|
PR:BF2 Community Modding Making or wanting help making your own asset? Check in here |
|
Thread Tools | Display Modes |
2012-04-11, 01:36 | #1 |
Retired PR Developer
|
[Reference] All available BF2 Config Commands
For reference the following is a list of all the Config Commands available in BF2 in one place.
https://docs.google.com/spreadsheets...t#gid=52669989 Code:
admin.addAddressToBanList std::string std::string -> void admin.addKeyToBanList std::string std::string -> void admin.banPlayer std::string std::string -> std::string admin.banPlayerKey std::string std::string -> std::string admin.clearBanList -> void admin.currentLevel -> int admin.kickPlayer std::string -> std::string admin.listBannedAddresses -> std::string admin.listBannedKeys -> std::string admin.listPlayers -> std::string admin.nextLevel int -> int admin.removeAddressFromBanList std::string -> void admin.removeKeyFromBanList std::string -> void admin.restartMap -> void admin.runNextLevel -> void animationBundle.abruptPlayback bool -> bool animationBundle.addAnimation std::string -> void animationBundle.addEvent std::string -> void animationBundle.fadeInTime float -> float animationBundle.fadeOutTime float -> float animationBundle.getAnimationLength std::string -> float animationBundle.getAnimationStartTime std::string -> float animationBundle.getEventStartTime std::string -> float animationBundle.isLooping bool -> bool animationBundle.jumpToLastAnimationAtStop bool -> bool animationBundle.length float -> float animationBundle.listAnimations -> std::string animationBundle.listEvents -> std::string animationBundle.playBackward bool -> bool animationBundle.playForever bool -> bool animationBundle.removeAnimation std::string -> void animationBundle.removeEvent std::string -> void animationBundle.setAnimationLength std::string float -> void animationBundle.setAnimationStartTime std::string float -> void animationBundle.setEventStartTime std::string float -> void animationBundle.useSpeedAsTime bool -> bool animationManager.fadeInTime float -> float animationManager.ignoreMotherOrientation int -> int animationManager.length float -> float animationManager.looping bool -> bool animationManager.noiceAmplitude float -> float animationManager.noiceFreq int -> int animationManager.originalLength -> float animationSystem.active std::string -> std::string animationSystem.activeAnimation std::string -> std::string animationSystem.activeBundle std::string -> std::string animationSystem.activeTrigger std::string -> std::string animationSystem.activeValueHolder std::string -> std::string animationSystem.cameraSpring.amplitude Vec3 -> Vec3 animationSystem.cameraSpring.fire Vec3 -> Vec3 animationSystem.cameraSpring.hit Vec3 -> Vec3 animationSystem.cameraSpring.look Vec2 -> Vec2 animationSystem.cameraSpring.move Vec3 -> Vec3 animationSystem.cameraSpring.stiffness Vec3 -> Vec3 animationSystem.cameraSpring.use bool -> bool animationSystem.cameraSpring.zoomDamping Vec3 -> Vec3 animationSystem.create std::string -> void animationSystem.createAnimation std::string -> anim::BoneAnimation* animationSystem.createBundle std::string -> anim::Bundle* animationSystem.createTrigger std::string std::string -> anim::Trigger* animationSystem.createValueHolder std::string -> void animationSystem.deleteActiveBundle -> void animationSystem.deleteActiveTrigger -> void animationSystem.hide -> void animationSystem.list -> std::string animationSystem.listAnimations -> std::string animationSystem.listBundles -> std::string animationSystem.listTriggers -> std::string AnimationSystem.listTriggerTypes -> std::string animationSystem.listValueHolders -> std::string animationSystem.playbackModifier float -> float animationSystem.reloadScript -> void animationSystem.save std::string -> void animationSystem.saveActive -> void animationSystem.saveValueHolders -> void animationTrigger.addBundle std::string -> void animationTrigger.addChild std::string -> void animationTrigger.clearValueHolder -> void animationTrigger.fadeInTime float -> float animationTrigger.getTypeName -> std::string animationTrigger.idleTime Vec2 -> Vec2 animationTrigger.listBundles -> std::string animationTrigger.message int -> int animationTrigger.removeBundle std::string -> void animationTrigger.removeChild std::string -> void animationTrigger.triggerOnAcceleration bool -> bool animationTrigger.useDirection bool -> bool animationTrigger.valueHolder std::string -> std::string animationValueHolder.getFilename -> std::string animationValueHolder.max float -> float animationValueHolder.min float -> float animationValueHolder.normal float -> float animationValueHolder.passOnMessage unsigned int -> unsigned int animationValueHolder.stopOnMessage unsigned int -> unsigned int animationValueHolder.values float float float -> void audioSettings.alwaysAllowSystemOpenAL bool -> bool audioSettings.effectsVolume float -> float audioSettings.enableEAX bool -> bool audioSettings.englishOnlyVoices bool -> bool audioSettings.forceNumberOfVoices int -> int audioSettings.helpVoiceVolume float -> float audioSettings.musicVolume float -> float audioSettings.provider std::string -> std::string audioSettings.soundQuality std::string -> std::string audioSettings.voipBoostEnabled bool -> bool audioSettings.voipCaptureThreshold float -> float audioSettings.voipCaptureVolume float -> float audioSettings.voipEnabled bool -> bool audioSettings.voipPlaybackVolume float -> float audioSettings.voipUsePushToTalk bool -> bool bf2Engine.playMovie std::string int -> void chat.sayAll std::string -> void chat.sayTeam std::string -> void CollisionCheck.checkStaticCollisionMeshes int -> void collisionManager.buildDebugCollisionMeshes -> void collisionManager.create std::string -> void collisionManager.createTemplate std::string -> void collisionManager.drawBoundingBoxes bool -> void collisionManager.drawForces bool -> void collisionManager.drawIntersectFaces bool -> void collisionManager.drawMeshes bool -> void collisionManager.drawNormals bool -> void collisionManager.drawOnlyRoot float -> void collisionManager.drawPivots bool -> void collisionManager.drawPrimitives bool -> void collisionManager.drawSoldierMesh bool -> void collisionManager.drawTestedFaces bool -> void collisionManager.getNameOfObjectInFocus -> void collisionManager.identityRotateObjectInFocus -> void collisionManager.rotateObjectInFocusAroundAxis uint float -> void collisionManager.rotateObjectInFocusAroundVector Vec3 float -> void collisionManager.setActiveLod int -> void collisionManager.setDrawDistance float -> void collisionManager.setGeometry bool -> void collisionManager.setSleepinessOfObjectInFocus int -> void collisionManager.updateFlagsOfObjectInFocus U32 U32 -> void collisionManager.useDeferredLoading bool -> bool combatArea.active std::string -> void combatArea.addAreaPoint Vec2 -> void combatArea.create std::string -> void combatArea.deleteActiveCombatArea -> void combatArea.getActiveCombatAreaName -> std::string combatArea.inverted bool -> bool combatArea.layer int -> int combatAreaManager.addVehicleDamage world::VehicleCategory float -> void combatAreaManager.addVehicleTimer world::VehicleCategory float -> void combatAreaManager.damage float -> float combatAreaManager.timeAllowedOutside float -> float combatAreaManager.use bool -> void combatArea.max Vec2 -> Vec2 combatArea.min Vec2 -> Vec2 combatArea.team int -> int combatArea.usedByPathFinding bool -> bool combatArea.vehicles int -> int commander.accept bool -> void commander.artillery -> void commander.commanderApply -> void commander.commanderMutiny -> void commander.commanderResign -> void commanderInterface.selectOrder std::string -> bool commanderInterface.setStringMap std::string std::string std::string -> void commanderMenu.deselect -> void commanderMenu.doubleClick -> void commanderMenu.rightClick -> void commanderMenu.sendRadioMessage std::string TargetChannel -> void commanderMenu.singleClick -> void commanderMenu.vehicleDropReloadTime float -> float commander.satellite -> bool commander.sendOrder int bool -> void commander.supplies -> bool commander.toggleArtilleryState -> void commander.toggleSupplyState -> void commander.toggleUAVState -> void commander.toggleVehicleDropState -> void commander.uav -> bool commander.vehicleDrop -> bool commander.zoomCommander -> bool Console.allowMultipleFileLoad bool -> bool Console.bindKeyToConsoleScript int std::string -> bool Console.echo bool -> bool Console.echoErrors bool -> bool Console.getActiveMethods std::string -> std::string Console.getArgumentTypes std::string std::string -> std::string Console.getCategory std::string std::string -> std::string Console.getDelta std::string std::string -> std::string Console.getEnumName std::string std::string int -> std::string Console.getRange std::string std::string -> std::string Console.getReturnType std::string std::string -> std::string Console.getTypeDescription std::string std::string -> std::string Console.hasBundledType std::string std::string -> std::string Console.hasRange std::string std::string -> std::string Console.isDynamic std::string std::string -> std::string Console.isSetGet std::string std::string -> std::string Console.listConstants std::string -> std::string Console.listVariables std::string -> std::string Console.maxCommandHistorySize int -> int Console.maxHistorySize int -> int Console.maxLineSize int -> int Console.run std::string std::string std::string -> std::string Console.useRelativePaths bool -> bool Console.workingPath std::string -> std::string controlMap.addAxisToAxisMapping int InputDeviceFlags InputDeviceAxes -> void controlMap.addAxisToTriggerMapping int int InputDeviceFlags -> void controlMap.addButtonAndKeyToAxisMapping int InputDeviceFlags InputDeviceButtons -> void controlMap.addButtonsToAxisMapping int InputDeviceFlags InputDeviceButtons -> void controlMap.addButtonToTriggerMapping int InputDeviceFlags InputDeviceButtons -> void controlMap.addKeyAndButtonToAxisMapping int InputDeviceFlags InputDeviceKeys -> void controlMap.addKeysToAxisMapping int InputDeviceFlags InputDeviceKeys -> void controlMap.AddKeyToTriggerMapping int InputDeviceFlags InputDeviceKeys -> void controlMap.create std::string -> void controlMap.deleteControlMap std::string -> void controlMap.dump -> void controlMap.InvertMouse bool -> bool controlMap.keyboardSensitivity float -> float controlMap.mouseSensitivity float -> float controlMap.setActive std::string -> void controlMap.setAxisScale io::InputDeviceAxes float -> void controlMap.setButtonFallTime float -> void controlMap.setButtonRiseTime float -> void controlMap.setDoubleTapTime float -> void controlMap.setPitchFactor float -> void controlMap.setYawFactor float -> void decalManager.decalGeomClipAngle float -> float decalManager.decalNormalOffset float -> float decalManager.drawStats bool -> bool decalManager.fadeDistance float -> float decalManager.fadeOutAtPercentageOfTimeToLive float -> float decalManager.generateTexture -> bool decalManager.startFadePercentageOfFadeDistancel float -> float decalManager.timeToLive float -> float demo.recordDemo std::string -> void demo.restartDemo -> void demo.shutdownDemo -> void demo.stopRecording -> void demo.toggleCameraDemo -> void demo.toggleDemoPauseOrPlay -> void demo.togglePlayerDemo bool -> void Editor.createNewLayer std::string -> void Editor.createNewLayer std::string -> void Editor.deleteAllLayers -> void Editor.deleteAllObjects -> std::string Editor.deleteObject world::IObject_ptrproxy -> void Editor.deleteTemplate world::IObjectTemplate_ptrproxy -> void Editor.getActiveLayer -> std::string Editor.getActiveLayerId -> int Editor.getActiveObject -> world::IObject_ptrproxy Editor.getActiveObjectTemplate -> world::IObjectTemplate_ptrproxy Editor.hideLayer std::string -> void Editor.listAllVehicles -> std::string Editor.listLayers -> std::string Editor.listMeshes -> std::string Editor.listObjects -> std::string Editor.listObjectsOfTemplate world::IObjectTemplate_ptrproxy -> std::string Editor.listTemplates std::string -> std::string Editor.listTextures -> std::string Editor.loadAllObjects std::string -> bool Editor.loadAllTemplatesAndObjects -> bool Editor.printObjectCreationScript world::IObject_ptrproxy -> std::string Editor.printTemplateCreationScript world::IObjectTemplate_ptrproxy -> std::string Editor.quickReloadActiveTemplate -> void Editor.quickReloadTemplate world::IObjectTemplate_ptrproxy -> void Editor.removeLayer std::string -> void Editor.renameLayer std::string std::string -> void Editor.saveAllEffects -> void Editor.saveAllObjects std::string -> bool Editor.saveAllSpawners -> bool Editor.saveAllTemplates -> bool Editor.saveAllTemplatesAndObjects -> bool Editor.saveAllUsedTemplates std::string -> bool Editor.saveFolderToArchive std::string bool bool -> int Editor.saveSpawners bool bool bool -> void Editor.saveTemplateToFile std::string std::string -> bool Editor.saveTemplateTreeStructure std::string std::string -> int Editor.saveVehicles bool -> bool Editor.setActiveLayer std::string -> void Editor.setActiveLayerId int -> void Editor.setActiveObject world::IObject_ptrproxy -> world::IObject_ptrproxy Editor.setActiveObjectTemplate world::IObjectTemplate_ptrproxy -> world::IObjectTemplate_ptrproxy Editor.ShowEntryPoints bool -> bool Editor.showLayer std::string -> void Editor.start world::IObject_ptrproxy -> void Editor.stop world::IObject_ptrproxy -> void Editor.updateAllTemplates -> void Editor.updateTemplate world::IObjectTemplate_ptrproxy -> void effectTweak.setAgeScaleFactorForAllEffects float -> void effectTweak.setAlphaIntensityForAllEffects float -> void effectTweak.setEmitScaleFactorForAllEffects float -> void effectTweak.setEmitSpeedScaleFactorForAllEffects float -> void effectTweak.setSoundIntensity float -> void effectTweak.setStartAgeForAllEffects float -> void envmapManager.generateEnvMaps -> void envmapManager.loadEMIFile std::string -> void envmapManager.perPixelEnvironmentMappingEnabled bool -> bool envmapManager.save -> void fileManager.addPath std::string -> void fileManager.copyFile std::string std::string -> bool fileManager.deleteFile std::string -> bool fileManager.fileExists std::string -> bool fileManager.mountArchive std::string std::string bool -> void fileManager.moveFile std::string std::string -> bool game.allowToggleFullscreen bool -> bool game.lockFps int -> int gameLogic.AddInvalidDropVehicleObject std::string bool -> void gameLogic.becomeSquadLeader bool -> bool gameLogic.createObject std::string -> void gameLogic.damageForBeingOutSideWorld float -> float gameLogic.defaultLevel std::string -> std::string gameLogic.defaultTimeToNextAIWave float -> float gameLogic.enableVoHelp bool -> bool gameLogic.extraUAVVehicleFlightHeight float -> float gameLogic.feslEnvironment int -> int gameLogic.getBeforeSpawnCameraDirection -> Vec3 gameLogic.getBeforeSpawnCameraPosition -> Vec3 gameLogic.getDefaultNumberOfTickets U32 -> U32 gameLogic.getDefaultNumberOfTicketsEx U32 U32 -> U32 gameLogic.getNumberOfTickets U32 -> U32 gameLogic.getTeamDropVehicle int -> std::string gameLogic.getTeamLanguage int -> std::string gameLogic.getTeamName int -> std::string gameLogic.getTicketLossAtEndPerMin -> float gameLogic.getTicketLossPerMin U32 -> float gameLogic.hitIndicationThreshold float -> float gameLogic.maximumLevelViewDistance float -> float gameLogic.messages.addHelpMessage std::string std::string -> int gameLogic.messages.addMessage std::string -> int gameLogic.messages.addRadioFilter std::string std::string -> int gameLogic.messages.addRadioVoice std::string std::string std::string -> int gameLogic.messages.playHelpMessage std::string -> int gameLogic.messages.playRadioMessage int std::string std::string -> int gameLogic.messages.setVolumes float float -> void gameLogic.noVehiclesOmit std::string -> void gameLogic.outputPlayerStats bool -> bool gameLogic.printCameraCoordToConsole -> void gameLogic.refreshTriggerables -> void gameLogic.remoteCommand int int int -> bool gameLogic.reset -> void gameLogic.roundNr int -> int gameLogic.setAirMouseInverted bool -> void gameLogic.setAirMouseSensitivity float -> float gameLogic.setBeforeSpawnCamera Vec3 Vec3 -> void gameLogic.setDefaultNumberOfTickets U32 U32 -> void gameLogic.setDefaultNumberOfTicketsEx U32 U32 U32 -> void gameLogic.setDropVehicleDeviationRadius int int -> void gameLogic.setKit int KitType std::string -> void gameLogic.setNumberOfTickets U32 U32 -> void gameLogic.setNumDropVehiclesForTeam int int -> void gameLogic.setTeamDropVehicle int std::string -> void gameLogic.setTeamFlag int std::string -> void gameLogic.setTeamLanguage int std::string -> void gameLogic.setTeamName int std::string -> void gameLogic.setTicketLossAtEndPerMin float -> void gameLogic.setTicketLossPerMin U32 float -> void gameLogic.spawnAtCameraPosition bool -> bool gameLogic.spawnObjectSpeed float -> float gameLogic.spawnPlayers bool -> bool gameLogic.supplyDropHeight float -> float gameLogic.supplyDropNumSecsToLive float -> float gameLogic.teleport -> void gameLogic.teleportCameraTo Vec3 -> void gameLogic.teleportTo Vec3 -> void gameLogic.timeAllowedOutSideWorld float -> float gameLogic.timeToNextAIWave float -> float gameLogic.togglePause -> void gameLogic.vehicleDropHeight float -> float Game.radioMessage TargetChannel std::string -> void game.sayAll std::string -> void game.sayTeam int std::string -> void gameServerSettings.setAdminScript std::string -> void gameServerSettings.setAllowNATNegotation bool -> void gameServerSettings.setAutoBalanceTeam bool -> void gameServerSettings.setAutoRecord bool -> void gameServerSettings.setAutoRecordRounds int -> void gameServerSettings.setCommunityLogoURL std::string -> void gameServerSettings.setCoopBotCount int -> void gameServerSettings.setCoopBotDifficulty float -> void gameServerSettings.setCoopBotRatio float -> void gameServerSettings.setDemoDownloadURL std::string -> void gameServerSettings.setDemoHook std::string -> void gameServerSettings.setDemoIndexURL std::string -> void gameServerSettings.setEndDelay int -> void gameServerSettings.setFriendlyFireWithMines bool -> void gameServerSettings.setGameMode std::string -> void gameServerSettings.setGameSpyPort int -> void gameServerSettings.setInterfaceIP std::string -> void gameServerSettings.setInternet bool -> void gameServerSettings.setManDownTime float -> void gameServerSettings.setMaxPlayers int -> void gameServerSettings.setMinPlayersForVoting int -> void gameServerSettings.setNoVehicles float -> void gameServerSettings.setPassword std::string -> void gameServerSettings.setPunishTeamKills bool -> void gameServerSettings.setRoundsPerMap int -> void gameServerSettings.setScoreLimit int -> void gameServerSettings.setServerName std::string -> void gameServerSettings.setSoldierFF int -> void gameServerSettings.setSoldierSplashFF int -> void gameServerSettings.setSpawnTime float -> void gameServerSettings.setSponsorLogoURL std::string -> void gameServerSettings.setSponsorText std::string -> void gameServerSettings.setStartDelay int -> void gameServerSettings.setSvPunkBuster bool -> void gameServerSettings.setTeamRatio float -> void gameServerSettings.setTeamVoteOnly bool -> void gameServerSettings.setTicketRatio int -> void gameServerSettings.setTimeBeforeRestartMap float -> void gameServerSettings.setTimeLimit int -> void gameServerSettings.setVehicleFF int -> void gameServerSettings.setVehicleSplashFF int -> void gameServerSettings.setVoipBFClientPort int -> void gameServerSettings.setVoipBFServerPort int -> void gameServerSettings.setVoipEnabled bool -> void gameServerSettings.setVoipQuality int -> void gameServerSettings.setVoipServerPort int -> void gameServerSettings.setVoipServerRemote bool -> void gameServerSettings.setVoipServerRemoteIP std::string -> void gameServerSettings.setVoipSharedPassword std::string -> void gameServerSettings.setVoteTime int -> void game.simulationRate int -> int game.toggleFullscreen -> void game.unload -> bool generalSettings.addFavouriteServer std::string int std::string -> void generalSettings.addServerHistory std::string int std::string -> void generalSettings.setAllowPunkBuster bool -> void generalSettings.setAutoReady bool -> void generalSettings.setAutoReload bool -> void generalSettings.setBFTVSaveDirectory std::string -> void generalSettings.setBotSkill float -> void generalSettings.setBuddytagColor int int int -> void generalSettings.setConfirmQuit bool -> void generalSettings.setConnectionType int -> void generalSettings.setCrosshairColor int int int -> void generalSettings.setHUDTransparency float -> void generalSettings.setItemSelectionReverseItems bool -> void generalSettings.setLCDDisplayModes bool -> void generalSettings.setMapIconAlphaTransparency float -> void generalSettings.setMaxBots int -> void generalSettings.setMaxBotsIncludeHumans bool -> void generalSettings.setMinimapRotate bool -> void generalSettings.setMinimapTransparency float -> void generalSettings.setNumRoundsPlayed int -> void generalSettings.setOutOfVoting bool -> void generalSettings.setPlayedVOHelp std::string -> void generalSettings.setServerFilter std::string -> void generalSettings.setSortKey std::string -> void generalSettings.setSortOrder int -> void generalSettings.setSquadtagColor int int int -> void generalSettings.setToggleFilters int -> void generalSettings.setUseAdvancedServerBrowser bool -> void generalSettings.setUseBots bool -> void generalSettings.setViewIntroMovie bool -> void geometryTemplate.active IGeometryTemplate* -> IGeometryTemplate* geometryTemplate.color Vec3 -> Vec3 geometryTemplate.color Vec3 -> Vec3 geometryTemplate.color Vec3 -> Vec3 geometryTemplate.color Vec3 -> Vec3 geometryTemplate.color Vec3 -> Vec3 geometryTemplate.color Vec3 -> Vec3 geometryTemplate.color Vec3 -> Vec3 geometryTemplate.compressVertexData bool -> bool GeometryTemplate.create std::string std::string -> IGeometryTemplate* geometryTemplate.depth float -> float geometryTemplate.doNotGenerateLightmaps bool -> bool geometryTemplate.dumpInstances -> void geometryTemplate.glowFadeOutDistEnd float -> float geometryTemplate.glowFadeOutDistStart float -> float geometryTemplate.glowing bool -> bool geometryTemplate.height float -> float geometryTemplate.ignoreLeafLighting bool -> bool geometryTemplate.innerRadius float -> float geometryTemplate.lenght float -> float geometryTemplate.length float -> float geometryTemplate.lightmapOverride bool -> bool geometryTemplate.maxSkip3pLods uint -> uint geometryTemplate.maxSkipWreckLods uint -> uint geometryTemplate.maxTextureRepeat int -> int geometryTemplate.meshDetailLevel int -> int geometryTemplate.name -> std::string geometryTemplate.noLighting bool -> bool geometryTemplate.nrOfAnimatedUVMatrix int -> int geometryTemplate.outerRadius float -> float GeometryTemplate.printInfo bool -> std::string geometryTemplate.radius1 float -> float geometryTemplate.radius2 float -> float geometryTemplate.rings uint -> uint geometryTemplate.setLightmapSizeAll int int int -> void geometryTemplate.setMaterialParallaxHeightScale int int int -> void geometryTemplate.setMaterialReflectionScale int int int -> void geometryTemplate.setSpecularStaticGloss int int int -> void geometryTemplate.setSubGeometryLodDistance int int float -> void geometryTemplate.shader std::string -> std::string geometryTemplate.shader std::string -> std::string geometryTemplate.shader std::string -> std::string geometryTemplate.shader std::string -> std::string geometryTemplate.shader std::string -> std::string geometryTemplate.shader std::string -> std::string geometryTemplate.shader std::string -> std::string geometryTemplate.shadowDetailLevel int -> int geometryTemplate.sides uint -> uint geometryTemplate.sides uint -> uint geometryTemplate.slices uint -> uint geometryTemplate.stacks uint -> uint geometryTemplate.tesselation BaseVector2<uint> -> BaseVector2<uint> geometryTemplate.tesselation BaseVector2<uint> -> BaseVector2<uint> geometryTemplate.texture std::string -> std::string geometryTemplate.texture std::string -> std::string geometryTemplate.useRadiusForShadowDepth bool -> bool geometryTemplate.useRadiusForShadowSpatial bool -> bool geometryTemplate.width float -> float globalSettings.setDefaultUser std::string -> void globalSettings.setNamePrefix std::string -> void hapticSettings.addWeaponClassMap std::string int -> void hapticSettings.load -> bool hapticSettings.setAimSensitivity float float float -> void hapticSettings.setAimSensitivityAIR float float float -> void hapticSettings.setAimSensitivityHELI float float float -> void hapticSettings.setAimSensitivityLAND float float float -> void hapticSettings.setAimSensitivityLength float float float -> void hapticSettings.setAimSensitivityLengthAIR float float float -> void hapticSettings.setAimSensitivityLengthHELI float float float -> void hapticSettings.setAimSensitivityLengthLAND float float float -> void hapticSettings.setAimSensitivityLengthSEA float float float -> void hapticSettings.setAimSensitivityLengthSOLDIER float float float -> void hapticSettings.setAimSensitivitySEA float float float -> void hapticSettings.setAimSensitivitySOLDIER float float float -> void hapticSettings.setControlBoxLength float float float -> void hapticSettings.setControlBoxLengthAIR float float float -> void hapticSettings.setControlBoxLengthHELI float float float -> void hapticSettings.setControlBoxLengthLAND float float float -> void hapticSettings.setControlBoxLengthSEA float float float -> void hapticSettings.setControlBoxLengthSOLDIER float float float -> void hapticSettings.setControlBoxStiffness float float float -> void hapticSettings.setControlBoxStiffnessAIR float float float -> void hapticSettings.setControlBoxStiffnessHELI float float float -> void hapticSettings.setControlBoxStiffnessLAND float float float -> void hapticSettings.setControlBoxStiffnessSEA float float float -> void hapticSettings.setControlBoxStiffnessSOLDIER float float float -> void hapticSettings.setDamageScale float -> void hapticSettings.setExplosionShakeScale float -> void hapticSettings.setForceCapX float -> void hapticSettings.setForceCapY float -> void hapticSettings.setForceCapZ float -> void hapticSettings.setGeneralShakeScale float -> void hapticSettings.setPhysicsAIRScale float float float -> void hapticSettings.setPhysicsAIRScaleXHigh float -> void hapticSettings.setPhysicsAIRScaleXLow float -> void hapticSettings.setPhysicsAIRScaleXMed float -> void hapticSettings.setPhysicsAIRScaleYHigh float -> void hapticSettings.setPhysicsAIRScaleYLow float -> void hapticSettings.setPhysicsAIRScaleYMed float -> void hapticSettings.setPhysicsAIRScaleZHigh float -> void hapticSettings.setPhysicsAIRScaleZLow float -> void hapticSettings.setPhysicsAIRScaleZMed float -> void hapticSettings.setPhysicsAIRSmoothTimeXHigh int -> void hapticSettings.setPhysicsAIRSmoothTimeXLow int -> void hapticSettings.setPhysicsAIRSmoothTimeXMed int -> void hapticSettings.setPhysicsAIRSmoothTimeYHigh int -> void hapticSettings.setPhysicsAIRSmoothTimeYLow int -> void hapticSettings.setPhysicsAIRSmoothTimeYMed int -> void hapticSettings.setPhysicsAIRSmoothTimeZHigh int -> void hapticSettings.setPhysicsAIRSmoothTimeZLow int -> void hapticSettings.setPhysicsAIRSmoothTimeZMed int -> void hapticSettings.setPhysicsAIRTransitionValueHigh float -> void hapticSettings.setPhysicsAIRTransitionValueMed float -> void hapticSettings.setPhysicsHELIScale float float float -> void hapticSettings.setPhysicsHELIScaleXHigh float -> void hapticSettings.setPhysicsHELIScaleXLow float -> void hapticSettings.setPhysicsHELIScaleXMed float -> void hapticSettings.setPhysicsHELIScaleYHigh float -> void hapticSettings.setPhysicsHELIScaleYLow float -> void hapticSettings.setPhysicsHELIScaleYMed float -> void hapticSettings.setPhysicsHELIScaleZHigh float -> void hapticSettings.setPhysicsHELIScaleZLow float -> void hapticSettings.setPhysicsHELIScaleZMed float -> void hapticSettings.setPhysicsHELISmoothTimeXHigh int -> void hapticSettings.setPhysicsHELISmoothTimeXLow int -> void hapticSettings.setPhysicsHELISmoothTimeXMed int -> void hapticSettings.setPhysicsHELISmoothTimeYHigh int -> void hapticSettings.setPhysicsHELISmoothTimeYLow int -> void hapticSettings.setPhysicsHELISmoothTimeYMed int -> void hapticSettings.setPhysicsHELISmoothTimeZHigh int -> void hapticSettings.setPhysicsHELISmoothTimeZLow int -> void hapticSettings.setPhysicsHELISmoothTimeZMed int -> void hapticSettings.setPhysicsHELITransitionValueHigh float -> void hapticSettings.setPhysicsHELITransitionValueMed float -> void hapticSettings.setPhysicsLANDScale float float float -> void hapticSettings.setPhysicsLANDScaleXHigh float -> void hapticSettings.setPhysicsLANDScaleXLow float -> void hapticSettings.setPhysicsLANDScaleXMed float -> void hapticSettings.setPhysicsLANDScaleYHigh float -> void hapticSettings.setPhysicsLANDScaleYLow float -> void hapticSettings.setPhysicsLANDScaleYMed float -> void hapticSettings.setPhysicsLANDScaleZHigh float -> void hapticSettings.setPhysicsLANDScaleZLow float -> void hapticSettings.setPhysicsLANDScaleZMed float -> void hapticSettings.setPhysicsLANDSmoothTimeXHigh int -> void hapticSettings.setPhysicsLANDSmoothTimeXLow int -> void hapticSettings.setPhysicsLANDSmoothTimeXMed int -> void hapticSettings.setPhysicsLANDSmoothTimeYHigh int -> void hapticSettings.setPhysicsLANDSmoothTimeYLow int -> void hapticSettings.setPhysicsLANDSmoothTimeYMed int -> void hapticSettings.setPhysicsLANDSmoothTimeZHigh int -> void hapticSettings.setPhysicsLANDSmoothTimeZLow int -> void hapticSettings.setPhysicsLANDSmoothTimeZMed int -> void hapticSettings.setPhysicsLANDTransitionValueHigh float -> void hapticSettings.setPhysicsLANDTransitionValueMed float -> void hapticSettings.setPhysicsSEAScale float float float -> void hapticSettings.setPhysicsSEAScaleXHigh float -> void hapticSettings.setPhysicsSEAScaleXLow float -> void hapticSettings.setPhysicsSEAScaleXMed float -> void hapticSettings.setPhysicsSEAScaleYHigh float -> void hapticSettings.setPhysicsSEAScaleYLow float -> void hapticSettings.setPhysicsSEAScaleYMed float -> void hapticSettings.setPhysicsSEAScaleZHigh float -> void hapticSettings.setPhysicsSEAScaleZLow float -> void hapticSettings.setPhysicsSEAScaleZMed float -> void hapticSettings.setPhysicsSEASmoothTimeXHigh int -> void hapticSettings.setPhysicsSEASmoothTimeXLow int -> void hapticSettings.setPhysicsSEASmoothTimeXMed int -> void hapticSettings.setPhysicsSEASmoothTimeYHigh int -> void hapticSettings.setPhysicsSEASmoothTimeYLow int -> void hapticSettings.setPhysicsSEASmoothTimeYMed int -> void hapticSettings.setPhysicsSEASmoothTimeZHigh int -> void hapticSettings.setPhysicsSEASmoothTimeZLow int -> void hapticSettings.setPhysicsSEASmoothTimeZMed int -> void hapticSettings.setPhysicsSEATransitionValueHigh float -> void hapticSettings.setPhysicsSEATransitionValueMed float -> void hapticSettings.setPhysicsSOLDIERScale float float float -> void hapticSettings.setPhysicsSOLDIERScaleXHigh float -> void hapticSettings.setPhysicsSOLDIERScaleXLow float -> void hapticSettings.setPhysicsSOLDIERScaleXMed float -> void hapticSettings.setPhysicsSOLDIERScaleYHigh float -> void hapticSettings.setPhysicsSOLDIERScaleYLow float -> void hapticSettings.setPhysicsSOLDIERScaleYMed float -> void hapticSettings.setPhysicsSOLDIERScaleZHigh float -> void hapticSettings.setPhysicsSOLDIERScaleZLow float -> void hapticSettings.setPhysicsSOLDIERScaleZMed float -> void hapticSettings.setPhysicsSOLDIERSmoothTimeXHigh int -> void hapticSettings.setPhysicsSOLDIERSmoothTimeXLow int -> void hapticSettings.setPhysicsSOLDIERSmoothTimeXMed int -> void hapticSettings.setPhysicsSOLDIERSmoothTimeYHigh int -> void hapticSettings.setPhysicsSOLDIERSmoothTimeYLow int -> void hapticSettings.setPhysicsSOLDIERSmoothTimeYMed int -> void hapticSettings.setPhysicsSOLDIERSmoothTimeZHigh int -> void hapticSettings.setPhysicsSOLDIERSmoothTimeZLow int -> void hapticSettings.setPhysicsSOLDIERSmoothTimeZMed int -> void hapticSettings.setPhysicsSOLDIERTransitionValueHigh float -> void hapticSettings.setPhysicsSOLDIERTransitionValueMed float -> void hapticSettings.setRecoilPitchScaleCARBINE float -> void hapticSettings.setRecoilPitchScaleDEFIB float -> void hapticSettings.setRecoilPitchScaleDROP float -> void hapticSettings.setRecoilPitchScaleKNIFE float -> void hapticSettings.setRecoilPitchScaleLAUNCHER float -> void hapticSettings.setRecoilPitchScaleLMG float -> void hapticSettings.setRecoilPitchScalePISTOL float -> void hapticSettings.setRecoilPitchScaleRIFLE float -> void hapticSettings.setRecoilPitchScaleRIFLELAUNCHER float -> void hapticSettings.setRecoilPitchScaleSHOTGUN float -> void hapticSettings.setRecoilPitchScaleSMG float -> void hapticSettings.setRecoilPitchScaleSNIPER float -> void hapticSettings.setRecoilPitchScaleTHROWN float -> void hapticSettings.setRecoilPitchScaleV_AIRGUN float -> void hapticSettings.setRecoilPitchScaleV_ARMORCANNON float -> void hapticSettings.setRecoilPitchScaleV_COAXIALGUN float -> void hapticSettings.setRecoilPitchScaleV_HELIGUN float -> void hapticSettings.setRecoilPitchScaleV_HMG float -> void hapticSettings.setRecoilPitchScaleV_LMG float -> void hapticSettings.setRecoilPitchScaleV_MISSILE float -> void hapticSettings.setRecoilPunchScaleCARBINE float -> void hapticSettings.setRecoilPunchScaleDEFIB float -> void hapticSettings.setRecoilPunchScaleDROP float -> void hapticSettings.setRecoilPunchScaleKNIFE float -> void hapticSettings.setRecoilPunchScaleLAUNCHER float -> void hapticSettings.setRecoilPunchScaleLMG float -> void hapticSettings.setRecoilPunchScalePISTOL float -> void hapticSettings.setRecoilPunchScaleRIFLE float -> void hapticSettings.setRecoilPunchScaleRIFLELAUNCHER float -> void hapticSettings.setRecoilPunchScaleSHOTGUN float -> void hapticSettings.setRecoilPunchScaleSMG float -> void hapticSettings.setRecoilPunchScaleSNIPER float -> void hapticSettings.setRecoilPunchScaleTHROWN float -> void hapticSettings.setRecoilPunchScaleV_AIRGUN float -> void hapticSettings.setRecoilPunchScaleV_ARMORCANNON float -> void hapticSettings.setRecoilPunchScaleV_COAXIALGUN float -> void hapticSettings.setRecoilPunchScaleV_HELIGUN float -> void hapticSettings.setRecoilPunchScaleV_HMG float -> void hapticSettings.setRecoilPunchScaleV_LMG float -> void hapticSettings.setRecoilPunchScaleV_MISSILE float -> void hapticSettings.setRecoilPunchTimeCARBINE float -> void hapticSettings.setRecoilPunchTimeDEFIB float -> void hapticSettings.setRecoilPunchTimeDROP float -> void hapticSettings.setRecoilPunchTimeKNIFE float -> void hapticSettings.setRecoilPunchTimeLAUNCHER float -> void hapticSettings.setRecoilPunchTimeLMG float -> void hapticSettings.setRecoilPunchTimePISTOL float -> void hapticSettings.setRecoilPunchTimeRIFLE float -> void hapticSettings.setRecoilPunchTimeRIFLELAUNCHER float -> void hapticSettings.setRecoilPunchTimeSHOTGUN float -> void hapticSettings.setRecoilPunchTimeSMG float -> void hapticSettings.setRecoilPunchTimeSNIPER float -> void hapticSettings.setRecoilPunchTimeTHROWN float -> void hapticSettings.setRecoilPunchTimeV_AIRGUN float -> void hapticSettings.setRecoilPunchTimeV_ARMORCANNON float -> void hapticSettings.setRecoilPunchTimeV_COAXIALGUN float -> void hapticSettings.setRecoilPunchTimeV_HELIGUN float -> void hapticSettings.setRecoilPunchTimeV_HMG float -> void hapticSettings.setRecoilPunchTimeV_LMG float -> void hapticSettings.setRecoilPunchTimeV_MISSILE float -> void hapticSettings.setRecoilYawScaleCARBINE float -> void hapticSettings.setRecoilYawScaleDEFIB float -> void hapticSettings.setRecoilYawScaleDROP float -> void hapticSettings.setRecoilYawScaleKNIFE float -> void hapticSettings.setRecoilYawScaleLAUNCHER float -> void hapticSettings.setRecoilYawScaleLMG float -> void hapticSettings.setRecoilYawScalePISTOL float -> void hapticSettings.setRecoilYawScaleRIFLE float -> void hapticSettings.setRecoilYawScaleRIFLELAUNCHER float -> void hapticSettings.setRecoilYawScaleSHOTGUN float -> void hapticSettings.setRecoilYawScaleSMG float -> void hapticSettings.setRecoilYawScaleSNIPER float -> void hapticSettings.setRecoilYawScaleTHROWN float -> void hapticSettings.setRecoilYawScaleV_AIRGUN float -> void hapticSettings.setRecoilYawScaleV_ARMORCANNON float -> void hapticSettings.setRecoilYawScaleV_COAXIALGUN float -> void hapticSettings.setRecoilYawScaleV_HELIGUN float -> void hapticSettings.setRecoilYawScaleV_HMG float -> void hapticSettings.setRecoilYawScaleV_LMG float -> void hapticSettings.setRecoilYawScaleV_MISSILE float -> void hapticSettings.setSpeedShakeScale float -> void hapticSettings.setTurnSensitivity float float float -> void hapticSettings.setTurnSensitivityAIR float float float -> void hapticSettings.setTurnSensitivityHELI float float float -> void hapticSettings.setTurnSensitivityLAND float float float -> void hapticSettings.setTurnSensitivitySEA float float float -> void hapticSettings.setTurnSensitivitySOLDIER float float float -> void heightmapcluster.addHeightmap std::string int int -> void heightmapcluster.compileWaterMeshesIntoHeightmap -> void heightmapcluster.create std::string -> void heightmapcluster.importSurroundingRawHeightMap std::string -> bool heightmapcluster.intersectCameraRay -> void heightmapcluster.setClusterSize int -> void heightmapcluster.setHeightmapSize int -> void heightmapcluster.setSeaWaterLevel float -> void heightmapcluster.smoothEdges int float float -> void heightmapcluster.stitchEdges -> void heightmap.loadHeightData std::string -> void heightmap.loadMaterialData std::string -> void heightmap.setBitResolution int -> void heightmap.setMaterialScale int -> void heightmap.setModified bool -> void heightmap.setScale Vec3 -> void heightmap.setSize int int -> void hemiMapManager.hemiLerpBias float -> float hemiMapManager.makeHemiMap unsigned long std::string Vec3 -> bool hemiMapManager.setBaseHemiMap std::string Vec3 float -> bool hudBuilder.addNodeAlphaShowEffect -> bool hudBuilder.addNodeBlendEffect int int -> bool hudBuilder.addNodeMoveShowEffect float int -> bool hudBuilder.addNodeVariableMoveShowEffect std::string std::string -> bool hudBuilder.addObjectMarkerNodeLockTextNode std::string -> bool hudBuilder.addTransformListNode std::string -> bool hudBuilder.createBarNode std::string std::string int -> bool hudBuilder.createButtonNode std::string std::string int -> bool hudBuilder.createCompassNode std::string std::string int -> bool hudBuilder.createEditNode std::string std::string int -> bool hudBuilder.createHoverNode std::string std::string int -> bool hudBuilder.createListNode std::string std::string int -> bool hudBuilder.createMapNode std::string std::string -> bool hudBuilder.createMiniMapNode std::string std::string int -> bool hudBuilder.createObjectMarkerNode std::string std::string int -> bool hudBuilder.createObjectSelectionNode std::string std::string int -> bool hudBuilder.createOccupiedNode std::string std::string int -> bool hudBuilder.createPictureNode std::string std::string int -> bool hudBuilder.createSliderNode std::string std::string float -> bool hudBuilder.createSplitNode std::string std::string -> bool hudBuilder.createTextNode std::string std::string int -> bool hudBuilder.createTileNode std::string std::string int -> bool hudBuilder.createTransformListNode std::string std::string int -> bool hudBuilder.createTransformNode std::string std::string int -> int hudBuilder.deleteNode -> bool hudBuilder.newLayer -> bool hudBuilder.searchNodes std::string std::string -> meme::Node* hudBuilder.setActiveObject std::string std::string -> bool hudBuilder.setBarNodeBorder int int int -> bool hudBuilder.setBarNodeSnap int -> bool hudBuilder.setBarNodeSnapDir bool -> bool hudBuilder.setBarNodeTexture int std::string -> bool hudBuilder.setBarNodeValueVariable std::string -> bool hudBuilder.setBarNodeVariableTexture int std::string -> bool hudBuilder.setButtonNodeAltConCmd std::string int -> bool hudBuilder.setButtonNodeConCmd std::string int -> bool hudBuilder.setButtonNodeDebug bool -> bool hudBuilder.setButtonNodeFunction std::string int -> bool hudBuilder.setButtonNodeMouseArea int int int -> bool hudBuilder.setButtonNodeMouseOverColor float float float -> bool hudBuilder.setButtonNodeTexture int std::string -> bool hudBuilder.setCommanderPos Vec2 -> bool hudBuilder.setCommanderSize Vec2 -> bool hudBuilder.setCompassNodeBorder int int int -> bool hudBuilder.setCompassNodeOffset int -> bool hudBuilder.setCompassNodeSnapOffset int int int -> bool hudBuilder.setCompassNodeSnapTexture bool std::string -> bool hudBuilder.setCompassNodeTexture int std::string -> bool hudBuilder.setCompassNodeTextureSize int int -> bool hudBuilder.setCompassNodeValueVariable std::string -> bool hudBuilder.setCompassNodeVariableTexture int std::string -> bool hudBuilder.setCPFont std::string -> void hudBuilder.setCPFontColor float float float -> void hudBuilder.setEditNodeColor float float float -> bool hudBuilder.setEditNodeData int -> bool hudBuilder.setEditNodeFont std::string bool -> bool hudBuilder.setEditNodeMaxLength int -> bool hudBuilder.setEditNodeString int -> bool hudBuilder.setHoverInMiddlePos int int -> bool hudBuilder.setHoverMaxValue float -> bool hudBuilder.setHoverWidthLength float float -> bool hudBuilder.setListNodeBackgroundColor float float float -> bool hudBuilder.setListNodeBorder int int int -> bool hudBuilder.setListNodeBorderColor float float float -> bool hudBuilder.setListNodeConCmd int std::string -> bool hudBuilder.setListNodeData int -> bool hudBuilder.setListNodeFont std::string int -> bool hudBuilder.setListNodeOutline bool -> bool hudBuilder.setListNodeRowSpacing int -> bool hudBuilder.setListNodeScrollbar int int -> bool hudBuilder.setListNodeScrollbarBackgroundColor float float float -> bool hudBuilder.setListNodeScrollbarColor float float float -> bool hudBuilder.setListNodeSelectColor float float float -> bool hudBuilder.setMaxiPos Vec2 -> bool hudBuilder.setMaxiSize Vec2 -> bool hudBuilder.setMiniPos Vec2 -> bool hudBuilder.setMiniSize Vec2 -> bool hudBuilder.setModifyer float -> void hudBuilder.setNodeAlphaVariable std::string -> bool hudBuilder.setNodeColor float float float -> bool hudBuilder.setNodeInTime float -> bool hudBuilder.setNodeLogicShowVariable std::string std::string int -> bool hudBuilder.setNodeOffset int int -> bool hudBuilder.setNodeOutTime float -> bool hudBuilder.setNodePos int int -> bool hudBuilder.setNodePosVariable int std::string -> bool hudBuilder.setNodeRGBVariables std::string std::string std::string -> bool hudBuilder.setNodeShowVariable std::string -> bool hudBuilder.setNodeSize int int -> bool hudBuilder.setObjectMarkerNodeLockOnType int -> bool hudBuilder.setObjectMarkerNodeLockText bool std::string -> bool hudBuilder.setObjectMarkerNodeLockTextOffset int int -> bool hudBuilder.setObjectMarkerNodeObjects int -> bool hudBuilder.setObjectMarkerNodeTexture int std::string -> bool hudBuilder.setObjectMarkerNodeTextureSize int int int -> bool hudBuilder.setObjectMarkerNodeWeapon int -> bool hudBuilder.setObjectSelectionNodePointerSize int int -> bool hudBuilder.setOccupiedNodeData int -> bool hudBuilder.setOccupiedNodePosVariable int std::string -> bool hudBuilder.setPictureNodeAlphaMask std::string -> bool hudBuilder.setPictureNodeBorder int int int -> bool hudBuilder.setPictureNodeBorderColor float float float -> bool hudBuilder.setPictureNodeCenterPoint int int -> bool hudBuilder.setPictureNodeRotateVariable std::string -> bool hudBuilder.setPictureNodeRotation int -> bool hudBuilder.setPictureNodeTexture std::string -> bool hudBuilder.setPictureNodeVariableTexture std::string -> bool hudBuilder.setSliderNodeChild std::string -> bool hudBuilder.setSliderNodeData std::string -> bool hudBuilder.setTextNodeOutLine std::string -> bool hudBuilder.setTextNodeOutLineOffset float float -> bool hudBuilder.setTextNodeString std::string -> bool hudBuilder.setTextNodeStringVariable std::string -> bool hudBuilder.setTextNodeStyle std::string int -> bool hudBuilder.setTileNodeOptions int int int -> bool hudBuilder.setTranformListNodeOffset int int -> bool hudBuilder.setTranformListNodePosVariable int std::string -> bool hudBuilder.setZoomIcons bool -> bool hudItems.setBool std::string bool -> void hudItems.setFloat std::string float -> void hudItems.setString std::string std::string -> void hudManager.addFavouriteServer bool -> void hudManager.addTextureAtlas std::string -> void hudManager.enableSayAllChatBox bool -> void hudManager.enableSaySquadChatBox bool -> void hudManager.enableSayTeamChatBox bool -> void hudManager.refresh -> bool hudManager.setCommMousePos int int -> bool hudManager.setCommMouseSensitivity int -> bool hudManager.setCommPos int int -> bool hudManager.setCommSize int int -> bool hudManager.setDisplayControlpoints bool -> void hudManager.setDisplayTickets bool -> void hudManager.setDone bool -> void hudManager.setMapStatic bool -> void hudManager.setMaximumNrOfCPs int -> void hudManager.setMouseTextureArtillery std::string -> bool hudManager.setMouseTextureCancel std::string -> bool hudManager.setMouseTextureEmpty std::string -> bool hudManager.setMouseTextureFull std::string -> bool hudManager.setMouseTextureSupply std::string -> bool hudManager.setMouseTextureUAV std::string -> bool hudManager.setPaint bool -> void hudManager.setPointerMouseSensitivity int -> bool hudManager.setPointerSize int int -> bool hudManager.setSpottedAngle float -> void hudManager.setSpottedMenuPos int int -> bool hudManager.setSpottedMenuSize int int -> bool hudManager.setSpottedMousePos int int -> bool hudManager.setTargetTop float -> void hudManager.setUpdate bool -> void ingameHelp.showIngameHelp std::string float -> void InputDevices.setAxisScale InputDeviceFlags InputDeviceAxes float -> bool InputDevices.setInvertAxis InputDeviceFlags InputDeviceAxes bool -> bool itemSelection.setReverseItems bool -> void levelsList.setVoteMapShow int -> void levelsList.singleClick int -> void lightManager.ambientColor Vec3 -> Vec3 lightManager.defaultEffectLightAffectionFactor float -> float lightManager.dynamicPointColor Vec3 -> Vec3 lightManager.dynamicPointColorHigh Vec3 -> Vec3 lightManager.dynamicPointColorLow Vec3 -> Vec3 lightManager.dynamicPointScale float -> float lightManager.effectShadowColor Vec3 -> Vec3 lightManager.effectSunColor Vec3 -> Vec3 lightManager.enableStencilCullerReset bool -> bool lightManager.enableSun bool -> bool lightManager.groundHemi std::string -> std::string lightManager.hemiLerpBias float -> float lightManager.init -> void lightManager.lightCullDistance float -> float lightManager.lightMapAmbientAlphaCutoffRange Vec2 -> Vec2 lightManager.maxLightsPerBundledMesh int -> int lightManager.maxLightsPerSkinnedMesh int -> int lightManager.maxLightsPerStaticMesh int -> int lightManager.maxLightsPerTerrainPatch int -> int lightManager.maxLodForMaterialBatching int -> int lightManager.singlePointColor Vec3 -> Vec3 lightManager.singlePointColorHigh Vec3 -> Vec3 lightManager.singlePointColorLow Vec3 -> Vec3 lightManager.skinnedMeshShaderLodDistance float -> float lightManager.skyColor Vec3 -> Vec3 lightManager.skyColorHigh Vec3 -> Vec3 lightManager.skyColorLow Vec3 -> Vec3 lightManager.staticLightBlendingTime double -> double lightManager.staticSkyColor Vec3 -> Vec3 lightManager.staticSkyColorHigh Vec3 -> Vec3 lightManager.staticSkyColorLow Vec3 -> Vec3 lightManager.staticSpecularColor Vec3 -> Vec3 lightManager.staticSunColor Vec3 -> Vec3 lightManager.sunColor Vec3 -> Vec3 lightManager.sunColorHigh Vec3 -> Vec3 lightManager.sunColorLow Vec3 -> Vec3 lightManager.sunDirection Vec3 -> Vec3 lightManager.sunSpecColor Vec3 -> Vec3 lightManager.sunSpecColorHigh Vec3 -> Vec3 lightManager.sunSpecColorLow Vec3 -> Vec3 lightManager.treeAmbientColor Vec3 -> Vec3 lightManager.treeSkyColor Vec3 -> Vec3 lightManager.treeSunColor Vec3 -> Vec3 localPlayer.commanderSelectDelay float -> float localPlayer.firstCommanderSelectDelay float -> float localProfile.addDemoBookmark std::string std::string std::string -> void localProfile.save -> bool localProfile.setEmail std::string -> std::string localProfile.setGamespyNick std::string -> std::string localProfile.setName std::string -> std::string localProfile.setNick std::string -> std::string localProfile.setNumTimesLoggedIn int -> int localProfile.setPassword std::string -> std::string localProfile.setTotalPlayedTime float -> void maplist.append std::string std::string int -> bool maplist.clear -> bool maplist.configFile std::string -> std::string maplist.currentMap -> int maplist.insert int std::string std::string -> bool maplist.list -> std::string maplist.load -> bool maplist.mapCount -> int maplist.remove int -> int maplist.save -> bool material.active unsigned int -> unsigned int material.damageLoss float -> float material.elasticity float -> float material.friction float -> float material.hasWaterPhysics bool -> bool material.isBarbwire bool -> bool material.isOneSided bool -> bool material.isSeeThrough bool -> bool materialManager.attMaterial unsigned int -> void materialManager.createCell unsigned int unsigned int -> void materialManager.damageMod float -> float materialManager.defMaterial unsigned int -> void materialManager.setDecalTemplate unsigned int IObjectTemplate_ptrproxy -> void materialManager.setEffectTemplate unsigned int IObjectTemplate_ptrproxy -> void materialManager.setSoundTemplate unsigned int IObjectTemplate_ptrproxy -> void material.maxDamageLoss float -> float material.minDamageLoss float -> float material.name std::string -> std::string material.overrideNeverPenetrate bool -> bool material.penetrationDeviation float -> float material.projectileCollisionHardness float -> float material.resistance float -> float material.type int -> int menuTeamManager.addKit std::string -> void menuTeamManager.addTeam std::string std::string -> void menuTeamManager.addWeapon std::string int int -> void menuTeamManager.setTeamId int -> void minimap.setCommanderOffset Vec2 -> void minimap.setCurrOrderList int -> void minimap.setDestinationBlend int -> void minimap.setFilterColor float float float -> void minimap.setFullScreenZoom int -> void minimap.setPaintAllKits -> void minimap.setPaintAllVehicles -> void minimap.setPaintKit int -> void minimap.setPaintVehicle int -> void minimap.setSourceBlend int -> void minimap.setZoom -> void minimap.toggleShowKits -> void nametags.createBar NametagItemIDs int int -> void nametags.createIcon NametagItemIDs -> void nametags.deathFadeOutTime float -> float nametags.deployableDistance double -> double nametags.enemyDotLimit float -> float nametags.enemyTagDelayTime double -> double nametags.enemyTagFadeInTime double -> double nametags.enemyTagFadeOutTime double -> double nametags.getCullDistance TagType -> Vec2 nametags.manDownFadeOutTime float -> float nametags.maxCallDistance float -> float nametags.maxFriendlyDistance float -> float nametags.setCullDistance TagType Vec2 -> void nametags.setTexture int std::string int -> void nametags.vehicleNametagOffset float -> float nametags.vehicleNametagOffsetFactor float -> float networkableInfo.createNewInfo std::string -> void networkableInfo.deleteInfo std::string -> void networkableInfo.setBasePriority float -> void networkableInfo.setForceNetworkableId bool -> void networkableInfo.setIsUnique bool -> void networkableInfo.setPredictionMode PredictionMode -> void network.globalPredictionMode PredictionMode -> PredictionMode object.absolutePosition Vec3 -> Vec3 object.absolutePositionSecondary Vec3 -> Vec3 object.absoluteTransformation Mat4 -> Mat4 Object.active world::IObject_ptrproxy -> world::IObject_ptrproxy object.addAbsolutePoint -> void object.attenuationRange1 float -> float object.attenuationRange2 float -> float object.color Vec3 -> Vec3 object.coneAngle1 float -> float object.coneAngle2 float -> float Object.create world::IObjectTemplate_ptrproxy Vec3 Vec3 -> world::IObject_ptrproxy Object.delete world::IObject_ptrproxy -> void Object.deleteAll -> std::string object.direction Vec3 -> Vec3 object.disableChildren bool -> bool objectDrawer.collectPlanesDistance float -> float objectDrawer.drawDebugPlanes bool -> bool objectDrawer.faceForwardThreshold float -> float objectDrawer.showCullStats bool -> bool objectDrawer.useExactTest bool -> bool objectDrawer.useOcclusion bool -> bool Object.forceStart world::IObject_ptrproxy -> void Object.forceStop world::IObject_ptrproxy -> void object.fov float -> float object.geometry.color Vec4 -> Vec4 object.geometry.GenerateLightmapForThisInstance bool -> bool object.geometry.loadMesh std::string -> void object.geometry.subGeometry int -> int object.geometry.subGeometryCount -> int object.geometry.technique std::string -> std::string object.geometry.template -> IGeometryTemplate* object.getControlPointId -> int Object.getGroundPos Vec3 -> Vec3 object.getLightSourceMask -> int object.getVisibleTeam -> int object.group int -> int object.hasCollision bool -> bool object.hasUpdate bool -> bool object.HDRIntensity float -> float Object.info world::IObject_ptrproxy -> std::string object.initGrid Vec2 Vec2 int -> void object.isInGrid bool -> bool object.isOvergrowth bool -> bool object.isSaveable bool -> bool object.isVisible bool -> bool object.layer int -> int Object.list -> std::string Object.listObjectsOfTemplate world::IObjectTemplate_ptrproxy -> std::string Object.loadAll std::string -> bool objectManager.drawStats int -> int object.name std::string -> std::string object.notInAI bool -> bool Object.printScript world::IObject_ptrproxy -> std::string object.rotation Vec3 -> Vec3 object.rotationSecondary Vec3 -> Vec3 Object.saveAll std::string -> bool object.scale Vec3 -> Vec3 object.setActive bool -> void object.setAsSkyLight -> void object.setControlPointId int -> void object.setIsDisabledRecursive bool -> void object.setIsInTweakModeRecursive bool -> void object.setIsInTweakModeRecursive bool -> void object.setIsSaveableRecursive bool -> void object.setIsVisibleRecursive bool -> void object.setLightSourceMask int -> void Object.setObjectToGround world::IObject_ptrproxy -> Vec3 object.setTeam int -> void object.setVisibleTeam int -> void object.spawnOffset Vec3 -> Vec3 Object.start world::IObject_ptrproxy -> void Object.stop world::IObject_ptrproxy -> void object.team int -> int object.template -> const IObjectTemplate* objectTemplate.3dMapIcon int -> int objectTemplate.3dMapIcon int -> int objectTemplate.ability.hasAmmoAbility bool -> bool objectTemplate.ability.hasHealingAbility bool -> bool objectTemplate.ability.hasRepairingAbility bool -> bool objectTemplate.ability.radarRadius int -> int objectTemplate.abilityHud.ammoSound std::string -> std::string objectTemplate.abilityHud.healingSound std::string -> std::string objectTemplate.abilityHud.repairingSound std::string -> std::string objectTemplate.abilityInVehicleMaterial int -> int objectTemplate.abilityInVehicleRadius float -> float objectTemplate.abilityInVehicleStrength float -> float objectTemplate.abilityRestoreRate float -> float objectTemplate.acceleration Math::Vec3 -> Math::Vec3 objectTemplate.acceleration float -> float objectTemplate.accumulate bool -> bool ObjectTemplate.active world::IObjectTemplate_ptrproxy -> world::IObjectTemplate_ptrproxy ObjectTemplate.activeSafe std::string world::IObjectTemplate_ptrproxy -> void objectTemplate.addAmmoType int int float -> void objectTemplate.addChild bool -> bool objectTemplate.addEmitterSpeed bool -> bool objectTemplate.addKitVehicleMod std::string int -> void objectTemplate.addLinePoint Vec2 -> void objectTemplate.addPcoPosId int -> void objectTemplate.addTargetObjectTypeToWatch int -> void objectTemplate.addTemplate std::string -> void objectTemplate.addToCollisionGroup U32 -> void objectTemplate.addToProjectileList bool -> bool objectTemplate.addTriggerableTarget std::string -> void objectTemplate.addVehicleType std::string int float -> void objectTemplate.addVehicleType VehicleCategory -> void objectTemplate.addWorkOnMaterial int -> void objectTemplate.affectingType int -> int objectTemplate.affectLightmappedObjects bool -> bool objectTemplate.AgeScaleFactorFromAcceleration Vec2 -> Vec2 objectTemplate.AgeScaleFactorFromAltitude Vec2 -> Vec2 objectTemplate.AgeScaleFactorFromEngine Vec2 -> Vec2 objectTemplate.AgeScaleFactorFromRotationalSpeed Vec2 -> Vec2 objectTemplate.AgeScaleFactorFromSpeed Vec2 -> Vec2 objectTemplate.AgeScaleFactorFromSpeedInDof Vec2 -> Vec2 objectTemplate.AgeScaleFactorRange Vec2 -> Vec2 objectTemplate.AgeScaleFactorUsed bool -> bool objectTemplate.airFlowAffect float -> float objectTemplate.airFriction float -> float objectTemplate.airResistance float -> float objectTemplate.airResistanceGraph Vec4 -> Vec4 objectTemplate.aiTemplate std::string -> std::string objectTemplate.alignEffectTransformation bool -> bool objectTemplate.alignRotationToSpeed bool -> bool objectTemplate.allowDucking bool -> bool objectTemplate.allowInsideDynamicLights bool -> bool objectTemplate.allowInsideStaticSun bool -> bool objectTemplate.alphaCull float -> float objectTemplate.alphaIntensityFromAcceleration Vec2 -> Vec2 objectTemplate.alphaIntensityFromAltitude Vec2 -> Vec2 objectTemplate.alphaIntensityFromEngine Vec2 -> Vec2 objectTemplate.alphaIntensityFromRotationalSpeed Vec2 -> Vec2 objectTemplate.alphaIntensityFromSpeed Vec2 -> Vec2 objectTemplate.alphaIntensityFromSpeedInDof Vec2 -> Vec2 objectTemplate.alphaIntensityRange Vec2 -> Vec2 objectTemplate.alphaIntensityUsed bool -> bool objectTemplate.alphaOverTime OverTimeDistribution -> OverTimeDistribution objectTemplate.alternateTemplate0 std::string -> std::string objectTemplate.alternateTemplate1 std::string -> std::string objectTemplate.alternateTemplate2 std::string -> std::string objectTemplate.alternateTemplate3 std::string -> std::string objectTemplate.alternateTemplate4 std::string -> std::string objectTemplate.altSoldierExitPosition Vec3 -> Vec3 objectTemplate.ammo.abilityCost float -> float objectTemplate.ammo.abilityDrain float -> float objectTemplate.ammo.abilityMaterial int -> int objectTemplate.ammo.abilityRadius float -> float objectTemplate.ammo.abilityStrength float -> float objectTemplate.ammo.ammoType int -> int objectTemplate.ammo.autoReload bool -> bool objectTemplate.ammo.changeMagAt float -> float objectTemplate.ammo.firstShotExtraTime float -> float objectTemplate.ammo.instantReloadOnEnable bool -> bool objectTemplate.ammo.lastShotExtraTime float -> float objectTemplate.ammo.magLinkWeapon std::string -> std::string objectTemplate.ammo.magSize int -> int objectTemplate.ammo.minimumTimeUntilReload float -> float objectTemplate.ammo.nrOfMags int -> int objectTemplate.ammo.onlyActiveWhileFiring bool -> bool objectTemplate.ammo.reloadAmount int -> int objectTemplate.ammo.reloadTime float -> float objectTemplate.ammo.reloadWithoutPlayer bool -> bool objectTemplate.ammo.replenishingType ReplenishingType -> ReplenishingType objectTemplate.ammo.toggleWhenNoAmmo bool -> bool objectTemplate.ammoStorageSize float -> float objectTemplate.anchor Vec3 -> Vec3 objectTemplate.anchorOffset Vec3 -> Vec3 objectTemplate.animatedUVRotation int -> int objectTemplate.animatedUVRotationIndex int -> int objectTemplate.animatedUVRotationRadius float -> float objectTemplate.animatedUVRotationReverse bool -> bool objectTemplate.animatedUVRotationScale Vec2 -> Vec2 objectTemplate.animatedUVTranslation bool -> bool objectTemplate.animatedUVTranslationIndex int -> int objectTemplate.animatedUVTranslationMax Vec2 -> Vec2 objectTemplate.animatedUVTranslationReverse bool -> bool objectTemplate.animatedUVTranslationSize Vec2 -> Vec2 objectTemplate.animatedUVTranslationSpeed Vec2 -> Vec2 objectTemplate.animation.animateOnZoom bool -> bool objectTemplate.animation.loopingFire float -> float objectTemplate.animation.shiftDelay float -> float objectTemplate.animation.useShiftAnimation bool -> bool objectTemplate.animationEnable bool -> bool objectTemplate.animationEnable bool -> bool objectTemplate.animationEnable bool -> bool objectTemplate.animationEnable bool -> bool objectTemplate.animationFrameCount int -> int objectTemplate.animationFrameCount int -> int objectTemplate.animationFrameCount int -> int objectTemplate.animationFrameCount int -> int objectTemplate.animationFrameCountX int -> int objectTemplate.animationFrameCountX int -> int objectTemplate.animationFrameCountX int -> int objectTemplate.animationFrameCountX int -> int objectTemplate.animationFrameHeight int -> int objectTemplate.animationFrameHeight int -> int objectTemplate.animationFrameHeight int -> int objectTemplate.animationFrameHeight int -> int objectTemplate.animationFrameWidth int -> int objectTemplate.animationFrameWidth int -> int objectTemplate.animationFrameWidth int -> int objectTemplate.animationFrameWidth int -> int objectTemplate.animationPlayOnce bool -> bool objectTemplate.animationPlayOnce bool -> bool objectTemplate.animationRandomizedStartFrame bool -> bool objectTemplate.animationRandomizedStartFrame bool -> bool objectTemplate.animationRandomizedStartFrame bool -> bool objectTemplate.animationSpeed float -> float objectTemplate.animationSpeed float -> float objectTemplate.animationSpeed float -> float objectTemplate.animationSpeed float -> float objectTemplate.animationSystem1P std::string -> void objectTemplate.animationSystem1P std::string -> void objectTemplate.animationSystem3P std::string -> void objectTemplate.animationSystem3P std::string -> void objectTemplate.antenna.accelerationFactor float -> float objectTemplate.antenna.damping float -> float objectTemplate.antenna.maxSwayAngle Vec2 -> Vec2 objectTemplate.antenna.skeleton std::string -> std::string objectTemplate.antenna.speedFactor float -> float objectTemplate.antenna.stiffness float -> float objectTemplate.areaValueTeam1 U32 -> U32 objectTemplate.areaValueTeam2 U32 -> U32 objectTemplate.armingDelay float -> float objectTemplate.armor.addArmorEffect int std::string Vec3 -> void objectTemplate.armor.addArmorEffectSpectacular int std::string Vec3 -> void objectTemplate.armor.addWreckArmorEffect int std::string Vec3 -> void objectTemplate.armor.alignLastEffectToHitDirection bool -> bool objectTemplate.armor.angleMod float -> float objectTemplate.armor.attackDamage float -> float objectTemplate.armor.canBeDestroyed bool -> bool objectTemplate.armor.canBeRepairedWhenWreck bool -> bool objectTemplate.armor.criticalDamage float -> float objectTemplate.armor.deepWaterDamageDelay float -> float objectTemplate.armor.deepWaterLevel float -> float objectTemplate.armor.defaultMaterial int -> int objectTemplate.armor.destroyOnSpectacularDeath bool -> bool objectTemplate.armor.explosionDamage float -> float objectTemplate.armor.explosionForce float -> float objectTemplate.armor.explosionForceMax float -> float objectTemplate.armor.explosionForceMod float -> float objectTemplate.armor.explosionMaterial int -> int objectTemplate.armor.explosionRadius float -> float objectTemplate.armor.hideChildrenOnSpectacularDeath bool -> bool objectTemplate.armor.hitPoints float -> float objectTemplate.armor.hpLostWhileCriticalDamage float -> float objectTemplate.armor.hpLostWhileInDeepWater float -> float objectTemplate.armor.hpLostWhileInWater float -> float objectTemplate.armor.hpLostWhileUpSideDown float -> float objectTemplate.armor.maxHitPoints float -> float objectTemplate.armor.showDamageAsDirt float -> float objectTemplate.armor.speedMod float -> float objectTemplate.armor.timeToStayAfterDestroyed float -> float objectTemplate.armor.timeToStayAsWreck float -> float objectTemplate.armor.useMMOnDeath bool -> bool objectTemplate.armor.waterDamageDelay float -> float objectTemplate.armor.waterLevel float -> float objectTemplate.armor.wreckDelay float -> float objectTemplate.armor.wreckExplosionDamage float -> float objectTemplate.armor.wreckExplosionForce float -> float objectTemplate.armor.wreckExplosionForceMax float -> float objectTemplate.armor.wreckExplosionForceMod float -> float objectTemplate.armor.wreckExplosionMaterial int -> int objectTemplate.armor.wreckExplosionRadius float -> float objectTemplate.armor.wreckHitPoints float -> float objectTemplate.artPos bool -> bool objectTemplate.attachClimberRadius float -> float objectTemplate.attachToEventObject bool -> bool objectTemplate.attackSpeed float -> float objectTemplate.attenuationRange1 float -> float objectTemplate.attenuationRange2 float -> float objectTemplate.audio.newStyleAudio bool -> bool objectTemplate.audio.transformationRelativeRoot bool -> bool objectTemplate.audioReset -> void objectTemplate.automaticPitchStabilization bool -> bool objectTemplate.automaticReset bool -> bool objectTemplate.automaticYawStabilization bool -> bool objectTemplate.autoUseAbility int -> int objectTemplate.averageTimeBetweenTests float -> float objectTemplate.averageTimeBetweenTests float -> float objectTemplate.awakeTime float -> float objectTemplate.blendMode std::string -> std::string objectTemplate.blockInputOnRotBundle std::string -> std::string objectTemplate.blurryVisionHoldTime float -> float objectTemplate.blurryVisionTime float -> float objectTemplate.boneName std::string -> std::string objectTemplate.bounceDamping float -> float objectTemplate.bounceLength float -> float objectTemplate.bounceSensitivity float -> float objectTemplate.bounceStrength float -> float objectTemplate.boundingRadiusModifierWhenOccupied float -> float objectTemplate.cameraId int -> int objectTemplate.cameraShakeMaxSpeed float -> float objectTemplate.cameraShakeSensitivity float -> float objectTemplate.cameraShakeStartSpeed float -> float objectTemplate.cameraSwayDofMax float -> float objectTemplate.cameraSwayDofMin float -> float objectTemplate.cameraSwayRightMax float -> float objectTemplate.cameraSwayRightMin float -> float objectTemplate.cameraSwayRodLength float -> float objectTemplate.cameraSwaySensitivity float -> float objectTemplate.cameraSwaySpringDamping float -> float objectTemplate.cameraSwaySpringStrength float -> float objectTemplate.canFireGuiIndex int -> int objectTemplate.cannotFireGuiIndex int -> int objectTemplate.cannotFireTimer float -> float objectTemplate.canPickup bool -> bool objectTemplate.canReverse bool -> bool objectTemplate.capMaxSpeed bool -> bool objectTemplate.castsDynamicShadow bool -> bool objectTemplate.castsDynamicShadow bool -> bool objectTemplate.castsStaticShadow bool -> bool objectTemplate.centerOfCollisionOffset Vec3 -> Vec3 objectTemplate.centerOfCollisionOffset Vec3 -> Vec3 objectTemplate.centerOfMassOffset Vec3 -> Vec3 objectTemplate.centerOfMassOffset Vec3 -> Vec3 objectTemplate.chance float -> float objectTemplate.chance float -> float objectTemplate.changeLodAt float -> float objectTemplate.chaseAngle float -> float objectTemplate.chaseDistance float -> float objectTemplate.chaseOffset Vec3 -> Vec3 objectTemplate.clearTemplateList -> void objectTemplate.clientHitDetection bool -> bool objectTemplate.climbableAngle float -> float objectTemplate.climbersAttachForce float -> float objectTemplate.climbingSpeed float -> float objectTemplate.clockwise bool -> bool objectTemplate.cockpitLod int -> int objectTemplate.cockpitLod U32 -> U32 objectTemplate.cockpitSubGeom int -> int objectTemplate.cockpitSubGeom U32 -> U32 objectTemplate.collision.bouncing bool -> bool objectTemplate.collision.bouncing bool -> bool objectTemplate.collision.bouncing bool -> bool objectTemplate.collision.bouncing bool -> bool objectTemplate.collision.hasCollisionEffect bool -> bool objectTemplate.collision.hasCollisionEffect bool -> bool objectTemplate.collision.hasCollisionEffect bool -> bool objectTemplate.collision.hasCollisionEffect bool -> bool objectTemplate.collision.maxStickAngle float -> float objectTemplate.collision.replenishingStrength float -> float objectTemplate.collision.replenishingType ReplenishingType -> ReplenishingType objectTemplate.collision.restoreHP float -> float objectTemplate.collision.resurrectDamage float -> float objectTemplate.collision.stickToStaticObjects bool -> bool objectTemplate.collision.stickToTerrain bool -> bool objectTemplate.collision.stickToVehicles bool -> bool objectTemplate.collisionEffectName std::string -> std::string objectTemplate.collisionEnable bool -> bool objectTemplate.collisionGroups U32 -> U32 objectTemplate.collisionGroups U32 -> U32 objectTemplate.collisionMesh std::string -> void objectTemplate.collisionMesh std::string -> std::string objectTemplate.collisionPart int -> int objectTemplate.collisionPart int -> int objectTemplate.collisionSpeedAlongNormal float -> float objectTemplate.collisionSpeedAlongPlane float -> float objectTemplate.collisionStartRadius float -> float objectTemplate.color Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity objectTemplate.color Vec3ColorFloat -> Vec3ColorFloat objectTemplate.color1 Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity objectTemplate.color2 Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity objectTemplate.colorBlendGraph Vec4 -> Vec4 objectTemplate.coneAngle1 float -> float objectTemplate.coneAngle2 float -> float objectTemplate.coneDirection Vec3 -> Vec3 objectTemplate.coneInnerAngle float -> float objectTemplate.coneOuterAngle float -> float objectTemplate.coneOuterVolume float -> float objectTemplate.constantForce float -> float objectTemplate.constantRpm bool -> bool objectTemplate.continousRotationSpeed Math::Vec3 -> Math::Vec3 objectTemplate.controlPointId int -> int objectTemplate.controlPointId int -> int objectTemplate.ControlPointId U32 -> U32 objectTemplate.controlPointName std::string -> std::string objectTemplate.controlsCategory dice::hfe::world::VehicleCategory -> dice::hfe::world::VehicleCategory objectTemplate.coolDownPerSec float -> float objectTemplate.coolingFactor float -> float objectTemplate.copyLinksCount int -> int ObjectTemplate.create std::string std::string -> IObjectTemplate* objectTemplate.createComponent std::string -> void objectTemplate.createdInEditor bool -> bool objectTemplate.createInvisible bool -> bool objectTemplate.createNotInGrid bool -> bool objectTemplate.createVisibleInEditor bool -> bool objectTemplate.crewKitIndex int -> int objectTemplate.crosshairFireTime float -> float objectTemplate.cullRadiusScale float -> float objectTemplate.CVMChase bool -> bool objectTemplate.CVMExternTrace bool -> bool objectTemplate.CVMFlyBy bool -> bool objectTemplate.CVMFrontChase bool -> bool objectTemplate.CVMInside bool -> bool objectTemplate.CVMNose bool -> bool objectTemplate.CVMTrace bool -> bool objectTemplate.cycles int -> int objectTemplate.damage float -> float objectTemplate.damage float -> float objectTemplate.damagedAmbientSoundLimit float -> float objectTemplate.damageForBeingOutSideWorld float -> float objectTemplate.damageMandownSoldiers bool -> bool objectTemplate.damageOwner bool -> bool objectTemplate.damageSpeed float -> float objectTemplate.damageWhenLost float -> float objectTemplate.dampenSprintRotationalForceInAirMod float -> float objectTemplate.dampHorizontalVel float -> float objectTemplate.dampHorizontalVelFactor float -> float objectTemplate.damping float -> float objectTemplate.deAcceleration Math::Vec3 -> Math::Vec3 objectTemplate.debugAutoRotate bool -> bool objectTemplate.debugForceGearUp bool -> bool objectTemplate.decalTextureName std::string -> std::string objectTemplate.decreaseAngleToZero bool -> bool objectTemplate.decreaseAngleToZeroSpeed float -> float objectTemplate.decreaseAngleToZeroVerticalVel float -> float objectTemplate.defaultAngleOfAttack float -> float objectTemplate.defaultWeaponIndex int -> int objectTemplate.degradeDropStrength float -> float objectTemplate.degradeThrowStrength float -> float objectTemplate.degradeThrowStrength2 float -> float objectTemplate.delay RandomDistribution -> RandomDistribution objectTemplate.delayBeforeCycle float -> float objectTemplate.delayBeforeEnd float -> float objectTemplate.delayBeforeStart float -> float objectTemplate.delayToUse float -> float ObjectTemplate.delete world::IObjectTemplate_ptrproxy -> void objectTemplate.deleteComponent std::string -> void objectTemplate.deployAnimationTime float -> float objectTemplate.destroyableWindowsTemplate std::string -> std::string objectTemplate.destroyOnExit bool -> bool objectTemplate.destroyWhenEmptyStorage bool -> bool objectTemplate.detonateAfterProjectileStopped bool -> bool objectTemplate.detonateAfterProjectileStoppedMinSpeed float -> float objectTemplate.detonation.allowFriendlyFireDetonation bool -> bool objectTemplate.detonation.detectionRadius float -> float objectTemplate.detonation.detonateDistanceToTarget float -> float objectTemplate.detonation.detonateOnWaterCollision bool -> bool objectTemplate.detonation.effectRotation Vec3 -> Vec3 objectTemplate.detonation.endEffectTemplate std::string -> std::string objectTemplate.detonation.explosionConeAngle float -> float objectTemplate.detonation.explosionDamage float -> float objectTemplate.detonation.explosionForce float -> float objectTemplate.detonation.explosionInnerConeRadius float -> float objectTemplate.detonation.explosionLineOfSightMinimumDamage float -> float objectTemplate.detonation.explosionMaterial int -> int objectTemplate.detonation.explosionRadius float -> float objectTemplate.detonation.explosionSoldierLineOfSight float -> float objectTemplate.detonation.explosionSoldierLineOfSightHealRate float -> float objectTemplate.detonation.explosionSoldierLineOfSightTimer float -> float objectTemplate.detonation.explosionYMod float -> float objectTemplate.detonation.flashbangAdditiveGlowMaxAlpha float -> float objectTemplate.detonation.flashbangAdditiveGlowMaxHealTime float -> float objectTemplate.detonation.flashbangAdditiveGlowMaxHoldTime float -> float objectTemplate.detonation.flashbangAdditiveGlowMaxRampTime float -> float objectTemplate.detonation.flashbangAdditiveGlowMinAlpha float -> float objectTemplate.detonation.flashbangAdditiveGlowMinHealTime float -> float objectTemplate.detonation.flashbangAdditiveGlowMinHoldTime float -> float objectTemplate.detonation.flashbangBillboardMaxAlpha float -> float objectTemplate.detonation.flashbangBillboardMaxHealTime float -> float objectTemplate.detonation.flashbangBillboardMaxHoldTime float -> float objectTemplate.detonation.flashbangBillboardMaxRampTime float -> float objectTemplate.detonation.flashbangBillboardMinAlpha float -> float objectTemplate.detonation.flashbangBillboardMinHealTime float -> float objectTemplate.detonation.flashbangBillboardMinHoldTime float -> float objectTemplate.detonation.flashbangMotionBlurMaxAlpha float -> float objectTemplate.detonation.flashbangMotionBlurMaxHealTime float -> float objectTemplate.detonation.flashbangMotionBlurMaxHoldTime float -> float objectTemplate.detonation.flashbangMotionBlurMaxRampTime float -> float objectTemplate.detonation.flashbangMotionBlurMinAlpha float -> float objectTemplate.detonation.flashbangMotionBlurMinHealTime float -> float objectTemplate.detonation.flashbangMotionBlurMinHoldTime float -> float objectTemplate.detonation.flashbangRadiusWithNightVision float -> float objectTemplate.detonation.invisibleAtEndEffect bool -> bool objectTemplate.detonation.maxDepthForExplosion float -> float objectTemplate.detonation.minDetonationSpeed float -> float objectTemplate.detonation.playMaterialEffectAtSurface bool -> bool objectTemplate.detonation.radiusDetonateWithAirVehicles bool -> bool objectTemplate.detonation.replenishingStrength float -> float objectTemplate.detonation.replenishingType ReplenishingType -> ReplenishingType objectTemplate.detonation.showMineIndicationIcon bool -> bool objectTemplate.detonation.stopAtEndEffect bool -> bool objectTemplate.detonation.timeUntilCanDetonate float -> float objectTemplate.detonation.triggerAngle float -> float objectTemplate.detonation.triggerRadius float -> float objectTemplate.detonation.triggerTime float -> float objectTemplate.detonation.triggerType RadiusTriggerType -> RadiusTriggerType objectTemplate.detonation.triggerVictimMinSpeed float -> float objectTemplate.detonation.useCollisionNormal bool -> bool objectTemplate.detonation.useMMOnEndEffect bool -> bool objectTemplate.deviation.devModCrouch float -> float objectTemplate.deviation.devModLie float -> float objectTemplate.deviation.devModStand float -> float objectTemplate.deviation.devModZoom float -> float objectTemplate.deviation.fireDevAdd float -> float objectTemplate.deviation.fireDevAdd float -> float objectTemplate.deviation.fireDevMax float -> float objectTemplate.deviation.fireDevMax float -> float objectTemplate.deviation.fireDevSub float -> float objectTemplate.deviation.fireDevSub float -> float objectTemplate.deviation.minDev float -> float objectTemplate.deviation.miscDevAddJump float -> float objectTemplate.deviation.miscDevMax float -> float objectTemplate.deviation.miscDevSub float -> float objectTemplate.deviation.radius float -> float objectTemplate.deviation.setFireDev float float float -> void objectTemplate.deviation.setMiscDev float float float -> void objectTemplate.deviation.setSpeedDev float float float -> void objectTemplate.deviation.setTurnDev float float float -> void objectTemplate.deviation.speedDevAddForward float -> float objectTemplate.deviation.speedDevAddStrafe float -> float objectTemplate.deviation.speedDevMax float -> float objectTemplate.deviation.speedDevSub float -> float objectTemplate.deviation.subProjectileDev float -> float objectTemplate.deviation.turnDevAddPitch float -> float objectTemplate.deviation.turnDevAddYaw float -> float objectTemplate.deviation.turnDevMax float -> float objectTemplate.deviation.turnDevSub float -> float objectTemplate.differential float -> float objectTemplate.direction Vec3 -> Vec3 objectTemplate.directionalScale float -> float objectTemplate.disableIfEnemyInsideRadius bool -> bool objectTemplate.disableInputWhileDucking bool -> bool objectTemplate.disableSpawnPointsOnEnter bool -> bool objectTemplate.disableWhenEmptyVehicle bool -> bool objectTemplate.disableWhenEmptyVehicleDelay float -> float objectTemplate.disableWhenLosingControl bool -> bool objectTemplate.disableWhenWreck bool -> bool objectTemplate.dismountAngle float -> float objectTemplate.dismountCheckOffset float -> float objectTemplate.distance float -> float objectTemplate.distanceCannotEnter float -> float objectTemplate.distToMinDamage float -> float objectTemplate.distToStartLoseDamage float -> float objectTemplate.dontAllowExit bool -> bool objectTemplate.dontClearTeamOnExit bool -> bool objectTemplate.drag float -> float objectTemplate.drag RandomDistribution -> RandomDistribution objectTemplate.dragModifier Vec3 -> Vec3 objectTemplate.dragModifier float -> float objectTemplate.dragOffset Vec3 -> Vec3 objectTemplate.dragOffset Vec3 -> Vec3 objectTemplate.dragOverTime OverTimeDistribution -> OverTimeDistribution objectTemplate.drawOrder std::string -> std::string objectTemplate.drawOrder std::string -> std::string objectTemplate.dropHeadwear std::string -> std::string objectTemplate.dropStrength float -> float objectTemplate.effectChangeWaterHeight float -> float objectTemplate.effectOnSpawn std::string -> std::string objectTemplate.effectTemplateBaseName std::string -> std::string objectTemplate.elasticity float -> float objectTemplate.emitDelay float -> float objectTemplate.emitDirection Vec3 -> Vec3 objectTemplate.emitDirectionZFromSpeedDof bool -> bool objectTemplate.emitFrequency float -> float objectTemplate.emitFrequencyScaleFactorLowerBound float -> float objectTemplate.emitPrio std::string -> std::string objectTemplate.emitRadius Vec3 -> Vec3 objectTemplate.emitRangeX RandomDistribution -> RandomDistribution objectTemplate.emitRangeY RandomDistribution -> RandomDistribution objectTemplate.emitRangeZ RandomDistribution -> RandomDistribution objectTemplate.emitScaleFactorFromAcceleration Vec2 -> Vec2 objectTemplate.emitScaleFactorFromAltitude Vec2 -> Vec2 objectTemplate.emitScaleFactorFromEngine Vec2 -> Vec2 objectTemplate.emitScaleFactorFromRotationalSpeed Vec2 -> Vec2 objectTemplate.emitScaleFactorFromSpeed Vec2 -> Vec2 objectTemplate.emitScaleFactorFromSpeedInDof Vec2 -> Vec2 objectTemplate.emitScaleFactorRange Vec2 -> Vec2 objectTemplate.emitScaleFactorUsed bool -> bool objectTemplate.emitSpeed float -> float objectTemplate.emitSpeedGraph Vec4 -> Vec4 objectTemplate.emitSpeedScaleFromAcceleration Vec2 -> Vec2 objectTemplate.emitSpeedScaleFromAltitude Vec2 -> Vec2 objectTemplate.emitSpeedScaleFromEngine Vec2 -> Vec2 objectTemplate.emitSpeedScaleFromRotationalSpeed Vec2 -> Vec2 objectTemplate.emitSpeedScaleFromSpeed Vec2 -> Vec2 objectTemplate.emitSpeedScaleFromSpeedInDof Vec2 -> Vec2 objectTemplate.emitSpeedScaleRange Vec2 -> Vec2 objectTemplate.emitSpeedScaleUsed bool -> bool objectTemplate.emitterSpeedScale float -> float objectTemplate.emitterType std::string -> std::string objectTemplate.emitTime float -> float objectTemplate.enabled bool -> bool objectTemplate.enemyTicketLossWhenCaptured int -> int objectTemplate.engineInfluence float -> float objectTemplate.engineName std::string -> std::string objectTemplate.engineName std::string -> std::string objectTemplate.engineType int -> int objectTemplate.entryRadius float -> float objectTemplate.EntryRadius float -> float objectTemplate.events int -> int objectTemplate.events int -> int objectTemplate.exitSpeedMod float -> float objectTemplate.fadeInFactor float -> float objectTemplate.fadeOutFactor float -> float objectTemplate.fire.addBarrelName std::string -> void objectTemplate.fire.addFireRate int -> void objectTemplate.fire.addTimeEvent WeaponTrigger WeaponAction float -> void objectTemplate.fire.altFireInput io::PlayerInputMap -> io::PlayerInputMap objectTemplate.fire.batchSize int -> int objectTemplate.fire.burstSize int -> int objectTemplate.fire.busyUntilButtonRelease bool -> bool objectTemplate.fire.detonatorObject std::string -> std::string objectTemplate.fire.dropLod int -> int objectTemplate.fire.dropWeaponAfterFiringDelay float -> float objectTemplate.fire.dropWeaponAfterReloadDelay float -> float objectTemplate.fire.fireInCameraDof bool -> bool objectTemplate.fire.fireInCameraDofLocked bool -> bool objectTemplate.fire.fireInput io::PlayerInputMap -> io::PlayerInputMap objectTemplate.fire.fireLaunchDelay float -> float objectTemplate.fire.fireLaunchDelaySoft float -> float objectTemplate.fire.fireStartDelay RandomDistribution -> RandomDistribution objectTemplate.fire.hideLod int -> int objectTemplate.fire.hideWeaponAfterFiringDelay float -> float objectTemplate.fire.hideWeaponAfterReloadDelay float -> float objectTemplate.fire.ignoreFireButton io::PlayerInputMap -> io::PlayerInputMap objectTemplate.fire.isBarrel std::string -> bool objectTemplate.fire.maxProjectilesInWorld int -> int objectTemplate.fire.onlyFireWhenProne bool -> bool objectTemplate.fire.projectileStartPosition Vec3 -> Vec3 objectTemplate.fire.projectileStartRotation Vec3 -> Vec3 objectTemplate.fire.pullbackTime float -> float objectTemplate.fire.radioMessageDelay float -> float objectTemplate.fire.randomRotationSpeed float -> float objectTemplate.fire.removeBarrelName std::string -> void objectTemplate.fire.roundsPerMinute int -> int objectTemplate.fire.showWeaponAfterReloadDelay float -> float objectTemplate.fire.showWeaponAfterReloadDelay float -> float objectTemplate.fire.showWeaponAfterReloadDelay float -> float objectTemplate.fire.timeToReachMaxStrengthSlow float -> float objectTemplate.fire.toggleWeaponTime float -> float objectTemplate.fire.triggerChargesTime float -> float objectTemplate.fire.useDummyProjectiles bool -> bool objectTemplate.fixAxisSpring bool -> bool objectTemplate.flagTemplateTeam0 std::string -> std::string objectTemplate.flagTemplateTeam1 std::string -> std::string objectTemplate.flagTemplateTeam2 std::string -> std::string objectTemplate.flapLift float -> float objectTemplate.flicker float -> float objectTemplate.floaterMod float -> float objectTemplate.floaterMod float -> float objectTemplate.floatMaxLift float -> float objectTemplate.floatMinLift float -> float objectTemplate.follow.changePitch float -> float objectTemplate.follow.changeYaw float -> float objectTemplate.follow.maxPitch float -> float objectTemplate.follow.maxYaw float -> float objectTemplate.follow.minDist float -> float objectTemplate.followStiffness float -> float objectTemplate.force float -> float objectTemplate.forceSustainedFire bool -> bool objectTemplate.forceToWaterSurface bool -> bool objectTemplate.ForSoldierOnly bool -> bool objectTemplate.fOV float -> float objectTemplate.fov float -> float objectTemplate.gasCloudDamage float -> float objectTemplate.gasCloudRadiusTime float -> float objectTemplate.gasCloudType geom::GasCloudType -> geom::GasCloudType objectTemplate.gasMaskSprintFactor float -> float objectTemplate.gearChangeTime float -> float objectTemplate.gearDown float -> float objectTemplate.gearDownDelay float -> float objectTemplate.gearDownHeight float -> float objectTemplate.gearDownSpeed float -> float objectTemplate.gearUp float -> float objectTemplate.gearUpDelay float -> float objectTemplate.gearUpHeight float -> float objectTemplate.gearUpSpeed float -> float objectTemplate.geometry std::string -> std::string objectTemplate.geometry std::string -> std::string objectTemplate.geometry std::string -> std::string objectTemplate.geometry std::string -> std::string objectTemplate.geometry.dropGeom int -> int objectTemplate.geometry.kit int -> int objectTemplate.geometry1P std::string -> void objectTemplate.geometry3P std::string -> void objectTemplate.geometryPart int -> int objectTemplate.geometryPart int -> int objectTemplate.getHeatBarType -> int objectTemplate.getPosition int -> Math::Vec3 objectTemplate.getRotation int -> Math::Vec3 objectTemplate.getTemplate int -> std::string objectTemplate.globalEffectLevel float -> float objectTemplate.gravity float -> float objectTemplate.gravityGraph Vec4 -> Vec4 objectTemplate.gravityModifier float -> float objectTemplate.gravityModifier RandomDistribution -> RandomDistribution objectTemplate.gravityModifierOverTime OverTimeDistribution -> OverTimeDistribution objectTemplate.grip PhysicsGripFlags -> PhysicsGripFlags objectTemplate.groundContactVolume float -> float objectTemplate.group U32 -> U32 objectTemplate.halfVolumeDistance float -> float objectTemplate.handleCollisionSpeed float -> float objectTemplate.hasAltEffect bool -> bool objectTemplate.hasCollisionPhysics bool -> bool objectTemplate.hasCollisionPhysics bool -> bool objectTemplate.HasGreyCapturingState bool -> bool objectTemplate.hasMobilePhysics bool -> bool objectTemplate.hasMobilePhysics bool -> bool objectTemplate.hasOnTimeEffect bool -> bool objectTemplate.hasOverDamage bool -> bool objectTemplate.hasPartner bool -> bool objectTemplate.hasPointPhysics bool -> void objectTemplate.hasPointPhysics bool -> void objectTemplate.hasRelativeOffset bool -> bool objectTemplate.hasResponsePhysics bool -> void objectTemplate.hasResponsePhysics bool -> void objectTemplate.hasRestrictedExit bool -> bool objectTemplate.hasRotationalPointPhysics bool -> void objectTemplate.hasRotationalPointPhysics bool -> void objectTemplate.HDRIntensity float -> float objectTemplate.healSpeed float -> float objectTemplate.healStorageSize float -> float objectTemplate.heatAddWhenFire float -> float objectTemplate.heatIncrement float -> float objectTemplate.height float -> float objectTemplate.heightOffset float -> float objectTemplate.helpHud.altHelpSoundKey std::string -> std::string objectTemplate.helpHud.altHelpStringKey std::string -> std::string objectTemplate.helpHud.closeToDistance int -> int objectTemplate.helpHud.closeToHelpSoundKeyEnemy std::string -> std::string objectTemplate.helpHud.closeToHelpSoundKeyFriendly std::string -> std::string objectTemplate.helpHud.closeToHelpSoundKeyNeutral std::string -> std::string objectTemplate.helpHud.closeToHelpStringKeyEnemy std::string -> std::string objectTemplate.helpHud.closeToHelpStringKeyFriendly std::string -> std::string objectTemplate.helpHud.closeToHelpStringKeyNeutral std::string -> std::string objectTemplate.helpHud.helpSoundKey std::string -> std::string objectTemplate.helpHud.helpStringKey std::string -> std::string objectTemplate.helpHud.lowAmmoHelpSoundKey std::string -> std::string objectTemplate.helpHud.lowAmmoHelpStringKey std::string -> std::string objectTemplate.helpHud.lowArmorHelpSoundKey std::string -> std::string objectTemplate.helpHud.lowArmorHelpStringKey std::string -> std::string objectTemplate.hideFirstPerson bool -> bool objectTemplate.hoistFlag bool -> bool objectTemplate.hoistMinMax Vec2 -> Vec2 objectTemplate.holdObject bool -> bool objectTemplate.horizontalDampAngle float -> float objectTemplate.horizontalDampAngleFactor float -> float objectTemplate.horizontalSpeedMagnifier float -> float objectTemplate.hullHeight float -> float objectTemplate.ik.poleVectorLeft Vec3 -> Vec3 objectTemplate.ik.poleVectorRight Vec3 -> Vec3 objectTemplate.ik.positionLeft Vec3 -> Vec3 objectTemplate.ik.positionRight Vec3 -> Vec3 objectTemplate.ik.rotationLeft Vec3 -> Vec3 objectTemplate.ik.rotationRight Vec3 -> Vec3 objectTemplate.inertiaModifier Vec3 -> Vec3 objectTemplate.inertiaModifier Vec3 -> Vec3 ObjectTemplate.info world::IObjectTemplate_ptrproxy -> std::string objectTemplate.inheritHeatFromPrimary bool -> bool objectTemplate.initiallyWalkable bool -> bool objectTemplate.input io::PlayerInputMap -> io::PlayerInputMap objectTemplate.inputToPitch io::PlayerInputMap -> io::PlayerInputMap objectTemplate.inputToRoll io::PlayerInputMap -> io::PlayerInputMap objectTemplate.inputToYaw io::PlayerInputMap -> io::PlayerInputMap objectTemplate.insideDamageFrequency float -> float objectTemplate.insideDamageThreshold float -> float objectTemplate.insideFOV float -> float objectTemplate.insideFOV float -> float objectTemplate.insideStaticSunAmbientColor Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity objectTemplate.insideStaticSunColor Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity objectTemplate.insideStaticSunDamageColor Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity objectTemplate.insideStaticSunDirection Vec3 -> Vec3 objectTemplate.intensity float -> float objectTemplate.intensity RandomDistribution -> RandomDistribution objectTemplate.intensityAtSpeed float -> float objectTemplate.intensityOverTime OverTimeDistribution -> OverTimeDistribution objectTemplate.inventorySize U32 -> U32 objectTemplate.inverseHeatBar bool -> bool objectTemplate.invertGear bool -> bool objectTemplate.invisible bool -> bool objectTemplate.is3dSound bool -> bool objectTemplate.isCounterForce bool -> bool objectTemplate.isDestructable bool -> bool objectTemplate.isDynamic bool -> bool objectTemplate.isGasMask bool -> bool objectTemplate.isHemisphere bool -> bool objectTemplate.isLocalSystem bool -> bool objectTemplate.isLooping bool -> bool objectTemplate.isNightVision bool -> bool objectTemplate.isNotSaveable bool -> bool objectTemplate.isOpenVehicle bool -> bool objectTemplate.isOvergrowth bool -> bool objectTemplate.isPortalPassing bool -> bool objectTemplate.isSelectable bool -> bool objectTemplate.isSleeping bool -> bool objectTemplate.isSleeping bool -> bool objectTemplate.isStatic bool -> bool objectTemplate.isStatic bool -> bool objectTemplate.isStaticSystem bool -> bool objectTemplate.isUnderwaterEffect bool -> bool objectTemplate.isUnstrategicControlPoint bool -> bool objectTemplate.itemIndex int -> int objectTemplate.itemType int -> int objectTemplate.itemType int -> int objectTemplate.keepProjectiles float -> float objectTemplate.killHeatSeekingMissile bool -> bool objectTemplate.kitTeam int -> int objectTemplate.kitType hfe::KitType -> hfe::KitType objectTemplate.lesserYawAtSpeed float -> float objectTemplate.liftRegulated bool -> bool objectTemplate.LightAffectionFactor float -> float objectTemplate.lightMapIntensityOffset float -> float objectTemplate.lightType std::string -> std::string objectTemplate.linkAttachMovement float -> float objectTemplate.linkAttachTime float -> float objectTemplate.linkedEffectContainer std::string -> std::string ObjectTemplate.list std::string -> std::string objectTemplate.listenerObstruction float -> float ObjectTemplate.listTemplateClasses -> std::string objectTemplate.listTemplates -> std::string objectTemplate.listTemplates -> std::string ObjectTemplate.loadAll -> bool objectTemplate.localPredictOnClient bool -> bool objectTemplate.lodDistance float -> float objectTemplate.LodDistance std::string -> std::string objectTemplate.lodDistance float -> float objectTemplate.loopCount int -> int objectTemplate.looping bool -> bool objectTemplate.loseControlWhenEnemyClose bool -> bool objectTemplate.loseControlWhenNotClose bool -> bool objectTemplate.lowSamples int -> int objectTemplate.maintainCameraOnEnter bool -> bool objectTemplate.maintainCameraOnExit bool -> bool objectTemplate.manDownCameraOffsetInDof float -> float objectTemplate.manDownCameraOffsetInUp float -> float objectTemplate.mapMaterial uint std::string uint -> void objectTemplate.mapMaterial uint std::string uint -> void objectTemplate.maskOffset Vec3 -> Vec3 objectTemplate.maskType hfe::MaskObjectType -> hfe::MaskObjectType objectTemplate.mass float -> float objectTemplate.mass float -> float objectTemplate.material int -> int objectTemplate.maxAngleOfAttack float -> float objectTemplate.maxCorner Vec3 -> Vec3 objectTemplate.maxDistance float -> float objectTemplate.maxDistanceUnderWaterSurface float -> float objectTemplate.maxGasCloudRadius float -> float objectTemplate.maxNrOfObjectSpawned U32 -> U32 objectTemplate.maxResetSpeed Math::Vec3 -> Math::Vec3 objectTemplate.MaxRopeLength float -> float objectTemplate.maxRotation Math::Vec3 -> Math::Vec3 objectTemplate.maxSpawnDelay float -> float objectTemplate.maxSpeed Math::Vec3 -> Math::Vec3 objectTemplate.maxSpeed float -> float objectTemplate.maxTracerScaler float -> float objectTemplate.maxTriggerDistance float -> float objectTemplate.maxVertRegAngle float -> float objectTemplate.MaxZiplineLength float -> float objectTemplate.mediumSamples int -> int objectTemplate.minCorner Vec3 -> Vec3 objectTemplate.minDamage float -> float objectTemplate.minDistance float -> float objectTemplate.minDistanceUnderWaterSurface float -> float objectTemplate.minGasCloudRadius float -> float objectTemplate.minimapNameOffset Vec2 -> Vec2 objectTemplate.minimumTimeBetweenTriggering float -> float objectTemplate.minimumTimeBetweenTriggering float -> float objectTemplate.minNrToTakeControl U32 -> U32 objectTemplate.minRotation Math::Vec3 -> Math::Vec3 objectTemplate.minSpawnDelay float -> float objectTemplate.minTimeBetweenActivation float -> float objectTemplate.minTracerScaler float -> float objectTemplate.minTrailVelocity float -> float objectTemplate.minYNormal float -> float objectTemplate.movementSpeed float -> float objectTemplate.movementType int -> int objectTemplate.moveToWaterSurface bool -> bool objectTemplate.name -> std::string objectTemplate.nameTagOffset Vec3 -> Vec3 objectTemplate.nearCullingEnable bool -> bool objectTemplate.networkableInfo std::string -> std::string objectTemplate.neverDrawAs1p bool -> bool objectTemplate.newCar2.brakeTorque float -> float objectTemplate.newCar2.engineBrakeTorque float -> float objectTemplate.newCar2.engineFeedbackMod float -> float objectTemplate.newCar2.frictionMod float -> float objectTemplate.newCar2.frictionTorque float -> float objectTemplate.newCar2.maxRpm float -> float objectTemplate.newCar2.minRpm float -> float objectTemplate.newCar2.slopeTorqueMod float -> float objectTemplate.newCar2.useClutchedTorque bool -> bool objectTemplate.newCar2.wheelInertia float -> float objectTemplate.newCar2.wheelLatDriveFrictionMod float -> float objectTemplate.newCar2.wheelLatFrictionMod float -> float objectTemplate.newCar2.wheelLatMinDynamicFriction float -> float objectTemplate.newCar2.wheelLatPeakAt float -> float objectTemplate.newCar2.wheelLatScale float -> float objectTemplate.newCar2.wheelLongDriveFrictionMod float -> float objectTemplate.newCar2.wheelLongFrictionMod float -> float objectTemplate.newCar2.wheelLongMinDynamicFriction float -> float objectTemplate.newCar2.wheelLongPeakAt float -> float objectTemplate.newCar2.wheelLongScale float -> float objectTemplate.noEffectAtPerpSpeed float -> float objectTemplate.noPassengerTimeToLive int -> int objectTemplate.noPhysics bool -> bool objectTemplate.noPropellerEffectAtSpeed float -> float objectTemplate.nosePos Vec3 -> Vec3 objectTemplate.notCycledIfOccupied bool -> bool objectTemplate.noVertRegAngle float -> float objectTemplate.nrOfObjectToSpawn int -> int objectTemplate.nrOfRespawns int -> int objectTemplate.numberOfGears int -> int objectTemplate.NumberOfLinks int -> int objectTemplate.numNetworkedEffects int -> int objectTemplate.numPlanes int -> int objectTemplate.objectShadows bool -> bool objectTemplate.objectTemplate std::string -> std::string objectTemplate.onlyTakeableByTeam U32 -> U32 objectTemplate.onlyWhenOccupied bool -> bool objectTemplate.otherCollisionLod int -> int objectTemplate.otherCollisionLod int -> int objectTemplate.overheatPenalty float -> float objectTemplate.pan float -> float objectTemplate.ParticleMaxSize float -> float objectTemplate.particleSystemTemplate std::string -> std::string objectTemplate.particleType std::string -> std::string objectTemplate.pcoFlags int -> int objectTemplate.pcoId int -> int objectTemplate.pcoId int -> int objectTemplate.penetrate.allowLiquidPenetration bool -> bool objectTemplate.penetrate.allowSolidPenetration bool -> bool objectTemplate.penetrate.neverPenetrate bool -> bool objectTemplate.physicsFrequency int -> int objectTemplate.physicsType PhysicsType -> PhysicsType objectTemplate.physicsType PhysicsType -> PhysicsType objectTemplate.pitch float -> float objectTemplate.pitchEnvelope std::string -> std::string objectTemplate.pitchOffset float -> float objectTemplate.pivotOffset Vec2 -> Vec2 objectTemplate.pivotOffset Vec2 -> Vec2 objectTemplate.PivotPosition Math::Vec3 -> Math::Vec3 objectTemplate.playAtEventPosition bool -> bool objectTemplate.playAtPlayerPosition bool -> bool objectTemplate.portalPassingPosition Vec3 -> Vec3 objectTemplate.poseCameraPosition int Vec3 -> void objectTemplate.position Vec3 -> Vec3 objectTemplate.positionalSpeedInDof RandomDistribution -> RandomDistribution objectTemplate.positionalSpeedInRight RandomDistribution -> RandomDistribution objectTemplate.positionalSpeedInUp RandomDistribution -> RandomDistribution objectTemplate.positionOffset Math::Vec3 -> Math::Vec3 objectTemplate.postProcess.tvDistortionFreq float -> float objectTemplate.postProcess.tvDistortionRoll float -> float objectTemplate.postProcess.tvDistortionScale float -> float objectTemplate.postProcess.tvInterference float -> float objectTemplate.preCacheObject bool -> bool objectTemplate.preWarmTime float -> float ObjectTemplate.printScript world::IObjectTemplate_ptrproxy -> std::string objectTemplate.projectileTemplate std::string -> std::string objectTemplate.projectOnHeightmap bool -> bool objectTemplate.projectorApplyMask bool -> bool objectTemplate.projectorAspect float -> float objectTemplate.projectorFar float -> float objectTemplate.projectorFov float -> float objectTemplate.projectorNear float -> float objectTemplate.projectorTexture std::string -> std::string objectTemplate.propRotAxis int -> int objectTemplate.pureRotational bool -> bool objectTemplate.QualityLevel std::string -> std::string objectTemplate.radialDirection float -> float objectTemplate.radio.destroyedMessage std::string -> std::string objectTemplate.radio.failMessage std::string -> std::string objectTemplate.radio.repairedMessage std::string -> std::string objectTemplate.radio.spottedMessage std::string -> std::string objectTemplate.radio.useMessage std::string -> std::string objectTemplate.radius float -> float objectTemplate.radius float -> float objectTemplate.radius float -> float objectTemplate.radius float -> float objectTemplate.radius float -> float objectTemplate.radius float -> float objectTemplate.radiusOffset Vec3 -> Vec3 objectTemplate.ragdollLandedDelay float -> float objectTemplate.randomAgeFactor RandomDistribution -> RandomDistribution objectTemplate.randomColorIntensity float -> float objectTemplate.randomDirectionAngle Vec3 -> Vec3 objectTemplate.randomIntensity float -> float objectTemplate.randomizeGeomPart bool -> bool objectTemplate.randomRadialDirection float -> float objectTemplate.randomRotation float -> float objectTemplate.randomRotation Vec3 -> Vec3 objectTemplate.randomRotation Vec3 -> Vec3 objectTemplate.randomRotation float -> float objectTemplate.randomRotation float -> float objectTemplate.randomRotationSpeed Vec3 -> Vec3 objectTemplate.randomRotationSpeed Vec3 -> Vec3 objectTemplate.randomRotationSpeed float -> float objectTemplate.randomRotationSpeed float -> float objectTemplate.randomSize float -> float objectTemplate.randomSize float -> float objectTemplate.randomSpeed float -> float objectTemplate.randomTimeToLive float -> float objectTemplate.rcType RemoteControlledObjectType -> RemoteControlledObjectType objectTemplate.readBinary std::string -> void objectTemplate.recoil.cameraRecoilSize float -> float objectTemplate.recoil.cameraRecoilSpeed float -> float objectTemplate.recoil.goBackOnRecoil bool -> bool objectTemplate.recoil.hasRecoilForce bool -> bool objectTemplate.recoil.recoilForce float -> float objectTemplate.recoil.recoilForceLeftRight RandomDistribution -> RandomDistribution objectTemplate.recoil.recoilForceUp RandomDistribution -> RandomDistribution objectTemplate.recoil.recoilGraphExponent float -> float objectTemplate.recoil.recoilGraphFrameCount int -> int objectTemplate.recoil.recoilGraphTotalMovement float -> float objectTemplate.recoil.recoilSize float -> float objectTemplate.recoil.recoilSpeed float -> float objectTemplate.recoil.recoilSpeedGB float -> float objectTemplate.recoil.zoomModifier float -> float objectTemplate.refillAmmoSpeed float -> float objectTemplate.regulatePitch Vec2 -> Vec2 objectTemplate.regulatePitch Vec2 -> Vec2 objectTemplate.regulatePitchInput io::PlayerInputMap -> io::PlayerInputMap objectTemplate.regulateRoll Vec2 -> Vec2 objectTemplate.regulateRoll Vec2 -> Vec2 objectTemplate.regulateRollInput io::PlayerInputMap -> io::PlayerInputMap objectTemplate.regulateToLift float -> float objectTemplate.regulateVerticalPos Vec2 -> Vec2 objectTemplate.regulateVerticalPosInput io::PlayerInputMap -> io::PlayerInputMap objectTemplate.regulateYaw Vec2 -> Vec2 objectTemplate.regulateYaw Vec2 -> Vec2 objectTemplate.regulateYawInput io::PlayerInputMap -> io::PlayerInputMap objectTemplate.regWhenMinInput float -> float objectTemplate.relativePositionInDof RandomDistribution -> RandomDistribution objectTemplate.relativePositionInRight RandomDistribution -> RandomDistribution objectTemplate.relativePositionInUp RandomDistribution -> RandomDistribution objectTemplate.relativePositionOffset Vec3 -> Vec3 objectTemplate.rememberExcessInput bool -> bool objectTemplate.remoteEngineInput int -> int objectTemplate.removeTemplate int -> void objectTemplate.replaceItem std::string -> void objectTemplate.respawnDelay float -> float objectTemplate.respawnDelay float -> float objectTemplate.respawnDelay float -> float objectTemplate.restoreRotationOnExit bool -> bool objectTemplate.restoreSpeed float -> float objectTemplate.reverbLevel float -> float objectTemplate.ropeScaleFactor float -> float objectTemplate.rotateAsAnimatedUV bool -> bool objectTemplate.rotateAsAnimatedUVObject std::string -> std::string objectTemplate.rotateAsAnimatedUVReverse bool -> bool objectTemplate.rotateUV bool -> bool objectTemplate.rotation float -> float objectTemplate.rotationalForce Vec3 -> Vec3 objectTemplate.rotationalSpeedInDof RandomDistribution -> RandomDistribution objectTemplate.rotationalSpeedInRight RandomDistribution -> RandomDistribution objectTemplate.rotationalSpeedInUp RandomDistribution -> RandomDistribution objectTemplate.rotationAxle int -> int objectTemplate.rotationGraph Vec4 -> Vec4 objectTemplate.rotationSpeed Vec3 -> Vec3 objectTemplate.rotationSpeed Vec3 -> Vec3 objectTemplate.rotationSpeed float -> float objectTemplate.rotationSpeed float -> float objectTemplate.rotationSpeedMod float -> float objectTemplate.rotationSpeedModBlur float -> float ObjectTemplate.save world::IObjectTemplate_ptrproxy -> bool ObjectTemplate.saveAll -> bool objectTemplate.saveInSeparateFile bool -> bool objectTemplate.scale Vec3 -> Vec3 objectTemplate.seatAnimationSystem std::string -> std::string objectTemplate.seatAnimationSystem std::string -> std::string objectTemplate.seatInformation std::string Vec3 Vec3 -> void objectTemplate.seatInformation std::string Vec3 Vec3 -> void objectTemplate.seatLeftRotationLimit float -> float objectTemplate.seatParent std::string -> std::string objectTemplate.seatPosition Vec3 -> Vec3 objectTemplate.seatRightRotationLimit float -> float objectTemplate.seatRotation Vec3 -> Vec3 objectTemplate.secondaryProjectileTemplate std::string -> std::string objectTemplate.seek.directionBonus float -> float objectTemplate.seek.maxAngleLock float -> float objectTemplate.seek.maxDistLock float -> float objectTemplate.seek.reLockTime float -> float objectTemplate.seek.targetType TargetType -> TargetType objectTemplate.seek.targetType TargetType -> TargetType objectTemplate.seek.trackingDelay float -> float objectTemplate.seek.trackingDelay float -> float objectTemplate.selfLights bool -> bool objectTemplate.selfShadowIntensity float -> float objectTemplate.selfShadowIntensity float -> float objectTemplate.selfShadows bool -> bool objectTemplate.setActiveTemplate int -> void objectTemplate.setAIEnterOnSpawn bool -> void objectTemplate.setAllowSpawnCloseToVehicle bool -> void objectTemplate.setAnimationFrameHeightRelative float -> void objectTemplate.setAnimationFrameHeightRelative float -> void objectTemplate.setAnimationFrameHeightRelative float -> void objectTemplate.setAnimationFrameHeightRelative float -> void objectTemplate.setAnimationFrameWidthRelative float -> void objectTemplate.setAnimationFrameWidthRelative float -> void objectTemplate.setAnimationFrameWidthRelative float -> void objectTemplate.setAnimationFrameWidthRelative float -> void objectTemplate.setAxisFixation Math::Vec3 -> void objectTemplate.setCollisionMesh std::string -> void objectTemplate.setEnterOnSpawn bool -> void objectTemplate.setExplodePartAtDestroy bool -> void objectTemplate.setGearRatios float float float -> void objectTemplate.setHasTarget bool -> void objectTemplate.setHealth int float float -> void objectTemplate.setHeatBarType heatBarType -> void objectTemplate.setMinSpawnHeight float -> void objectTemplate.setMinSpawnHeight float -> void objectTemplate.setNumWindows int -> void objectTemplate.setObjectTemplate int std::string -> void objectTemplate.setOnlyForAI bool -> void objectTemplate.setOnlyForHuman bool -> void objectTemplate.setPosition Math::Vec3 int -> void objectTemplate.setPositionalFixation Math::Vec3 -> void objectTemplate.setRotation Math::Vec3 int -> void objectTemplate.setScatterSpawnPositions bool -> void objectTemplate.setSkeletonCollisionBone std::string int Vec3 -> void objectTemplate.setSoldierExitLocation Vec3 Vec3 -> void objectTemplate.setSpawnAsParaTroper bool -> void objectTemplate.setSpawnDelay float -> void objectTemplate.setSpawnPositionOffset Math::Vec3 -> void objectTemplate.setSpawnPreventionDelay float -> void objectTemplate.setSpawnRotation Math::Vec3 -> void objectTemplate.setTeamGeometry int std::string -> void objectTemplate.setToolTipType dice::hfe::world::ToolTipType -> void objectTemplate.setVehicleType dice::hfe::world::VehicleType -> void objectTemplate.shadowIntensity float -> float objectTemplate.shakeFactor float -> float objectTemplate.sharedStorageSize float -> float objectTemplate.showInFirstPerson bool -> bool objectTemplate.showInFirstPerson bool -> bool objectTemplate.showInThirdPerson bool -> bool objectTemplate.showInThirdPerson bool -> bool objectTemplate.showOnMinimap bool -> bool objectTemplate.signalTriggerId int -> int objectTemplate.sinkingSpeedMod float -> float objectTemplate.size float -> float objectTemplate.size RandomDistribution -> RandomDistribution objectTemplate.sizeGraph Vec4 -> Vec4 objectTemplate.sizeModifier Vec3 -> Vec3 objectTemplate.sizeModifierX float -> float objectTemplate.sizeModifierY float -> float objectTemplate.sizeModifierZ float -> float objectTemplate.sizeOverTime OverTimeDistribution -> OverTimeDistribution objectTemplate.skeleton std::string -> void objectTemplate.skeleton1P std::string -> void objectTemplate.skeleton3P std::string -> void objectTemplate.snapToZeroOnNoInput bool -> bool objectTemplate.softness float -> float objectTemplate.soldierExitPosition Vec3 -> Vec3 objectTemplate.soldierExitRotation Vec3 -> Vec3 objectTemplate.sound.maxSoundsPerBurst int -> int objectTemplate.sound.noisy bool -> bool objectTemplate.soundFilename std::string -> std::string objectTemplate.soundFilter std::string -> std::string objectTemplate.soundFilter std::string -> std::string objectTemplate.soundIntensityFromAcceleration Vec2 -> Vec2 objectTemplate.soundIntensityFromAltitude Vec2 -> Vec2 objectTemplate.soundIntensityFromEngine Vec2 -> Vec2 objectTemplate.soundIntensityFromRotationalSpeed Vec2 -> Vec2 objectTemplate.soundIntensityFromSpeed Vec2 -> Vec2 objectTemplate.soundIntensityFromSpeedInDof Vec2 -> Vec2 objectTemplate.soundIntensityRange Vec2 -> Vec2 objectTemplate.soundIntensityUsed bool -> bool objectTemplate.soundRadius float -> float objectTemplate.spawnDelay float -> void objectTemplate.spawnDelayAtStart bool -> bool objectTemplate.spawnOffset Vec3 -> Vec3 objectTemplate.speccolor Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity objectTemplate.specialToggleWeaponInput io::PlayerInputMap -> io::PlayerInputMap objectTemplate.speed float -> float objectTemplate.speedFromParticle float -> float objectTemplate.speedFromPhysics bool -> bool objectTemplate.spinWhenNoEngineInAir float -> float objectTemplate.sprintDissipationTime float -> float objectTemplate.sprintDissipationTime float -> float objectTemplate.sprintFactor float -> float objectTemplate.sprintGear1Dampen float -> float objectTemplate.sprintGear2Dampen float -> float objectTemplate.sprintGear3Dampen float -> float objectTemplate.sprintGear4Dampen float -> float objectTemplate.sprintGear5Dampen float -> float objectTemplate.sprintLimit float -> float objectTemplate.sprintLimit float -> float objectTemplate.sprintLossAtJump float -> float objectTemplate.sprintRecoverTime float -> float objectTemplate.sprintRecoverTime float -> float objectTemplate.sprintStaminaDissipationFactor float -> float objectTemplate.startAgeFromAcceleration Vec2 -> Vec2 objectTemplate.startAgeFromAltitude Vec2 -> Vec2 objectTemplate.startAgeFromEngine Vec2 -> Vec2 objectTemplate.startAgeFromRotationalSpeed Vec2 -> Vec2 objectTemplate.startAgeFromSpeed Vec2 -> Vec2 objectTemplate.startAgeFromSpeedInDof Vec2 -> Vec2 objectTemplate.startAgeRange Vec2 -> Vec2 objectTemplate.startAgeUsed bool -> bool objectTemplate.startAtCreation bool -> bool objectTemplate.startAtCreation bool -> bool objectTemplate.startAutoRotateOnEnter bool -> bool objectTemplate.startDelay float -> float objectTemplate.startDelay float -> float objectTemplate.startDelay float -> float objectTemplate.startDistance float -> float objectTemplate.startLodPercentageOfLodDistance float -> float objectTemplate.startOnEffects int -> int objectTemplate.startProbability float -> float objectTemplate.startRotation RandomDistribution -> RandomDistribution objectTemplate.startTeam int -> int objectTemplate.stopOnEffects int -> int objectTemplate.stopType int -> int objectTemplate.strategicObject.3dMapIcon int -> int objectTemplate.strategicObject.destroyedIcon std::string -> std::string objectTemplate.strategicObject.intactIcon std::string -> std::string objectTemplate.strategicObject.isOnePiece bool -> bool objectTemplate.strategicObject.part int -> int objectTemplate.strategicObject.strategicObjectName std::string -> std::string objectTemplate.strength float -> float objectTemplate.supplyGroupId int -> int objectTemplate.supplyGroupNeeded int int bool -> void objectTemplate.supplyValueNeededTeam1 int -> int objectTemplate.supplyValueNeededTeam2 int -> int objectTemplate.supplyValueTeam1 int -> int objectTemplate.supplyValueTeam2 int -> int objectTemplate.supportsEmitter bool -> bool objectTemplate.supportsGlow bool -> bool objectTemplate.supportsPerPixel bool -> bool objectTemplate.supportsPerVertex bool -> bool objectTemplate.target.connectionEffect std::string -> std::string objectTemplate.target.connectionEffectOnlyWhenZoomed bool -> bool objectTemplate.target.disableFireWhenActiveMissile bool -> bool objectTemplate.target.disableGuidanceOnReload bool -> bool objectTemplate.target.lockAngle float -> float objectTemplate.target.lockDelay float -> float objectTemplate.target.loseLockDelay float -> float objectTemplate.target.maxDistance float -> float objectTemplate.target.maxVelocity float -> float objectTemplate.target.minVelocity float -> float objectTemplate.target.onLockChangeToWeapon bool std::string -> void objectTemplate.target.sendVehicleLockWarning bool -> bool objectTemplate.target.setTargetAtMaxDistance bool -> bool objectTemplate.target.targetInput io::PlayerInputMap -> io::PlayerInputMap objectTemplate.target.targetObjectTemplate std::string -> std::string objectTemplate.target.targetSystem TargetSystem -> TargetSystem objectTemplate.target.updateInterval float -> float objectTemplate.target.useCameraDirectionToTarget bool -> bool objectTemplate.target.useDynamicVelocity bool -> bool objectTemplate.target.velocityModifier float -> float objectTemplate.targetType TargetType -> TargetType objectTemplate.team int -> int objectTemplate.team U32 -> U32 objectTemplate.team int -> int objectTemplate.team int -> int objectTemplate.team int -> void objectTemplate.teamChange bool -> bool objectTemplate.teamFromClosestCP bool -> bool objectTemplate.teamOnVehicle bool -> bool objectTemplate.template std::string -> std::string objectTemplate.templateHasBeenUsed bool -> bool objectTemplate.textureName std::string -> std::string objectTemplate.textureName std::string -> std::string objectTemplate.textureName std::string -> std::string objectTemplate.textureOffsetVelocity float -> float objectTemplate.textureTileFactor float -> float objectTemplate.throwStrength float -> float objectTemplate.throwStrength2 float -> float objectTemplate.Timeout float -> float objectTemplate.timeout float -> float objectTemplate.timeToGetControl float -> float objectTemplate.timeToLive RandomDistribution -> RandomDistribution objectTemplate.timeToLive RandomDistribution -> RandomDistribution objectTemplate.timeToLive float -> float objectTemplate.timeToLive RandomDistribution -> RandomDistribution objectTemplate.timeToLive RandomDistribution -> RandomDistribution objectTemplate.timeToLive float -> float objectTemplate.timeToLive float -> float objectTemplate.timeToLiveAfterDeath float -> float objectTemplate.timeToLoseControl float -> float objectTemplate.timeToRemoveTK float -> float objectTemplate.toggleMouseLook bool -> bool objectTemplate.toggleWeapon bool -> bool objectTemplate.tolerance float -> float objectTemplate.torque float -> float objectTemplate.tracerConvergeDistance float -> float objectTemplate.tracerInterval int -> int objectTemplate.tracerScaler float -> float objectTemplate.tracerSizeModifier float -> float objectTemplate.tracerTemplate std::string -> std::string objectTemplate.trackTurnAcceleration float -> float objectTemplate.trackTurnHighAmplitude float -> float objectTemplate.trackTurnHighOffset float -> float objectTemplate.trackTurnLowAmplitude float -> float objectTemplate.trackTurnLowOffset float -> float objectTemplate.trackTurnSpeed float -> float objectTemplate.trailEffectTemplate std::string -> std::string objectTemplate.Transparency RandomDistribution -> RandomDistribution objectTemplate.transparencyGraph Vec4 -> Vec4 objectTemplate.transparencyGraph Vec4 -> Vec4 objectTemplate.transparencyGraph Vec4 -> Vec4 objectTemplate.treeCollisionDiameter float -> float objectTemplate.triggerForEachActivatingPlayer bool -> bool objectTemplate.triggerForEachActivatingPlayer bool -> bool objectTemplate.triggerId int -> int objectTemplate.triggerId int -> int objectTemplate.triggerId int -> int objectTemplate.triggerRadius float -> float objectTemplate.turnVelocity float -> float ObjectTemplate.type world::IObjectTemplate_ptrproxy -> std::string objectTemplate.type int -> int objectTemplate.uavVehicleFlightHeight float -> float objectTemplate.uavVehicleRadius float -> float objectTemplate.uavVehicleSampleResolution float -> float objectTemplate.uavVehicleSpeed float -> float objectTemplate.uavVehicleTemplate std::string -> std::string objectTemplate.unableToChangeTeam bool -> bool objectTemplate.unlockIndex int -> int objectTemplate.unlockLevel int -> int ObjectTemplate.update world::IObjectTemplate_ptrproxy -> void ObjectTemplate.updateAll -> void objectTemplate.upDropBoost float -> float objectTemplate.upThrowBoost float -> float objectTemplate.upThrowBoost2 float -> float objectTemplate.useAbsoluteDirection bool -> bool objectTemplate.useButtonRadius float -> float objectTemplate.useCameraOrientation bool -> bool objectTemplate.usedByAi bool -> bool objectTemplate.useDeAcceleration bool -> bool objectTemplate.usedOnTransparentMaterials bool -> bool objectTemplate.usedOnTransparentSurface bool -> bool objectTemplate.useGeomPart int -> int objectTemplate.useProjectileCamera bool -> bool objectTemplate.vehicleCameraShake CameraShakeTriggers -> CameraShakeTriggers objectTemplate.vehicleCategory dice::hfe::world::VehicleCategory -> dice::hfe::world::VehicleCategory objectTemplate.vehicleFov float -> float objectTemplate.vehicleHud.AbilityIcon std::string -> std::string objectTemplate.vehicleHud.addAbilityIcon std::string -> void objectTemplate.vehicleHud.addShowOnCamMode int -> void objectTemplate.vehicleHud.addVehicleIcon std::string -> void objectTemplate.vehicleHud.disableOnSprint bool -> bool objectTemplate.vehicleHud.displaySelectionOnEnter bool -> bool objectTemplate.vehicleHud.enablePostProcessingOnGuiIndex bool -> bool objectTemplate.vehicleHud.getShowOnCamMode int -> bool objectTemplate.vehicleHud.guiIndex int -> int objectTemplate.vehicleHud.hasTurretIcon bool -> bool objectTemplate.vehicleHud.hudName std::string -> std::string objectTemplate.vehicleHud.injurySound std::string -> std::string objectTemplate.vehicleHud.isCoDriver bool -> bool objectTemplate.vehicleHud.maxClimbSpeed int -> int objectTemplate.vehicleHud.miniMapIcon std::string -> std::string objectTemplate.vehicleHud.miniMapIconLeaderSize std::string -> std::string objectTemplate.vehicleHud.miniMapIconSize int -> int objectTemplate.vehicleHud.pantingSound std::string -> std::string objectTemplate.vehicleHud.showCrossHair bool -> bool objectTemplate.vehicleHud.showInfo bool -> bool objectTemplate.vehicleHud.showOnCamMode int -> int objectTemplate.vehicleHud.spottedIcon std::string -> std::string objectTemplate.vehicleHud.spottedIconSize int -> int objectTemplate.vehicleHud.standardHelpEnabled bool -> bool objectTemplate.vehicleHud.typeIcon std::string -> std::string objectTemplate.vehicleHud.useChildHud bool -> bool objectTemplate.vehicleHud.usePlayerIcon bool -> bool objectTemplate.vehicleHud.useSelectionIcons bool -> bool objectTemplate.vehicleHud.useVehicleCommRose bool -> bool objectTemplate.vehicleHud.vehicleIcon std::string -> std::string objectTemplate.vehicleHud.vehicleIconPos Vec2 -> Vec2 objectTemplate.vehicleHud.vehicleType int -> int objectTemplate.velocity float -> float objectTemplate.visibleOn3dMap bool -> bool objectTemplate.visibleOn3dMap bool -> bool objectTemplate.volume float -> float objectTemplate.volumeEnvelope std::string -> std::string objectTemplate.volumeGroup int -> int objectTemplate.warningHud.firstWarningSound std::string -> std::string objectTemplate.warningHud.secondWarningSound std::string -> std::string objectTemplate.warningHud.warningIcon std::string -> std::string objectTemplate.warningHud.warningType int -> int objectTemplate.waterHeight float -> float objectTemplate.waterSurfaceOffset float -> float objectTemplate.weaponHud.addShowOnCamMode int -> void objectTemplate.weaponHud.altCrosshairIcon std::string -> std::string objectTemplate.weaponHud.altGuiIndex int -> int objectTemplate.weaponHud.altWeaponIcon std::string -> std::string objectTemplate.weaponHud.ammoBarBackIcon std::string -> std::string objectTemplate.weaponHud.ammoBarFrontIcon std::string -> std::string objectTemplate.weaponHud.ammoIcon std::string -> std::string objectTemplate.weaponHud.clipIcon std::string -> std::string objectTemplate.weaponHud.crosshairIcon std::string -> std::string objectTemplate.weaponHud.crosshairIconSize int -> int objectTemplate.weaponHud.deviationFactor int -> int objectTemplate.weaponHud.disableOnSprint bool -> bool objectTemplate.weaponHud.displaySelectOnActivation bool -> bool objectTemplate.weaponHud.enableMouse bool -> bool objectTemplate.weaponHud.enablePostProcessingOnGuiIndex int -> int objectTemplate.weaponHud.firstLockSound std::string -> std::string objectTemplate.weaponHud.getShowOnCamMode int -> bool objectTemplate.weaponHud.guiIndex int -> int objectTemplate.weaponHud.hasFireRate bool -> bool objectTemplate.weaponHud.hasMag bool -> bool objectTemplate.weaponHud.hasRangeFinder bool -> bool objectTemplate.weaponHud.hudName std::string -> std::string objectTemplate.weaponHud.maxVisualDeviation int -> int objectTemplate.weaponHud.minVisualDeviation int -> int objectTemplate.weaponHud.overheatSound std::string -> std::string objectTemplate.weaponHud.secondLockSound std::string -> std::string objectTemplate.weaponHud.selectIcon std::string -> std::string objectTemplate.weaponHud.showAmmo bool -> bool objectTemplate.weaponHud.ShowClips bool -> bool objectTemplate.weaponHud.showInfo bool -> bool objectTemplate.weaponHud.showOnCamMode int -> int objectTemplate.weaponHud.specialAbilityIcon std::string -> std::string objectTemplate.weaponHud.switchGuiOnCamera bool -> bool objectTemplate.weaponHud.weaponIcon std::string -> std::string objectTemplate.weaponType int -> int objectTemplate.widnBlowTime float -> float objectTemplate.windAffectionFactor float -> float objectTemplate.windAgingFactor float -> float objectTemplate.windBlowTime float -> float objectTemplate.windDirection Vec3 -> Vec3 objectTemplate.windFalloff float -> float objectTemplate.windIsDynamic bool -> bool objectTemplate.windowSizeVector Vec3 -> Vec3 objectTemplate.windRadialFalloff float -> float objectTemplate.windSpeed float -> float objectTemplate.windSpeedAgeDistance float -> float objectTemplate.windType std::string -> std::string objectTemplate.wingLift float -> float objectTemplate.wingToRegulatorRatio float -> float objectTemplate.workOnSoldiers bool -> bool objectTemplate.workOnSoldiers bool -> bool objectTemplate.workOnVehicles bool -> bool objectTemplate.workOnVehicles bool -> bool objectTemplate.worldFOV float -> float objectTemplate.worldFOV float -> float objectTemplate.writeBinary std::string -> void objectTemplate.writeZ bool -> bool objectTemplate.yawSpeed float -> float objectTemplate.ziplineSoldierHeight float -> float objectTemplate.zoom.addZoomFactor float -> void objectTemplate.zoom.allowUntoggledFire bool -> bool objectTemplate.zoom.changeCameraId int -> int objectTemplate.zoom.changeCameraViewMode CameraViewMode -> CameraViewMode objectTemplate.zoom.changeFovDelay float -> float objectTemplate.zoom.disableMuzzleWhenZoomed bool -> bool objectTemplate.zoom.mouseSpeedMod float -> float objectTemplate.zoom.onlyZoomWhenProne bool -> bool objectTemplate.zoom.startCameraId int -> int objectTemplate.zoom.startCameraViewMode CameraViewMode -> CameraViewMode objectTemplate.zoom.useProjectileCamera bool -> bool objectTemplate.zoom.zoomDelay float -> float objectTemplate.zoom.zoomInput io::PlayerInputMap -> io::PlayerInputMap objectTemplate.zoom.zoomLod int -> int objectTemplate.zoom.zoomOutAfterFire bool -> bool objectTemplate.zRotation RandomDistribution -> RandomDistribution objectTemplate.zRotationSnap float -> float object.togglePause -> void overgrowth.addMaterial std::string uint -> bool overgrowth.addType std::string -> bool overgrowth.closeDistFade float -> float overgrowth.closeDistPercentage float -> float overgrowth.editorEnable float -> float overgrowth.exportToTerrainTexture -> void overgrowth.generateAll -> void overgrowth.generateAtlas -> void overgrowth.getActiveMaterialName -> std::string overgrowth.getGeometryList -> std::string overgrowth.getLodDistance -> float overgrowth.getMaterialList -> std::string overgrowth.getTypeList -> std::string overgrowth.lodTimer float -> float overgrowth.paintMaterial float float float -> void overgrowth.paintShadowmap float float float -> void overgrowth.path std::string -> std::string overgrowth.postLoad -> void overgrowth.preLoad -> void overgrowth.removeActiveMaterial -> bool overgrowth.removeActiveType -> bool overgrowth.save -> void overgrowth.setActiveMaterial std::string -> void overgrowth.setActiveType std::string -> void overgrowthType.density float -> float overgrowthType.geometry std::string -> std::string overgrowthType.minRadiusToOthers float -> float overgrowthType.minRadiusToSame float -> float overgrowthType.normalScale float -> float overgrowthType.randomScale Vec2 -> Vec2 overgrowthType.rotationScale float -> float overgrowth.viewDistance float -> float overgrowth.viewDistance float -> float overgrowth.viewDistanceScale float -> float Particles.enableOldParticles bool -> bool Particles.enableParticles bool -> bool particleSystemManager.affectedByWind bool -> bool particleSystemManager.drawBoundingBoxEnable bool -> bool particleSystemManager.drawStats bool -> bool particleSystemManager.drawStats bool -> bool particleSystemManager.generateTexture -> bool particleSystemManager.overdrawScale float -> float particleSystemManager.particleSystemShaderQuality uint -> uint particleSystemManager.qualityLevel int -> int particleSystemManager.resetStats -> void particleSystemManager.startFadePercentageOfViewDistance float -> float particleSystemManager.startLodPercentageOfLodDistance float -> float particleSystemManager.viewDistance float -> float physics.airDensityZeroAtHeight float -> float physics.gravity float -> float physics.listProperties -> std::string physics.wind Vec3 -> Vec3 Player.active IPlayer* -> IPlayer* Player.create std::string std::string -> IPlayer* player.isAi bool -> bool player.isAlive bool -> bool player.isNetwork bool -> bool player.kit int -> int Player.list -> std::string Player.listPlayerClasses -> std::string player.moveTo Vec3 -> std::string player.name -> std::string player.pickup std::string -> void Player.saveAll std::string -> bool player.setFov float float -> void player.setVehicleWithInputId IObject_ptrproxy int -> bool player.spawnGroup int -> int player.team int -> int player.vehicle IObject_ptrproxy -> IObject_ptrproxy portal.debugLevel int -> int portal.showStats bool -> bool profile.activateCharacterProfile std::string -> bool profile.activatePlayerProfile std::string -> bool profile.activeCharacterProfile std::string -> std::string profile.activeMod std::string -> std::string profile.activePlayerProfile std::string -> std::string profile.addCharacterProfile std::string -> bool profile.addModSetting std::string -> bool profile.applySettings -> void profile.createPlayerProfile std::string -> bool profile.defaultKit int -> int profile.getIndexForKit std::string int -> void profile.playerName std::string -> std::string profile.rank int -> int profile.setIndexForKit std::string int int -> void profile.tagIcon std::string -> std::string profile.tagText std::string -> std::string profile.visualUnlockLevel int -> int pythonHost.reinitialize -> bool pythonHost.sendCommand std::string std::string std::string -> bool radio.answer bool -> void radio.callForAmmo -> void radio.callForMedic -> void radio.callForRepair -> void radioInterface.selectOrder std::string -> bool radioInterface.setStringMap std::string std::string std::string -> void radio.sendKitMessage -> void radio.sendSpottedMessage bool world::VehicleType -> void radio.setSpottedMenuActive -> void radioVehicleInterface.selectOrder std::string -> bool radioVehicleInterface.setStringMap std::string std::string std::string -> void ragDoll.active bool -> void ragDoll.addAngularConstraint int int int -> void ragDoll.addBone int int -> void ragDoll.addCapsuleCollision int int -> void ragDoll.addConstraint int int -> void ragDoll.addDihedralAngleConstraint int int int -> void ragDoll.addDistanceLessThanConstraint int int float -> void ragDoll.addForce int Vec3 -> void ragDoll.addJointConstraint int int -> void ragDoll.addParticle int float -> void ragDoll.drawConstraints bool -> void ragDoll.gravity float -> void ragDoll.linkMode int int -> void ragDoll.lockBone int int -> void ragDoll.removeConstraint int int -> void ragDoll.reset -> void ragDoll.save -> void ragDoll.setParticleCollisionCriteria float float -> void ragDoll.skeleton std::string -> void ragDoll.toSkeleton int int int -> void renderer.allowA2M bool -> bool renderer.allowOnDemandPostProcessing bool -> bool renderer.ambientIlluminationRange Vec4 -> Vec4 renderer.ambientSun bool -> bool renderer.clearColor BaseVector3<int> -> BaseVector3<int> renderer.coronaFadeSpeed float -> float renderer.disableFadeOnRoads bool -> bool renderer.distanceCullConst float -> float renderer.distanceCullConstPCO float -> float renderer.divAccum float -> float renderer.draw1pMeshes bool -> bool renderer.draw1pZOnly bool -> bool renderer.drawBundledMeshes bool -> bool renderer.drawConsole bool -> bool renderer.drawDeferred bool -> bool renderer.drawFps int -> int renderer.drawGraphs bool -> bool renderer.drawHud bool -> bool renderer.drawNametags bool -> bool renderer.drawObjects bool -> bool renderer.drawOvergrowth bool -> bool renderer.drawParticles bool -> bool renderer.drawPostProduction bool -> bool renderer.drawRoads bool -> bool renderer.drawSkinnedMeshes bool -> bool renderer.drawSkyDome bool -> bool renderer.drawStaticMeshes bool -> bool renderer.drawSunFlare bool -> bool renderer.drawTerrain bool -> bool renderer.drawTrees bool -> bool renderer.drawUndergrowth bool -> bool renderer.drawWatermark bool -> bool renderer.dumpScreen std::string -> void renderer.enableHWOcclusion bool -> bool renderer.fakeHDRBlendingFactor float -> float renderer.fakeHDRBlendingTimeDark double -> double renderer.fakeHDRBlendingTimeLight double -> double renderer.fakeHDREnabled bool -> bool renderer.fakeHDRHorizWeights std::string -> std::string renderer.fakeHDRPassGate float -> float renderer.fakeHDRVertWeights std::string -> std::string renderer.fakeHDRWeights std::string -> std::string Renderer.fieldOfView1p float -> float renderer.fogColor Vec3 -> Vec3 renderer.fogStartEndAndBase Vec4 -> Vec4 renderer.forceBundledMeshLod int -> int renderer.forceSkinnedMeshLod int -> int renderer.forceStaticMeshMaxPolyPercentage int -> int renderer.forceStaticMeshSkipLod int -> int renderer.getQualityLodDistanceBM int -> float renderer.getQualityLodDistanceSKM int -> float renderer.getQualityLodDistanceSTM int -> float renderer.globalBundleMeshLodDistanceScale float -> float renderer.globalSkinnedMeshLodDistanceScale float -> float renderer.globalStaticMeshLodDistanceScale float -> float renderer.glowEnabled bool -> bool renderer.glowStrength float -> float renderer.isNightMap bool -> bool renderer.lightBlurStrength float -> float renderer.listScreenModes -> void renderer.makeTopWorldScreen U32 std::string Vec3 -> void renderer.minCullDistance float -> float renderer.nightMode uint -> uint renderer.nightVisionEnabled bool -> bool renderer.nightVisionGradient std::string -> std::string renderer.nightVisionMaxPower float -> float renderer.nightVisionRegenRPS float -> float renderer.occlusionObjectsMaxFrames int -> int renderer.occlusionTerrainMaxFrames int -> int renderer.presentAsync bool -> bool renderer.presentSpinIfBusy bool -> bool renderer.qualityLodEnabled bool -> bool renderer.renderAheadLimit uint -> uint renderer.roadDepthBias float -> float renderer.roadLodDistMod float -> float renderer.roadSlopeScaleDepthBias float -> float renderer.screenDumpPath std::string -> std::string renderer.screenMode int -> int renderer.setQualityLodDistanceALL int float -> void renderer.setQualityLodDistanceBM int float -> void renderer.setQualityLodDistanceSKM int float -> void renderer.setQualityLodDistanceSTM int float -> void Renderer.soldier.debugCharacterMode int -> int Renderer.soldier.debugDrawCollision bool -> bool Renderer.soldier.debugDrawSkeletons bool -> bool renderer.stopRenderMovie -> void renderer.tearGasStrength float -> float renderer.tvAmbient float -> float renderer.tvColor Vec3 -> Vec3 renderer.tvEnabled bool -> bool renderer.tvGranularity float -> float renderer.tvInterference float -> float renderer.tweakFarPlane1p float -> float renderer.tweakNearPlane float -> float renderer.tweakNearPlane1p float -> float renderer.vsync bool -> bool renderer.waterAnimSpeed float -> float renderer.waterColor Vec3 -> Vec3 renderer.waterFogColor Vec3 -> Vec3 renderer.waterFogStartEndAndBase Vec4 -> Vec4 renderer.watermarkFilename std::string -> std::string renderer.watermarkPos Vec2 -> Vec2 renderer.watermarkScale float -> float renderer.waterNormalMap std::string -> std::string renderer.waterScroll Vec2 -> Vec2 renderer.waterSpecularColor Vec4 -> Vec4 renderer.waterSpecularPower float -> float renderer.xpPerfFlags int -> int renderer.xpPerfFlags2 int -> int reservedSlots.addNick std::string -> void reservedSlots.clear -> void reservedSlots.configFile std::string -> std::string reservedSlots.list -> std::string reservedSlots.load -> bool reservedSlots.removeNick std::string -> void reservedSlots.save -> bool scoreboard.setToggleShow int -> void scoreboard.singleClick int -> void scoreManager.ammo int -> int scoreManager.ammoScoreLimit float -> float scoreManager.assistKill int -> int scoreManager.controlPointCapture int -> int scoreManager.death int -> int scoreManager.driverPassenger int -> int scoreManager.flagCapture int -> int scoreManager.flagReturn int -> int scoreManager.heal int -> int scoreManager.healScoreLimit float -> float scoreManager.inDirectKill int -> int scoreManager.kill int -> int scoreManager.objective int -> int scoreManager.repair int -> int scoreManager.repairScoreLimit float -> float scoreManager.soldierRevive int -> int scoreManager.teamDamage int -> int scoreManager.teamDamageLimit float -> float scoreManager.teamVehicleDamage int -> int scoreManager.teamVehicleDamageLimit float -> float scoreManager.TK int -> int scoreManager.vehicleRevive int -> int SettingsManager.boolGet std::string -> bool SettingsManager.boolSet std::string bool -> bool SettingsManager.floatGet std::string -> float SettingsManager.floatSet std::string float -> bool SettingsManager.intGet std::string -> int SettingsManager.intSet std::string int -> bool SettingsManager.stringGet std::string -> std::string SettingsManager.stringSet std::string std::string -> bool SettingsManager.U32Get std::string -> U32 SettingsManager.U32Set std::string U32 -> bool shadermanager.byPassDiceStates bool -> bool shadermanager.compileDebugTerrain bool -> bool shadermanager.compilePartialPrecisionTypes bool -> bool shadermanager.compileSkipOptimizations bool -> bool shadermanager.compileUsePartialPrecision bool -> bool shadermanager.compileUsePreShaders bool -> bool shadermanager.compileUsePS2A bool -> bool shadermanager.compileWithDebug bool -> bool shadermanager.listEffects -> void shadermanager.reloadAllEffects -> void shadermanager.reloadEffect std::string -> void shadowManager.allowAlphaShadows bool -> bool shadowManager.alphaShadowThreshold float -> float shadowManager.dropShadowClipHeightOffset float -> float shadowManager.dynamic1pShadowsEnabled bool -> bool shadowManager.dynamicShadowsEnabled bool -> bool shadowManager.dynamicStaticMeshShadowsEnabled bool -> bool shadowManager.lightmapIntensityBias float -> float shadowManager.occludedSkyNightIntensity float -> float shadowManager.shadow80Line float -> float shadowManager.shadowFromBundledMeshLod int -> int shadowManager.shadowFromSkinnedMeshLod int -> int shadowManager.shadowFromStaticMeshLod int -> int shadowManager.shadowFromTerrainLod int -> int shadowManager.shadowIntensityBias float -> float shadowManager.shadowMapBitDepth int -> int shadowManager.shadowMapDepthBias float -> float shadowManager.shadowMapDepthDistance float -> float shadowManager.shadowMapIncludeStaticMeshes bool -> bool shadowManager.shadowMapObjectSize int -> int shadowManager.shadowMapSize int -> int shadowManager.shadowMapSlopeBias float -> float shadowManager.shadowMergeDynamicShadowFrustums bool -> bool shadowManager.shadowOccluderOversizeFactor float -> float shadowManager.shadowOverrideQuality int -> int shadowManager.shadowPSMFovY float -> float shadowManager.shadowPSMUseSlideback bool -> bool shadowManager.shadowPSMUseUnitCubeClipping bool -> bool shadowManager.shadowPSMZFarOffset float -> float shadowManager.shadowPSMZMinInfinityZ float -> float shadowManager.shadowPSMZNearOffset float -> float shadowManager.shadowShowFrustums bool -> bool shadowManager.shadowSunExtrusionLength float -> float shadowManager.shadowSunHeightOverFade Vec2 -> Vec2 shadowManager.shadowSunScalePower float -> float shadowManager.shadowTestBelowRayLenght float -> float shadowManager.shadowTSMFocus float -> float shadowManager.shadowUpdateFactor float -> float shadowManager.shadowUpdatesEnabled bool -> bool shadowManager.shadowUseSweepTest bool -> bool shadowManager.useLSSMOptimizations bool -> bool shadowManager.usePSMOptimizations bool -> bool skinnedMeshRenderer.shaderQuality ShaderQuality -> ShaderQuality skyDome.cloudLerpFactors Vec2 -> Vec2 skyDome.cloudTemplate std::string -> std::string skyDome.cloudTexture std::string -> std::string skyDome.cloudTexture2 std::string -> std::string skyDome.domePosition Vec3 -> Vec3 skyDome.domeRotation float -> float skyDome.domeSize float -> float skyDome.fadeCloudsDistances Vec2 -> Vec2 skyDome.flareDirection Vec3 -> Vec3 skyDome.flareFadeAdd float -> float skyDome.flareFadeMul float -> float skyDome.flareTemplate std::string -> std::string skyDome.flareTexture std::string -> std::string skyDome.hasCloudLayer bool -> bool skyDome.hasCloudLayer2 bool -> bool skyDome.lightingBlend float -> float skyDome.lightingColor Vec3 -> Vec3 skyDome.scrollDirection Vec2 -> Vec2 skyDome.scrollDirection2 Vec2 -> Vec2 skyDome.skyTemplate std::string -> std::string skyDome.skyTexture std::string -> std::string sound.addMenuSound std::string std::string float -> void sound.addSound std::string -> void sound.addTrigger std::string -> void sound.dopplerEffect float -> float sound.getAllSoundTemplates -> std::string sound.getProperty std::string -> std::string sound.getVolumeForGroup int -> float sound.initialize int std::string int -> SoundInitResult sound.interactiveMode bool -> bool sound.listenerReverb float -> float sound.loadMusic std::string -> bool sound.masterVolume float -> float sound.playMusic -> bool sound.playSound std::string -> void sound.removeAllTriggers -> void sound.setProperty std::string float -> void sound.setReverb std::string -> void sound.setVolumeForGroup int float -> void sound.showSoundSources bool -> bool sound.showStats bool -> bool Sound.startEngines bool -> bool sound.stopMusic float -> bool sound.stopSound std::string -> void sound.tinnitusSetup std::string float float -> void sound.tweakTemplate std::string float float -> void sound.windSetup std::string float -> void spawnManager.commitSuicide -> void spawnManager.listSpawnGroups -> void spawnManager.selectNextUnlock int -> void spawnManager.setPlayerKit int -> void spawnManager.setPlayerTeam int -> void spawnManager.toggleMembers bool -> void squadInterface.selectOrder std::string -> bool squadInterface.setStringMap std::string std::string std::string -> void squadLeaderInterface.selectOrder std::string -> bool squadLeaderInterface.setStringMap std::string std::string std::string -> void squadLeader.sendOrder int bool -> void squadLeader.sendRequest int bool -> void squadLeader.sendRequestForOrder -> void squad.leaveSquad -> void squadManager.changeSquadName std::string bool -> void squadManager.joinSquad int -> void squadManager.leaveSquad int -> void squadManager.listSquadMembers int int -> std::string squadManager.listSquads int -> std::string squadManager.makeMeCommander -> void squadManager.popNextCommanderApplicant int -> void squadMenu.applyInviteList -> void squadMenu.createSquad -> void squadMenu.doubleClickInvite -> void squadMenu.doubleClickNew -> void squadMenu.setShowInviteList bool -> void squadMenu.setSquadCreateSelect bool -> void squadMenu.setSquadNameSelect -> void squadMenu.singleClickInvite -> void squadMenu.singleClickNew -> void squadMenu.squadCreateLockToggle -> void staticMeshRenderer.allowAnisoFiltering bool -> bool staticMeshRenderer.convertLightmapName std::string -> std::string staticMeshRenderer.enableLightIndexes bool -> bool staticMeshRenderer.enableLightMapAtlas bool -> bool staticMeshRenderer.enableNewLightmapNames bool -> bool staticMeshRenderer.enableRendering bool -> bool staticMeshRenderer.enableUnifiedIndexlist bool -> bool staticMeshRenderer.loadAllLightMapFiles std::string std::string -> bool staticMeshRenderer.loadAllLightMapFilesDLL std::string std::string -> bool staticMeshRenderer.materialCullingEnabled bool -> bool staticMeshRenderer.maxLightMappedLod int -> int staticMeshRenderer.noLods bool -> bool sv.adminScript std::string -> std::string sv.allowExternalViews bool -> bool sv.allowFreeCam bool -> bool sv.allowNATNegotiation bool -> bool sv.allowNoseCam bool -> bool sv.autoBalanceTeam bool -> bool sv.autoDemoHook std::string -> std::string sv.autoRecord bool -> bool sv.communityLogoURL std::string -> std::string sv.configFile std::string -> std::string sv.coopBotCount int -> int sv.coopBotDifficulty float -> float sv.coopBotRatio float -> float sv.demoDownloadURL std::string -> std::string sv.demoIndexURL std::string -> std::string sv.demoQuality int -> int sv.endDelay int -> int sv.endOfRoundDelay int -> int sv.friendlyFireWithMines bool -> bool sv.gameSpyPort int -> int sv.hitIndicator bool -> bool sv.interfaceIP std::string -> std::string sv.internet bool -> std::string sv.load -> bool sv.manDownTime float -> float sv.maxConnectionType ConnectionType -> ConnectionType sv.maxPlayers int -> std::string sv.minPlayersForVoting int -> int sv.notEnoughPlayersRestartDelay float -> float sv.noVehicles float -> float sv.numPlayersNeededToStart int -> int sv.numReservedSlots int -> std::string sv.password std::string -> std::string sv.punkBuster bool -> bool sv.radioBlockedDurationTime int -> int sv.radioMaxSpamFlagCount int -> int sv.radioSpamInterval int -> int sv.ranked bool -> bool sv.roundsPerMap int -> int sv.save -> bool sv.scoreLimit int -> int sv.serverIP std::string -> std::string sv.serverName std::string -> std::string sv.serverPort int -> std::string sv.soldierFriendlyFire int -> int sv.soldierSplashFriendlyFire int -> int sv.spawnTime float -> float sv.sponsorLogoURL std::string -> std::string sv.sponsorText std::string -> std::string sv.startDelay int -> int sv.teamRatioPercent float -> float sv.teamVoteOnly bool -> bool sv.ticketRatio int -> int sv.timeBeforeRestartMap float -> float sv.timeLimit int -> int sv.tkNumPunishToKick int -> int sv.tkPunishByDefault bool -> bool sv.tkPunishEnabled bool -> bool sv.useGlobalRank bool -> bool sv.useGlobalUnlocks bool -> bool sv.vehicleFriendlyFire int -> int sv.vehicleSplashFriendlyFire int -> int sv.voipBFClientPort int -> int sv.voipBFServerPort int -> int sv.voipEnabled bool -> bool sv.voipQuality int -> int sv.voipServerPort int -> int sv.voipServerRemote bool -> bool sv.voipServerRemoteIP std::string -> std::string sv.voipSharedPassword std::string -> std::string sv.voteTime int -> int sv.votingEnabled bool -> bool sv.welcomeMessage std::string -> std::string swiffHost.addAward int int int -> void swiffHost.addCredit std::string int -> void swiffHost.addGameMode std::string std::string -> void swiffHost.addRank int int int -> void swiffHost.enableScroller bool -> void swiffHost.loadImage std::string -> bool swiffHost.serverBrowserFrameSkips int -> int swiffHost.setScrollerRect int int int -> void swiffHost.setScrollFadeSpeed int -> void swiffHost.setScrollSpeed float -> void terrain.ambientColor Vec3 -> Vec3 terrain.create std::string -> void terrainCuller.baseCellSize int -> int terrainCuller.checkInside bool -> bool terrainCuller.cullerType int -> int terrainCuller.detailCullMaxLevel int -> int terrainCuller.lod0SwitchStart float -> float terrainCuller.lod0SwitchStop float -> float terrainCuller.lod1SwitchStart float -> float terrainCuller.lod1SwitchStop float -> float terrainCuller.lod2Start float -> float terrainCuller.lodSwitchDistance int -> int terrainCuller.updateLodLevel bool -> bool terrainCuller.useStitchedLods bool -> bool terrain.forceRenderStyle int -> int terrain.GIColor Vec3 -> Vec3 terrain.GIColorHigh Vec3 -> Vec3 terrain.GIColorLow Vec3 -> Vec3 terrain.init -> void terrain.load std::string -> void terrain.refreshTerrainSampling -> void terrain.sunColor Vec3 -> Vec3 terrain.terrainWaterColor Vec3 -> Vec3 terrain.waterAlphaAdd float -> float terrain.waterAlphaHeightMul float -> float terrain.waterAnimSpeed float -> float terrain.waterColor Vec3 -> Vec3 terrain.waterNormalMap std::string -> std::string terrain.waterQuality int -> int terrain.waterReflectivity float -> float terrain.waterScroll Vec2 -> Vec2 terrain.waterSpecularColor Vec4 -> Vec4 terrain.waterSpecularPower float -> float terrain.waterSunIntensity float -> float terrain.waterTransparency float -> float texturemanager.customTextureSuffix std::string -> std::string undergrowth.dynamicShadowsEnable bool -> bool undergrowth.enabled bool -> bool undergrowth.load std::string -> void undergrowth.reload -> void undergrowth.simpleShaderEnable bool -> bool undergrowth.test uint -> uint undergrowth.test2 float -> float undergrowth.viewDistanceFade float -> float undergrowth.viewDistanceScale float -> float undergrowth.zPassPatchCount uint -> uint Vars.set std::string std::string -> void videoSettings.setAntialiasing std::string -> void videoSettings.setDynamicLightingQuality int -> void videoSettings.setDynamicShadowsQuality int -> void videoSettings.setEffectsQuality int -> void videoSettings.setGeometryQuality int -> void videoSettings.setLightingQuality int -> void videoSettings.setResolution std::string -> void videoSettings.setTerrainQuality int -> void videoSettings.setTextureFilteringQuality int -> void videoSettings.setTextureQuality int -> void videoSettings.setVideoOptionScheme int -> void videoSettings.setViewDistanceScale float -> void weatherManager.doubleStrikeMaxDelay float -> float weatherManager.doubleStrikeMinDelay float -> float weatherManager.doubleStrikeProbability float -> float weatherManager.inFadeSegments float -> float weatherManager.lightningBlendOutTime float -> float weatherManager.lightningColor Vec4 -> Vec4 weatherManager.lightningDuration float -> float weatherManager.lightningGroundPenetration float -> float weatherManager.lightningMaxInterval float -> float weatherManager.lightningMaxPos Vec3 -> Vec3 weatherManager.lightningMinInterval float -> float weatherManager.lightningMinPos Vec3 -> Vec3 weatherManager.lightningPertubation float -> float weatherManager.lightningScale Vec2 -> Vec2 weatherManager.lightningSegments int -> int weatherManager.lightningSFXDelay float -> float weatherManager.lightningSFXName std::string -> std::string weatherManager.outFadeSegments float -> float weatherManager.skyBlendOutTime float -> float weatherManager.stormEnabled bool -> bool windManager.globalWindDirection Vec3 -> Vec3 windManager.globalWindSpeed float -> float http://www.battlefieldsingleplayer.c.../VehicleAI.pdf Code:
ITHasCarHorn ITObstacle ITHasWreck ITHelicopter ITNoTemperature ITObstructedView ITSoldier ITVegetation ITBiological ITStructure ITLowPriority ITUnmanned ITMobile ITCover ITFixed ITArtillery ITTransportation ITAirfield ITRadar ITControlpoint ITNaval ITGround ITAir ITUnit ITRepair ITAmmunition ITProduction ai.createheightmap ai.readheightmapfromfile ai.init ai.reset ai.kill ai.debug ai.writebotplans ai.aisystemquotient ai.setaisystemcomponentsquotient ai.getbotmanagerquotient ai.getsaiquotient ai.botstatisticupdatespeed ai.getbotcount ai.getnumberofactivebots ai.getnumberofdeactivedbots ai.addbot ai.addunspawnedbot ai.deactivatebot ai.updatebot ai.killbotid ai.killbotname ai.killallbots ai.botgiveorder ai.botsetwaypoints_patrol ai.botsetwaypoints_patrol3d ai.botmoveto ai.botflyto ai.createsai ai.saienable ai.saimapxdimension ai.saimapydimension ai.addsaistrategy ai.renderside ai.snoopbot ai.validatedatastructuresenabled ai.drawbotplan ai.drawstrategicareas ai.drawpathfinding ai.drawmovement ai.drawaiming ai.executeplan ai.drawchangeurgency ai.drawonlyclosestbot ai.drawaddclosestbot ai.drawremoveallbots ai.drawaddallbots ai.drawaddbot ai.drawremovebot ai.drawaddclosestsecondarybot ai.pauseallbots ai.unpauseallbots ai.pauseallbutclosestprimarybot ai.pauseallbutclosestsecondarybot ai.pausebot ai.showall ai.getrendcameraposition ai.getrendcamerarotation ai.attachcamera ai.attachcameracycle ai.getcurrentpitchangle ai.getcurrentyawangle ai.getallbots ai.getbotposition ai.getbotgoalposition ai.getbotside ai.getbotvitals ai.getbotvehicle ai.getbotkit ai.getbotbehaviourlist ai.getbehaviourinfo ai.getactivebehaviour ai.getstrategyheat ai.listsaistrategies ai.getactivestrategy ai.addplacement ai.spawnbot ai.pause aiSettings.setmaxnbots aiSettings.setmaxnautocontrollers aiSettings.maxbotsincludehumans aiSettings.setignorecommanderdistance aiSettings.setmaxnumberofbehaviours aiSettings.setviewdistance aiSettings.setstatsviewdistance aiSettings.setinformationgriddimension aiSettings.setvehicle aiSettings.setvehicleclustermapping aiSettings.setvehiclematerialcost aiSettings.setmandownequipment aiSettings.getinformationgriddimension aiSettings.getviewdistance aiSettings.getstatsviewdistance aiSettings.getvehicle aiSettings.getvehicleclustermapping aiSettings.setnsides aiSettings.getnsides aiSettings.setbotskill aiSettings.botskill aiSettings.discovercloakedenemiesdistance aiSettings.getbotskill aiSettings.getnumberofvehiclegroups aiSettings.getvehiclegroup aiSettings.getvehiclegroupname aiSettings.createvehiclegroup aiSettings.addvehicletovehiclegroup aiSettings.getsaiupdatefrequency aiSettings.setsaiupdatefrequency aiSettings.setrespawnallowed aiSettings.addbotname aiSettings.isrespawnallowed aiSettings.overridemenusettings aiSettings.lodenable aiSettings.setbasicloddistance aiSettings.setvehiclemods aiSettings.setstandardpersonality aiSettings.setvehiclebehaviour aiSettings.setvehicledefaultbehaviour aiSettings.addinterpreterentry aiSettings.removeinterpreterentry aiSettings.activatedefaultinterpreter aiSettings.setbasicbotweights aiSettings.setbehaviour aiSettings.getbehaviour aiSettings.createbehaviourmodifiers aiSettings.activebehaviourmodifiers aiSettings.setbehaviourmodifier aiSettings.getbehaviourmodifier aiSettings.listbehaviourmodifiers aiSettings.showaisettings aiSettings.createucconstant aiSettings.createuclinear aiSettings.createucxinverse aiSettings.setsensingagentpatternname aiSettings.setsensingagentnullpattern aiSettings.addsensingagentpattern aiSettings.sensingagentdebug aiSettings.autospawnbots aiBotManager.setlodlevelticks aiBotManager.setlodlevelpriority aiBotManager.setplanneddecisionmakingthreshold aiBotManager.setunplanneddecisionmakingthreshold aiBotManager.setdecisionmakinginterleave aiBotManager.setsensingquotient aiBotManager.setsystemquotient aiBotManager.getlodlevelfullticks aiBotManager.getlodlevelmediumticks aiBotManager.getlodlevellightticks aiBotManager.getlodlevelfullpriority aiBotManager.getlodlevelmediumpriority aiBotManager.getlodlevellightpriority aiBotManager.getplanneddecisionmakingthresholdfull aiBotManager.getplanneddecisionmakingthresholdmedium aiBotManager.getplanneddecisionmakingthresholdlight aiBotManager.getunplanneddecisionmakingthresholdfull aiBotManager.getunplanneddecisionmakingthresholdmedium aiBotManager.getunplanneddecisionmakingthresholdlight aiBotManager.getplanneddecisionmakinginterleave aiBotManager.getunplanneddecisionmakinginterleave aiBotManager.getsensingquotient aiBotManager.getmemoryupdatequotient aiBotManager.getsystemdecisionmakingquotient aiBotManager.getsystempathfindingquotient aiBotManager.getsystemsensingquotient aiBotManager.enablebotscriptdebugger aiStrategy.createstrategy aiStrategy.setactivestrategy aiStrategy.getactivestrategyname aiStrategy.aggression aiStrategy.timelimit aiStrategy.getprerequisiteweight aiStrategy.setprerequisiteweight aiStrategy.liststrategies aiStrategy.settreemodifier aiStrategy.gettreemodifier aiStrategy.settreemodifiercombatstrength aiStrategy.gettreemodifiercombatstrength aiStrategy.numberofattacks aiStrategy.numberofdefences aiStrategy.setprerequisite aiStrategy.addrequiredprecedingstrategy aiStrategy.addprohibitedprecedingstrategy aiStrategy.setstrategicobjectsmodifier aiStrategy.getstrategicobjectsmodifier aiStrategy.clearallstrategicobjectsmodifiers aiStrategy.addspecificobjectmodifier aiStrategy.completestrategies aiStrategy.createprerequisite aiStrategy.setactiveprerequisite aiStrategy.getactiveprerequisitename aiStrategy.listprerequisites aiStrategy.addcondition aiStrategy.setactivecondition aiStrategy.getactiveconditionname aiStrategy.listconditions aiStrategy.createconstantcondition aiStrategy.createhomogenouscondition aiStrategy.createheterogeneouscondition aiStrategy.createareacondition aiStrategy.setconditionstrength aiStrategy.getconditionstrength aiStrategy.setisabortcondition aiStrategy.isabortcondition aiStrategy.completeconditions aiStrategy.targetvalue aiStrategy.forcestrategy aiStrategy.enabledebug aiStrategy.thresholdspeed aiStrategicArea.create aiStrategicArea.setflankposition aiStrategicArea.createfromcontrolpoint aiStrategicArea.removeactive aiStrategicArea.setactive aiStrategicArea.getactive aiStrategicArea.addneighbour aiStrategicArea.addtwowayneighbour aiStrategicArea.getneighbours aiStrategicArea.layer aiStrategicArea.setvisible aiStrategicArea.getvisible aiStrategicArea.drawvehiclesearchradi aiStrategicArea.removeallneighbours aiStrategicArea.setposition aiStrategicArea.getposition aiStrategicArea.centerposition aiStrategicArea.topleftcorner aiStrategicArea.list aiStrategicArea.addobjecttypeflag aiStrategicArea.setobjecttypeflags aiStrategicArea.getobjecttypeflags aiStrategicArea.removeobjecttypeflag aiStrategicArea.setstatus aiStrategicArea.category aiStrategicArea.vehiclesearchradius aiStrategicArea.settakeable aiStrategicArea.istakeable aiStrategicArea.removeallobjecttypeflags aiStrategicArea.getobjecttypeflagmapping aiStrategicArea.basictemperature aiStrategicArea.setorderposition aiStrategicArea.getorderposition aiStrategicArea.listorderpositions aiStrategicArea.addwaypoint aiStrategicArea.removewaypoint aiStrategicArea.removeclosestwaypoint aiStrategicArea.clearwaypoints aiStrategicArea.setwaypointstodraw aiStrategicArea.clearwaypointtodraw aiStrategicArea.setside aiStrategicArea.getside aiStrategicArea.enabledebug aiStrategicArea.addallowedvehiclegroup aiStrategicArea.attachlandingzone aiStrategicArea.listlandingzones aiStrategicArea.gettemperature aiStrategicArea.getstatus aiStrategicArea.getnumberofpresentunits aiStrategicArea.getnumberofavailableattackers aiStrategicArea.getnumberofavailabledefenders aiStrategicArea.getnumberofassignedunits aiStrategicArea.getcategoryname aiStrategicArea.getcategoryfromname aiStrategicArea.createnewcategory aiStrategicArea.showneighbours aiStrategicArea.getstrategicareanames aiStrategicArea.isinside aiStrategicArea.strategicareaname aiStrategicArea.saveall aiStrategicArea.addallowedunit aiStrategicArea.addexpelledunit aiStrategicArea.addlandingzoneunit aiLandingZone.activezone aiLandingZone.createlandingzone aiLandingZone.listzones aiLandingZone.mincorner aiLandingZone.maxcorner aiLandingZone.beachdirection aiPathfinding.createmap aiPathfinding.activemap aiPathfinding.tracemap aiPathfinding.getmaplist aiPathfinding.map.addinvalidmaterial aiPathfinding.map.maxslope aiPathfinding.map.headclearance aiPathfinding.map.allowedthresholdheight aiPathfinding.map.radius aiPathfinding.map.allowedheightdiff aiPathfinding.map.minpolygonsinleaf aiPathfinding.map.maxdepthintree aiPathfinding.map.meshtype aiPathfinding.map.addvehicleforclustercost aiPathfinding.map.draw aiPathfinding.map.undraw aiPathfinding.map.drawcluster aiPathfinding.map.undrawcluster aiPathfinding.map.drawclusterneighbourindices aiPathfinding.map.drawclusterportals aiPathfinding.map.builddebugmeshes aiPathfinding.map.builddebugclustermeshes aiPathfinding.map.loadgtsdebugmeshes aiPathfinding.map.unloaddebugmeshes aiPathfinding.map.unloaddebugclustermeshes aiPathfinding.map.recalculateportalcosts aiPathfinding.map.getpolygondebug aiPathfinding.map.drawmode aiPathfinding.map.loadquadtrees aiPathfinding.savequadtrees aiPathfinding.loadquadtrees aiPathfinding.loadgtsdata aiPathfinding.exportgtsmeshes aiPathfinding.exportgtsmesheswithinboundary aiPathfinding.maxwaterdepth aiPathfinding.drawdynamicaiobjects aiDebug.textgamma aiDebug.draw aiDebug.toolpathfinding aiDebug.pathfindingdebugtoolvehicle aiDebug.clustersearch aiDebug.setpathfindingdebugtoolvehicleid aiDebug.trypath aiDebug.tryclusterpath aiRandom.seed aiTools.pathfinding_localsearch aiTools.pathfindingmode aiTools.pathfindingvehicle aiTools.pathfindinggoalradius aiTools.pathfindingtrigger aiTools.sensingmode ai.tempinit aiRadio.subscribetomessage aiCheats.code aiScript.enablescripts aiScript.runscript aiScript.createscript aiScript.endscript aiScript.createscriptflow aiScript.createscriptcommand aiScript.createmovecommand aiScript.createscript aiScript.close aiScript.createscriptvariable aiScript.createglobalbotupdater aiScript.createbotupdater aiScript.hasbreakpoint aiScript.setinformationgriddimension aiScript.setsubroutine aiScript.negate aiScript.setconditional aiScript.setconditional aiScript.setconditional aiScript.addwaypoint aiScript.setmindistance aiScript.setweight aiScript.addbot aiScript.createscriptvariable aiScript.var aiScript.createscriptvariableupdater aiScript.upd aiScript.createglobalscriptvariableupdater aiScript.gupd aiScript.setactivebot aiScript.avoid aiScript.change aiScript.fire aiScript.idle aiScript.medicsupport aiScript.move aiScript.scout aiScript.takecover aiScript.if aiScript.parallel aiScript.serial aiScript.when aiScript.while aiScript.setbotactivebyid aiScript.botid aiScript.bot aiScript.bool aiScript.float aiScript.int aiScript.vec3 objectTemplate.aiTemplate object.aiside iai.tempinit aiTemplate.create aiTemplate.active aiTemplate.types aiTemplate.degeneration aiTemplate.allowedtimediff aiTemplate.basictemp aiTemplate.commonknowledge aiTemplate.secondary aiTemplate.addtype aiTemplate.addplugin aiTemplatePlugin.create aiTemplatePlugin.active aiTemplatePlugin.vehiclenumber aiTemplatePlugin.setpathfindingmap aiTemplatePlugin.maxspeed aiTemplatePlugin.setsoundsphereradius aiTemplatePlugin.sethearingprobability aiTemplatePlugin.spaceneededtweak aiTemplatePlugin.speedatzerospace aiTemplatePlugin.backingspeed aiTemplatePlugin.brakedistance aiTemplatePlugin.maxbrakepercentage aiTemplatePlugin.lookaheadtime aiTemplatePlugin.minspeedforlookahead aiTemplatePlugin.minanglediffforslowdown aiTemplatePlugin.angleslowdownscale aiTemplatePlugin.maxanglediffslowdown aiTemplatePlugin.getstrtype aiTemplatePlugin.setstrtype aiTemplatePlugin.setisantiaircraft aiTemplatePlugin.culldistance aiTemplatePlugin.equipmenttypename aiTemplatePlugin.setbattlestrength aiTemplatePlugin.setstrategicstrength aiTemplatePlugin.selectkey aiTemplatePlugin.setusenopathfindingtogettoobject aiTemplatePlugin.sethasexposedsoldier aiTemplatePlugin.setalwaystargetsoldier aiTemplatePlugin.throttlesensitivity aiTemplatePlugin.pitchsensitivity aiTemplatePlugin.rollsensitivity aiTemplatePlugin.yawsensitivity aiTemplatePlugin.proportionalconstant aiTemplatePlugin.derivativeconstant aiTemplatePlugin.anglespeedconstant aiTemplatePlugin.throttlelookahead aiTemplatePlugin.pitchlookahead aiTemplatePlugin.rolllookahead aiTemplatePlugin.yawlookahead aiTemplatePlugin.throttlescale aiTemplatePlugin.pitchscale aiTemplatePlugin.rollscale aiTemplatePlugin.lookverticalsensitivity aiTemplatePlugin.lookhorizontalsensitivity aiTemplatePlugin.lookverticallookahead aiTemplatePlugin.lookhorizontallookahead aiTemplatePlugin.lookverticalscale aiTemplatePlugin.lookhorizontalscale aiTemplatePlugin.yawscale aiTemplatePlugin.drivethrottlecontrol aiTemplatePlugin.driveturncontrol aiTemplatePlugin.aimverticalcontrol aiTemplatePlugin.aimhorizontalcontrol aiTemplatePlugin.lookverticalcontrol aiTemplatePlugin.lookhorizontalcontrol aiTemplatePlugin.setcamerarelativedofrotationoffsetdeg aiTemplatePlugin.setcamerarelativeminrotationdeg aiTemplatePlugin.setcamerarelativemaxrotationdeg aiTemplatePlugin.maxclimbangle aiTemplatePlugin.maxrollangle aiTemplatePlugin.driverollcontrol aiTemplatePlugin.drivepitchcontrol aiTemplatePlugin.aimthrottlecontrol aiTemplatePlugin.aimrollcontrol aiTemplatePlugin.isfloating weaponTemplate.create weaponTemplate.active weaponTemplate.deviation weaponTemplate.deviationcorrectiontime weaponTemplate.indirect weaponTemplate.healing weaponTemplate.useaimeronly weaponTemplate.drag weaponTemplate.minrange weaponTemplate.maxrange weaponTemplate.weaponactivate weaponTemplate.weaponfire weaponTemplate.isthrown weaponTemplate.soundsphereradius weaponTemplate.exitvelocity weaponTemplate.getstrength weaponTemplate.setstrength weaponTemplate.firerate weaponTemplate.SoldierPose weaponTemplate.firingpose weaponTemplate.optimalrangepercentage weaponTemplate.explosionradius weaponTemplate.alloweddeviation weaponTemplate.firesthroughtransparent |
Will Stahl aka "Merlin" in the Squad community |
|
Last edited by Arab; 2023-12-04 at 14:41..
|
Tags |
bf2, commands, config, reference |
|
|