALTER_BLOCK_COMBAT_MAGIC_DAMAGE = 63
::ALTER_BLOCK_NATURE_MAGIC_DAMAGE = 64
::ALTER_BLOCK_PIERCING_DAMAGE = 65
::ALTER_BLOCK_CUSTOM_DAMAGE = 66
::ALTER_BLOCK_PART_DAMAGE = 67
::ALTER_BLOCK_PART_MELEE_DAMAGE = 68
::ALTER_BLOCK_PART_RANGED_DAMAGE = 69
::ALTER_BLOCK_PART_COMBAT_MAGIC_DAMAGE = 70
::ALTER_BLOCK_PART_NATURE_MAGIC_DAMAGE = 71
::ALTER_BLOCK_PART_PIERCING_DAMAGE = 72
::ALTER_BLOCK_PART_CUSTOM_DAMAGE = 73
::ALTER_CHANCE_TO_BLOCK_MELEE_DAMAGE = 74
::ALTER_CHANCE_TO_BLOCK_RANGED_DAMAGE = 75
::ALTER_CHANCE_TO_BLOCK_CMAGIC_DAMAGE = 76
::ALTER_CHANCE_TO_BLOCK_NMAGIC_DAMAGE = 77
::ALTER_CHANCE_TO_BLOCK_MELEE_DAMAGE_AMOUNT = 78
::ALTER_CHANCE_TO_BLOCK_RANGED_DAMAGE_AMOUNT = 79
::ALTER_CHANCE_TO_BLOCK_CMAGIC_DAMAGE_AMOUNT = 80
::ALTER_CHANCE_TO_BLOCK_NMAGIC_DAMAGE_AMOUNT = 81
::ALTER_CHANCE_TO_DODGE_HIT = 82
::ALTER_CHANCE_TO_DODGE_HIT_MELEE = 83
::ALTER_CHANCE_TO_DODGE_HIT_RANGED = 84
::ALTER_REFLECT_DAMAGE = 85
::ALTER_REFLECT_DAMAGE_CHANCE = 86
::ALTER_REFLECT_PIERCING_DAMAGE = 87
::ALTER_REFLECT_PIERCING_DAMAGE_CHANCE = 88
::ALTER_MANA_SHIELD = 89
::ALTER_GOLD_VALUE = 90
::ALTER_REQUIREMENTS = 91
:eAnimStance
::as_default = -1
::as_plain = 0
::as_single_melee = 1
::as_single_melee_and_shield = 2
::as_two_handed_melee = 3
::as_two_handed_sword = 4
::as_staff = 5
::as_bow_and_arrow = 6
::as_minigun = 7
::as_shield_only = 8
:eAnimChore
::chore_invalid = 0
::chore_none = 1
::chore_error = 2
::chore_default = 3
::chore_walk = 4
::chore_die = 5
::chore_defend = 6
::chore_attack = 7
::chore_magic = 8
::chore_fidget = 9
::chore_rotate = 10
::chore_open = 11
::chore_close = 12
::chore_misc = 13
:eCameraOrder
::cor_snap = 0
::cor_pan = 1
::cor_offsetpan = 2
::cor_spline = 3
::cor_begin_spline = 4
::cor_cont_spline = 5
::cor_end_spline = 6
:eCameraInterpolate
::ci_time = 0
::ci_smooth = 1
:JUSTIFICATION
::justify_left = 0
::justify_right = 1
::justify_center = 2
:eUIMessage
::msg_none = 0
::msg_oninvisible = 1
::msg_onvisible = 2
::msg_onlbuttondown = 3
::msg_onlbuttonup = 4
::msg_onrbuttondown = 5
::msg_onrbuttonup = 6
::msg_onmbuttondown = 7
::msg_onmbuttonup = 8
::msg_onbuttonpress = 9
::msg_onrbuttonpress = 10
::msg_onrollover = 11
::msg_onrolloff = 12
::msg_oncheck = 13
::msg_onuncheck = 14
::msg_onunchecked = 15
::msg_onforcecheck = 16
::msg_onforceuncheck = 17
::msg_onlbuttondownchecked = 18
::msg_onlbuttonupchecked = 19
::msg_onrolloverchecked = 20
::msg_onrolloffchecked = 21
::msg_ongloballbuttonup = 22
::msg_ongloballbuttonupoff = 23
::msg_ongloballbuttondown = 24
::msg_onglobalrbuttonup = 25
::msg_onglobalrbuttonupoff = 26
::msg_onglobalrbuttondown = 27
::msg_onglobalmbuttonup = 28
::msg_onglobalmbuttondown = 29
::msg_onkeydown = 30
::msg_onkeyup = 31
::msg_onkeypress = 32
::msg_char = 33
::msg_onitemactivate = 34
::msg_onitemdeactivate = 35
::msg_deactivate_switch = 36
::msg_ondeactivateitems = 37
::msg_onitemplace = 38
::msg_onstatechange = 39
::msg_onactivatemenu = 40
::msg_onmenuselect = 41
::msg_calculateslidersize = 42
::msg_increment_slider = 43
::msg_decrement_slider = 44
::msg_onldoubleclick = 45
::msg_onrdoubleclick = 46
::msg_onmdoubleclick = 47
::msg_globalldoubleclick = 48
::msg_globalrdoubleclick = 49
::msg_globalmdoubleclick = 50
::msg_onwheelup = 51
::msg_onwheeldown = 52
::msg_oneditselect = 53
::msg_oneditescape = 54
::msg_oncreated = 55
::msg_ondestroyed = 56
::msg_onshow = 57
::msg_onhidden = 58
::msg_onfadeout = 59
::msg_onstartanim = 60
::msg_onanimcomplete = 61
::msg_activatecursor = 62
::msg_ondrag = 63
::msg_onremoveitem = 64
::msg_onexit = 65
::msg_oncomboexpand = 66
::msg_onselect = 67
::msg_oncontext = 68
::msg_onenter = 69
::msg_onescape = 70
::msg_onchange = 71
::msg_onclickdelay = 72
::msg_onresetclickdelay = 73
::msg_disable = 74
::msg_enable = 75
:UI_ACTION
::action_setrect = 0
::action_setnormalizedrect = 1
::action_setvisible = 2
::action_showgroup = 3
::action_loadtexture = 4
::action_setuvcoords = 5
::action_sendmessage = 6
::action_parentmessage = 7
::action_setalpha = 8
::action_addelement = 9
::action_removeelement = 10
::action_notify = 11
::action_sethotspot = 12
::action_settext = 13
::action_setgroup = 14
::action_setelementheight = 15
::action_setnumstates = 16
::action_setstate = 17
::action_showmenu = 18
::action_activatemenu = 19
::action_activateitem = 20
::action_setcolor = 21
::action_playsound = 22
::action_keylisten = 23
::action_keypress = 24
::action_rectanimation = 25
::action_alphaanimation = 26
::action_flashanimation = 27
::action_setstatus = 28
::action_loadanimatedtexture = 29
::action_consumeinput = 30
::action_editselect = 31
::action_shift_x = 32
::action_shift_y = 33
::action_setrolloverhelp = 34
::action_vertexcolor = 35
::action_command = 36
::action_call = 37
::action_none = 38
:UI_INPUT_TYPE
::type_input_none = 0
::type_input_all = 1
::type_input_mouse = 2
::type_input_key = 3
:UI_CONTROL_TYPE
::ui_type_window = 0
::ui_type_button = 1
::ui_type_checkbox = 2
::ui_type_slider = 3
::ui_type_listbox = 4
::ui_type_radio_button = 5
::ui_type_button_multistage = 6
::ui_type_text = 7
::ui_type_cursor = 8
::ui_type_dockbar = 9
::ui_type_gridbox = 10
::ui_type_popupmenu = 11
::ui_type_item = 12
::ui_type_itemslot = 13
::ui_type_infoslot = 14
::ui_type_status_bar = 15
::ui_type_edit_box = 16
::ui_type_combo_box = 17
::ui_type_listener = 18
::ui_type_listreport = 19
::ui_type_chat_box = 20
::ui_type_text_box = 21
::ui_type_dialog_box = 22
::ui_type_tab = 23
:eAxisHint
::ah_none = 0
::ah_xaxis_positive = 1
::ah_xaxis_negative = 2
::ah_yaxis_positive = 3
::ah_yaxis_negative = 4
::ah_zaxis_positive = 5
::ah_zaxis_negative = 6
:eVoiceSound
::vs_invalid = 0
::vs_enemy_spotted = 1
:eActionOrigin
::ao_invalid = 0
::ao_human = 1
::ao_reflex = 2
::ao_party = 3
::ao_command = 4
:eQueryTrait
::qt_none = 0
::qt_any = 1
::qt_life = 2
::qt_life_low = 3
::qt_life_high = 4
::qt_life_healing = 5
::qt_life_damaging = 6
::qt_mana = 7
::qt_mana_low = 8
::qt_mana_high = 9
::qt_mana_healing = 10
::qt_mana_damaging = 11
::qt_reanimating = 12
::qt_alive_conscious = 13
::qt_alive_unconscious = 14
::qt_alive = 15
::qt_dead = 16
::qt_ghost = 17
::qt_weapon = 18
::qt_melee_weapon = 19
::qt_ranged_weapon = 20
::qt_melee_weapon_selected = 21
::qt_ranged_weapon_selected = 22
::qt_one_shot_spell = 23
::qt_multiple_shot_spell = 24
::qt_command_cast_spell = 25
::qt_auto_cast_spell = 26
::qt_fighting = 27
::qt_actor = 28
::qt_item = 29
::qt_potion = 30
::qt_spell = 31
::qt_castable = 32
::qt_attackable = 33
::qt_selected = 34
::qt_visible = 35
::qt_invisible = 36
::qt_has_los = 37
::qt_pack = 38
::qt_nonpack = 39
::qt_busy = 40
::qt_idle = 41
::qt_good = 42
::qt_neutral = 43
::qt_evil = 44
::qt_friend = 45
::qt_enemy = 46
::qt_survival_factor = 47
::qt_offense_factor = 48
:eUsageContextFlags
:eTargetTypeFlags
:eMagicClass
::mc_none = 0
::mc_potion = 1
::mc_combat_magic = 2
::mc_nature_magic = 3
:eDefendClass
::dc_skin = 0
::dc_shield = 1
:eAttackClass
::ac_beastfu = 0
::ac_axe = 1
::ac_club = 2
::ac_dagger = 3
::ac_hammer = 4
::ac_mace = 5
::ac_staff = 6
::ac_sword = 7
::ac_bow = 8
::ac_minigun = 9
::ac_arrow = 10
::ac_bolt = 11
::ac_combat_magic = 12
::ac_nature_magic = 13
:eInventoryLocation
::il_active_melee_weapon = 0
::il_active_ranged_weapon = 1
::il_active_primary_spell = 2
::il_active_secondary_spell = 3
::il_spell_1 = 4
::il_spell_2 = 5
::il_spell_3 = 6
::il_spell_4 = 7
::il_spell_5 = 8
::il_spell_6 = 9
::il_spell_7 = 10
::il_spell_8 = 11
::il_spell_9 = 12
::il_spell_10 = 13
::il_spell_11 = 14
::il_spell_12 = 15
::il_shield = 16
::il_invalid = 17
::il_all = 18
::il_all_active = 19
::il_all_spells = 20
::il_main = 21
:eEquipSlot
::es_shield_hand = 0
::es_weapon_hand = 1
::es_feet = 2
::es_chest = 3
::es_head = 4
::es_forearms = 5
::es_amulet = 6
::es_spellbook = 7
::es_ring_0 = 8
::es_ring_1 = 9
::es_ring_2 = 10
::es_ring_3 = 11
::es_ring = 12
::es_none = 13
::es_any = 14
:ePContentType
::pt_armor = 0
::pt_weapon = 1
::pt_amulet = 2
::pt_ring = 3
::pt_spell = 4
::pt_scroll = 5
::pt_potion = 6
::pt_spellbook = 7
::pt_body = 8
::pt_helm = 9
::pt_gloves = 10
::pt_boots = 11
::pt_shield = 12
::pt_melee = 13
::pt_ranged = 14
::pt_cmagic = 15
::pt_nmagic = 16
::pt_invalid = 17
:eActorAlignment
::aa_good = 0
::aa_neutral = 1
::aa_evil = 2
:eLifeState
::ls_ignore = 0
::ls_alive_conscious = 1
::ls_alive_unconscious = 2
::ls_dead_normal = 3
::ls_dead_charred = 4
::ls_decay_fresh = 5
::ls_decay_bones = 6
::ls_decay_dust = 7
::ls_gone = 8
::ls_ghost = 9
:ePlayerController
::pc_invalid = 0
::pc_human = 1
::pc_computer = 2
::pc_remote_human = 3
::pc_remote_computer = 4
:eDebugHudOptions
:RuleseHitType
:FADETYPE
:eDifficulty
:eDebugProbe
:eJobTraits
:SkriteResult
:GPGSoundeSampleType
:MESSAGE_DISPATCH_FLAG
:ePlayerSkin
:FuBieXfer
Category:Dungeon Siege Editor