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Old 2012-04-11, 01:36   #1
Sniperdog
Retired PR Developer
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Default [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
All AI codes (Contains some BF2142 exclusive code - To remove)
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
Sniperdog is offline
Last edited by Arab; 2023-12-04 at 14:41..
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