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H3 ODST scripting

Like earlier games, Halo 3 ODST supports scripting with HaloScript.

Functions

Since Halo 3 ODST documentation will be an ongoing work-in-progress, please refer to the more complete H1 scripting page for info on common functions.

Functions

(<void> achievements_enable <boolean>)

enable or disable the awarding of achievements | NETWORK SAFE: Unknown, assumed unsafe

(<void> achievements_skip_validation_checks <boolean>)

toggle the disabling of validation checks on achievement awarding | NETWORK SAFE: Unknown, assumed unsafe

(<void> achievement_grant_to_all_players <string_id>)

award named achievement to all players | NETWORK SAFE: Safe

(<void> achievement_grant_to_player <unit> <string_id>)

award named achievement to player | NETWORK SAFE: Safe

(<void> add_recycling_volume <trigger_volume> <long> <long>)

removes garbage in specified trigger volume to a max count over n seconds | NETWORK SAFE: Yes

(<void> ai_activity_abort <ai>)

Aborts the activities running on the given AI(s) | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_activity_set <ai> <string_id>)

Set the given activity running on the given AI(s) | NETWORK SAFE: Unknown, assumed unsafe

(<object_list> ai_actors <ai>)

converts an ai reference to an object list. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_allegiance <team> <team>)

creates an allegiance between two teams. | NETWORK SAFE: Yes

(<void> ai_allegiance_break <team> <team>)

fake a betrayal incident between two teams | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> ai_allegiance_broken <team> <team>)

returns whether two teams have an allegiance that is currently broken by traitorous behavior | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_allegiance_remove <team> <team>)

destroys an allegiance between two teams. | NETWORK SAFE: Yes

(<void> ai_allow_dormant <ai> <boolean>)

either enables or disables automatic dormancy for a group of actors | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_berserk <ai> <boolean>)

forces a group of actors to start or stop berserking | NETWORK SAFE: Unknown, assumed unsafe

(<short> ai_body_count <ai>)

return the number of actors who have died in the completiong of the given objective/task. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_braindead <ai> <boolean>)

makes a group of actors braindead, or restores them to life (in their initial state) | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_braindead_by_unit <object_list> <boolean>)

makes a list of objects braindead, or restores them to life. if you pass in a vehicle index, it makes all actors in that vehicle braindead (including any built-in guns) | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_bring_forward <object> <real>)

teleports the given mission critical AI character to the current encounter, if beyond the given range from a player | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_cannot_die <ai> <boolean>)

AI cannot die from damage (as opposed to by scripting) | NETWORK SAFE: Yes

(<boolean> ai_carrying_player <ai>)

Returns whether any of the given AI are in a vehicle with the player | NETWORK SAFE: YEs

(<short> ai_combat_status <ai>)

Returns the highest integer combat status in the given squad-group/squad/actor | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_deselect)

clears the selected encounter. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_dialogue_break_on_vocalization <string_id>)

break when the following vocalization is chosen for utterance | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_dialogue_enable <boolean>)

turn combat dialogue on/off | NETWORK SAFE: No

(<void> ai_dialogue_log_dump <string>)

dump a file of the given name with csv statistics on vocalizations | NETWORK SAFE: Yes

(<void> ai_dialogue_log_reset)

reset the dialogue log | NETWORK SAFE: Yes (local)

(<void> ai_disposable <ai> <boolean>)

enables or disables automatic garbage collection for actors in the specified encounter and/or squad. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_disregard <object_list> <boolean>)

if TRUE, forces all actors to completely disregard the specified units, otherwise lets them acknowledge the units again | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_dont_do_avoidance <ai> <boolean>)

set the AI to not do any vector avoidance when flying | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_enable <boolean>)

turns all AI on or off. | NETWORK SAFE: Yes

(<boolean> ai_enabled)

returns whether AI is turned on or off. | NETWORK SAFE: Yes

(<void> ai_engineer_explode <ai>)

Register an explosion stimulus with all specified actors, causing engineers to explode | NETWORK SAFE: Unknown, assumed unsafe

(<short> ai_enter_squad_vehicles <ai>)

Instructs the ai in the given squad to get in all their vehicles | NETWORK SAFE: Yes

(<void> ai_erase <ai>)

erases the specified encounter and/or squad. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_erase_all)

erases all AI. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_erase_inactive <ai> <short>)

Erase inactive actors in the given ai index, and any of those actors who become inactive within the next designated ticks | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_exit_limbo <ai>)

remove the give AI from limbo, generally induced by spawning in limbo | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_fast_and_dumb <boolean>)

turn on/off perception performance hacks | NETWORK SAFE: Unknown, assumed unsafe

(<short> ai_fighting_count <ai>)

return the number of actors that are fighting in a squad or squad_group | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_flood_disperse <ai> <ai>)

Disperese a flood encounter, stimulating the various forms to break down into infections and transition to the new objective | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_force_active <ai> <boolean>)

forces an encounter to remain active (i.e. not freeze in place) even if there are no players nearby | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_force_active_by_unit <unit> <boolean>)

forces a named actor that is NOT in an encounter to remain active (i.e. not freeze in place) even if there are no players nearby | NETWORK SAFE: Unknown, assumed unsafe

(<object> ai_get_object <ai>)

returns the unit/object corresponding to the given actor | NETWORK SAFE: Yes

(<long> ai_get_point_count <point_reference>)

returns the number of points in the given point set | NETWORK SAFE: Yes

(<ai> ai_get_squad <ai>)

returns the squad of the given actor. Invalid if the given ai is NOT an actor-type (i.e. is itself a squad or squad group or task | NETWORK SAFE: Yes

(<ai> ai_get_turret_ai <ai> <short>)

returns an the ai controlling the Nth turret attached to the given ai (or its vehicle) | NETWORK SAFE: Yes

(<unit> ai_get_unit <ai>)

returns the unit/object corresponding to the given actor | NETWORK SAFE: Yes

(<void> ai_grenades <boolean>)

turns grenade inventory on or off. | NETWORK SAFE: Yes

(<void> ai_grunt_kamikaze <ai>)

Register a kamikaze stimulus with all specified actors, causing grunts to GO WILD | NETWORK SAFE: Unknown, assumed unsafe

(<ai> ai_index_from_spawn_formation <ai> <string_id>)

Create an AI index from the given squad and spawn formation | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_infection_suppress <long>)

disable infection for this number of ticks | NETWORK SAFE: Yes

(<short> ai_in_vehicle_count <ai>)

return the number of living actors in the specified encounter and/or squad who are currently in a vehicle. | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> ai_is_attacking <ai>)

returns whether a platoon is in the attacking mode (or if an encounter is specified, returns whether any platoon in that encounter is attacking) | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_kill <ai>)

instantly kills the specified encounter and/or squad. | NETWORK SAFE: Yes

(<void> ai_kill_silent <ai>)

instantly and silently (no animation or sound played) kills the specified encounter and/or squad. | NETWORK SAFE: Yes

(<boolean> ai_leadership <ai>)

Returns whether a squad or task has a leader | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> ai_leadership_all <ai>)

Returns whether a task or any of its children has a leader | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_lines)

cycles through AI line-spray modes | NETWORK SAFE: Unknown, assumed unsafe

(<short> ai_living_count <ai>)

return the number of living actors in the specified encounter and/or squad. | NETWORK SAFE: Unknown, assumed unsafe

(<real> ai_living_fraction <ai>)

return the fraction [0-1] of living actors in the specified encounter and/or squad. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_magically_see <ai> <ai>)

Make one squad magically aware of another. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_magically_see_object <ai> <object>)

Make a squad magically aware of a particular object. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_migrate <ai> <ai>)

makes all or part of an encounter move to another encounter. | NETWORK SAFE: Unknown, assumed unsafe

(<short> ai_migrate_form <ai> <ai> <short>)

| NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_migrate_infanty <ai> <ai>)

migrates the infantry in an encounter into a different squad. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_migrate_persistent <ai> <ai>)

makes all or part of an encounter move to another encounter, and all script commands will function on the migrated squad | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> ai_morph <ai> <short>)

Cause an ai (or a group of ai) to morph to the given form | NETWORK SAFE: Unknown, assumed unsafe

(<point_reference> ai_nearest_point <object> <point_reference>)

returns the nearest point in the given point set to the given object | NETWORK SAFE: Yes

(<short> ai_nonswarm_count <ai>)

return the number of non-swarm actors in the specified encounter and/or squad. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_place <ai>)

places the specified squad on the map. | NETWORK SAFE: Yes

(<void> ai_place <ai> <short>)

places the given number of members of the specified squad. | NETWORK SAFE: Yes

(<void> ai_place_in_vehicle <ai> <ai>)

places the specified squad (1st arg) on the map in the vehicles belonging to the specified vehicle squad (2nd arg). | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_place_wave <long> <ai>)

Places the specified wave name into squads defined as part of the given squad group | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_place_wave <long> <ai> <short>)

Places the given number of squads from the specified wave name into squads defined as part of the given squad group | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_place_wave_in_limbo <long> <ai>)

Places the specified wave name into squads defined as part of the given squad group in limbo | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_place_wave_in_limbo <long> <ai> <short>)

Places the given number of squads from the specified wave name into squads defined as part of the given squad group in limbo | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> ai_player_any_needs_vehicle)

Returns if any player needs a vehicle at the moment | NETWORK SAFE: UNKNOWN, assumed unsafe

(<void> ai_player_dialogue_enable <boolean>)

turn player combat dialogue on/off | NETWORK SAFE: No

(<ai> ai_player_get_vehicle_squad <unit>)

Returns the squad (if any) of the vehicle the player is riding in (note, the argument is a UNIT) | NETWORK SAFE: YEs

(<boolean> ai_player_needs_vehicle <unit>)

Returns if the given player needs a vehicle at the moment | NETWORK SAFE: UNKNOWN, assumed unsafe

(<void> ai_playfight <ai> <boolean>)

sets an encounter to be playfighting or not | NETWORK SAFE: Unknown, assumed unsafe

(<real> ai_play_line <ai> <ai_line>)

Play the given mission dialogue line on the given ai | NETWORK SAFE: No

(<real> ai_play_line_at_player <ai> <ai_line>)

Play the given mission dialogue line on the given ai, directing the ai's gaze at the nearest visible player | NETWORK SAFE: No

(<real> ai_play_line_on_object <object> <ai_line>)

Play the given mission dialogue line on the given object (uses first available variant) | NETWORK SAFE: No

(<real> ai_play_line_on_object_for_team <object> <ai_line> <mp_team>)

Play the given mission dialogue line on the given object (uses first available variant) if anyone on the local box is on the specified team | NETWORK SAFE: Yes

(<short> ai_play_line_on_point_set <string_id> <point_reference> <short>)

Play the given line on the N closest point to players in the given point set | NETWORK SAFE: Unknown, assumed unsafe

(<short> ai_play_line_on_point_set <string_id> <point_reference> <short> <string_id>)

Play the given line (with the given 3-letter variant) on the N closest point to players in the given point set | NETWORK SAFE: Unknown, assumed unsafe

(<point_reference> ai_point_set_get_point <point_reference> <short>)

returns Nth point in the point set | NETWORK SAFE: Yes

(<void> ai_prefer_target <object_list> <boolean>)

if TRUE, ALL enemies will prefer to attack the specified units. if FALSE, removes the preference. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_prefer_target_ai <ai> <ai> <boolean>)

the given ai (actor, squad, task, etc.) will prefer the given other ai (actor, squad, task, etc.) | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_prefer_target_team <ai> <team>)

the given ai will prefer the indicated team. | NETWORK SAFE: Unknown, assumed unsafe

(<point_reference> ai_random_smart_point <point_reference> <real> <real> <real>)

returns a point in the given point set that a player is probably going to be able to see. Args are [point set], [min distance], [max distance], [angle-from-forward], all relative to the player | NETWORK SAFE: Yes

(<void> ai_reconnect)

reconnects all AI information to the current structure bsp (use this after you create encounters or command lists in sapien, or place new firing points or command list points) | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_render_paths_all)

Turns on raw, smoothed, avoided paths and avoidance obstacles | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_renew <ai>)

refreshes the health and grenade count of a group of actors, so they are as good as new | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_reset_objective <ai>)

Completely reset the given objective, task or task hierarchy (if passed a gate task). | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_resurrect <object>)

Resurrect the specified mission critical AI character. | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> ai_rotate_scenario <real> <real> <real> <real>)

rotates ai points and normals (e.g. firing points, spawn points) around the given axis (x,y,z) by the given rotation angle (degrees) | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_select <ai>)

selects the specified squad. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_set_active_camo <ai> <boolean>)

Turn on active camoflage on actor/squad/squad-group | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_set_blind <ai> <boolean>)

enables or disables sight for actors in the specified encounter. | NETWORK SAFE: Yes

(<void> ai_set_deaf <ai> <boolean>)

enables or disables hearing for actors in the specified encounter. | NETWORK SAFE: Yes

(<boolean> ai_set_objective <ai> <string_id>)

Sets the squad's current objective | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_set_targeting_group <ai> <short>)

Set the AI to only target other guys of targetin group X | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_set_targeting_group <ai> <short> <boolean>)

Set the AI to only target other guys of targetin group X (true/false whether the player should also be targeted) | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> ai_set_task <ai> <string_id> <string_id>)

Sets the current task of the current task | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> ai_set_task_condition <ai> <boolean>)

Latches the task condition true or false | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_set_team <ai> <team>)

makes an encounter change to a new team | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_set_weapon_up <ai> <boolean>)

force actor to hold their weapon up, instead of lowering it when idle. this does NOT cause them to draw their weapon if stowed | NETWORK SAFE: Yes

(<short> ai_spawn_count <ai>)

returns the number of actors spawned in the given squad or squad group | NETWORK SAFE: Unknown, assumed unsafe

(<ai> ai_squad_group_get_squad <ai> <short>)

Returns the nth squad from a given squad group.

(<short> ai_squad_group_get_squad_count <ai>)

Returns the number of squads in a given squad group

(<void> ai_squad_patrol_objective_disallow <ai> <boolean>)

Disallow the selection of an objective by any squad patrol. | NETWORK SAFE: Unknown, assumed unsafe

(<real> ai_strength <ai>)

return the current strength (average body vitality from 0-1) of the specified encounter and/or squad. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_suppress_combat <ai> <boolean>)

Turn on/off combat suppression on actor/squad/squad-group | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_survival_cleanup <ai> <boolean> <boolean>)

Activate cure isolation death for the given AI, and optionally delete inactive actors in that group too (ai, on/off, kill inactive) | NETWORK SAFE: Unknown, assumed unsafe

(<short> ai_swarm_count <ai>)

return the number of swarm actors in the specified encounter and/or squad. | NETWORK SAFE: Unknown, assumed unsafe

(<short> ai_task_count <ai>)

Returns the living count of the AI in the given task OR any of its children | NETWORK SAFE: Unknown, assumed unsafe

(<short> ai_task_status <ai>)

Returns the status of the given objective/task. See ai_task_status_<tab> for return codes. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_teleport <ai> <point_reference>)

teleports the given squad to the given point. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_teleport_to_spawn_point_if_outside_bsp <ai>)

teleports a group of actors to the spawn points of their current squad(s) if they are currently outside the world. | NETWORK SAFE: Unknown, assumed unsafe

(<void> ai_teleport_to_starting_location_if_outside_bsp <ai>)

PLEASE USE ai_teleport_to_spawn_point_if_outside_bsp INSTEAD | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> ai_translate_scenario <real> <real> <real>)

translates ai points and objects by the given x y z. | NETWORK SAFE: Unknown, assumed unsafe

(<short> ai_vehicle_count <ai>)

Returns the number of vehicles being driven / ridden by the actors in the given squad/squad-group/task/etc. | NETWORK SAFE: YEs

(<void> ai_vehicle_enter <ai> <unit> <unit_seat_mapping>)

tells a group of actors to get into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... does not interrupt any actors who are already going to vehicles | NETWORK SAFE: Yes

(<void> ai_vehicle_enter <ai> <unit>)

tells a group of actors to get into a vehicle... does not interrupt any actors who are already going to vehicles | NETWORK SAFE: Yes

(<void> ai_vehicle_enter_immediate <ai> <unit> <unit_seat_mapping>)

the given group of actors is snapped into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... does not interrupt any actors who are already going to vehicles | NETWORK SAFE: Yes

(<void> ai_vehicle_enter_immediate <ai> <unit>)

the given group of actors is snapped into a vehicle | NETWORK SAFE: Yes

(<void> ai_vehicle_exit <ai> <unit_seat_mapping>)

tells a group of actors to get out of any vehicles that they are in (if their seat matches the substring) | NETWORK SAFE: Yes

(<void> ai_vehicle_exit <ai>)

tells a group of actors to get out of any vehicles that they are in | NETWORK SAFE: Yes

(<vehicle> ai_vehicle_get <ai>)

Returns the vehicle that the given actor is in. | NETWORK SAFE: Yes

(<vehicle> ai_vehicle_get_from_spawn_point <ai>)

Returns the vehicle that was spawned at the given spawn point | NETWORK SAFE: YEs

(<vehicle> ai_vehicle_get_from_squad <ai> <short>)

Returns the nth vehicle from the given squad. | NETWORK SAFE: Unknown, assumed unsafe

(<vehicle> ai_vehicle_get_from_starting_location <ai>)

PLEASE START USING ai_vehicle_get_from_spawn_point INSTEAD | NETWORK SAFE: YEs

(<short> ai_vehicle_get_squad_count <ai>)

Returns the number of vehicles in the given squad. | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> ai_vehicle_reserve <vehicle> <boolean>)

Reserves the given vehicle (so that AI may not enter it | NETWORK SAFE: Yes

(<boolean> ai_vehicle_reserve_seat <vehicle> <unit_seat_mapping> <boolean>)

Reserves the given seat on the given vehicle (so that AI may not enter it | NETWORK SAFE: Yes

(<void> ai_verify_tags)

Verifies state of ai-related tags (e.g. orders, squads, zones, etc.) | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> ai_vitality_pinned <ai>)

Returns true if the ai's units are ALL vitality pinned (see object_vitality_pinned) | NETWORK SAFE: Yes

(<boolean> ai_wall_lean <ai>)

Makes the actor lean against a wall RIGHT NOW | NETWORK SAFE: No

(<boolean> and <boolean(s)>)

returns true if all specified expressions are true. | NETWORK SAFE: Yes

(<void> animation_cache_stats_reset)

| NETWORK SAFE: Unknown, assumed unsafe

(<void> animation_stats_dump)

Dump usage information for the animations in the game | NETWORK SAFE: Unknown, assumed unsafe

(<void> async_set_work_delay_milliseconds <long>)

set an artificial delay time for the performance of any asynchronous task work | NETWORK SAFE: Unknown, assumed unsafe

(<void> atmosphere_fog_override_fade <long> <real> <real>)

override the atmosphere fog setting to <index> by <percentage> in <seconds> | NETWORK SAFE: Unknown, assumed unsafe

(<void> auto_graph <string>)

Toggle graphing of some string quantity (ask a coder to graph the stuff and give you the strings).

(<void> auto_graph_enable_list <boolean>)

Start tracking available graphs.

(<void> auto_graph_filter_list <string>)

Set a substring filter for available graph tracking.

(<void> auto_graph_hide)

Hide all graphs temporarily (without losing the active set or disabling the graphing behind the scenes). Just to see past them.

(<void> auto_graph_list)

Display the current set of (filtered) available graphs.

(<void> auto_graph_reset)

Turn off all graphs.

(<void> bandwidth_profiler_enable <boolean>)

enables bandwidth profiler | NETWORK SAFE: probably not

(<void> bandwidth_profiler_set_context <boolean>)

sets bandwidth profiler context | NETWORK SAFE: probably not

(<passthrough> begin <expression(s)>)

returns the last expression in a sequence after evaluating the sequence in order. | NETWORK SAFE: Yes

(<passthrough> begin_random <expression(s)>)

evaluates the sequence of expressions in random order and returns the last value evaluated. | NETWORK SAFE: Yes

(<long> bink_time)

uh... | NETWORK SAFE: Unknown, assumed unsafe

(<void> biped_force_ground_fitting_on <unit> <boolean>)

force ground fitting on, even during custom animations or movement

(<boolean> biped_morph <object>)

Cause a biped to morph to its floodified form | NETWORK SAFE: Unknown, assumed unsafe

(<void> biped_ragdoll <unit>)

given a dead biped, turns on ragdoll | NETWORK SAFE: Unknown, assumed unsafe

(<void> breakable_surfaces_enable <boolean>)

enables or disables breakability of all breakable surfaces on level | NETWORK SAFE: Yes

(<void> breakable_surfaces_reset)

restores all breakable surfaces | NETWORK SAFE: No

(<void> breakpoint <string>)

If breakpoints are enabled, pause execution when this statement is hit (displaying the given message). | NETWORK SAFE: Yes

(<animation_graph> budget_resource_get_animation_graph <animation budget reference>)

Get a non resolving reference to a model animation graph budget reference | NETWORK SAFE: Unknown, assumed unsafe

(<looping_sound> budget_resource_get_looping_sound <looping sound budget reference>)

Get a non resolving reference to a looping sound budget reference | NETWORK SAFE: Unknown, assumed unsafe

(<sound> budget_resource_get_sound <sound budget reference>)

Get a non resolving reference to a looping sound budget reference | NETWORK SAFE: Unknown, assumed unsafe

(<void> bug_now <string>)

uploads files for bug <name> | NETWORK SAFE: Unknown, assumed unsafe

(<void> bug_now_auto <boolean>)

uploads bug files, auto named <include_minidump> | NETWORK SAFE: Unknown, assumed unsafe

(<void> bug_now_lite <string>)

uploads files (w/ no minidump) for bug <name> | NETWORK SAFE: Unknown, assumed unsafe

(<void> cache_block_for_one_frame)

call this to force texture and geometry cache to block until satiated | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_control <boolean>)

toggles script control of the camera. | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_pan <cutscene_camera_point> <cutscene_camera_point> <short> <short> <real> <short> <real>)

camera_pan <start point> <end point> <ticks> <ease-in ticks> <start velocity scale> <ease-out ticks> <end velocity scale> | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_place_relative <object>)

all subsequent camera placement in sapien be marked as relative to this object | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_place_worldspace)

all subsequent camera placement in sapien will be marked as worldspace | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_predict_resources_at_frame <animation_graph> <string_id> <unit> <cutscene_flag> <long>)

predict resources at a frame in camera animation. | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_predict_resources_at_point <cutscene_camera_point>)

predict resources given a camera point | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_set <cutscene_camera_point> <short>)

moves the camera to the specified camera point over the specified number of ticks. | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_set_animation <animation_graph> <string_id>)

begins a prerecorded camera animation. | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_set_animation_relative <animation_graph> <string_id> <unit> <cutscene_flag>)

begins a prerecorded camera animation synchronized to unit relative to cutscene flag. | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_set_animation_relative_with_speed <animation_graph> <string_id> <unit> <cutscene_flag> <real>)

begins a prerecorded camera animation synchronized to unit relative to cutscene flag. | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_set_animation_relative_with_speed_loop <animation_graph> <string_id> <unit> <cutscene_flag> <real> <boolean>)

begins a prerecorded camera animation synchronized to unit relative to cutscene flag. | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_set_animation_relative_with_speed_loop_offset <animation_graph> <string_id> <unit> <cutscene_flag> <real> <boolean> <real>)

begins a prerecorded camera animation synchronized to unit relative to cutscene flag. | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_set_animation_with_speed <animation_graph> <string_id> <real>)

begins a prerecorded camera animation. | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_set_briefing <boolean>)

Used for briefing cinematics NETWORKING SAFE: Unknown, assumed unsafe

(<void> camera_set_cinematic)

makes the scripted camera follow the path of a cinematic scene. | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_set_cinematic_scene <cinematic scene definition> <long> <cutscene_flag>)

sets the scene, shot, and cutscene flag for the cinematic camera (NOTE: camera must be in cinematic mode by calling camera_set_cinematic). | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_set_field_of_view <real> <short>)

sets the field of view | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_set_first_person <unit>)

makes the scripted camera follow a unit. | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_set_flying_cam_at_point <long> <cutscene_camera_point>)

<user_index> <camera_point> sets a flying camera perspective | NETWORK SAFE: No

(<void> camera_set_mode <long> <long>)

<user_index> <mode_index> sets user's camera perspective | NETWORK SAFE: No

(<void> camera_set_pan <cutscene_camera_point> <short>)

moves the camera to the specified camera point over the specified number of ticks with a constant speed. | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_set_relative <cutscene_camera_point> <short> <object>)

moves the camera to the specified camera point over the specified number of ticks (position is relative to the specified object). | NETWORK SAFE: Unknown, assumed unsafe

(<void> camera_set_target <long> <object>)

<user_index> <object_index> sets the current camera's target | NETWORK SAFE: No

(<short> camera_time)

returns the number of ticks remaining in the current camera interpolation. | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> campaign_is_finished_easy)

TRUE if any of the players have finished the campaign on easy | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> campaign_is_finished_heroic)

TRUE if any of the players have finished the campaign on heroic | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> campaign_is_finished_legendary)

TRUE if any of the players have finished the campaign on legendary | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> campaign_is_finished_normal)

TRUE if any of the players have finished the campaign on normal | NETWORK SAFE: Unknown, assumed unsafe

(<void> campaign_metagame_award_medal <object> <short>)

awards a medal (0..58) to a player | NETWORK SAFE: Unknown, assumed unsafe

(<void> campaign_metagame_award_points <object> <short>)

award bonus metagame points to a player | NETWORK SAFE: Yes

(<void> campaign_metagame_award_primary_skull <object> <primary skull>)

award a primary skull to a player | NETWORK SAFE: Yes

(<void> campaign_metagame_award_secondary_skull <object> <secondary skull>)

award a secondary skull to a player | NETWORK SAFE: Yes

(<boolean> campaign_metagame_enabled)

TRUE if the metagame is enabled | NETWORK SAFE: Unknown, assumed unsafe

(<long> campaign_metagame_get_player_score <unit>)

Calculates the score for an individual player | NETWORK SAFE: Unknown, assumed unsafe

(<void> campaign_metagame_time_pause <boolean>)

pause meta game time, while paused your completion multiplier stops going down | NETWORK SAFE: Yes

(<boolean> campaign_survival_enabled)

TRUE if survival mode is enabled | NETWORK SAFE: Unknown, assumed unsafe

(<void> cc_enable <boolean>)

toggle closed captions | NETWORK SAFE: Unknown, assumed unsafe

(<void> cc_test <boolean>)

test a line of cc text | NETWORK SAFE: Unknown, assumed unsafe

(<void> cheats_load)

reloads the cheats.txt file | NETWORK SAFE: Unknown, assumed unsafe

(<void> cheat_active_camouflage <boolean>)

gives the player active camouflage | NETWORK SAFE: Yes

(<void> cheat_active_camouflage_by_player <short> <boolean>)

gives a specific player active camouflage | NETWORK SAFE: Yes

(<void> cheat_all_powerups)

drops all powerups near player | NETWORK SAFE: Yes

(<void> cheat_all_vehicles)

drops all vehicles on player | NETWORK SAFE: Yes

(<void> cheat_all_weapons)

drops all weapons near player | NETWORK SAFE: Yes

(<void> cheat_teleport_to_camera)

teleports player to camera location | NETWORK SAFE: Yes

(<void> chud_bonus_round_set_target_score <long>)

set the bonus round score target | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_bonus_round_set_timer <real>)

set the bonus timer | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_bonus_round_show_timer <boolean>)

show the bonus timer | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_bonus_round_start_timer <boolean>)

tick the bonus timer | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_cinematic_fade <real> <real>)

parameter 1 is how, parameter 2 is when | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_clear_pda_message)

clear pda message in chud | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_display_pda_communications_message <string_id> <long>)

show pda message in chud that directs to the fourth wall screen | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_display_pda_minimap_message <string_id> <cutscene_flag>)

show pda message in chud that directs to the minimap screen | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_display_pda_objectives_message <string_id> <long>)

show pda message in chud that directs to the objectives screen | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_fade_for_first_person_cinematic <real> <long>)

Fades all chud elements except for those marked as 'motion sensor' | NETWORK SAFE: Yes

(<void> chud_show <boolean>)

hides/shows the entire chud | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_show_ai_navpoint <ai> <string_id> <boolean> <real>)

turns on/off the navpoint and display text of the specified ai | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_show_cinematic_title <unit> <cutscene_title>)

activates the chapter title | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_show_compass <boolean>)

hides/shows the compass chud | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_show_crosshair <boolean>)

hides/shows the crosshair | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_show_fire_grenades <boolean>)

hides/shows the firebomb chud | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_show_grenades <boolean>)

hides/shows the grenade hud | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_show_messages <boolean>)

hides/shows the chud messages | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_show_motion_sensor <boolean>)

hides/shows the motion sensor chud | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_show_navpoint <unit> <cutscene_flag> <real> <boolean>)

Activate a scripted navpoint for a specific player | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_show_object_navpoint <object> <string_id> <boolean> <real>)

turns on/off the navpoint and display text of the specified object | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_show_shield <boolean>)

hides/shows the shield | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_show_spike_grenades <boolean>)

hides/shows the spike grenade chud | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_show_weapon_stats <boolean>)

hides/shows the weapon huds | NETWORK SAFE: Unknown, assumed unsafe

(<void> chud_texture_cam <boolean>)

turns the chud texturecam on/off | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_camera_set_easing_in <real> <real> <real> <real> <real> <real>)

controls the camera easing from player position | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_camera_set_easing_out <real>)

controls the camera easing back to the player position | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_clips_destroy)

destroys any existing cinematic clip planes for the current cinematic NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_clips_initialize_for_shot <long>)

intializes the cinematic clip planes for the given shot of the current cinematic NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_clone_players_weapon <object> <string_id> <string_id>)

clone the first player's most reasonable weapon and attach it to the specified object's marker | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_destroy)

Releases everything created by the cinematics system NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_enable_ambience_details <boolean>)

enable/disable ambience details in cinematics | NETWORK SAFE: Unknown, assumed unsafe

(<long> cinematic_get_early_exit)

Used to retrieve the state of skippable cinematics | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_get_shot)

Print the stored scene and shot information to the screen | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_lighting_rebuild_all)

Rebuild all cinematic lighting (SH only) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_lighting_update_dynamic_light_direction <string> <long> <real> <real> <real>)

Updates the direction of a loaded cinematic dynamic light

(<void> cinematic_lighting_update_sh_light <string> <long> <real> <real> <real> <real> <real> <real>)

Updates the direction, intensity, and color of a loaded cinematic sh light

(<void> cinematic_lightmap_shadow_disable)

turn off lightmap shadow in cinematics | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_lightmap_shadow_enable)

turn on lightmap shadow in cinematics | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_lights_destroy)

destroys any existing cinematic lights for the current cinematic NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_lights_destroy_shot)

destroys any non-persistent existing cinematic lights for the current shot NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_lights_initialize_for_shot <long>)

intializes the cinematic lighting for the given shot of the current cinematic NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_light_object <object> <string_id> <cinematic_lightprobe> <cutscene_camera_point>)

attaches cinematic lights to <object> at <marker> using scenario cinematic lighting palette entry <scenario-cinematic-lighting-name> from point of view of camera reference <camera> | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_light_object_off <object>)

Turn off cinematic lighting for the object. | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_move_attached_objects <object> <string_id> <string_id> <string_id>)

move the object's children attached to the first marker to the second marker | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_object_create <string>)

Creates an object for use by cinematics NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_object_create_cinematic_anchor <string> <cutscene_flag>)

Creates a cinematic anchor object for use by cinematics NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_object_destroy <string>)

Destroys an object created by cinematic_object_create NETWORKING SAFE: Unknown, assumed unsafe

(<object> cinematic_object_get <string>)

Returns an object created by cinematic_object_create NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_outro_start)

flag this cutscene as an outro cutscene | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_print <string>)

Print status lines for cinematic debugging | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_reset)

Resets the cinematics internal state NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_clean_up <long>)

Unload the scenario cinematic zone | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_create_and_animate_cinematic_object <long> <long> <long> <string_id> <boolean>)

Create and Animate a cinematic object. NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_create_and_animate_cinematic_object_no_animation <long> <long> <long> <boolean>)

Create and Animate a cinematic object. NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_create_and_animate_object <long> <long> <long> <string_id> <boolean>)

Create and Animate a cinematic object. NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_create_and_animate_object_no_animation <long> <long> <long> <boolean>)

Create and Animate a cinematic object. NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_create_cinematic_object <long> <long> <long>)

Create a manually placed cinematic object NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_create_object <long> <long> <long>)

Create a manually placed cinematic object NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_destroy_cortana_effect_cinematic)

Destroy cortana effect cinematic | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_destroy_object <long> <long> <long>)

Destroy a cinematic object NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_fade_out <real> <real> <real> <short>)

Fade out at the end of the cinematic NETWORKING SAFE: Unknown, assumed unsafe

(<object> cinematic_scripting_get_object <long> <long> <long>)

Get an object used in a cinematic | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> cinematic_scripting_object_coop_flags_valid <long> <long> <long>)

Evaluate if a cinematic object should be displayed for the current coop flags NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_play_cortana_effect <long> <long> <long> <long>)

Play the associated cortana effect. NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_set_user_input_constraints <long> <long> <long> <long>)

Set the user input constraints for a cinematic. NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_start_animation <long> <long> <long> <string_id>)

Animate a manually placed cinematic object NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_start_dialogue <long> <long> <long> <long> <object>)

Play a cinematic dialogue NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_start_effect <long> <long> <long> <long> <object>)

Play a cinematic effect NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_start_music <long> <long> <long> <long>)

Play a cinematic music NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_start_screen_effect <long> <long> <long> <long>)

Play the associated area screen effect. NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_stop_music <long> <long> <long> <long>)

Stops a cinematic music NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_scripting_stop_screen_effect <long> <long> <long> <long>)

Stop the associated area screen effect. NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_set <cinematic definition>)

sets the cinematic name for the current cinematic. | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_set_active_camera <string_id>)

Used to change the rasterizer to display one of the texture cameras NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_set_chud_objective <cutscene_title>)

activates the chapter title | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_set_debug_mode <boolean>)

Puts all cinematic playback into debug mode (automatically generated script function!) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_set_early_exit <long>)

Used to store the state of skippable cinematics | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_set_shot <cinematic scene definition> <long>)

sets the scene and shot for the current cinematic. | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_set_title <cutscene_title>)

activates the chapter title | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_set_title_delayed <cutscene_title> <real>)

activates the chapter title, delayed by <real> seconds | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_show_letterbox <boolean>)

sets or removes the letterbox bars | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_show_letterbox_immediate <boolean>)

sets or removes the letterbox bars | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_skip_start_internal)

| NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_skip_stop_internal)

| NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_start)

initializes game to start a cinematic (interruptive) cutscene | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_stop)

initializes the game to end a cinematic (interruptive) cutscene | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_subtitle <string_id> <real>)

displays the named subtitle for <real> seconds | NETWORK SAFE: Unknown, assumed unsafe

(<void> cinematic_suppress_bsp_object_creation <boolean>)

suppresses or enables the automatic creation of objects during cutscenes due to a bsp switch | NETWORK SAFE: Unknown, assumed unsafe

(<animation_graph> cinematic_tag_reference_get_animation <long> <long> <long>)

Retrieve a looping sound tag from the cinematic system NETWORKING SAFE: Unknown, assumed unsafe

(<bink definition> cinematic_tag_reference_get_bink <long>)

Retrieve the bink tag from the cinematic system NETWORKING SAFE: Unknown, assumed unsafe

(<cinematic definition> cinematic_tag_reference_get_cinematic <long>)

Retrieve a cinematic tag from the cinematic system NETWORKING SAFE: Unknown, assumed unsafe

(<sound> cinematic_tag_reference_get_dialogue <long> <long> <long> <long>)

Retrieve a sound tag from the cinematic system NETWORKING SAFE: Unknown, assumed unsafe

(<effect> cinematic_tag_reference_get_effect <long> <long> <long> <long>)

Retrieve an effect tag from the cinematic system NETWORKING SAFE: Unknown, assumed unsafe

(<sound> cinematic_tag_reference_get_music <long> <long> <long> <long>)

Retrieve a sound tag from the cinematic system NETWORKING SAFE: Unknown, assumed unsafe

(<looping_sound> cinematic_tag_reference_get_music_looping <long> <long> <long> <long>)

Retrieve a looping sound tag from the cinematic system NETWORKING SAFE: Unknown, assumed unsafe

(<cinematic scene definition> cinematic_tag_reference_get_scene <long> <long>)

Retrieve a cinematic tag from the cinematic system NETWORKING SAFE: Unknown, assumed unsafe

(<void> cinematic_zone_activate <long>)

activates scenario cinematic zone (automatically generated script function!)

(<void> cinematic_zone_activate_for_debugging <long>)

activates scenario cinematic zone for debugging (automatically generated script function!)

(<void> cinematic_zone_activate_from_editor <any tag>)

activates cinematic zone from tag (automatically generated script function!)

(<void> cinematic_zone_deactivate <long>)

deactivates scenario cinematic zone (automatically generated script function!)

(<void> cinematic_zone_deactivate_from_editor <any tag>)

deactivates cinematic zone from tag (automatically generated script function!)

(<void> clear_command_buffer_cache_from_script <boolean>)

clear the command buffer cache Yes

(<void> cls)

clears console text from the screen | NETWORK SAFE: Unknown, assumed unsafe

(<void> collision_debug_lightmaps_print)

Prints the collision_debug_lightmaps text to the console | NETWORK SAFE: Unknown, assumed unsafe

(<void> collision_log_enable <boolean>)

enables or disables collision logging. | NETWORK SAFE: Unknown, assumed unsafe

(<passthrough> cond (<boolean1> <result1>) [(<boolean2> <result2>) [...]])

returns the value associated with the first true condition. | NETWORK SAFE: Yes

(<void> controller_display_storage_device_selection <controller>)

display storage device selection ui for the specified controller | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> controller_get_look_invert)

returns TRUE if player0's look pitch is inverted | NETWORK SAFE: Unknown, assumed unsafe

(<void> controller_invert_look)

invert look on all attached controllers | NETWORK SAFE: Unknown, assumed unsafe

(<void> controller_look_speed <short>)

set look speed for all attached controllers | NETWORK SAFE: Unknown, assumed unsafe

(<void> controller_set_auto_center_look <controller> <boolean>)

set auto center look for specified controller | NETWORK SAFE: No

(<void> controller_set_background_emblem_color <controller> <player color>)

set tertiary color for specified controller | NETWORK SAFE: No

(<void> controller_set_button_preset <controller> <button preset>)

set button preset for specified controller | NETWORK SAFE: No

(<void> controller_set_crouch_lock <controller> <boolean>)

set crouch lock for specified controller | NETWORK SAFE: No

(<void> controller_set_emblem_info <controller> <short> <short>)

set emblem for specified controller | NETWORK SAFE: No

(<void> controller_set_flight_stick_aircraft_controls <controller> <boolean>)

set airrcraft flight stick controls for specified controller | NETWORK SAFE: No

(<void> controller_set_joystick_preset <controller> <joystick preset>)

set joystick preset for specified controller | NETWORK SAFE: No

(<void> controller_set_look_invert <boolean>)

invert player0's look | NETWORK SAFE: Unknown, assumed unsafe

(<void> controller_set_look_inverted <controller> <boolean>)

set look inversion for specified controller | NETWORK SAFE: No

(<void> controller_set_look_sensitivity <controller> <short>)

set look sensitivity for specified controller | NETWORK SAFE: No

(<void> controller_set_player_model_choice <controller> <player character type>)

set player model choice for specified controller | NETWORK SAFE: No

(<void> controller_set_popup_message_index <controller> <long>)

<controller> <message index> set the highest popup message that the player has accepted | NETWORK SAFE: Unknown, assumed unsafe

(<void> controller_set_primary_change_color <controller> <player color>)

set primary change color for specified controller | NETWORK SAFE: No

(<void> controller_set_primary_emblem_color <controller> <player color>)

set primary change color for specified controller | NETWORK SAFE: No

(<void> controller_set_secondary_change_color <controller> <player color>)

set secondary change color for specified controller | NETWORK SAFE: No

(<void> controller_set_secondary_emblem_color <controller> <player color>)

set secondary change color for specified controller | NETWORK SAFE: No

(<void> controller_set_single_player_level_completed <controller> <long> <boolean> <game_difficulty> <boolean>)

<controller> <level index> <co-op> <difficulty> <completed> set the single player levels completed state for specified controller | NETWORK SAFE: No

(<void> controller_set_single_player_level_unlocked <controller> <short> <boolean>)

<controller> <level index> <bool locked> set single player level locked state for specified controller | NETWORK SAFE: Unknown, assumed unsafe

(<void> controller_set_subtitle_setting <controller> <subtitle setting>)

set subtitle setting for specified controller | NETWORK SAFE: No

(<void> controller_set_tertiary_change_color <controller> <player color>)

set tertiary color for specified controller | NETWORK SAFE: No

(<void> controller_set_unsignedin_user <controller> <boolean>)

Toggle controller as unsigned-in user | NETWORK SAFE: Unknown, assumed unsafe

(<void> controller_set_vibration_enabled <controller> <boolean>)

set vibration for specified controller | NETWORK SAFE: No

(<void> controller_set_vidmaster_seen <controller> <boolean>)

<controller> <vidmaster_seen> set whether the player has accepted the vidmaster popup | NETWORK SAFE: Unknown, assumed unsafe

(<void> core_load)

loads debug game state from core\core.bin | NETWORK SAFE: Unknown, assumed unsafe

(<void> core_load_game)

loads level and game state from core\core.bin | NETWORK SAFE: Unknown, assumed unsafe

(<void> core_load_game_name <string>)

loads level and game state from core<path> | NETWORK SAFE: Unknown, assumed unsafe

(<void> core_load_name <string>)

loads debug game state from core<path> | NETWORK SAFE: Unknown, assumed unsafe

(<void> core_save)

saves debug game state to core\core.bin | NETWORK SAFE: Unknown, assumed unsafe

(<void> core_save_name <string>)

saves debug game state to core<path> | NETWORK SAFE: Unknown, assumed unsafe

(<void> core_set_upload_option <string>)

sets options for game state uploading (current options are 'default', 'repro', and 'stress' | NETWORK SAFE: Unknown, assumed unsafe

(<void> cortana_effect_kill)

kills the cortana effect | NETWORK SAFE: Unknown, assumed unsafe

(<cinematic scene definition> cortana_tag_reference_get_scene <long>)

Retrieve a cinematic tag from the cinematic system NETWORKING SAFE: Unknown, assumed unsafe

(<void> crash <string>)

crashes (for debugging). | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_abort_on_alert <boolean>)

Command script ends prematurely when actor's combat status raises to 'alert' or higher | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_abort_on_alert <boolean>)

Command script ends prematurely when given actor's combat status raises to 'alert' or higher | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_abort_on_combat_status <short>)

Command script ends prematurely when actor's combat status rises to given level | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_abort_on_combat_status <short>)

Command script ends prematurely when actor's combat status rises to given level | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_abort_on_damage <boolean>)

Command script ends prematurely when actor is damaged | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_abort_on_damage <boolean>)

Command script ends prematurely when actor is damaged | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_abort_on_vehicle_exit <boolean>)

Command script ends prematurely when actor gets out of its vehicle | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_abort_on_vehicle_exit <boolean>)

Command script ends prematurely when actor gets out of its vehicle | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_action <point_reference> <short>)

Actor plays an AI action towards the given point. ai_action_<tab> to see action options | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_action_at_object <object> <short>)

Actor plays an AI action towards the given object. ai_action_<tab> to see action options | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_action_at_player <short>)

Actor plays an AI action towards the nearest_player. ai_action_<tab> to see action options | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_aim <boolean> <point_reference>)

Actor aims at the point for the remainder of the cs, or until overridden (overrides look) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_aim_object <boolean> <object>)

Actor aims at the object for the duration of the cs, or until overridden (overrides look) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_aim_player <boolean>)

Actor aims at nearest player for the duration of the cs, or until overridden (overrides look) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_approach <object> <real> <real> <real>)

(approach <object> <distance - how close I want to get> <max-distance - start approaching when target is within this range> <follow-distance - give up when target is outside this range>) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_approach_player <real> <real> <real>)

(approach player <distance - how close I want to get> <max-distance - start approaching when target is within this range> <follow-distance - give up when target is outside this range>) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_approach_stop)

Actor stops approaching | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> cs_command_script_queued <ai> <ai_command_script>)

Returns true if the command script is in the ai's cs queue | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> cs_command_script_running <ai> <ai_command_script>)

Returns true if the ai is running the command script in question | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_crouch <boolean>)

Actor crouches for the remainder of the command script, or until overridden | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_crouch <boolean> <real>)

Actor crouches / uncrouches, transitioning over the given number of seconds | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_custom_animation <animation_graph> <string_id> <boolean>)

starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_custom_animation <animation_graph> <string_id> <boolean> <point_reference>)

starts a custom animation playing on the actor at the given point (interpolates into animation if last parameter is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_custom_animation_death <animation_graph> <string_id> <boolean>)

starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_custom_animation_death <animation_graph> <string_id> <boolean> <point_reference>)

starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_custom_animation_loop <animation_graph> <string_id> <boolean>)

starts a looping custom animation playing on the actor (interpolates into animation if last parameter is TRUE) NON-BLOCKING | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_custom_animation_loop <animation_graph> <string_id> <boolean> <point_reference>)

starts a looping custom animation playing on the actor at the given point (interpolates into animation if last parameter is TRUE) NON-BLOCKING | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_deploy_turret <point_reference>)

Deploy a turret at the given script point | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_die <short>)

Actor dies in specified manner | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_draw)

Actor draws its current weapon | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_enable_dialogue <boolean>)

Actor combat dialogue enabled/disabled. | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_enable_looking <boolean>)

Actor autonomous looking enabled/disabled. | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_enable_moving <boolean>)

Actor autonomous moving enabled/disabled. | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_enable_pathfinding_failsafe <boolean>)

Actor blocks until pathfinding calls succeed | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_enable_targeting <boolean>)

Actor autonomous target selection enabled/disabled. | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_equipment <point_reference>)

Actor throws their equipment in the direction of the given point | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_face <boolean> <point_reference>)

Actor faces exactly the point for the remainder of the cs, or until overridden (overrides aim, look) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_face_object <boolean> <object>)

Actor faces exactly the given object for the duration of the cs, or until overridden (overrides aim, look) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_face_player <boolean>)

Actor faces exactly the nearest player for the duration of the cs, or until overridden (overrides aim, look) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_fly_by <point_reference>)

Flies the actor through the given point | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_fly_by <point_reference> <real>)

Flies the actor through the given point (within the given tolerance) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_fly_to <point_reference>)

Flies the actor to the given point | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_fly_to <point_reference> <real>)

Flies the actor to the given point (within the given tolerance) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_fly_to_and_face <point_reference> <point_reference>)

Flies the actor to the given point and orients him in the appropriate direction | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_fly_to_and_face <point_reference> <point_reference> <real>)

Flies the actor to the given point and orients him in the appropriate direction (within the given tolerance) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_force_combat_status <short>)

Force the actor's combat status (0= no override, 1=idle, 2= alert, 3= active) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_go_by <point_reference> <point_reference>)

Actor moves toward the point, and considers it hit when it breaks the indicated plane | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_go_by <point_reference> <point_reference> <real>)

Actor moves toward the point, and considers it hit when it breaks the indicated plane, attenuating throttle by the given amount when near the goal | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_go_to <point_reference>)

Moves the actor to a specified point | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_go_to <point_reference> <real>)

Moves the actor to a specified point, attenuating throttle by the given amount when near the goal | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_go_to_and_face <point_reference> <point_reference>)

Moves the actor to a specified point and has him face the second point | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_go_to_and_posture <point_reference> <string_id>)

Actor moves to the point and performs a posture once there | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_go_to_nearest <point_reference>)

Given a point set, AI goes toward the nearest point | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_go_to_vehicle <vehicle>)

Actor gets in the appropriate vehicle | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_go_to_vehicle <vehicle> <unit_seat_mapping>)

Actor gets in the named seat of the appropriate vehicle | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_grenade <point_reference> <short>)

Actor throws a grenade, either by tossing (arg2=0), lobbing (1) or bouncing (2) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_ignore_obstacles <boolean>)

Actor does not avoid obstacles when true | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_jump <real> <real>)

Actor jumps in direction of angle at the given velocity (angle, velocity) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_jump_to_point <real> <real>)

Actor jumps with given horizontal and vertical velocity | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_look <boolean> <point_reference>)

Actor looks at the point for the remainder of the cs, or until overridden | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_look_object <boolean> <object>)

Actor looks at the object for the duration of the cs, or until overridden | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_look_player <boolean>)

Actor looks at nearest player for the duration of the cs, or until overridden | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_lower_weapon <boolean>)

Actor keeps weapon lowered | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_melee_direction <long>)

Actor performs melee in provided direction (0= front, 1= back, 2= offhand, 3= tackle) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_movement_mode <short>)

Actor switches to given animation mode | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_move_in_direction <real> <real> <real>)

Actor moves at given angle, for the given distance, optionally with the given facing (angle, distance, facing) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_move_towards <object>)

Move in the direction of the given object | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_move_towards <object> <boolean>)

Move in the direction of the given object (and melee the target or not) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_move_towards_point <point_reference> <real>)

Move to within the given radius of the given point | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> cs_moving)

Returns TRUE if the actor is currently following a path | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> cs_moving <ai>)

Returns TRUE if the actor is currently following a path | NETWORK SAFE: Unknown, assumed unsafe

(<short> cs_number_queued <ai>)

Returns the number of queued command scripts | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_pause <real>)

The actor does nothing for the given number of seconds | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_player_melee <long>)

Actor performs player-specific melee | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_play_line <ai_line>)

Play the named line in the current scene | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_play_sound <sound>)

Actor plays an impulse sound and the atom blocks until it is complete | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_play_sound <sound> <real>)

Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_play_sound <sound> <real> <real>)

Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length, at the given volume (0..1) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_posture_exit)

Actor exits the posture it's in | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_posture_set <string_id> <boolean>)

Actor enters the given posture (enters immediately rather than plays the entry animation if argument is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_queue_command_script <ai> <ai_command_script>)

Add a command script onto the end of an actor's command script queue | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_run_command_script <ai> <ai_command_script>)

Causes the specified actor(s) to start executing a command script immediately (discarding any other command scripts in the queue) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_set_pathfinding_radius <real>)

Sets the actor's pathfinding radius (this distance at which a destination is considered to have been reached) for the remainder of the command script | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_set_style <style>)

Override the actor's style | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_shoot <boolean>)

Actor is allowed to shoot at its target or not | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_shoot <boolean> <object>)

Actor shoots at given target | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_shoot_point <boolean> <point_reference>)

Actor shoots at given point | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_shoot_secondary_trigger <boolean>)

Actor uses secondary trigger whenever he shoots | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_smash_direction <long>)

Actor performs smash in provided direction | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_stack_command_script <ai> <ai_command_script>)

Push a command script to the top of the actor's command script queue | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_stop_custom_animation)

Stop running a custom animation | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_stop_sound <sound>)

Stops the specified impulse sound. | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_stow)

Actor stows its current weapon | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_suppress_activity_termination <boolean>)

Autonomous termination of activities is suppressed for the remainder of the command script | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_suppress_dialogue_global <boolean>)

Combat dialogue is suppressed for the remainder of the command script | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_swarm_from <point_reference> <real>)

A swarm swarms away from the point in question, going at least the given distance | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_swarm_to <point_reference> <real>)

A swarm swarms towards the point (or point set) in question, the individual forms stopping when they get within the given radius | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_teleport <point_reference> <point_reference>)

Actor teleports to point1 facing point2 | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_turn_sharpness <boolean> <real>)

Set the sharpness of a vehicle turn (values 0 -> 1). Only applicable to nondirectional flying vehicles (e.g. dropships) | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_vehicle_boost <boolean>)

Enables or disables boost | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_vehicle_speed <real>)

Set the speed at which the actor will drive a vehicle, expressed as a multiplier 0-1 | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_vehicle_speed_instantaneous <real>)

Set the instantaneous speed of the vehicle we're driving | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_vocalize <short>)

Actor emits vocalization of given type | NETWORK SAFE: Unknown, assumed unsafe

(<void> cs_walk <boolean>)

Actor walks for the remainder of the command script, or until overridden | NETWORK SAFE: Unknown, assumed unsafe

(<void> cubemap_dynamic_generate)

generates a dynamic cubemap and saves in the cubemaps directory | NETWORK SAFE: Unknown, assumed unsafe

(<long> current_zone_set)

returns the current zone set | NETWORK SAFE: Unknown, assumed unsafe

(<long> current_zone_set_fully_active)

returns the current zone set | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> custom_animation <unit> <animation_graph> <string_id> <boolean>)

starts a custom animation playing on a unit (interpolates into animation if last parameter is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> custom_animation_list <object_list> <animation_graph> <string_id> <boolean>)

starts a custom animation playing on a unit list (interpolates into animation if last parameter is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> custom_animation_loop <unit> <animation_graph> <string_id> <boolean>)

starts a custom animation playing on a unit (interpolates into animation if last parameter is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> custom_animation_relative <unit> <animation_graph> <string_id> <boolean> <object>)

starts a custom animation relative to some other object (interpolates into animation if last parameter is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> custom_animation_relative_loop <unit> <animation_graph> <string_id> <boolean> <object>)

starts a custom animation relative to some other object (interpolates into animation if last parameter is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<void> damage_control_get <string>)

gets a damage control setting by string | NETWORK SAFE: Unknown, assumed unsafe

(<void> damage_control_set <string> <boolean>)

sets a damage control setting by string | NETWORK SAFE: Unknown, assumed unsafe

(<void> damage_new <damage> <cutscene_flag>)

causes the specified damage at the specified flag. | NETWORK SAFE: Yes

(<void> damage_object <object> <string_id> <real>)

causes the specified damage at the specified object. | NETWORK SAFE: Yes

(<void> damage_objects <object_list> <string_id> <real>)

causes the specified damage at the specified object list. | NETWORK SAFE: Yes

(<void> damage_objects_effect <damage> <object_list>)

causes the specified damage at the specified object list. | NETWORK SAFE: Yes

(<void> damage_object_effect <damage> <object>)

causes the specified damage at the specified object. | NETWORK SAFE: Yes

(<void> damage_players <damage>)

damages all players with the given damage effect | NETWORK SAFE: Yes

(<void> data_mine_debug_menu_setting <string>)

close debug menu and set user experience setting to string | NETWORK SAFE: Unknown, assumed unsafe

(<void> data_mine_enable <boolean>)

enable/disable data mining | NETWORK SAFE: Unknown, assumed unsafe

(<void> data_mine_flush)

flush any pending data mine data to disk | NETWORK SAFE: Unknown, assumed unsafe

(<void> data_mine_insert <string>)

insert text and camera position in the data mine | NETWORK SAFE: Unknown, assumed unsafe

(<void> data_mine_open_debug_menu)

open debug menu | NETWORK SAFE: Unknown, assumed unsafe

(<void> data_mine_set_display_mission_segment <boolean>)

toggle display of data mine mission segment | NETWORK SAFE: Unknown, assumed unsafe

(<void> data_mine_set_mission_segment <string>)

sets the mission segment for single player data mine events | NETWORK SAFE: Unknown, assumed unsafe

(<void> data_mine_upload)

upload all data mining data files to debug server | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_camera_load)

loads the saved camera position and facing. | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_camera_load_name <string>)

loads the camera position and facing from filename | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_camera_load_text <string>)

loads the camera position and facing from a passed in string

(<void> debug_camera_save)

saves the camera position and facing. | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_camera_save_name <string>)

saves the camera position and facing to filename | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_coop_campaign_save <boolean>)

Enables/disables debugging of co-op campaign save | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_initial_spawn_point_objects <boolean>)

toggles debug cycling through multiplayer initial spawn points objects | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_lightmap_inspect)

show the lightmap status

(<void> debug_memory)

dumps memory leaks. | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_memory_by_file)

dumps memory leaks by source file. | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_memory_for_file <string>)

dumps memory leaks from the specified source file. | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_menu_rebuild)

Reparses the debug menu from the text file.

(<void> debug_respawn_point_objects <boolean>)

toggles debug cycling through multiplayer respawn points objects | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_scripting <boolean>)

Turn on/off hs script debugging. | NETWORK SAFE: Yes

(<void> debug_scripting_globals <boolean>)

Turn on/off hs global debugging. | NETWORK SAFE: Yes

(<void> debug_scripting_show_thread <string> <boolean>)

shows or hides the display of any thread containing the given substring. | NETWORK SAFE: Yes

(<void> debug_scripting_variable <string> <boolean>)

Turn on/off debugging of a specific global variable; enclose the variable name with single quote characters ('my_variable') | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_scripting_variable_all <boolean>)

Turn on/off debugging of all global variables | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_script_thread <string> <boolean>)

Verbose threads spew to log about script and function calls. | NETWORK SAFE: Yes

(<void> debug_sounds_enable <string> <boolean>)

enables or disables all sound classes matching the substring. | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_sound_channels_log_start)

starts the sound channel debugger log | NETWORK SAFE: doesn't affect global state, but does kick-off I/O

(<void> debug_sound_channels_log_start_named <string>)

starts the sound channel debugger log with the specified file name | NETWORK SAFE: doesn't affect global state, but does kick-off I/O

(<void> debug_sound_channels_log_stop)

stops the sound channel debugger log | NETWORK SAFE: doesn't affect global state, but does kick-off I/O

(<void> debug_sound_channel_fadeout_time <real>)

set fadeout time for sound channel debugger

(<void> debug_sound_environment_parameter <long> <real>)

| NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_sound_environment_source_parameter <long> <real>)

blah | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_spawning_dangerous_projectiles <boolean>)

debugs dangerous projectile influences | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_spawning_deployed_equipment <boolean>)

debugs deployed equipment influences | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_spawning_influencers <boolean>)

toggle debugging of any & all dynamic respawn influencers | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_spawning_moving_vehicle <boolean>)

debugs moving vehicle danger influences | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_spawning_natural_weight <boolean>)

toggles display of the natural weight influence contribution | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_spawning_nominal_weight <boolean>)

toggles display of the nominal weight influence contribution | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_spawning_proximity_enemy <boolean>)

debugs enemy proximity bias influences | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_spawning_proximity_forbid <boolean>)

debugs enemy proximity forbid influences | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_spawning_random_influence <boolean>)

toggles display of random influence contribution | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_spawning_respawn_zones <boolean>)

debugs respawn zone influences | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_spawning_target <string>)

sets target player for respawn influencer debugging display | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_spawning_teammates <boolean>)

debugs teammate proximity bias influences | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_spawning_use_history <long>)

sets the saved respawn state for respawn influencer debugging display | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_spawning_weapon_influences <boolean>)

debugs enemy weapon danger influences | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_structure_cluster <long> <long>)

specify a structure and cluster to debug | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_tags)

writes all memory being used by tag files into tag_dump.txt | NETWORK SAFE: Unknown, assumed unsafe

(<void> debug_teleport_player <long> <long>)

for testing: teleports one player to another's location | NETWORK SAFE: Unknown, assumed unsafe

(<void> decorators_split <long> <real>)

duplicates decorator set <index> and moves <percentage> of the decorators into it | NETWORK SAFE: Unknown, assumed unsafe

(<void> designer_zone_activate <designer_zone>)

activate designer zone | NETWORK SAFE: Unknown, assumed unsafe

(<void> designer_zone_deactivate <designer_zone>)

deactivates designer zone, deletes objects that were part of that designer zone | NETWORK SAFE: Unknown, assumed unsafe

(<void> designer_zone_sync)

synchronizes global objects with loaded designer zones | NETWORK SAFE: Unknown, assumed unsafe

(<void> determinism_debug_manager_enable_game_state_checksum <boolean>)

enable/disable determinism checkpoints | NETWORK SAFE: Unknown, assumed unsafe

(<void> determinism_debug_manager_enable_logging <boolean>)

enable/disable determinism logging | NETWORK SAFE: Unknown, assumed unsafe

(<void> determinism_debug_manager_enable_log_file_comparision_on_oos <boolean>)

enables/disables determinism log file comparision on oos | NETWORK SAFE: No

(<void> determinism_debug_manager_enable_trace <boolean>)

enable determinism tracing | NETWORK SAFE: Unknown, assumed unsafe

(<void> determinism_debug_manager_set_consumer_sample_level <string> <long>)

sets sample level for a consumer | NETWORK SAFE: Unknown, assumed unsafe

(<void> determinism_debug_manager_set_trace_flags <long>)

set which determinism debugging traces should be turned on | NETWORK SAFE: Unknown, assumed unsafe

(<void> determinism_log_compare_log_files <string> <string>)

comares determinism log files | NETWORK SAFE: No

(<void> deterministic_end_game)

end game deterministically, by inserting a simulation queue event | NETWORK SAFE: Yes

(<void> device_animate_overlay <device> <real> <real> <real> <real>)

animate the overlay over time | NETWORK SAFE: Unknown, assumed unsafe

(<void> device_animate_position <device> <real> <real> <real> <real> <boolean>)

animate the position over time | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> device_arg_has_been_touched_by_unit <device> <unit> <long>)

Returns true if the unit has touched the device in the past X ticks. | NETWORK SAFE: Unknown, assumed unsafe

(<void> device_closes_automatically_set <device> <boolean>)

TRUE makes the given device close automatically after it has opened, FALSE makes it not | NETWORK SAFE: No

(<real> device_get_position <device>)

gets the current position of the given device (used for devices without explicit device groups) | NETWORK SAFE: Yes

(<real> device_get_power <device>)

gets the current power of a named device | NETWORK SAFE: Yes

(<void> device_group_change_only_once_more_set <device_group> <boolean>)

TRUE allows a device to change states only once | NETWORK SAFE: No

(<real> device_group_get <device_group>)

returns the desired value of the specified device group. | NETWORK SAFE: Yes

(<boolean> device_group_set <device> <device_group> <real>)

changes the desired value of the specified device group. | NETWORK SAFE: Yes

(<void> device_group_set_immediate <device_group> <real>)

instantaneously changes the value of the specified device group. | NETWORK SAFE: No (only desired works, need to add immediate support)

(<void> device_ignore_player_set <device> <boolean>)

TRUE makes the given device ignore the player (won't open for players), FALSE makes it work for the player | NETWORK SAFE: No

(<void> device_one_sided_set <device> <boolean>)

TRUE makes the given device one-sided (only able to be opened from one direction), FALSE makes it two-sided | NETWORK SAFE: No

(<void> device_operates_automatically_set <device> <boolean>)

TRUE makes the given device open automatically when any biped is nearby, FALSE makes it not | NETWORK SAFE: No

(<void> device_set_never_appears_locked <device> <boolean>)

changes a machine's never_appears_locked flag, but only if paul is a bastard | NETWORK SAFE: No

(<boolean> device_set_overlay_track <device> <string_id>)

set the desired overlay animation to use | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> device_set_position <device> <real>)

set the desired position of the given device (used for devices without explicit device groups) | NETWORK SAFE: Yes

(<void> device_set_position_immediate <device> <real>)

instantaneously changes the position of the given device (used for devices without explicit device groups | NETWORK SAFE: No (only desired works, need to add immediate support)

(<boolean> device_set_position_track <device> <string_id> <real>)

set the desired position track animation to use (optional interpolation time onto track) | NETWORK SAFE: Unknown, assumed unsafe

(<void> device_set_power <device> <real>)

immediately sets the power of a named device to the given value | NETWORK SAFE: Yes

(<void> director_debug_camera <boolean>)

enable/disable camera debugging | NETWORK SAFE: Unknown, assumed unsafe

(<void> display_zone_size_estimates <boolean>)

display zone size estimates HUD | NETWORK SAFE: YES

(<real> / <number> <number>)

returns the quotient of two expressions. | NETWORK SAFE: Yes

(<void> drop <string>)

drops the named tag e.g. objects\vehicles\banshee\banshee.vehicle | NETWORK SAFE: Yes, for objects

(<void> drop_ai <string> <string>)

Drop an ai with the given weapon at the current camera position | NETWORK SAFE: Unknown, assumed unsafe

(<void> drop_permutation <string> <string>)

drops the named tag e.g. objects\characters\brute\brute.biped using the specified permutation. permutations are specified as a comma-delimited string of region=permutation pairs (e.g. region1=permutation1,region2=permutation2).

(<void> drop_safe <any tag>)

drops the named tag e.g. objects\vehicles\banshee\banshee.vehicle | NETWORK SAFE: Yes, for objects

(<void> drop_variant <string> <string>)

drops the named tag e.g. objects\vehicles\banshee\banshee.vehicle using the specified variant name | NETWORK SAFE: Yes, for objects

(<void> dummy_function)

Function that does nothing.

(<void> dump_active_resources)

blah

(<void> dump_active_zone_tags)

blah

(<void> dump_cinematics_script)

dump the cinematic script to cinematic_dump.txt

(<void> dump_cortana_script)

dump the cinematic script to cinematic_dump_cortana.txt

(<void> dump_designer_zone <designer_zone>)

dump interesting info about a designer zone | NETWORK SAFE: Unknown, assumed unsafe

(<void> dump_loaded_tags)

dump a list of open tags to <map_name>_tags.txt | NETWORK SAFE: Unknown, assumed unsafe

(<void> effect_new <effect> <cutscene_flag>)

starts the specified effect at the specified flag. | NETWORK SAFE: No

(<void> effect_new_at_ai_point <effect> <point_reference>)

starts the specified effect at the specified ai point. | NETWORK SAFE: No

(<void> effect_new_on_ground <effect> <object>)

starts the specified effect on the ground underneath the object's root. | NETWORK SAFE: Dunno

(<void> effect_new_on_object_marker <effect> <object> <string_id>)

starts the specified effect on the specified object at the specified marker. | NETWORK SAFE: No (partial support exists, no general solution)

(<void> effect_new_random <effect> <point_reference>)

starts the specified effect at one of the points in the given a point set. | NETWORK SAFE: No

(<boolean> = <expression> <expression>)

returns true if two expressions are equal | NETWORK SAFE: Yes

(<void> error_geometry_hide <string>)

hides all error geometry with a name that includes the given substring | NETWORK SAFE: Unknown, assumed unsafe

(<void> error_geometry_hide_all)

hides all error geometry | NETWORK SAFE: Unknown, assumed unsafe

(<void> error_geometry_list)

prints out a list of all error geometry types and counts | NETWORK SAFE: Unknown, assumed unsafe

(<void> error_geometry_show <string>)

highlights all error geometry with a name that includes the given substring | NETWORK SAFE: Unknown, assumed unsafe

(<void> error_geometry_show_all)

highlights all error geometry | NETWORK SAFE: Unknown, assumed unsafe

(<void> evaluate <script>)

Evaluate the given script | NETWORK SAFE: Unknown, assumed unsafe.

(<void> events_disable_suppression <boolean>)

enable/disable event suppression | NETWORK SAFE: No

(<void> events_enabled <boolean>)

enable/disable all events | NETWORK SAFE: No

(<void> events_spam_suppression_enable <boolean>)

enables or disables the suppression of event spamming | NETWORK SAFE: Unknown, assumed unsafe

(<void> events_suppress_console_display <boolean>)

disables console display for events | NETWORK SAFE: Unknown, assumed unsafe

(<void> event_debugger_break_category <string> <event>)

sets the debugger break level for a named category of network events | NETWORK SAFE: Unknown, assumed unsafe

(<void> event_display_category <string> <event>)

sets the display level for a named category of network events | NETWORK SAFE: Unknown, assumed unsafe

(<void> event_force_display_category <string> <event>)

sets the forced display level for a named category of network events | NETWORK SAFE: Unknown, assumed unsafe

(<void> event_global_display_category <event>)

sets the global event display level | NETWORK SAFE: Unknown, assumed unsafe

(<void> event_global_log_category <event>)

sets the global evetn log level | NETWORK SAFE: Unknown, assumed unsafe

(<void> event_global_remote_log_category <event>)

sets the global remote evetn log level | NETWORK SAFE: Unknown, assumed unsafe

(<void> event_halt_category <string> <event>)

sets the halt (assert/crash) level for a named category of network events | NETWORK SAFE: Unknown, assumed unsafe

(<void> event_list_categories <string>)

lists all categories that exist under a particular category string | NETWORK SAFE: Unknown, assumed unsafe

(<void> event_logs_snapshot)

copy error files to the error snapshot folder | NETWORK SAFE: No

(<void> event_log_category <string> <event>)

sets the log level for a named category of network events | NETWORK SAFE: Unknown, assumed unsafe

(<void> event_remote_log_category <string> <event>)

sets the remote log level for a named category of network events | NETWORK SAFE: Unknown, assumed unsafe

(<void> fade_in <real> <real> <real> <short>)

does a screen fade in from a particular color | NETWORK SAFE: Unknown, assumed unsafe

(<void> fade_out <real> <real> <real> <short>)

does a screen fade out to a particular color | NETWORK SAFE: Unknown, assumed unsafe

(<void> find <string>)

prints any hs command matching the string passed in | NETWORK SAFE: Yes

(<void> flags_clear)

erases all comment flags when not in editor (sapien) | NETWORK SAFE: Unknown, assumed unsafe

(<void> flags_default_comment <string>)

<default comment flag description> | NETWORK SAFE: Unknown, assumed unsafe

(<void> flags_default_name <string>)

<default comment flag name> | NETWORK SAFE: Unknown, assumed unsafe

(<void> flags_set_filter <string>)

<flag name filter> | NETWORK SAFE: Unknown, assumed unsafe

(<void> flag_new <string> <string>)

<name> <description> | NETWORK SAFE: Unknown, assumed unsafe

(<void> flag_new_at_look <string> <string>)

<name> <description> | NETWORK SAFE: Unknown, assumed unsafe

(<void> floating_point_exceptions_enable <boolean>)

enables/disables floating point exceptions | NETWORK SAFE: No

(<boolean> flock_create <string_id>)

Create the given flock | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> flock_definition_set <string_id> <any tag>)

Set the definition of the given flock to the given tag | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> flock_delete <string_id>)

Delete the given flock | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> flock_start <string_id>)

The flock starts producing boids | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> flock_stop <string_id>)

The flock stops producing boids | NETWORK SAFE: Unknown, assumed unsafe

(<void> flock_unperch <string_id>)

Cause the given flock to unperch (if it is perched) | NETWORK SAFE: Unknown, assumed unsafe

(<void> font_cache_bitmap_save <string>)

save font cache bitmap to targa file | NETWORK SAFE: Unknown, assumed unsafe

(<void> font_cache_flush)

| NETWORK SAFE: Unknown, assumed unsafe

(<void> font_set_emergency)

sets the font system into emergency mode | NETWORK SAFE: yes

(<void> force_debugger_always_present <boolean>)

forces is_debugger_present() to return true | NETWORK SAFE: Unknown, assumed unsafe

(<void> force_debugger_not_present <boolean>)

forces is_debugger_present() to return false | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_active_primary_skulls <long>)

debug map launching: sets the active primary skulls of the next map. | NETWORK SAFE: No, for init.txt only

(<void> game_active_secondary_skulls <long>)

debug map launching: sets the active primary skulls of the next map. | NETWORK SAFE: No, for init.txt only

(<boolean> game_all_quiet)

returns FALSE if there are bad guys around, projectiles in the air, etc. | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_award_level_complete_achievements)

causes the player to successfully finish the current level and move to the next | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_campaign)

debug map launching: sets the next map to run in campaign mode. | NETWORK SAFE: No, for init.txt only

(<void> game_can_use_flashlights <boolean>)

allows or disallows the user of player flashlights | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_coop_players <long>)

debug map launching: sets the number of coop players for the next map. | NETWORK SAFE: No, for init.txt only

(<long> game_coop_player_count)

returns the number of coop players active in game | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_difficulty <game_difficulty>)

debug map launching: sets the difficulty of the next map. | NETWORK SAFE: No, for init.txt only

(<game_difficulty> game_difficulty_get)

returns the current difficulty setting, but lies to you and will never return easy, instead returning normal | NETWORK SAFE: Unknown, assumed unsafe

(<game_difficulty> game_difficulty_get_real)

returns the actual current difficulty setting without lying | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_engine_event_test_assault <long>)

test game engine assault event | NETWORK SAFE: Unkown, assumed unsafe

(<void> game_engine_event_test_ctf <long>)

test game engine ctf event | NETWORK SAFE: Unkown, assumed unsafe

(<void> game_engine_event_test_flavor <long>)

test game engine flavor event | NETWORK SAFE: Unkown, assumed unsafe

(<void> game_engine_event_test_general <long>)

test game engine general event | NETWORK SAFE: Unkown, assumed unsafe

(<void> game_engine_event_test_gun_game <long>)

test game engine gun game event | NETWORK SAFE: Unkown, assumed unsafe

(<void> game_engine_event_test_infection <long>)

test game engine infection event | NETWORK SAFE: Unkown, assumed unsafe

(<void> game_engine_event_test_juggernaut <long>)

test game engine juggernaut event | NETWORK SAFE: Unkown, assumed unsafe

(<void> game_engine_event_test_king <long>)

test game engine king event | NETWORK SAFE: Unkown, assumed unsafe

(<void> game_engine_event_test_oddball <long>)

test game engine oddball event | NETWORK SAFE: Unkown, assumed unsafe

(<void> game_engine_event_test_slayer <long>)

test game engine slayer event | NETWORK SAFE: Unkown, assumed unsafe

(<void> game_engine_event_test_territories <long>)

test game engine territories event | NETWORK SAFE: Unkown, assumed unsafe

(<void> game_engine_event_test_vip <long>)

test game engine vip event | NETWORK SAFE: Unkown, assumed unsafe

(<object_list> game_engine_objects)

returns a list of the special game engine objects | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_export_variant_settings <string>)

export the current game engine variant settings to the specified text file | NETWORK SAFE: No

(<void> game_initial_zone_set <long>)

debug map launching: sets the initial bsp for the next map. | NETWORK SAFE: No, for init.txt only

(<short> game_insertion_point_get)

returns the number of the insertion point the map was started at | NETWORK SAFE: Yes.

(<void> game_insertion_point_lock <short>)

unlocks the given insertion point for the current map for all players | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_insertion_point_set <short>)

retroactively sets the insertion point that we started at. | NETWORK SAFE: Unknown, assumed unsafe.

(<void> game_insertion_point_unlock <short>)

unlocks the given insertion point for the current map for all players | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> game_is_cooperative)

returns TRUE if the game is cooperative | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> game_is_playtest)

returns the hs global boolean 'global_playtest_mode' which can be set in your init.txt | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_level_advance <string_id>)

transition game to another level | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_level_prepare <string_id>)

prepare to transition game to another level | NETWORK SAFE: safe-ish in deterministic networking as long as it is not invoked from the console

(<void> game_lost <boolean>)

marks the game as lost or not lost | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_multiplayer <string>)

debug map launching: sets the multiplayer engine for the next map. | NETWORK SAFE: No, for init.txt only

(<void> game_rate <real> <real> <real>)

changes game update rate (DANGER: only use if you know what you're doing!) | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_revert)

causes the player to revert to their previous saved game (for testing and cinematic skipping only please!) | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> game_reverted)

don't use this for anything, you black-hearted bastards. | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_safe_to_respawn <boolean>)

| NETWORK SAFE: Unknown, assumed unsafe

(<boolean> game_safe_to_save)

returns FALSE if it would be a bad idea to save the player's game right now | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> game_safe_to_speak)

returns FALSE if it would be a bad idea to play mission dialog right now | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_save)

checks to see if it is safe to save game, then saves (gives up after 8 seconds) | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_save_and_quit)

save & quit to the main menu | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_save_cancel)

cancels any pending game_save, timeout or not | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_save_cinematic_skip)

don't use this, except in one place. | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_save_immediate)

disregards player's current situation and saves (BE VERY CAREFUL!) | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_save_no_timeout)

checks to see if it is safe to save game, then saves (this version never gives up) | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_save_unsafe)

saves right now, even if the game is in an immediate-loss state (NEVER USE THIS! EVER!) | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> game_saving)

checks to see if the game is trying to save the map. | NETWORK SAFE: Unknown, assumed unsafe

(<void> game_set_variant <string>)

debug map launching: sets the multiplayer variant for the next map. | NETWORK SAFE: No, for init.txt only

(<void> game_splitscreen <long>)

debug map launching: sets the number of multiplayer splitscreen players for the next map. | NETWORK SAFE: No, for init.txt only

(<void> game_start <string>)

debug map launching: starts a game on the specified map. | NETWORK SAFE: No, for init.txt only

(<void> game_start_when_joined <long>)

nicely starts a game when the specified number of users are in the lobby | NETWORK SAFE: No, for init.txt only

(<void> game_start_when_ready)

nicely starts the current game once the pregame lobby is stable | NETWORK SAFE: No, for init.txt only

(<void> game_start_with_network_session <long> <long> <string>)

<campaign id> <map id> <scenario> debug map launching: starts a game on the specified map with campaign_id and map_id. | NETWORK SAFE: No, for init.txt only

(<void> game_survival)

debug map launching: sets the next map to run in survival mode. | NETWORK SAFE: No, for init.txt only

(<long> game_tick_get)

returns current game tick | NETWORK SAFE: only if game_time_get is

(<void> game_tick_rate <long>)

debug map launching: sets the tick rate for the next map. | NETWORK SAFE: No, for init.txt only

(<void> game_won)

causes the player to successfully finish the current level and move to the next | NETWORK SAFE: Unknown, assumed unsafe

(<void> garbage_collect_multiplayer)

runs multiplayer garbage collection | NETWORK SAFE: Unknown, assumed unsafe

(<void> garbage_collect_now)

causes all garbage objects except those visible to a player to be collected immediately | NETWORK SAFE: Unknown, assumed unsafe

(<void> garbage_collect_unsafe)

forces all garbage objects to be collected immediately, even those visible to a player (dangerous!) | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> >= <number> <number>)

returns true if the first number is larger than or equal to the second. | NETWORK SAFE: Yes

(<boolean> generate_pathfinding)

Generate pathfinding info for all structure bsps in the current scenario | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> get_camera_third_person <long>)

<user_index> gets user's camera perspective | NETWORK SAFE: No

(<long> get_executing_running_thread)

Retrieves the current executing thread index | NETWORK SAFE: Unknown, assumed unsafe

(<real> get_performance_throttle <string> <long>)

gets the value of a performance throttle for a given number of players

(<void> give_medal <short>)

awards a medal (0..58) to pad 1 due to pad 2 (if they're there) | NETWORK SAFE: Unknown, assumed unsafe

(<void> global_preferences_clear)

clears all game preference information | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> gp_boolean_get <string_id>)

get a game progression boolean variable | NETWORK SAFE: Unknown, assumed unsafe

(<void> gp_boolean_set <string_id> <boolean>)

set a game progression boolean variable | NETWORK SAFE: Unknown, assumed unsafe

(<void> gp_commit_options)

debugging command that commits game options to game options so they will persist after a map reset | NETWORK SAFE: Unknown, assumed unsafe

(<void> gp_dump <string>)

dumps all game progression variables to a file with specified file name. | NETWORK SAFE: Unknown, assumed unsafe

(<void> gp_dump_debug <string>)

dumps all game progression variables to a file with specified file name - from both game options and network sessions parameters. | NETWORK SAFE: Unknown, assumed unsafe

(<long> gp_integer_get <string_id>)

get a game progression integer variable | NETWORK SAFE: Unknown, assumed unsafe

(<void> gp_integer_set <string_id> <long>)

set a game progression integer variable | NETWORK SAFE: Unknown, assumed unsafe

(<void> gp_notify_audio_log_accessed <short>)

notify game of which audio log was accessed | NETWORK SAFE: Unknown, assumed unsafe

(<void> gp_notify_beacon_found <string_id>)

notify game of which beacon was activated | NETWORK SAFE: Unknown, assumed unsafe

(<void> gp_reset)

resets all the state of the game progression system | NETWORK SAFE: Unknown, assumed unsafe

(<void> gp_startup <string>)

sets the file from which to load game progression data on startup. | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> > <number> <number>)

returns true if the first number is larger than the second. | NETWORK SAFE: Yes

(<void> gui_debug_bitmap_animation <string_id> <boolean>)

Toggle display of given bitmap widget's animation state | NETWORK SAFE: No

(<void> gui_debug_bitmap_bounds <string_id> <boolean>)

Toggle display of given bitmap widget's bounds | NETWORK SAFE: No

(<void> gui_debug_bitmap_name <string_id> <boolean>)

Toggle display of given bitmap widget's name | NETWORK SAFE: No

(<void> gui_debug_bitmap_rotation <string_id> <boolean>)

Toggle display of given bitmap widget's rotation | NETWORK SAFE: No

(<void> gui_debug_group_animation <string_id> <boolean> <boolean>)

Toggle display of given group's animations, optionally recursive | NETWORK SAFE: No

(<void> gui_debug_group_bounds <string_id> <boolean> <boolean>)

Toggle display of given group's bounds, optionally recursive | NETWORK SAFE: No

(<void> gui_debug_group_name <string_id> <boolean> <boolean>)

Toggle display of given group's name, optionally recursive | NETWORK SAFE: No

(<void> gui_debug_group_rotation <string_id> <boolean> <boolean>)

Toggle display of given group's rotation, optionally recursive | NETWORK SAFE: No

(<void> gui_debug_list_animation <string_id> <boolean> <boolean>)

Toggle display of given list's animations, optionally recursive | NETWORK SAFE: No

(<void> gui_debug_list_bounds <string_id> <boolean> <boolean>)

Toggle display of given list's bounds, optionally recursive | NETWORK SAFE: No

(<void> gui_debug_list_item_animation <string_id> <boolean> <boolean>)

Toggle display of given list item's animation, optionally recursive | NETWORK SAFE: No

(<void> gui_debug_list_item_bounds <string_id> <boolean> <boolean>)

Toggle display of given list item's bounds, optionally recursive | NETWORK SAFE: No

(<void> gui_debug_list_item_name <string_id> <boolean> <boolean>)

Toggle display of given list item's name, optionally recursive | NETWORK SAFE: No

(<void> gui_debug_list_item_rotation <string_id> <boolean> <boolean>)

Toggle display of given list item's rotation, optionally recursive | NETWORK SAFE: No

(<void> gui_debug_list_name <string_id> <boolean> <boolean>)

Toggle display of given list's name, optionally recursive | NETWORK SAFE: No

(<void> gui_debug_list_rotation <string_id> <boolean> <boolean>)

Toggle display of given list's rotation, optionally recursive | NETWORK SAFE: No

(<void> gui_debug_music_state <boolean>)

Toggle display of UI music state | NETWORK SAFE: No

(<void> gui_debug_screen_animation <string_id> <boolean> <boolean>)

Toggle display of given screen animations, optionally recursive | NETWORK SAFE: No

(<void> gui_debug_screen_bounds <string_id> <boolean> <boolean>)

Toggle display of given screen's bounds, optionally recursive | NETWORK SAFE: No

(<void> gui_debug_screen_name <string_id> <boolean> <boolean>)

Toggle display of given screen's name, optionally recursive | NETWORK SAFE: No

(<void> gui_debug_screen_rotation <string_id> <boolean> <boolean>)

Toggle display of given screen's rotation, optionally recursive | NETWORK SAFE: No

(<void> gui_debug_text_animation <string_id> <boolean>)

Toggle display of given text widget's animation state | NETWORK SAFE: No

(<void> gui_debug_text_bounds <string_id> <boolean>)

Toggle display of given text widget's bounds | NETWORK SAFE: No

(<void> gui_debug_text_name <string_id> <boolean>)

Toggle display of given text widget's name | NETWORK SAFE: No

(<void> gui_debug_text_rotation <string_id> <boolean>)

Toggle display of given text widget's rotation | NETWORK SAFE: No

(<void> gui_dialog_show <string_id>)

<dialog name> | NETWORK SAFEL No

(<void> gui_enter_lobby <long>)

<lobby index> index 0-4 | NETWORK SAFE: Unknown, assumed unsafe

(<void> gui_error_clear <string_id> <long>)

<error_name> <controller_index> clears an error condition in the ui | NETWORK SAFEL No

(<void> gui_error_post <string_id> <long> <boolean>)

<error_code> <controller_index> <must_be_cleared> sets an error condition in the ui | NETWORK SAFEL No

(<void> gui_error_post_toast <string_id> <long> <boolean>)

<error_code> <controller_index> <must_be_cleared> sets an error condition in the ui | NETWORK SAFEL No

(<void> gui_error_resolve <string_id> <long>)

<error_name> <controller_index> resolves an error condition in the ui | NETWORK SAFEL No

(<void> gui_hide_all_screens <boolean>)

Hide all UI screens | NETWORK SAFE: No

(<void> gui_load_screen <string_id>)

load the named screen | NETWORK SAFE: No

(<void> gui_print_active_screens)

display list of active halox ui screens | NETWORK SAFEL No

(<void> gui_print_active_screen_strings)

display strings tag file name for current topmost screen | NETWORK SAFE: No

(<void> gui_reset)

cleans out the halox ui screens and errors | NETWORK SAFEL No

(<void> gui_start)

tells the window location manager to resume | NETWORK SAFEL No

(<void> gui_stop)

tells the window location manager to stop bringing up screens on its own | NETWORK SAFEL No

(<void> havok_debug_start)

start up the havok visual debugger | NETWORK SAFE: Unknown, assumed unsafe

(<void> havok_dump_world <string> <boolean>)

dump the state of the havok world, with our without a movie | NETWORK SAFE: Unknown, assumed unsafe

(<void> havok_dump_world_close_movie)

end the capture of a havok dump movie | NETWORK SAFE: Unknown, assumed unsafe

(<void> havok_profile_range <long> <long>)

captures timers and a movie of a specific tick range | NETWORK SAFE: Unknown, assumed unsafe

(<void> havok_profile_start)

start profiling havok | NETWORK SAFE: Unknown, assumed unsafe

(<void> havok_profile_stop)

stop profiling havok, and save the results | NETWORK SAFE: Unknown, assumed unsafe

(<void> havok_reset_allocated_state)

strips down and builds back up all allocated havok memory | NETWORK SAFE: Unknown, assumed unsafe

(<void> help <string>)

prints a description of the named function. | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_activate_team_nav_point_flag <team> <cutscene_flag> <real>)

activates a nav point type <string> attached to a team anchored to a flag with a vertical offset <real>. If the player is not local to the machine, this will fail | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_breadcrumbs_activate_team_nav_point_flag <team> <cutscene_flag> <real>)

activates a nav point type <string> attached to a team anchored to a flag with a vertical offset <real>. If the player is not local to the machine, this will fail | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_breadcrumbs_activate_team_nav_point_object <team> <object> <string> <real>)

activates a nav point type <string> attached to a team anchored to an object with a vertical offset <real>. If the player is not local to the machine, this will fail | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_breadcrumbs_activate_team_nav_point_position <team> <real> <real> <real> <string> <real>)

activates a improved nav point type <string> attached to a team anchored to a position with a vertical offset <real>. If the player is not local to the machine, this will fail | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_breadcrumbs_deactivate_team_nav_point_flag <team> <cutscene_flag>)

deactivates a nav point type attached to a team anchored to a flag | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_breadcrumbs_deactivate_team_nav_point_object <team> <string>)

deactivates a nav point type attached to a team anchored to an object | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_breadcrumbs_deactivate_team_nav_point_position <team> <string>)

deactivates a nav point type attached to a team anchored to a flag | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> hud_breadcrumbs_using_revised_nav_points)

checks wether revised navpoints are active | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_camera_attach_to_object <long> <object> <string_id>)

attaches the render texture camera to a given object marker | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_camera_clear_objects <long>)

clears all objects | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_camera_from_player_view <long>)

aligns the hud camera to the player camera | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_camera_highlight_object <long> <object> <real> <real> <real> <real>)

highlights an object in the given color | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_camera_off <long>)

turns off the hud camera | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_camera_on <long>)

turns on the hud camera | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_camera_set_position <long> <real> <real> <real>)

sets the render texture camera position | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_camera_set_target <long> <real> <real> <real>)

sets the render texture camera target | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_camera_spin_around <long> <object>)

makes the hud camera spin around the given object | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_camera_structure <long> <boolean>)

toggle rendering of structure in the hud camera | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_camera_target_object <long> <object> <string_id>)

targets the render texture camera to view a given object marker | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_camera_window <long> <real> <real> <real> <real>)

sets the render window of the hud camera (0...1) | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_deactivate_team_nav_point_flag <team> <cutscene_flag>)

deactivates a nav point type attached to a team anchored to a flag | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_enable_training <boolean>)

true turns training on, false turns it off. | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_set_training_text <string_id>)

sets the string id fo the scripted training text | NETWORK SAFE: Unknown, assumed unsafe

(<void> hud_show_training_text <boolean>)

true turns on scripted training text | NETWORK SAFE: Unknown, assumed unsafe

(<passthrough> if <boolean> <then> [<else>])

returns one of two values based on the value of a condition. | NETWORK SAFE: Yes

(<void> input_disable_claw_button_combos <boolean>)

disabe the Claw button combos (for monkey testing) | NETWORK SAFE: Unknown, assumed unsafe

(<void> input_suppress_rumble <boolean>)

disable the friggin' rumble | NETWORK SAFE: Unknown, assumed unsafe

(<void> inspect <expression>)

prints the value of an expression to the screen for debugging purposes. | NETWORK SAFE: Yes

(<real> interpolator_evaluate_at <string_id> <real> <boolean>)

<name> <value in> <use function ON/OFF> | NETWORK SAFE: Unknown, assumed unsafe

(<real> interpolator_evaluate_at_time <string_id> <real> <boolean>)

<name> <time in> <use function ON/OFF> | NETWORK SAFE: Unknown, assumed unsafe

(<real> interpolator_evaluate_at_time_delta <string_id> <real> <boolean>)

<name> <time delta> <use function ON/OFF> | NETWORK SAFE: Unknown, assumed unsafe

(<real> interpolator_evaluate_at_time_fraction <string_id> <real> <boolean>)

<name> <time fraction in> <use function ON/OFF> | NETWORK SAFE: Unknown, assumed unsafe

(<void> interpolator_flip)

| NETWORK SAFE: Unknown, assumed unsafe

(<real> interpolator_get_current_phase <string_id>)

<name> | NETWORK SAFE: Unknown, assumed unsafe

(<real> interpolator_get_current_time_fraction <string_id>)

<name> | NETWORK SAFE: Unknown, assumed unsafe

(<real> interpolator_get_current_value <string_id> <boolean>)

<name> <use function ON/OFF> | NETWORK SAFE: Unknown, assumed unsafe

(<real> interpolator_get_final_time <string_id>)

<name> | NETWORK SAFE: Unknown, assumed unsafe

(<real> interpolator_get_final_value <string_id> <boolean>)

<name> <use function ON/OFF> | NETWORK SAFE: Unknown, assumed unsafe

(<real> interpolator_get_start_time <string_id>)

<name> | NETWORK SAFE: Unknown, assumed unsafe

(<real> interpolator_get_start_value <string_id> <boolean>)

<name> <use function ON/OFF> | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> interpolator_is_active <string_id>)

<name> | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> interpolator_is_finished <string_id>)

<name> | NETWORK SAFE: Unknown, assumed unsafe

(<long> interpolator_restart <string_id>)

<name> | NETWORK SAFE: Unknown, assumed unsafe

(<void> interpolator_restart_all)

| NETWORK SAFE: Unknown, assumed unsafe

(<long> interpolator_set_current_value <string_id> <real>)

<name> <current value> | NETWORK SAFE: Unknown, assumed unsafe

(<long> interpolator_start <string_id> <real> <real>)

<name> <final value> <time> | NETWORK SAFE: Unknown, assumed unsafe

(<long> interpolator_start_smooth <string_id> <real> <real>)

<name> <final value> <time> | NETWORK SAFE: Unknown, assumed unsafe

(<long> interpolator_stop <string_id>)

<name> | NETWORK SAFE: Unknown, assumed unsafe

(<void> interpolator_stop_all)

| NETWORK SAFE: Unknown, assumed unsafe

(<boolean> is_ace_build)

returns if this is an ACE enabled build

(<boolean> is_ace_playlist_session)

returns if the current map is being played as part of a playlist

(<boolean> is_skull_primary_enabled <primary skull>)

enable/disable the given primary skull | NETWORK SAFE: Yes

(<boolean> is_skull_secondary_enabled <secondary skull>)

enable/disable the given secondary skull | NETWORK SAFE: Yes

(<void> kill_active_scripts)

Terminates all currently running threads. | NETWORK SAFE: Unknown, assumed unsafe

(<void> kill_thread <long>)

Kill the specified thread | NETWORK SAFE: Unknown, assumed unsafe

(<void> kill_volume_disable <trigger_volume>)

disables a kill volume | NETWORK SAFE: Yes

(<void> kill_volume_enable <trigger_volume>)

enables a kill volume | NETWORK SAFE: Yes

(<void> language_set <string>)

change the language for localization | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> <= <number> <number>)

returns true if the first number is smaller than or equal to the second. | NETWORK SAFE: Yes

(<void> levels_add_campaign_map <string>)

<scenario> add a single scenario to levels array | NETWORK SAFE: No, for init.txt only

(<void> levels_add_campaign_map_with_id <long> <string>)

<map id> <scenario> add scenario to levels array | NETWORK SAFE: No, for init.txt only

(<short> list_count <object_list>)

returns the number of objects in a list | NETWORK SAFE: Yes

(<short> list_count_not_dead <object_list>)

returns the number of objects in a list that aren't dead | NETWORK SAFE: Yes

(<object> list_get <object_list> <short>)

returns an item in an object list. | NETWORK SAFE: Yes

(<void> log_print <string>)

prints a string to the hs log file. | NETWORK SAFE: Yes

(<void> loop_clear)

runs the expression at most once per tick | NETWORK SAFE: just assume it isn't

(<void> loop_it <string>)

runs the expression at most once per tick | NETWORK SAFE: just assume it isn't

(<boolean> < <number> <number>)

returns true if the first number is smaller than the second. | NETWORK SAFE: Yes

(<void> magic_melee_attack)

causes player's unit to start a melee attack | NETWORK SAFE: Unknown, assumed unsafe

(<void> main_halt)

goes to a halted pregame state | NETWORK SAFE: Unknown, assumed unsafe

(<void> main_menu)

goes back to the main menu | NETWORK SAFE: Unknown, assumed unsafe

(<void> map_info)

prints the map, zone set, active bsps, and current bsp

(<void> map_reset)

starts the map from the beginning. | NETWORK SAFE: Unknown, assumed unsafe

(<void> map_reset_random)

starts the map from the beginning with a new random seed. | NETWORK SAFE: Unknown, assumed unsafe

(<real> max <number(s)>)

returns the maximum of all specified expressions. | NETWORK SAFE: Yes

(<real> min <number(s)>)

returns the minimum of all specified expressions. | NETWORK SAFE: Yes

(<real> - <number> <number>)

returns the difference of two expressions. | NETWORK SAFE: Yes

(<void> motion_blur <boolean>)

enable/disable motion blur | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> motion_blur_enabled)

check if motion blur is enabled | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> mover_set_program <object> <short>)

Set the motor program of the given mover object | NETWORK SAFE: Unknown, assumed unsafe

(<long> mp_active_player_count_by_team <mp_team>)

given a team index, returns an object list containing all living player objects belonging to that team | NETWORK SAFE: Yes

(<void> mp_ai_allegiance <team> <mp_team>)

causes an allegiance to be formed between an AI squad team and a multiplayer team | NETWORK SAFE: Yes

(<void> mp_ai_kill <ai>)

instantly kills the specified non-authoritative encounter and/or squad. | NETWORK SAFE: YEs

(<void> mp_ai_kill_silent <ai>)

instantly and silently (no animation or sound played) kills the specified non-authoritative encounter and/or squad. | NETWORK SAFE: Yes

(<void> mp_ai_place <ai>)

places the specified squad on the map as a non-authoritative object | NETWORK SAFE: Yes

(<void> mp_ai_place <ai> <short>)

places the given number of members of the specified squad as non-authoritative objects | NETWORK SAFE: Yes

(<void> mp_allegiance <mp_team> <mp_team>)

create an allegiance between two multiplayer teams | NETWORK SAFE: Yes

(<void> mp_debug_goal_object_boundary_geometry <boolean>)

toggle debug geometry for multiplayer goal objects | NETWORK SAFE: No

(<void> mp_dump_candy_monitor_state)

dumps the current candy monitor state to a file on disk NETWORK SFE: Unknown, assumed unsafe

(<void> mp_game_won <mp_team>)

given a team index, declares the game a victory for that team and a loss for all others | NETWORK SAFE: Yes

(<void> mp_object_belongs_to_team <object> <mp_team>)

causes specified object to belong to the given team, so that only that team can pick it up | NETWORK SAFE: Yes

(<void> mp_object_create <object_name>)

creates a non-authoratative object from the scenario. | NETWORK SAFE: Yes

(<void> mp_object_create_anew <object_name>)

creates a non-authoratative object, destroying it first if it already exists. | NETWORK SAFE: Yes

(<void> mp_object_create_clone <object_name>)

creates a non-authoratative object, potentially resulting in multiple objects if it already exists. | NETWORK SAFE: No

(<void> mp_object_destroy <object>)

destroys a non-authoratative object. | NETWORK SAFE: Yes

(<object_list> mp_players_by_team <mp_team>)

given a team index, returns an object list containing all living player objects belonging to that team | NETWORK SAFE: Yes

(<void> mp_respawn_override_timers <mp_team>)

causes all players on the specified team waiting to respawn (due to timer) to respawn immediately | NETWORK SAFE: Yes

(<boolean> mp_round_started)

used to determine if the mp game is in the active-round phase or not | NETWORK SAFE: Unknown, assumed unsafe

(<void> mp_scripts_reset)

on the host in a distributed game, resets the scripts (but not internal hs globals) | NETWORK SAFE: Yes

(<void> mp_wake_script <string>)

on the host in a distributed game, sends a message to clients to wake a dormant script | NETWORK SAFE: Yes

(<void> mp_weapon_belongs_to_team <object> <mp_team>)

causes specified weapon to belong to the given team, so that only that team can pick it up | NETWORK SAFE: Yes

(<real> * <number(s)>)

returns the product of all specified expressions. | NETWORK SAFE: Yes

(<boolean> != <expression> <expression>)

returns true if two expressions are not equal | NETWORK SAFE: Yes

(<void> network_storage_set_storage_subdirectory <string>)

<subdirectory> The default is the build number or 'untracked' | NETWORK SAFE: Unknown, assumed unsafe

(<void> network_storage_set_storage_user <string>)

<user> Use the network file stored on untracked<user>. | NETWORK SAFE: Unknown, assumed unsafe

(<void> net_banhammer_force_download <boolean> <boolean>)

force banhammer file download | NETWORK SAFE: yes

(<void> net_build_game_variant <string>)

writes the current game variant to a file | NETWORK SAFE: Yes

(<void> net_build_map_variant <string>)

writes the current map variant to a file | NETWORK SAFE: Yes

(<void> net_build_network_config)

writes a new network configuration file | NETWORK SAFE: Unknown, assumed unsafe

(<void> net_load_and_use_game_variant <string>)

loads the contents of a packed game variant file and submits to networking for use in the current game | NETWORK SAFE: Unknown, assumed unsafe

(<void> net_quality_clear)

clear all network quality statistics | NETWORK SAFE: Unknown, assumed unsafe

(<void> net_quality_dump)

dump all network quality statistics | NETWORK SAFE: Unknown, assumed unsafe

(<void> net_quality_set_connection_badness_history <boolean> <short>)

set connection history, true/false, # of bits to set | NETWORK SAFE: Yes

(<void> net_quality_set_estimated_bandwidth <boolean> <long>)

set upstream bandwidth history, <is reliable> <bandwidth in kbps> | NETWORK SAFE: Yes

(<void> net_quality_set_group_client_badness_history <boolean> <short>)

set client badness history, true/false, # of bits to set | NETWORK SAFE: Yes

(<void> net_quality_set_group_host_badness_history <boolean> <short>)

set host badness history, true/false, # of bits to set | NETWORK SAFE: Yes

(<void> net_quality_set_squad_client_badness_history <boolean> <short>)

set client badness history, true/false, # of bits to set | NETWORK SAFE: Yes

(<void> net_quality_set_squad_host_badness_history <boolean> <short>)

set host badness history, true/false, # of bits to set | NETWORK SAFE: Yes

(<void> net_set_campaign_insertion_point <short>)

sets the campaign insertion point for this squad | NETWORK SAFE: Yes

(<void> net_set_machine_name <string>)

sets the nickname of your xbox | NETWORK SAFE: Unknown, assumed unsafe

(<void> net_set_maximum_player_count <long>)

sets the maximum player count for this squad | NETWORK SAFE: Yes

(<void> net_sim_dropspike_now)

network simulation: starts a packet loss spike immediately | NETWORK SAFE: Yes

(<void> net_sim_reset)

network simulation: resets the simulation state | NETWORK SAFE: Yes

(<void> net_sim_spike_now)

network simulation: starts a latency spike immediately | NETWORK SAFE: Yes

(<void> net_status_filter <string>)

filters the set of network status to display | NETWORK SAFE: Yes

(<void> net_test_campaign_difficulty <short>)

network test: sets the difficulty of the campaign game to play | NETWORK SAFE: Yes

(<void> net_test_channel_delete)

network test: deletes all channels | NETWORK SAFE: Yes

(<void> net_test_clear_group_session_parameter <long>)

clears a group session parameter | NETWORK SAFE: probably not

(<void> net_test_clear_squad_session_parameter <long>)

clears a squad session parameter | NETWORK SAFE: probably not

(<void> net_test_delegate_host <long>)

network test: delegate host to the specified player | NETWORK SAFE: Yes

(<void> net_test_delegate_leader <long>)

network test: delegate leadership to the specified player | NETWORK SAFE: Yes

(<void> net_test_disconnect_group)

disconnects the group session | NETWORK SAFE: probably not

(<void> net_test_disconnect_squad)

disconnects the squad session | NETWORK SAFE: probably not

(<void> net_test_fatal_error)

creates a fatal simulation error | NETWORK SAFE: Yes

(<void> net_test_life_cycle_display_states)

display the life cycle states | NETWORK SAFE: probably not

(<void> net_test_life_cycle_pause <string> <boolean>)

pauses the life cycle in the specified state | NETWORK SAFE: probably not

(<void> net_test_map_name <string>)

network test: sets the name of the scenario to play | NETWORK SAFE: Yes

(<void> net_test_ping)

network test: sends a ping | NETWORK SAFE: Yes

(<void> net_test_player_color <long>)

network test: temporarily sets the color for all local players | NETWORK SAFE: Yes

(<void> net_test_reset_objects)

network test: resets all objects on the map | NETWORK SAFE: Yes

(<void> net_test_variant <string>)

network test: sets the game variant to play | NETWORK SAFE: Yes

(<void> net_verify_game_variant <string>)

verifies the contents of a packed game variant file | NETWORK SAFE: Unknown, assumed unsafe

(<void> net_verify_map_variant <string>)

verifies the contents of a packed map variant file | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> not <boolean>)

returns the opposite of the expression. | NETWORK SAFE: Yes

(<void> objectives_clear)

clears the mission objectives. | NETWORK SAFE: Unknown, assumed unsafe

(<void> objectives_finish <long>)

mark secondary campaign objective N as complete | NETWORK SAFE: Unknown, assumed unsafe

(<void> objectives_finish_up_to <long>)

mark primary campaign objectives 0..n as complete | NETWORK SAFE: Unknown, assumed unsafe

(<void> objectives_secondary_finish <long>)

mark secondary campaign objective N as complete | NETWORK SAFE: Unknown, assumed unsafe

(<void> objectives_secondary_show <long>)

show secondary campaign objective N | NETWORK SAFE: Unknown, assumed unsafe

(<void> objectives_secondary_unavailable <long>)

mark secondary campaign objective N as unavailable | NETWORK SAFE: Unknown, assumed unsafe

(<void> objectives_show <long>)

show secondary campaign objective N | NETWORK SAFE: Unknown, assumed unsafe

(<void> objectives_show_up_to <long>)

show primary campaign objectives 0..n | NETWORK SAFE: Unknown, assumed unsafe

(<void> objectives_unavailable <long>)

mark secondary campaign objective N as unavailable | NETWORK SAFE: Unknown, assumed unsafe

(<void> objects_attach <object> <string_id> <object> <string_id>)

attaches the second object to the first both strings can be empty | NETWORK SAFE: No

(<boolean> objects_can_see_flag <object_list> <cutscene_flag> <real>)

returns true if any of the specified units are looking within the specified number of degrees of the flag. | NETWORK SAFE: Yes

(<boolean> objects_can_see_object <object_list> <object> <real>)

returns true if any of the specified units are looking within the specified number of degrees of the object. | NETWORK SAFE: Yes

(<void> objects_delete_by_definition <object_definition>)

deletes all objects of type <definition> | NETWORK SAFE: Yes

(<void> objects_detach <object> <object>)

detaches from the given parent object the given child object | NETWORK SAFE: No

(<real> objects_distance_to_flag <object_list> <cutscene_flag>)

returns minimum distance from any of the specified objects to the specified flag. (returns -1 if there are no objects, or no flag, to check) | NETWORK SAFE: Yes

(<real> objects_distance_to_object <object_list> <object>)

returns minimum distance from any of the specified objects to the specified destination object. (returns -1 if there are no objects to check) | NETWORK SAFE: Yes

(<real> objects_distance_to_position <object_list> <real> <real> <real>)

returns minimum distance from any of the specified objects to the specified positio. (returns -1 if there are no objects to check) | NETWORK SAFE: Yes

(<void> objects_dump_memory)

debugs object memory usage | NETWORK SAFE: Unknown, assumed unsafe

(<object> object_at_marker <object> <string_id>)

returns the object attached to the marker of the given parent object | NETWORK SAFE: Yes

(<real> object_buckling_magnitude_get <object>)

returns the amoount [0-1] that a scarab is buckling | NETWORK SAFE: Yes

(<void> object_cannot_die <object> <boolean>)

Set whether the object can die from damage or not (as opposed to by scripting) | NETWORK SAFE: Yes

(<void> object_cannot_take_damage <object_list>)

prevents an object from taking damage | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_can_take_damage <object_list>)

allows an object to take damage again | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_cinematic_collision <object> <boolean>)

makes an object not collide with other cinematic collision objects. | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_cinematic_lod <object> <boolean>)

makes an object use the highest lod for the remainder of the levels' cutscenes. | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_cinematic_visibility <object> <boolean>)

makes an object bypass visibility and always render during cinematics. | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_clear_all_function_variables <object>)

clears all funciton variables for sin-o-matic use | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_clear_function_variable <object> <string_id>)

clears one funciton variables for sin-o-matic use | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_copy_player_appearance <object> <long>)

copy appearance into object from player n (starts counting from 0) | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_create <object_name>)

creates an object from the scenario. | NETWORK SAFE: Yes

(<void> object_create_anew <object_name>)

creates an object, destroying it first if it already exists. | NETWORK SAFE: Yes

(<void> object_create_anew_containing <string>)

creates anew all objects from the scenario whose names contain the given substring. | NETWORK SAFE: Yes

(<void> object_create_clone <object_name>)

creates an object, potentially resulting in multiple objects if it already exists. | NETWORK SAFE: No

(<void> object_create_clone_containing <string>)

creates clones for all objects from the scenario whose names contain the given substring. | NETWORK SAFE: No

(<void> object_create_containing <string>)

creates all objects from the scenario whose names contain the given substring. | NETWORK SAFE: Yes

(<void> object_create_folder <folder>)

creates all the objects in the given folder | NETWORK SAFE: Yes

(<void> object_create_folder_anew <folder>)

creates all the objects in the given folder | NETWORK SAFE: Yes

(<void> object_create_if_necessary <object_name>)

creates an object if it doesn't already exists. | NETWORK SAFE: Yes

(<void> object_damage_damage_section <object> <string_id> <real>)

applies damage to a damage section, causing all manner of effects/constraint breakage to occur | NETWORK SAFE: Yes

(<void> object_destroy <object>)

destroys an object. | NETWORK SAFE: Yes

(<void> object_destroy_all)

destroys all non player objects. | NETWORK SAFE: Yes

(<void> object_destroy_containing <string>)

destroys all objects from the scenario whose names contain the given substring. | NETWORK SAFE: Yes

(<void> object_destroy_folder <folder>)

destroys all objects in the given folder. | NETWORK SAFE: Yes

(<void> object_destroy_type_mask <long>)

destroys all objects matching the type mask | NETWORK SAFE: Yes

(<void> object_dynamic_simulation_disable <object> <boolean>)

disabled dynamic simulation for this object (makes it fixed) | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_function_set <long> <real>)

sets a global object function (0-3) to value | NETWORK SAFE: Unknown, assumed unsafe

(<ai> object_get_ai <object>)

returns the ai attached to this object, if any | NETWORK SAFE: Unknown, assumed unsafe

(<real> object_get_health <object>)

returns the health [0,1] of the object, returns -1 if the object does not exist | NETWORK SAFE: Yes

(<object> object_get_parent <object>)

returns the parent of the given object | NETWORK SAFE: Yes

(<real> object_get_shield <object>)

returns the shield [0,1] of the object, returns -1 if the object does not exist | NETWORK SAFE: Yes

(<vehicle> object_get_turret <object> <short>)

returns the nth turret attached to the given object | NETWORK SAFE: Unknown, assumed UNSAFE

(<short> object_get_turret_count <object>)

returns the number of turrets attached to the given object | NETWORK SAFE: Unknown, assumed UNSAFE

(<object> object_get_variant_child_object_by_marker_id <object> <string_id>)

returns the children of the object that contains the specified model target | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_hide <object> <boolean>)

hides or shows the object passed in | NETWORK SAFE: No

(<object_list> object_list_children <object> <object_definition>)

returns list of child objects by definition. | NETWORK SAFE: Unknown, assumed unsafe

(<short> object_model_targets_destroyed <object> <string_id>)

returns TRUE if the specified model target is destroyed | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> object_model_target_destroyed <object> <string_id>)

returns TRUE if the specified model target is destroyed | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_recycling_clear_history)

clear object recycling history | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_set_always_active <object> <boolean>)

sets/unsets the object always active flag to ignore pvs changes | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_set_collision_damage_armor_scale <object> <real>)

0==default of 1.0, otherwise it is scale on how this objects takes collisoin damage, >1 == more protection, <1 == less | NETWORK SAFE: Yes

(<void> object_set_custom_animations_hold_on_last_frame <boolean>)

changes the default behavior for custom animations | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_set_custom_animations_prevent_lipsync_head_movement <boolean>)

when true, prevents lipsync from bobbing the head during custom animations. default is true. | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_set_custom_animation_speed <object> <real>)

if the object is playing a custom animation, scale it to n playback speed

(<void> object_set_deleted_when_deactivated <object>)

when this object deactivates it will be deleted | NETWORK SAFE: Yes

(<void> object_set_facing <object> <cutscene_flag>)

turns the specified object in the direction of the specified flag. | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_set_function_variable <object> <string_id> <real> <real>)

sets funciton variable for sin-o-matic use | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_set_inertia_tensor_scale <object> <real>)

0==default of 1.0, otherwise it is scale on this objects inertia tensor | NETWORK SAFE: Yes

(<void> object_set_melee_attack_inhibited <object> <boolean>)

FALSE prevents object from using melee attack | NETWORK SAFE: Yes (actors only)

(<void> object_set_permutation <object> <string_id> <string_id>)

sets the desired region (use "" for all regions) to the permutation with the given name, e.g. (object_set_permutation flood "right arm" ~damaged) | NETWORK SAFE: No

(<void> object_set_persistent <object> <boolean>)

<object_index> <true/false> prevent this object from being garbage collected | NETWORK SAFE: No

(<void> object_set_phantom_power <object> <boolean>)

sets phantom power to be latched at 1.0f or 0.0f | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_set_physics <object> <boolean>)

prevents an object from running physics or colliding with any other objects | NETWORK SAFE: No

(<void> object_set_ranged_attack_inhibited <object> <boolean>)

FALSE prevents object from using ranged attack | NETWORK SAFE: Yes (actors only)

(<void> object_set_region_state <object> <string_id> <model_state>)

sets the desired region (use "" for all regions) to the model state with the given name, e.g. (object_set_region_state marine head destroyed) | NETWORK SAFE: No

(<void> object_set_scale <object> <real> <short>)

sets the scale for a given object and interpolates over the given number of frames to achieve that scale | NETWORK SAFE: No

(<void> object_set_shadowless <object> <boolean>)

set/reset shadow castingness of object | NETWORK SAFE: No

(<void> object_set_shield <object> <real>)

sets the shield vitality of the specified object (between 0 and 1). This does the wrong thing. Don't use it. | NETWORK SAFE: No

(<void> object_set_shield_effect <object> <real> <real>)

sets the shield response effect (not current shield amount) to a given value over the given number of seconds (cinematic use only, remember to call (object_set_shield_effect 0 0) after use!) | NETWORK SAFE: No

(<void> object_set_shield_normalized <object> <real>)

sets the shield vitality of the specified object (between 0 and 1). | NETWORK SAFE: No

(<void> object_set_shield_stun <object> <real>)

set how long the shield will be stunned for, 0 is unstunned | NETWORK SAFE: No

(<void> object_set_shield_stun_infinite <object>)

make this objects shield be stunned permanently | NETWORK SAFE: No

(<void> object_set_variant <object> <string_id>)

sets the specified object to the specified model variant | NETWORK SAFE: No

(<void> object_set_velocity <object> <real>)

Sets the (object-relative) forward velocity of the given object | NETWORK SAFE: Yes

(<void> object_set_velocity <object> <real> <real> <real>)

Sets the (object-relative) velocity of the given object | NETWORK SAFE: Yes

(<void> object_set_vision_mode_render_default <object> <boolean>)

Flag an object so that it renders in the everything else color | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_teleport <object> <cutscene_flag>)

moves the specified object to the specified flag. | NETWORK SAFE: Unknown, assumed unsafe

(<void> object_teleport_to_ai_point <object> <point_reference>)

moves the specified object to the specified ai point. | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> object_vitality_pinned <object>)

returns TRUE if the object's vitality is currently pinned at some minimum value because it cannot die. | NETWORK SAFE: Yes

(<void> object_wake_physics <object>)

wakes physics of an object. For example it would make an usupported crate fall | NETWORK SAFE: No

(<boolean> or <boolean(s)>)

returns true if any specified expressions are true. | NETWORK SAFE: Yes

(<void> output_window_add_category <string>)

Add an event category to be watched in the output window.

(<void> output_window_list_categories)

List all the event categories being watched in the output window.

(<void> output_window_remove_category <string>)

Remove an event category from being watched in the output window.

(<void> overlapped_display_task_descriptions)

displays all tasks | NETWORK SAFE: lol

(<void> overlapped_task_inject_error <string> <boolean>)

inject error for tasks | NETWORK SAFE: lol

(<void> overlapped_task_pause <string> <boolean>)

pause tasks | NETWORK SAFE: lol

(<void> pda_activate_beacon <team> <cutscene_flag> <string_id> <boolean>)

Activate a pda beacon | NETWORK SAFE: Unknown, assumed unsafe

(<void> pda_activate_beacon <team> <cutscene_flag> <boolean>)

Activate a pda beacon | NETWORK SAFE: Unknown, assumed unsafe

(<void> pda_activate_marker <team> <object_name> <string_id> <boolean>)

Activate a pda beacon | NETWORK SAFE: Unknown, assumed unsafe

(<void> pda_activate_marker_named <team> <object_name> <string_id> <boolean> <string_id>)

Activate a named pda beacon | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> pda_beacon_is_any_selected <object_list> <cutscene_flag>)

Returns true if any player has the beacon active | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> pda_beacon_is_selected <unit> <cutscene_flag>)

Activate a pda beacon | NETWORK SAFE: Unknown, assumed unsafe

(<void> pda_input_enable <unit> <boolean>)

Enables/disables input in the player's PDA | NETWORK SAFE: Yes

(<void> pda_input_enable_a <unit> <boolean>)

Enables input for only the movement buttons in the player's PDA | NETWORK SAFE: Yes

(<void> pda_input_enable_analog_sticks <unit> <boolean>)

Enables input for only the movement buttons in the player's PDA | NETWORK SAFE: Yes

(<void> pda_input_enable_dismiss <unit> <boolean>)

Enables input for only the movement buttons in the player's PDA | NETWORK SAFE: Yes

(<void> pda_input_enable_dpad <unit> <boolean>)

Enables input for only the movement buttons in the player's PDA | NETWORK SAFE: Yes

(<void> pda_input_enable_only_b <unit>)

Enables input for only the B button in the player's PDA | NETWORK SAFE: Yes

(<void> pda_input_enable_only_dpad <unit>)

Enables input for only the dpad buttons in the player's PDA | NETWORK SAFE: Yes

(<void> pda_input_enable_only_movement <unit>)

Enables input for only the movement buttons in the player's PDA | NETWORK SAFE: Yes

(<void> pda_input_enable_x <unit> <boolean>)

Enables input for only the movement buttons in the player's PDA | NETWORK SAFE: Yes

(<void> pda_input_enable_y <unit> <boolean>)

Enables input for only the movement buttons in the player's PDA | NETWORK SAFE: Yes

(<boolean> pda_is_active <controller>)

Returns true if that local player has the PDA open | NETWORK SAFE: NO!

(<boolean> pda_is_active_deterministic <unit>)

Returns true if that player unit has the PDA open | NETWORK SAFE: YES!

(<void> pda_play_arg_sound <unit> <string_id>)

Plays a ARG sound file from UI shared globals by name | NETWORK SAFE: Yes (Only plays audio on that player's box)

(<void> pda_set_active_pda_definition <string_id>)

Sets the active pda definition | NETWORK SAFE: Unknown, assumed unsafe

(<void> pda_set_footprint_dead_zone <real>)

Sets the dead zone for the PDA | NETWORK SAFE: Unknown, assumed unsafe

(<void> pda_stop_arg_sound <unit>)

Stops a ARG sound file from UI shared globals by name | NETWORK SAFE: Yes (Only stops audio on that player's box)

(<void> physical_memory_dump)

dumps a record of all physical memory allocations

(<void> physics_constants_reset)

resets all physics constants to earthly values | NETWORK SAFE: Unknown, assumed unsafe

(<void> physics_disable_character_ground_adhesion_forces <real>)

turn off ground adhesion forces so you can play tricks with gravity | NETWORK SAFE: Unknown, assumed unsafe

(<void> physics_set_gravity <real>)

set global gravity acceleration relative to halo standard gravity | NETWORK SAFE: Unknown, assumed unsafe

(<void> physics_set_velocity_frame <real> <real> <real>)

sets a local frame of motion for updating physics of things that wish to respect it | NETWORK SAFE: Unknown, assumed unsafe

(<real> pin <real> <real> <real>)

returns the first value pinned between the second two | NETWORK SAFE: Yes

(<boolean> player0_looking_down)

true if the first player is looking down | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player0_looking_up)

true if the first player is looking up | NETWORK SAFE: Unknown, assumed unsafe

(<void> player0_set_pitch <real> <long>)

sets up player look up test | NETWORK SAFE: Unknown, assumed unsafe

(<void> player1_set_pitch <real> <long>)

sets up player look up test | NETWORK SAFE: Unknown, assumed unsafe

(<void> player2_set_pitch <real> <long>)

sets up player look up test | NETWORK SAFE: Unknown, assumed unsafe

(<void> player3_set_pitch <real> <long>)

sets up player look up test | NETWORK SAFE: Unknown, assumed unsafe

(<object_list> players)

returns a list of the players (DO NOT USE TO COUNT PLAYERS IN COOP GAME, USE game_coop_player_count) | NETWORK SAFE: Yes

(<void> players_unzoom_all)

resets zoom levels on all players | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_accept)

returns true if any player has hit accept since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_action)

returns true if any player has hit the action key since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_back)

returns true if any player has pressed the back button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_cancel)

returns true if any player has hit cancel key since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_cinematic_skip)

returns true if any player has pressed the cinematic skip button (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_dpad_down)

returns true if any player has pressed the dpad down button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_dpad_left)

returns true if any player has pressed the dpad left button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_dpad_right)

returns true if any player has pressed the dpad right button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_dpad_up)

returns true if any player has pressed the dpad up button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_grenade_trigger)

returns true if any player has used grenade trigger since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_left_shoulder)

returns true if any player has pressed the left shoulder button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_lookstick_backward)

true if the first player pushed backward on lookstick | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_lookstick_forward)

true if the first player pushed forward on lookstick | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_look_relative_all_directions)

returns true if any player has looked up, down, left, and right since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_look_relative_down)

returns true if any player has looked down since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_look_relative_left)

returns true if any player has looked left since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_look_relative_right)

returns true if any player has looked right since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_look_relative_up)

returns true if any player has looked up since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_melee)

returns true if any player has hit the melee button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_move_relative_all_directions)

returns true if any player has moved forward, backward, left, and right since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_pda_active)

returns true if any player has used primary trigger since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_action_test_reset)

resets the player action test state so that all tests will return false. | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_right_shoulder)

returns true if any player has pressed the right shoulder button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_rotate_grenades)

returns true if any player has hit the rotate-grenades button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_rotate_weapons)

returns true if any player has hit the rotate-weapon button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_start)

returns true if any player has pressed the start button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_vision_trigger)

returns true if any player has used vision trigger since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_waypoint_activate)

returns true if any player has pressed the button action to activate the waypoint since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_x)

returns true if any player has pressed the x button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_action_test_y)

returns true if any player has pressed the y button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_active_camouflage_on)

returns true if any player is active camouflaged | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_add_footprint <unit> <long>)

Adds a footprint marker at the <player>'s current location for <ticks> | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_camera_control <boolean>)

enables/disables camera control globally | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_check_for_location_achievement <long> <string_id>)

Check if player is at location achievement and looking at it | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_close_pda <unit>)

Enables pda activation for specific player | NETWORK SAFE: Yes

(<void> player_control_fade_in_all_input <real>)

fade in all play control over x seconds

(<void> player_control_fade_out_all_input <real>)

fade out all play control over x seconds

(<void> player_control_lock_gaze <unit> <point_reference> <real>)

player turn to face point with max velocity degrees/second

(<void> player_control_scale_all_input <real> <real>)

scale input to x strength over y seconds

(<void> player_control_unlock_gaze <unit>)

unlock player from any gaze point

(<void> player_disable_movement <boolean>)

toggle player input. the look stick works, but nothing else. | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_disable_weapon_pickup <boolean>)

enable/disable all players' ability to pick up weapons | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_effect_set_max_rotation <real> <real> <real>)

<yaw> <pitch> <roll> | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_effect_set_max_rotation_for_player <unit> <real> <real> <real>)

<yaw> <pitch> <roll> | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_effect_set_max_rumble <real> <real>)

<left> <right> | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_effect_set_max_rumble_for_player <unit> <real> <real>)

<left> <right> | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_effect_set_max_translation <real> <real> <real>)

<x> <y> <z> | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_effect_set_max_translation_for_player <unit> <real> <real> <real>)

<x> <y> <z> | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_effect_start <real> <real>)

<max_intensity> <attack time> | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_effect_start_for_player <unit> <real> <real>)

<max_intensity> <attack time> | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_effect_stop <real>)

<decay> | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_effect_stop_for_player <unit> <real>)

<decay> | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_enable_input <boolean>)

toggle player input. the player can still free-look, but nothing else. | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_flashlight_on)

returns true if any player has a flashlight on | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_force_mode <string_id>)

force your will upon the player | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_force_pda <unit>)

Enables pda activation for specific player | NETWORK SAFE: Yes

(<unit> player_get <long>)

Get a player by absolute index | NETWORK SAFE: Unknown, assumed unsafe

(<long> player_get_kills_by_type <unit> <long> <long>)

Retrieves the number of kills a specific player has gotten by metagame type and class, ask an engineer for the mapping | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> player_inside_active_beacon <unit>)

Returns true if the player is in his active beacon Yes

(<boolean> player_in_vehicle <vehicle>)

Returns whether any players are in the given vehicle | NETWORK SAFE: YEs

(<void> player_set_fourth_wall_enabled <unit> <boolean>)

Enables fourth wall activation for specific player | NETWORK SAFE: Yes

(<void> player_set_look_training_hack <unit> <boolean>)

enables or disables the look training hack. This allows players to touch devices when in a vehicle, but not exit the vehicle or do anything else.

(<void> player_set_nav_enabled <unit> <boolean>)

Enables nav activation for specific player | NETWORK SAFE: Yes

(<void> player_set_objectives_enabled <unit> <boolean>)

Enables objectives activation for specific player | NETWORK SAFE: Yes

(<void> player_set_pda_enabled <unit> <boolean>)

Enables pda activation for specific player | NETWORK SAFE: Yes

(<void> player_training_activate_crouch)

guess | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_training_activate_equipment)

guess | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_training_activate_flashlight)

guess | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_training_activate_jump)

guess | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_training_activate_stealth)

guess | NETWORK SAFE: Unknown, assumed unsafe

(<void> player_training_reset <controller>)

Resets all player training data | NETWORK SAFE: Unknown, assumed unsafe

(<void> play_bink_movie <string>)

um... | NETWORK SAFE: safe

(<void> play_bink_movie_from_tag <bink definition>)

play a bink movie from a tag | NETWORK SAFE: Unknown, assumed unsafe

(<void> play_credits_unskippable)

plays credits movie, no button press detection (you can still use cinematic skipping around this) | NETWORK SAFE: Unknown, assumed unsafe

(<void> play_intro_crawl_unskippable)

plays the intro crawl movie, no button press detection (you can still use cinematic skipping around this) | NETWORK SAFE: Unknown, assumed unsafe

(<real> + <number(s)>)

returns the sum of all specified expressions. | NETWORK SAFE: Yes

(<object_list> position_return_nearby_objects_by_type <real> <real> <real> <real> <long>)

returns list of objects inside radius of position. | NETWORK SAFE: Yes

(<void> predict_bink_movie <string>)

um2... | NETWORK SAFE: Yes

(<void> predict_bink_movie_from_tag <bink definition>)

um2... | NETWORK SAFE: Yes

(<boolean> preferred_animation_list_add <object> <string_id>)

adds an animation into the 'preferred list' of animations | NETWORK SAFE: Unknown, assumed unsafe

(<void> preferred_animation_list_clear)

clears the 'preferred list' of animations | NETWORK SAFE: Unknown, assumed unsafe

(<void> prepare_game_level <string_id>)

prepare to transition game to another level | NETWORK SAFE: safe-ish in deterministic networking as long as it is not invoked from the console

(<void> prepare_to_switch_to_zone_set <zone_set>)

prepare for switch to zone set | NETWORK SAFE: Yes

(<void> print <string>)

prints a string to the console. | NETWORK SAFE: Yes

(<void> print_light_state)

outputs text light state | NETWORK SAFE: yes

(<void> profiler_auto_core_save <boolean>)

profiler dumps a core for each encounter | NETWORK SAFE: Unknown, assumed unsafe

(<void> profiler_enable <boolean>)

toggles the profile display on/off | NETWORK SAFE: Unknown, assumed unsafe

(<void> profiler_output_pulse)

dump profile stats to telnet console. | NETWORK SAFE: Unknown, assumed unsafe

(<void> profiler_set_attribute <string>)

sets an attribute to profile by name | NETWORK SAFE: Unknown, assumed unsafe

(<void> profiler_set_range <long>)

sets the collection range used | NETWORK SAFE: Unknown, assumed unsafe

(<void> profiler_set_sort_method <long>)

sets the sorting method used | NETWORK SAFE: Unknown, assumed unsafe

(<void> profiler_set_thread <long>)

sets the thread index being profiled | NETWORK SAFE: Unknown, assumed unsafe

(<void> pvs_clear)

removes the special place that activates everything it sees. | NETWORK SAFE: Unknown, assumed unsafe

(<void> pvs_reset)

forces pvs to empty then back to full. | NETWORK SAFE: Unknown, assumed unsafe

(<void> pvs_set_camera <cutscene_camera_point>)

sets the specified cutscene camera point as the special place that activates everything it sees. | NETWORK SAFE: Unknown, assumed unsafe

(<void> pvs_set_object <object>)

sets the specified object as the special place that activates everything it sees. | NETWORK SAFE: Unknown, assumed unsafe

(<short> random_range <short> <short>)

returns a random value in the range [lower bound, upper bound) | NETWORK SAFE: Unknown, assumed unsafe

(<real> real_random_range <real> <real>)

returns a random value in the range [lower bound, upper bound) | NETWORK SAFE: Unknown, assumed unsafe

(<void> record_movie <short> <real> <short> <short>)

<frame rate> <seconds> <width> <height> | NETWORK SAFE: Unknown, assumed unsafe

(<void> record_movie_distributed <short> <long> <short> <long> <long>)

<frame rate> <seconds> <screen size> <mod count> <mod index> | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_atmosphere_fog <boolean>)

enable/disable atmosphere fog | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_autoexposure_enable <boolean>)

toggle autoexposure | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_autoexposure_instant <long>)

instantly adopt auto exposure values in the next N frames | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_cinematic_motion_blur <boolean>)

enable/disable cinematic motion blur | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_query_all_object_resources)

Outputs text of texture and geometry memory usage | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_query_bsp_resources <long> <boolean>)

BSP index and whether to spit out all bitmaps used | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_query_object_bitmaps <string>)

substring of object definition name to spew out it's debug usage | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_structure_all_cluster_errors <boolean>)

enables cluster error debugging (all) | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_structure_all_fog_planes <boolean>)

enables fog plane debugging (all) | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_structure_cluster_fog <long>)

enables cluster fog debugging | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_structure_fog_plane <long>)

enables fog plane debugging | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_structure_fog_plane_infinite_extent <long>)

enables fog plane debugging | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_structure_fog_zone <long>)

enabled fog zone debugging | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_structure_fog_zone_floodfill <long>)

enables fog zone debugging | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_structure_lightmaps_sample_disable)

disables visualization of match samples | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_structure_lightmaps_sample_enable)

enables visualization of match samples if available | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_structure_lightmaps_use_pervertex)

sets the lightmap preference to per-vertex, ignores per-pixel if available | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_structure_lightmaps_use_reset)

resets the lightmap preference setting and updates the internal lightmap bsp data if necessary | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_structure_line_opacity <real> <real> <real> <real>)

sets the opacity (0 is default) | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_structure_non_occluded_fog_planes <boolean>)

controls non-occluded fog plane debugging | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_structure_opacity <real> <real> <real> <real>)

sets the opacity (0 is default) | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_structure_text_opacity <real> <real> <real> <real>)

sets the opacity (0 is default) | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_texture_camera <boolean>)

toggles displaying the texture camera in the corner of the screen | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_debug_text_using_simple_font <boolean>)

toggles use of the much faster simple_font system for debug text rendering NETWORK SAGE: Unkown, assumed unsafe

(<void> render_depth_of_field <real> <real> <real> <real>)

animate depth of field, in focus from <near> to <far>, with depth of field <depth>, in <ticks> | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_depth_of_field_enable <boolean>)

turns depth of field on and off | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_dof_blur_animate <real> <real>)

interpolate depth of field maximum blur to <blur> in <ticks> | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_dof_focus_depth <real>)

interpolate depth of field to <depth> | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_exposure <real> <real>)

fade to animated exposure <stops> in <seconds> | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_exposure_fade_in <real> <real>)

fade to animated exposure <stops> in <seconds> | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_exposure_fade_out <real>)

fade to default exposure settings in <seconds> | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_exposure_full <real> <real> <real> <real> <real>)

animate exposure from <initial> to <final> stops using <initial> to <final> opacity in <seconds> | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_exposure_set_environment_darken <real>)

set environmental darkening | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> render_lights <boolean>)

enables/disables dynamic lights | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_lights_enable_cinematic_shadow <boolean> <object> <string_id> <real>)

enable/disable the specified unit to receive cinematic shadows where the shadow is focused about a radius around a marker name | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_model_marker_name_filter <string>)

sets a substring to search for when rendering model markers

(<void> render_patchy_fog <boolean>)

enable/disable patchy fog | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_postprocess_color_tweaking_reset)

resets hue saturation filters to default | NETWORK SAFE: Unknown, assumed unsafe

(<void> render_weather <boolean>)

enable/disable atmosphere fog | NETWORK SAFE: Unknown, assumed unsafe

(<void> report_zone_size_estimates)

dump zone size estimates to design report log | NETWORK SAFE: YES

(<void> saved_films_delete_on_level_load <boolean>)

toggle deletion last saved film after loading a new game level | NETWORK SAFE: Unkown, assumed unsafe

(<void> saved_films_show_timestamp <boolean>)

toggle showing timestamp for saved film playback | NETWORK SAFE: Unkown, assumed unsafe

(<void> saved_film_disable_version_checking <boolean>)

disable saved film version checking | NETWORK SAFE: Unknown, assumed unsafe

(<void> saved_film_manager_should_record_film_default <boolean>)

Toggle recording of replay in single player game | NETWORK SAFE: Unknown, assumed unsafe

(<void> saved_film_play <controller> <string>)

plays a saved film for given controller | NETWORK SAFE: Unknown, assumed unsafe

(<void> saved_film_play_last)

play back last recorded saved film for given controller | NETWORK SAFE: Unknown, assumed unsafe

(<void> saved_film_seek_to_film_tick <long>)

seeks to a film tick

(<void> saved_film_set_pending_playback_game_speed <real>)

set the pending saved film playback speed

(<void> saved_film_set_playback_game_speed <real>)

set the saved film playback speed

(<void> saved_film_set_repro_mode <boolean>)

set the saved film into repro mode (splitscreen users are created based on the number of splitscreen players that recorded the film)

(<void> saved_film_toggle_debug_saving <boolean>)

toggle saving of last film to the debug output directory automatically after each game level | NETWORK SAFE: Unknown, assumed unsafe

(<void> saved_games_autosave_free_up_space)

tell the autosave queue to run its cleanup routine for each content type | NETWORK SAFE: Unknown, assumed unsafe

(<void> saved_games_delete_campaign_save <controller>)

delete the campaign saved game file for a controller | NETWORK SAFE: Unknown, assumed unsafe

(<void> scenario_duplicate_bsp_objects <string> <string>)

<input bsp> <output bsp>: duplicate all the objects in the first BSP into the second BSP | NETWORK SAFE: Unknown, assumed unsafe

(<void> scenario_duplicate_bsp_objects <string> <string> <string>)

<input bsp> <output bsp> <filter>: duplicate filtered objects in the first BSP into the second BSP; available filters: all, crates, scenery, bipeds, machines, terminals, controls, arg_devices | NETWORK SAFE: Unknown, assumed unsafe

(<void> scenario_reflect <real> <real> <real> <real>)

reflects scenario objects (including decals and decorators) across the given plane (specified by normal x,y,z and offset k) | NETWORK SAFE: Unknown, assumed unsafe

(<void> scenario_reflect <real> <real> <real> <real> <string> <string>)

reflects scenario objects (specified by the filter) in the specified BSP across the given plane (specified by normal x,y,z and offset k) | NETWORK SAFE: Unknown, assumed unsafe

(<void> scenario_rotate <real> <real> <real> <real>)

rotates scenario objects (including decals and decorators) around the given axis (x,y,z) by the given amount (degrees) | NETWORK SAFE: Unknown, assumed unsafe

(<void> scenario_rotate <real> <real> <real> <real> <string> <string>)

rotates scenario objects (specified by the filter) in the specified BSP around the given axis (x,y,z) by the given amount (degrees) | NETWORK SAFE: Unknown, assumed unsafe

(<void> scenario_translate <real> <real> <real>)

translates scenario objects (including decals and decorators) the given amount (x,y,z) | NETWORK SAFE: Unknown, assumed unsafe

(<void> scenario_translate <real> <real> <real> <string> <string>)

translates scenario objects (specified by the filter) in the specified BSP the given amount (x,y,z) | NETWORK SAFE: Unknown, assumed unsafe

(<void> scenery_animation_idle <scenery>)

starts the idle animation (if any) for a piece of scenery | NETWORK SAFE: Yes

(<void> scenery_animation_start <scenery> <animation_graph> <string_id>)

starts a custom animation playing on a piece of scenery | NETWORK SAFE: Yes

(<void> scenery_animation_start_at_frame <scenery> <animation_graph> <string_id> <short>)

starts a custom animation playing on a piece of scenery at a specific frame | NETWORK SAFE: Yes

(<void> scenery_animation_start_at_frame_loop <scenery> <animation_graph> <string_id> <short>)

starts a custom animation playing on a piece of scenery at a specific frame and then loops | NETWORK SAFE: Unknown, assumed unsafe

(<void> scenery_animation_start_loop <scenery> <animation_graph> <string_id>)

starts a custom looping animation playing on a piece of scenery | NETWORK SAFE: Yes

(<void> scenery_animation_start_relative <scenery> <animation_graph> <string_id> <object>)

starts a custom animation playing on a piece of scenery relative to a parent object | NETWORK SAFE: Yes

(<void> scenery_animation_start_relative_at_frame <scenery> <animation_graph> <string_id> <object> <short>)

starts a custom animation playing on a piece of scenery relative to a specific cutscene flag at a specific frame | NETWORK SAFE: Yes

(<void> scenery_animation_start_relative_loop <scenery> <animation_graph> <string_id> <object>)

starts a custom looping animation playing on a piece of scenery relative to a parent object | NETWORK SAFE: Yes

(<short> scenery_get_animation_time <scenery>)

returns the number of ticks remaining in a custom animation (or zero, if the animation is over). | NETWORK SAFE: Yes

(<void> screenshot <string>)

takes a screenshot and saves as <name>.tif | NETWORK SAFE: Unknown, assumed unsafe

(<void> screenshot_big <short> <string>)

takes an NxN multiple-page screenshot and saves as <name>.tif | NETWORK SAFE: Unknown, assumed unsafe

(<void> screenshot_big_raw <short> <string>)

takes an NxN multiple-page screenshot and saves as an HDR <name>.tif | NETWORK SAFE: Unknown, assumed unsafe

(<void> screenshot_cubemap <string>)

takes a cubemap screenshot and saves as <name>.tif | NETWORK SAFE: Unknown, assumed unsafe

(<void> screenshot_debug)

takes a screenshot and saves as <name>.tif | NETWORK SAFE: Unknown, assumed unsafe

(<void> screenshot_simple <string>)

takes a simple screenshot and saves as <name>.tif | NETWORK SAFE: Unknown, assumed unsafe

(<void> screenshot_size <short> <short> <string>)

takes a <width> x <height> screenshot and saves as an HDR <name>.tif | NETWORK SAFE: Unknown, assumed unsafe

(<void> screenshot_webmap <string>)

takes two special screenshots and saves them, along with the camera information, as <name>.tif, <name>_secondary.tif and <name>_camera.txt | NETWORK SAFE: Unknown, assumed unsafe

(<void> script_doc)

saves a file called hs_doc.txt with parameters for all script commands. | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> script_finished <string>)

Returns true if the continuous, dormant or startup script was finished. | NETWORK SAFE: Yes

(<void> script_recompile)

recompiles scripts. | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> script_started <string>)

Returns true if the continuous, dormant or startup script was started. | NETWORK SAFE: Yes

(<passthrough> set <variable name> <expression>)

set the value of a global variable. | NETWORK SAFE: Yes (depending on result)

(<void> set_camera_third_person <long> <boolean>)

<user_index> <third_person (yes/no)> sets user's camera perspective | NETWORK SAFE: No

(<void> set_global_doppler_factor <real>)

new doppler factor: <real> | NETWORK SAFE: Unknown, assumed unsafe

(<void> set_global_mixbin_headroom <long> <long>)

blah | NETWORK SAFE: Unknown, assumed unsafe

(<void> set_global_sound_environment <real> <real> <real> <real> <long> <real>)

this is your brain on drugs | NETWORK SAFE: Unknown, assumed unsafe

(<void> set_mouse_controller <controller>)

set controller index of mouse user

(<void> set_pc_runtime_language <string>)

sets the pc language from a string | NETWORK SAFE: Unknown, assumed unsafe

(<void> set_performance_throttle <string> <long> <real>)

sets a default value for a performance throttle for a given number of players

(<long> simulation_profiler_detail_level <long>)

set detail level of simulation profiler capture on the host (affects perf & saved film size). 0-9 are valid, else clamped.

(<void> simulation_profiler_enable)

Turns on the simulation/bandwidth profiler and configures it for high level use (similar to the old screen-text-based bandwidth profiler).

(<boolean> simulation_profiler_enable_downstream_processing <boolean>)

enable/disable the processing of downstream data by the simulation profiler database (default is disabled, so if you want to examine downstream, you need to turn this on at display time. Does not affect recording!)

(<void> skull_primary_enable <primary skull> <boolean>)

enable/disable the given primary skull | NETWORK SAFE: Yes

(<void> skull_secondary_enable <secondary skull> <boolean>)

enable/disable the given secondary skull | NETWORK SAFE: Yes

(<void> sleep <short> [<script>])

pauses execution of this script (or, optionally, another script) for the specified number of ticks @ 30Hz. | NETWORK SAFE: Yes

(<void> sleep_forever [<script>])

pauses execution of this script (or, optionally, another script) forever. | NETWORK SAFE: Yes

(<void> sleep_for_ticks <short> [<script>])

pauses execution of this script (or, optionally, another script) for the specified number of ticks. | NETWORK SAFE: Yes

(<boolean> sleep_until <boolean> [<short>])

pauses execution of this script until the specified condition is true, checking once per second unless a different number of ticks is specified. | NETWORK SAFE: Yes

(<void> soft_ceiling_enable <string_id> <boolean>)

turn on or off a soft ceiling | NETWORK SAFE: Yes

(<void> sound_cache_flush)

i'm a rebel! | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_class_debug_sound_start <string> <boolean>)

shows/hides when sounds of sound classes w/ substring start | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_class_enable_ducker <string> <boolean>)

enables or disables the ducker on all sound classes matching the substring. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_class_set_gain <string> <real> <short>)

changes the gain on the specified sound class(es) to the specified gain over the specified number of ticks. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_class_set_gain_db <string> <real> <short>)

changes the gain on the specified sound class(es) to the specified gain(dB) over the specified number of ticks. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_class_show_channel <string> <boolean>)

shows/hides sound classes w/ substring in debug_sound_channels view | NETWORK SAFE: Unknown, assumed unsafe

(<long> sound_impulse_language_time <sound>)

returns the time remaining for the specified impulse sound. DO NOT CALL IN CUTSCENES. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_impulse_mark_as_outro <sound>)

marks a sound as outro (meaning it plays past an unskipped cinematic). | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_impulse_predict <sound>)

your mom part 2. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_impulse_start <sound> <object> <real>)

plays an impulse sound from the specified source object (or "none"), with the specified scale. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_impulse_start_3d <sound> <real> <real>)

<sound> <azimuth> <scale> at the sound's minimum distance | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_impulse_start_3d_editor <sound> <real> <real>)

<sound> <azimuth> <scale> at the sound's minimum distance | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_impulse_start_cinematic <sound> <object> <real> <real> <real>)

<sound> <object> <scale> <3d gain> <first person gain> plays an impulse sound from the specified source object. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_impulse_start_editor <sound> <object> <real>)

plays an impulse sound from the specified source object (or "none"), with the specified scale. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_impulse_start_effect <sound> <object> <real> <string_id>)

plays an impulse sound from the specified source object (or "none"), with the specified scale and effect. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_impulse_start_effect_editor <sound> <object> <real> <string_id>)

plays an impulse sound from the specified source object (or "none"), with the specified scale and effect. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_impulse_start_naked <sound> <string_id> <string_id>)

<sound> <pitch range name> <permutation index name> through the speakers it was encoded for | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_impulse_start_with_subtitle <sound> <object> <real> <string_id> <string_id>)

plays an impulse sound from the specified source object (or "none"), with the specified scale and displays a subtitle. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_impulse_stop <sound>)

stops the specified impulse sound. | NETWORK SAFE: Unknown, assumed unsafe

(<long> sound_impulse_time <sound> <long>)

<sound> <total playing time> returns the time remaining for the specified impulse sound based on <total playing time>. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_impulse_trigger <sound> <object> <real> <long>)

plays an impulse sound from the specified source object (or "none"), with the specified scale. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_looping_predict <looping_sound>)

your mom. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_looping_resume <looping_sound> <object> <real>)

plays a looping sound from the specified source object (or "none"), with the specified scale. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_looping_set_alternate <looping_sound> <boolean>)

enables or disables the alternate loop/alternate end for a looping sound. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_looping_set_scale <looping_sound> <real>)

changes the scale of the sound (which should affect the volume) within the range 0 to 1. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_looping_start <looping_sound> <object> <real>)

plays a looping sound from the specified source object (or "none"), with the specified scale. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_looping_start_editor <looping_sound> <object> <real>)

plays a looping sound from the specified source object (or "none"), with the specified scale. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_looping_start_with_effect <looping_sound> <object> <real> <string_id>)

plays a looping sound from the specified source object (or "none"), with the specified scale and playback effect. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_looping_stop <looping_sound>)

stops the specified looping sound. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_looping_stop_immediately <looping_sound>)

stops the specified looping sound immediately. | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_loop_spam)

start all loaded looping sounds | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_set_global_effect <string_id> <real>)

bleh | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_set_global_effect_scale <string_id> <real>)

more bleh | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_set_tag_parameter_unsafe <string> <string> <long> <long> <long> <real> <real> <real>)

this is the second sign of the coming of the antichrist | NETWORK SAFE: Unknown, assumed unsafe

(<void> sound_suppress_ambience_update_on_revert)

call this when transitioning between two cinematics so ambience won't fade in between the skips | NETWORK SAFE: Unknown, assumed unsafe

(<void> status)

prints the value of all global status variables. | NETWORK SAFE: Unknown, assumed unsafe

(<void> status_lines_disable <string>)

disables status_lines that were initialized with identifiers that match the input substring | NETWORK SAFE: I hope so

(<void> status_lines_enable <string>)

enables status_lines that were initialized with identifiers that match the input substring | NETWORK SAFE: I hope so

(<void> status_line_dump)

dumps active status_lines to system_log.txt | NETWORK SAFE: I hope so

(<void> stop_bink_movie)

Stops all bink movie playback | NETWORK SAFE: Unknown, assumed unsafe

(<void> survival_mode_award_hero_medal)

lets the engine award the hero medal | NETWORK SAFE: Unknown, assumed unsafe

(<void> survival_mode_begin_new_set)

Starts a new round | NETWORK SAFE: Unknown, assumed unsafe

(<void> survival_mode_begin_new_wave)

Starts a new round | NETWORK SAFE: Unknown, assumed unsafe

(<real> survival_mode_bonus_multiplier_get)

get the current wave index for survival mode | NETWORK SAFE: Unknown, assumed unsafe

(<void> survival_mode_bonus_multiplier_set <real>)

set the current wave index for survival mode | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> survival_mode_current_wave_is_bonus)

returns true if the current wave is the bonus round | NETWORK SAFE: Yes

(<boolean> survival_mode_current_wave_is_boss)

returns true if the current wave is the final of the round | NETWORK SAFE: Yes

(<boolean> survival_mode_current_wave_is_flood)

returns true if any squad within the current wave is flood or flood-adjacent | NETWORK SAFE: Yes

(<boolean> survival_mode_current_wave_is_initial)

returns true if the current wave is the first of the round | NETWORK SAFE: Yes

(<boolean> survival_mode_current_wave_is_last_in_set)

returns true if the currect wave is the last wave before the end of the set | NETWORK SAFE: Yes

(<boolean> survival_mode_current_wave_uses_dropship)

Get the survival mode current wave uses a dropship property from the game variant | NETWORK SAFE: Yes

(<void> survival_mode_end_set)

Ends a set | NETWORK SAFE: Unknown, assumed unsafe

(<void> survival_mode_end_wave)

Ends a wave | NETWORK SAFE: Unknown, assumed unsafe

(<void> survival_mode_event_new <string_id>)

fires a start new set game event | NETWORK SAFE: Unknown, assumed unsafe

(<short> survival_mode_get_current_wave_time_limit)

Get the survival mode duration property for the current wave from the game variant | NETWORK SAFE: Yes

(<boolean> survival_mode_get_debug_bonus_round)

returns whether debug bonus round behavior is enabled | NETWORK SAFE: No, authority only

(<long> survival_mode_get_set_count)

Get the survival mode set count from the game variant

(<long> survival_mode_get_shared_team_life_count)

Get the survival mode spartan life count from the game variant

(<long> survival_mode_get_time_limit)

Get the survival mode time limit from the game variant

(<long> survival_mode_get_wave_squad)

returns the name of the squad template for the current wave | NETWORK SAFE: Yes

(<boolean> survival_mode_is_pregame)

Gets pregame flag for survival mode.

(<boolean> survival_mode_is_vanilla_variant)

returns whether the current survival game variant has vanilla (legacy) round properties | NETWORK SAFE: Yes

(<long> survival_mode_lives_get)

get the number of lives left in survival mode | NETWORK SAFE: Unknown, assumed unsafe

(<void> survival_mode_lives_set <long>)

set the number of lives left in survival mode | NETWORK SAFE: Unknown, assumed unsafe

(<long> survival_mode_max_lives)

Get the survival mode max lives from the game variant

(<boolean> survival_mode_meets_set_start_requirements)

Determines whether the requirements to commence a set are met

(<void> survival_mode_respawn_dead_players)

respawns all dead players even if no lives are left | NETWORK SAFE: Unknown, assumed unsafe

(<short> survival_mode_round_get)

get the current round index for survival mode | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> survival_mode_scenario_boons_enable)

Get the survival mode scenario boons enabled property from the game variant | NETWORK SAFE: Yes

(<boolean> survival_mode_scenario_extras_enable)

Get the survival mode scenario hazards enabled property from the game variant | NETWORK SAFE: Yes

(<void> survival_mode_set_debug_bonus_round <boolean>)

sets whether debug bonus round behavior is enabled | NETWORK SAFE: No, authority only

(<short> survival_mode_set_get)

get the current set index for survival mode | NETWORK SAFE: Unknown, assumed unsafe

(<real> survival_mode_set_multiplier_get)

get the current wave index for survival mode | NETWORK SAFE: Unknown, assumed unsafe

(<void> survival_mode_set_multiplier_set <real>)

set the current wave index for survival mode | NETWORK SAFE: Unknown, assumed unsafe

(<void> survival_mode_set_pregame <boolean>)

Sets pregame flag for survival mode.

(<void> survival_mode_set_resurrection_squad_index <ai>)

sets the squad which units are added to when they become infected | NETWORK SAFE: Yes

(<void> survival_mode_set_rounds_per_set <short>)

set the number of rounds in each set for survival mode | NETWORK SAFE: Unknown, assumed unsafe

(<void> survival_mode_set_waves_per_round <short>)

set the number of waves in each round for survival mode | NETWORK SAFE: Unknown, assumed unsafe

(<short> survival_mode_wave_get)

get the current wave index for survival mode | NETWORK SAFE: Unknown, assumed unsafe

(<void> switch_map_and_zone_set <string> <long>)

switches to a different scenario and zone set | NETWORK SAFE: Unknown, assumed unsafe

(<void> switch_zone_set <zone_set>)

switches to a different zone set | NETWORK SAFE: Unknown, assumed unsafe

(<void> tags_verify_all)

verifies usage of infidel fields is correct | NETWORK SAFE: Unknown, assumed unsafe

(<void> tag_file_set_backend <string>)

override the tag file system backend | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> tag_is_active <any tag not resolving>)

returns true/false if you can create this tag with the active zones | NETWORK SAFE: only if the global zone state is network safe

(<void> tag_load_force <string>)

call tag_load | NETWORK SAFE: No

(<void> tag_reload_force <string>)

rather than force a painful xsync to test xsync, allow me to fake a tag_reload | NETWORK SAFE: No

(<void> tag_resources_enable_fast_prediction <boolean>)

turns on/off faster prediction, in case I messed up something | NETWORK SAFE: If not, Ooops

(<void> tag_resources_enable_optional_caching <boolean>)

turns on/off optional resource prediction | NETWORK SAFE: If not, Oooops

(<void> tag_resources_flush_optional)

flushes optional resources | NETWORK SAFE: Should be

(<void> tag_resources_set_demand_throttle_to_io <boolean>)

turns on/off demand throttling based on io | NETWORK SAFE: If not, Ooops

(<void> tag_resources_set_incremental_publish <boolean>)

turns on/off incremental resource publish (prediction) | NETWORK SAFE: If not, Ooops

(<void> tag_resources_set_per_frame_publish <boolean>)

turns on/off per frame resource publish (stress testing) | NETWORK SAFE: If not, Ooops

(<void> tag_resources_validate_all_pages <boolean>)

resource validation every main_loop_body call

(<void> tag_unload_force <string>)

call tag_unload | NETWORK SAFE: No

(<boolean> terminal_is_being_read)

returns whether or not a terminal is currently being read

(<boolean> terminal_was_accessed <object>)

returns whether or not the given terminal was accessed

(<boolean> terminal_was_completed <object>)

returns whether or not the given terminal was read to completion

(<void> TestPrintBool <string> <boolean>)

Prints the specified boolean with the format '<string> = '<boolean>' to the Shell.

(<void> TestPrintReal <string> <real>)

Prints the specified boolean with the format '<string> = '<real>' to the Shell.

(<void> test_sapien_crash)
(<void> texture_camera_attach_to_object <object> <string_id>)

attaches the render texture camera to a given object marker | NETWORK SAFE: Unknown, assumed unsafe

(<void> texture_camera_bink)

turns on the render texture camera and renders a bink to it | NETWORK SAFE: Unknown, assumed unsafe

(<void> texture_camera_enable_dynamic_lights <boolean>)

toggle rendering of dynamic lights in the texture camera | NETWORK SAFE: Unknown, assumed unsafe

(<void> texture_camera_off)

turns off the render texture camera | NETWORK SAFE: Unknown, assumed unsafe

(<void> texture_camera_on)

turns on the render texture camera | NETWORK SAFE: Unknown, assumed unsafe

(<void> texture_camera_position_world_offset <real> <real> <real>)

adds a worldspace offset to the current texture camera position

(<void> texture_camera_render_mode <long>)

switches the texture camera render mode

(<void> texture_camera_set_aspect_ratio <real>)

sets the texture camera aspet ratio | NETWORK SAFE: Unknown, assumed unsafe

(<void> texture_camera_set_fov <real>)

sets the field of view on the texture camera, in degrees

(<void> texture_camera_set_fov_frame_target <real>)

zooms the field of view to frame the target, with target zoom factor to zoom closer

(<void> texture_camera_set_object_marker <object> <string_id> <real>)

sets the render texture camera to a given object marker

(<void> texture_camera_set_position <real> <real> <real>)

sets the render texture camera position | NETWORK SAFE: Unknown, assumed unsafe

(<void> texture_camera_set_resolution <long> <long>)

sets the texture camera render resolution | NETWORK SAFE: Unknown, assumed unsafe

(<void> texture_camera_set_target <real> <real> <real>)

sets the render texture camera target | NETWORK SAFE: Unknown, assumed unsafe

(<void> texture_camera_target_object <object> <string_id>)

targets the render texture camera to view a given object marker | NETWORK SAFE: Unknown, assumed unsafe

(<long> tiling_current)

returns the actual tiling configuration (could have been overridden from the requested configuration)

(<void> time_code_reset)

resets the time code timer | NETWORK SAFE: Unknown, assumed unsafe

(<void> time_code_show <boolean>)

shows the time code timer | NETWORK SAFE: Unknown, assumed unsafe

(<void> time_code_start <boolean>)

starts/stops the time code timer | NETWORK SAFE: Unknown, assumed unsafe

(<void> trace_next_frame <long>)

creates a tracedump of the next frame | NETWORK SAFE: Unknown, assumed unsafe

(<void> trace_next_frame_to_file <long> <string>)

creates a tracedump of the next frame in a specific file | NETWORK SAFE: Unknown, assumed unsafe

(<void> trace_tick <long>)

creates a tracedump of a specific game tick | NETWORK SAFE: Unknown, assumed unsafe

(<void> ui_debug_element_bounds <boolean>)

toggle rendering of widget tag block bounds | NETWORK SAFE: Unknown, assumed unsafe

(<void> ui_debug_load_main_menu)

loads the main menu screen | NETWORK SAFE: Unknown, assumed unsafe

(<void> ui_debug_show_title_safe_bounds <boolean>)

toggle display of title safe boundary | NETWORK SAFE: Unknown, assumed unsafe

(<void> ui_debug_text_bounds <boolean>)

toggle rendering of ui text boundaries | NETWORK SAFE: Unknown, assumed unsafe

(<void> ui_debug_text_font <boolean>)

toggle display of ui text font | NETWORK SAFE: Unknown, assumed unsafe

(<void> ui_memory_dump <string>)

dump the UI memory tracked allocations to a specified file | NETWORK SAFE: Unknown, assumed unsafe

(<void> ui_time_scale_step <real>)

move the ui time forward by a specified amount on next tick | NETWORK SAFE: Unknown, assumed unsafe

(<unit> unit <object>)

converts an object to a unit. | NETWORK SAFE: No

(<void> units_set_current_vitality <object_list> <real> <real>)

sets a group of units' current body and shield vitality | NETWORK SAFE: Unknown, assumed unsafe

(<void> units_set_maximum_vitality <object_list> <real> <real>)

sets a group of units' maximum body and shield vitality | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_accept <unit>)

returns true if any player has hit accept since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_action <unit>)

returns true if any player has hit the action key since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_back <unit>)

returns true if any player has pressed the back button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_cancel <unit>)

returns true if any player has hit cancel key since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_cinematic_skip <unit>)

returns true if any player has pressed the cinematic skip button (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_dpad_down <unit>)

returns true if any player has pressed the dpad down button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_dpad_left <unit>)

returns true if any player has pressed the dpad left button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_dpad_right <unit>)

returns true if any player has pressed the dpad right button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_dpad_up <unit>)

returns true if any player has pressed the dpad up button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_grenade_trigger <unit>)

returns true if any player has used grenade trigger since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_left_shoulder <unit>)

returns true if any player has pressed the left shoulder button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_look_relative_all_directions <unit>)

returns true if any player has looked up, down, left, and right since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_look_relative_down <unit>)

returns true if any player has looked down since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_look_relative_left <unit>)

returns true if any player has looked left since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_look_relative_right <unit>)

returns true if any player has looked right since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_look_relative_up <unit>)

returns true if any player has looked up since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_melee <unit>)

returns true if any player has hit the melee button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_move_relative_all_directions <unit>)

returns true if any player has moved forward, backward, left, and right since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_pda_active <unit>)

returns true if any player has used primary trigger since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_action_test_reset <unit>)

resets the player action test state so that all tests will return false. | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_retrain <unit>)

returns true if any player has pressed the retrain button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_right_shoulder <unit>)

returns true if any player has pressed the right shoulder button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_rotate_grenades <unit>)

returns true if any player has hit the rotate-grenades button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_rotate_weapons <unit>)

returns true if any player has hit the rotate-weapon button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_start <unit>)

returns true if any player has pressed the start button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_vision_trigger <unit>)

returns true if any player has used vision trigger since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_waypoint_activate <unit>)

returns true if any player has pressed the button action to activate the waypoint since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_x <unit>)

returns true if any player has pressed the x button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_action_test_y <unit>)

returns true if any player has pressed the y button since the last call to (player_action_test_reset). | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_add_equipment <unit> <starting_profile> <boolean> <boolean>)

adds/resets the unit's health, shield, and inventory (weapons and grenades) to the named profile. resets if third parameter is true, adds if false. weapons will be marked as garbage if fourth parameter is true (for respawning equipment). | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_aim_without_turning <unit> <boolean>)

allows a unit to aim in place without turning | NETWORK SAFE: Yes

(<void> unit_animation_forced_seat <string_id>)

all units controlled by the player will assume the given seat name (valid values are 'asleep', 'alert', 'stand', 'crouch' and 'flee') | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_board_vehicle <unit> <string_id>)

Causes the given unit to attempt to board the named seat | NETWORK SAFE: Yes

(<void> unit_close <unit>)

closes the hatches on a given unit | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_confirm_cancel_message <unit>)

Locks the cancel button until the user presses cancel | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_confirm_message <unit>)

Locks the accept button until the user presses accept | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_confirm_retrain_message <unit>)

Locks the retrain button until the user presses it | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_confirm_y_button <unit>)

Locks the accept button until the user presses accept | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_control_fade_in_all_input <unit> <real>)

fade in all play control for player over x seconds

(<void> unit_control_fade_out_all_input <unit> <real>)

fade out all play control for player over x seconds

(<boolean> unit_custom_animation_at_frame <unit> <animation_graph> <string_id> <boolean> <short>)

starts a custom animation playing on a unit at a specific frame index(interpolates into animation if next to last parameter is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_custom_animation_relative_at_frame <unit> <animation_graph> <string_id> <string_id> <boolean> <short>)

starts a custom animation playing on a unit relative to a specific cutscene flag at a specific frame index(interpolates into animation if next to last parameter is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_doesnt_drop_items <object_list>)

prevents any of the given units from dropping weapons or grenades when they die | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_drop_support_weapon <unit>)

forces the given unit to drop its support weapon, if it is holding one | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_enable_eye_tracking <unit> <boolean>)

enable/disable eye aiming on a unit | NETWORK SAFE: No

(<void> unit_enable_vision_mode <unit> <boolean>)

enable/disable vision mode for a given unit | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_enter_vehicle <unit> <vehicle> <string_id>)

puts the specified unit in the specified vehicle (in the named seat) | NETWORK SAFE: Yes (w/o animation on clients)

(<void> unit_exit_vehicle <unit>)

makes a unit exit its vehicle | NETWORK SAFE: Yes (w/o client animation)

(<void> unit_exit_vehicle <unit> <short>)

makes a unit exit its vehicle (0 = normal exit to airborne, 1 = ejection, 2 = ejection + death, 3 = exit to ground) | NETWORK SAFE: Yes (w/o client animation)

(<void> unit_falling_damage_disable <unit> <boolean>)

disables falling damage on unit

(<boolean> unit_flashlight_on <unit>)

returns true if the unit has a flashlight on | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_force_reload <unit>)

Force the give unit to reload his weapon | NETWORK SAFE: Unknown, assumed unsafe

(<short> unit_get_custom_animation_time <unit>)

returns the number of ticks remaining in a unit's custom animation (or zero, if the animation is over). | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_get_enterable_by_player <unit>)

returns true if a player may enter the vehicle | NETWORK SAFE: Yes

(<real> unit_get_health <unit>)

returns the health [0,1] of the unit, returns -1 if the unit does not exist | NETWORK SAFE: Unknown, assumed unsafe

(<weapon> unit_get_primary_weapon <unit>)

return the primary weapon of the specified unit

(<real> unit_get_shield <unit>)

returns the shield [0,1] of the unit, returns -1 if the unit does not exist | NETWORK SAFE: Unknown, assumed unsafe

(<short> unit_get_team_index <unit>)

returns the team index of the unit, returns -1 if the unit does not have a team | NETWORK SAFE: Yes

(<short> unit_get_total_grenade_count <unit>)

returns the total number of grenades for the given unit, 0 if it does not exist | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_has_any_equipment <unit>)

returns TRUE if the <unit> has any equipment, FALSE otherwise | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_has_equipment <unit> <object_definition>)

returns TRUE if the <unit> has equipment <object> , FALSE otherwise | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_has_weapon <unit> <object_definition>)

returns TRUE if the <unit> has <object> as a weapon, FALSE otherwise | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_has_weapon_readied <unit> <object_definition>)

returns TRUE if the <unit> has <object> as the primary weapon, FALSE otherwise | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_impervious <object_list> <boolean>)

prevents any of the given units from being knocked around or playing ping animations | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_in_vehicle <unit>)

returns true if the given unit is seated on a parent unit | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_in_vehicle_type_mask <unit> <long>)

returns true if the unit is in a vehicle that matches the specified vehicle type mask | NETWORK SAFE: Yes

(<boolean> unit_is_emitting <unit>)

returns whether or not the given unit is current emitting an ai | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_is_playing_custom_animation <unit>)

returns TRUE if the given unit is still playing a custom animation | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_is_playing_custom_first_person_animation <unit>)

returns TRUE if the given unit is still playing a custom animation in first person | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_kill <unit>)

kills a given unit, no saving throw | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_kill_silent <unit>)

kills a given unit silently (doesn't make them play their normal death animation or sound) | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_limit_lipsync_to_mouth_only <unit> <boolean>)

cinematic lipsync means you can't use all the facial bones, just the mouth | NETWORK SAFE: No

(<void> unit_lower_weapon <unit> <short>)

lower the units weapon over x ticks | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_only_takes_damage_from_players_team <unit> <boolean>)

used for the tartarus boss fight | NETWORK SAFE: No

(<void> unit_open <unit>)

opens the hatches on the given unit | NETWORK SAFE: No

(<void> unit_play_random_ping <unit>)

plays a random ping on the unit

(<void> unit_raise_weapon <unit> <short>)

raises the units weapon over x ticks | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_set_actively_controlled <unit> <boolean>)

sets unit's actively controlled flag | NETWORK SAFE: No

(<void> unit_set_active_camo <unit> <boolean> <real>)

enable or disable active camo for the given unit over the specified number of seconds | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_set_animation_mode <unit> <string_id>)

this unit will assume the named animation mode | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_set_current_vitality <unit> <real> <real>)

sets a unit's current body and shield vitality | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_set_emotion <unit> <long> <real> <real>)

sets a unit's facial expression (-1 is none, other values depend on unit) | NETWORK SAFE: No

(<void> unit_set_emotion_by_name <unit> <string_id> <real> <real>)

sets a unit's facial expression by name with weight and transition time | NETWORK SAFE: No

(<void> unit_set_enterable_by_player <unit> <boolean>)

can be used to prevent the player from entering a vehicle | NETWORK SAFE: Yes

(<void> unit_set_integrated_flashlight <unit> <boolean>)

sets a unit's flashlight on or off | NETWORK SAFE: No

(<void> unit_set_maximum_vitality <unit> <real> <real>)

sets a unit's maximum body and shield vitality | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_set_prefer_tight_camera_track <unit> <boolean>)

sets the unit to prefer a tight camera track | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_set_voice <unit> <any tag>)

set the dialogue for the given unit | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_spew_action <unit>)

runs the spew unit action on the specified unit | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> unit_start_first_person_custom_animation <unit> <animation_graph> <string_id> <boolean>)

starts a custom animation playing on a unit (puts away weapon if last parameter is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_stop_custom_animation <unit>)

stops the custom animation running on the given unit. | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_stop_first_person_custom_animation <unit>)

ends any custom first person animation running on the unit | NETWORK SAFE: Unknown, assumed unsafe

(<void> unit_suspended <unit> <boolean>)

stops gravity from working on the given unit | NETWORK SAFE: Unknown, assumed unsafe

(<void> update_remote_camera)

force synchronization of remote machine camera | NETWORK SAFE: Unknown, assumed unsafe

(<void> vehicle_auto_turret <vehicle> <trigger_volume> <real> <real> <real>)

Sets the specified trigger volume and parameters for an auto turret | NETWORK SAFE: Unknown, assumed unsafe

(<long> vehicle_count_bipeds_killed <vehicle>)

returns how many people this vehicle has killed | NETWORK SAFE: Unknown, assumed unsafe

(<unit> vehicle_driver <unit>)

returns the driver of a vehicle | NETWORK SAFE: Unknown, assumed unsafe

(<void> vehicle_enable_ghost_effects <boolean>)

| NETWORK SAFE: Unknown, assumed unsafe

(<void> vehicle_flip <vehicle>)

Flips an overturned vehicle | NETWORK SAFE: Unknown, assumed unsafe

(<unit> vehicle_gunner <unit>)

returns the gunner of a vehicle | NETWORK SAFE: Unknown, assumed unsafe

(<void> vehicle_hover <vehicle> <boolean>)

stops the vehicle from running real physics and runs fake hovering physics instead. | NETWORK SAFE: Unknown, assumed unsafe

(<short> vehicle_load_magic <object> <unit_seat_mapping> <object_list>)

makes a list of units (named or by encounter) magically get into a vehicle, in the substring-specified seats (e.g. CD-passenger... empty string matches all seats) | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> vehicle_overturned <vehicle>)

Returns true if the vehicle is overturned | NETWORK SAFE: Yes

(<object_list> vehicle_riders <unit>)

returns a list of all riders in a vehicle | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> vehicle_test_seat <vehicle> <unit_seat_mapping>)

tests whether the named seat has any unit in it | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> vehicle_test_seat_unit <vehicle> <unit_seat_mapping> <unit>)

tests whether the named seat has a specified unit in it (use "" to test all seats for this unit) | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> vehicle_test_seat_unit_list <vehicle> <unit_seat_mapping> <object_list>)

tests whether the named seat has an object in the object list (use "" to test all seats for any unit in the list) | NETWORK SAFE: Unknown, assumed unsafe

(<short> vehicle_unload <object> <unit_seat_mapping>)

makes units get out of an object from the substring-specified seats (e.g. CD-passenger... empty string matches all seats) | NETWORK SAFE: Unknown, assumed unsafe

(<void> version)

prints the build version. | NETWORK SAFE: Unknown, assumed unsafe

(<object_list> volume_return_objects <trigger_volume>)

returns list of objects in volume or (max 128). | NETWORK SAFE: Yes

(<object_list> volume_return_objects_by_type <trigger_volume> <long>)

returns list of objects in volume or (max 128). | NETWORK SAFE: Yes

(<void> volume_teleport_players_not_inside <trigger_volume> <cutscene_flag>)

moves all players outside a specified trigger volume to a specified flag. | NETWORK SAFE: Yes

(<boolean> volume_test_object <trigger_volume> <object>)

returns true if the specified object is within the specified volume. | NETWORK SAFE: Yes

(<boolean> volume_test_objects <trigger_volume> <object_list>)

returns true if any of the specified objects are within the specified volume. trigger volume must have been postprocessed | NETWORK SAFE: Yes

(<boolean> volume_test_objects_all <trigger_volume> <object_list>)

returns true if any of the specified objects are within the specified volume. trigger volume must have been postprocessed | NETWORK SAFE: Yes

(<boolean> volume_test_players <trigger_volume>)

returns true if any players are within the specified volume. trigger volume must have been postprocessed | NETWORK SAFE: Yes

(<boolean> volume_test_players_all <trigger_volume>)

returns true if all players are within the specified volume. trigger volume must have been postprocessed | NETWORK SAFE: Yes

(<void> vs_abort_on_alert <boolean>)

Command script ends prematurely when actor's combat status raises to 'alert' or higher | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_abort_on_alert <ai> <boolean>)

Command script ends prematurely when given actor's combat status raises to 'alert' or higher | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_abort_on_combat_status <short>)

Command script ends prematurely when actor's combat status rises to given level | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_abort_on_combat_status <ai> <short>)

Command script ends prematurely when actor's combat status rises to given level | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_abort_on_damage <boolean>)

Command script ends prematurely when actor is damaged | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_abort_on_damage <ai> <boolean>)

Command script ends prematurely when actor is damaged | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_abort_on_vehicle_exit <boolean>)

Command script ends prematurely when actor gets out of its vehicle | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_abort_on_vehicle_exit <ai> <boolean>)

Command script ends prematurely when actor gets out of its vehicle | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_action <ai> <boolean> <point_reference> <short>)

Actor plays an AI action towards the given point. ai_action_<tab> to see action options | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_action_at_object <ai> <boolean> <object> <short>)

Actor plays an AI action towards the given object. ai_action_<tab> to see action options | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_action_at_player <ai> <boolean> <short>)

Actor plays an AI action towards the nearest_player. ai_action_<tab> to see action options | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_aim <ai> <boolean> <point_reference>)

Actor aims at the point for the remainder of the cs, or until overridden (overrides look) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_aim_object <ai> <boolean> <object>)

Actor aims at the object for the duration of the cs, or until overridden (overrides look) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_aim_player <ai> <boolean>)

Actor aims at nearest player for the duration of the cs, or until overridden (overrides look) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_approach <ai> <boolean> <object> <real> <real> <real>)

(approach <object> <distance - how close I want to get> <max-distance - start approaching when target is within this range> <follow-distance - give up when target is outside this range>) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_approach_player <ai> <boolean> <real> <real> <real>)

(approach player <distance - how close I want to get> <max-distance - start approaching when target is within this range> <follow-distance - give up when target is outside this range>) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_approach_stop <ai>)

Actor stops approaching | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> vs_cast <ai> <boolean> <short> <string_id>)

Cast 1 actor for a vignette (at the given priority, higher = more important)

(<boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id>)

Cast 2 actors for a vignette (at the given priority, higher = more important)

(<boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> <string_id>)

Cast 3 actors for a vignette (at the given priority, higher = more important)

(<boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> <string_id> <string_id>)

Cast 4 actors for a vignette (at the given priority, higher = more important)

(<boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> <string_id> <string_id> <string_id>)

Cast 5 actors for a vignette (at the given priority, higher = more important)

(<boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> <string_id> <string_id> <string_id> <string_id>)

Cast 6 actors for a vignette (at the given priority, higher = more important)

(<boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> <string_id> <string_id> <string_id> <string_id> <string_id>)

Cast 7 actors for a vignette (at the given priority, higher = more important)

(<void> vs_crouch <ai> <boolean>)

Actor crouches for the remainder of the command script, or until overridden | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_crouch <ai> <boolean> <real>)

Actor crouches / uncrouches, transitioning over the given number of seconds | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_custom_animation <ai> <boolean> <animation_graph> <string_id> <boolean>)

starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_custom_animation <ai> <boolean> <animation_graph> <string_id> <boolean> <point_reference>)

starts a custom animation playing on the actor at the given point (interpolates into animation if last parameter is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_custom_animation_death <ai> <boolean> <animation_graph> <string_id> <boolean>)

starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_custom_animation_death <ai> <boolean> <animation_graph> <string_id> <boolean> <point_reference>)

starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_custom_animation_loop <ai> <animation_graph> <string_id> <boolean>)

starts a looping custom animation playing on the actor (interpolates into animation if last parameter is TRUE) NON-BLOCKING | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_custom_animation_loop <ai> <animation_graph> <string_id> <boolean> <point_reference>)

starts a looping custom animation playing on the actor at the given point (interpolates into animation if last parameter is TRUE) NON-BLOCKING | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_deploy_turret <ai> <boolean> <point_reference>)

Deploy a turret at the given script point | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_die <ai> <boolean> <short>)

Actor dies in specified manner | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_draw <ai>)

Actor draws its current weapon | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_enable_dialogue <ai> <boolean>)

Actor combat dialogue enabled/disabled. | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_enable_looking <ai> <boolean>)

Actor autonomous looking enabled/disabled. | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_enable_moving <ai> <boolean>)

Actor autonomous moving enabled/disabled. | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_enable_pathfinding_failsafe <ai> <boolean>)

Actor blocks until pathfinding calls succeed | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_enable_targeting <ai> <boolean>)

Actor autonomous target selection enabled/disabled. | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_equipment <ai> <boolean> <point_reference>)

Actor throws their equipment in the direction of the given point | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_face <ai> <boolean> <point_reference>)

Actor faces exactly the point for the remainder of the cs, or until overridden (overrides aim, look) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_face_object <ai> <boolean> <object>)

Actor faces exactly the given object for the duration of the cs, or until overridden (overrides aim, look) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_face_player <ai> <boolean>)

Actor faces exactly the nearest player for the duration of the cs, or until overridden (overrides aim, look) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_fly_by <ai> <boolean> <point_reference>)

Flies the actor through the given point | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_fly_by <ai> <boolean> <point_reference> <real>)

Flies the actor through the given point (within the given tolerance) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_fly_to <ai> <boolean> <point_reference>)

Flies the actor to the given point | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_fly_to <ai> <boolean> <point_reference> <real>)

Flies the actor to the given point (within the given tolerance) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_fly_to_and_face <ai> <boolean> <point_reference> <point_reference>)

Flies the actor to the given point and orients him in the appropriate direction | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_fly_to_and_face <ai> <boolean> <point_reference> <point_reference> <real>)

Flies the actor to the given point and orients him in the appropriate direction (within the given tolerance) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_force_combat_status <ai> <short>)

Force the actor's combat status (0= no override, 1=idle, 2= alert, 3= active) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_go_by <ai> <boolean> <point_reference> <point_reference>)

Actor moves toward the point, and considers it hit when it breaks the indicated plane | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_go_by <ai> <boolean> <point_reference> <point_reference> <real>)

Actor moves toward the point, and considers it hit when it breaks the indicated plane, attenuating throttle by the given amount when near the goal | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_go_to <ai> <boolean> <point_reference>)

Moves the actor to a specified point | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_go_to <ai> <boolean> <point_reference> <real>)

Moves the actor to a specified point, attenuating throttle by the given amount when near the goal | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_go_to_and_face <ai> <boolean> <point_reference> <point_reference>)

Moves the actor to a specified point and has him face the second point | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_go_to_and_posture <ai> <boolean> <point_reference> <string_id>)

Actor moves to the point and performs a posture once there | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_go_to_nearest <ai> <boolean> <point_reference>)

Given a point set, AI goes toward the nearest point | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_go_to_vehicle <ai> <boolean> <vehicle>)

Actor gets in the appropriate vehicle | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_go_to_vehicle <ai> <boolean> <vehicle> <unit_seat_mapping>)

Actor gets in the named seat of the appropriate vehicle | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_grenade <ai> <boolean> <point_reference> <short>)

Actor throws a grenade, either by tossing (arg2=0), lobbing (1) or bouncing (2) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_ignore_obstacles <ai> <boolean>)

Actor does not avoid obstacles when true | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_jump <ai> <boolean> <real> <real>)

Actor jumps in direction of angle at the given velocity (angle, velocity) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_jump_to_point <ai> <boolean> <real> <real>)

Actor jumps with given horizontal and vertical velocity | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_look <ai> <boolean> <point_reference>)

Actor looks at the point for the remainder of the cs, or until overridden | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_look_object <ai> <boolean> <object>)

Actor looks at the object for the duration of the cs, or until overridden | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_look_player <ai> <boolean>)

Actor looks at nearest player for the duration of the cs, or until overridden | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_lower_weapon <ai> <boolean>)

Actor keeps weapon lowered | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_melee_direction <ai> <boolean> <long>)

Actor performs melee in provided direction (0= front, 1= back, 2= offhand, 3= tackle) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_movement_mode <ai> <short>)

Actor switches to given animation mode | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_move_in_direction <ai> <boolean> <real> <real> <real>)

Actor moves at given angle, for the given distance, optionally with the given facing (angle, distance, facing) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_move_towards <ai> <boolean> <object>)

Move in the direction of the given object | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_move_towards <ai> <boolean> <object> <boolean>)

Move in the direction of the given object (and melee the target or not) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_move_towards_point <ai> <boolean> <point_reference> <real>)

Move to within the given radius of the given point | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_pause <ai> <boolean> <real>)

The actor does nothing for the given number of seconds | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_player_melee <ai> <boolean> <long>)

Actor performs player-specific melee | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_play_line <ai> <boolean> <ai_line>)

Play the named line in the current scene | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_play_sound <ai> <boolean> <sound>)

Actor plays an impulse sound and the atom blocks until it is complete | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_play_sound <ai> <boolean> <sound> <real>)

Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_play_sound <ai> <boolean> <sound> <real> <real>)

Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length, at the given volume (0..1) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_posture_exit <ai>)

Actor exits the posture it's in | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_posture_set <ai> <string_id> <boolean>)

Actor enters the given posture (enters immediately rather than plays the entry animation if argument is TRUE) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_release <ai>)

Lets the given ai out of the current command script | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_release_all)

Releases all the ai attached to the current thread | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_reserve <ai> <short>)

Reserves the specified actor(s) for the use of the current script (discarding any other command scripts in the queue) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_reserve <ai> <boolean> <short>)

Reserves the specified actor(s) for the use of the current script (discarding any other command scripts in the queue) | NETWORK SAFE: Unknown, assumed unsafe

(<ai> vs_role <short>)

Returns the given member of the cast (as per more recent vs_cast call) | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> vs_running_atom <ai>)

Returns true if the ai is running any atom | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> vs_running_atom_action <ai>)

Returns true if the ai is running an atom on the action channel | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> vs_running_atom_dialogue <ai>)

Returns true if the ai is running an atom on the dialogue channel | NETWORK SAFE: Unknown, assumed unsafe

(<boolean> vs_running_atom_movement <ai>)

Returns true if the ai is running an atom on the movement channel | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_set_cleanup_script <script>)

Sets the script that is automatically called when the current thread ends | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_set_pathfinding_radius <ai> <real>)

Sets the actor's pathfinding radius (this distance at which a destination is considered to have been reached) for the remainder of the command script | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_set_style <ai> <style>)

Override the actor's style | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_shoot <ai> <boolean>)

Actor is allowed to shoot at its target or not | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_shoot <ai> <boolean> <object>)

Actor shoots at given target | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_shoot_point <ai> <boolean> <point_reference>)

Actor shoots at given point | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_shoot_secondary_trigger <ai> <boolean>)

Actor uses secondary trigger whenever he shoots | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_smash_direction <ai> <boolean> <long>)

Actor performs smash in provided direction | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_stop_custom_animation <ai>)

Stop running a custom animation | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_stop_sound <ai> <sound>)

Stops the specified impulse sound. | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_stow <ai>)

Actor stows its current weapon | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_suppress_activity_termination <ai> <boolean>)

Autonomous termination of activities is suppressed for the remainder of the command script | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_suppress_dialogue_global <ai> <boolean>)

Combat dialogue is suppressed for the remainder of the command script | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_swarm_from <ai> <boolean> <point_reference> <real>)

A swarm swarms away from the point in question, going at least the given distance | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_swarm_to <ai> <boolean> <point_reference> <real>)

A swarm swarms towards the point (or point set) in question, the individual forms stopping when they get within the given radius | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_teleport <ai> <point_reference> <point_reference>)

Actor teleports to point1 facing point2 | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_turn_sharpness <ai> <boolean> <real>)

Set the sharpness of a vehicle turn (values 0 -> 1). Only applicable to nondirectional flying vehicles (e.g. dropships) | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_vehicle_boost <ai> <boolean>)

Enables or disables boost | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_vehicle_speed <ai> <real>)

Set the speed at which the actor will drive a vehicle, expressed as a multiplier 0-1 | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_vehicle_speed_instantaneous <ai> <real>)

Set the instantaneous speed of the vehicle we're driving | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_vocalize <ai> <boolean> <short>)

Actor emits vocalization of given type | NETWORK SAFE: Unknown, assumed unsafe

(<void> vs_walk <ai> <boolean>)

Actor walks for the remainder of the command script, or until overridden | NETWORK SAFE: Unknown, assumed unsafe

(<void> wake <script name>)

wakes a sleeping script in the next update. | NETWORK SAFE: Yes

(<void> water_float_reset <object>)

allows an object to continue floating

(<void> weapon_enable_warthog_chaingun_light <boolean>)

turns the trigger for a weapon on/off | NETWORK SAFE: Unknown, assumed unsafe

(<void> weapon_hold_trigger <weapon> <long> <boolean>)

turns the trigger for a weapon on/off | NETWORK SAFE: Unknown, assumed unsafe

(<void> xoverlapped_debug_render <boolean>)

toggle display a list of active xoverlapped tasks | NETWORK SAFE: Unknown, assumed unsafe

(<void> zone_set_trigger_volume_enable <string_id> <boolean>)

enables/disables the trigger volume(s) with the given name that cause zone set switches | NETWORK SAFE: Yes

Globals

Globals

(<real> aiming_interpolation_rate)
(<real> aiming_interpolation_start_delta)
(<real> aiming_interpolation_stop_delta)
(<boolean> aim_assist_disable_target_lead_vector)
(<boolean> airborne_arc_enabled)
(<long> airborne_descent_test_count)
(<real> airborne_descent_test_duration)
(<short> ai_action_advance)
(<short> ai_action_berserk)
(<short> ai_action_cheer)
(<short> ai_action_dive_back)
(<short> ai_action_dive_forward)
(<short> ai_action_dive_left)
(<short> ai_action_dive_right)
(<short> ai_action_evade_left)
(<short> ai_action_evade_right)
(<short> ai_action_fallback)
(<short> ai_action_hold)
(<short> ai_action_point)
(<short> ai_action_posing)
(<short> ai_action_shakefist)
(<short> ai_action_signal_attack)
(<short> ai_action_signal_move)
(<short> ai_action_surprise_back)
(<short> ai_action_surprise_front)
(<short> ai_action_taunt)
(<short> ai_action_warn)
(<short> ai_action_wave)
(<short> ai_activity_at_ease)
(<short> ai_activity_backup)
(<short> ai_activity_bunker)
(<short> ai_activity_bunker_open)
(<short> ai_activity_captured)
(<short> ai_activity_cheering)
(<short> ai_activity_combat)
(<short> ai_activity_corner)
(<short> ai_activity_corner_open)
(<short> ai_activity_cower)
(<short> ai_activity_crouch)
(<short> ai_activity_crouch_drawn)
(<short> ai_activity_doze)
(<short> ai_activity_eat)
(<short> ai_activity_examine)
(<short> ai_activity_gaze)
(<short> ai_activity_guard)
(<short> ai_activity_guard_crouch)
(<short> ai_activity_guard_wall)
(<short> ai_activity_injured)
(<short> ai_activity_kneel)
(<short> ai_activity_medic)
(<short> ai_activity_none)
(<short> ai_activity_patrol)
(<short> ai_activity_pee)
(<short> ai_activity_poke)
(<short> ai_activity_sleep)
(<short> ai_activity_sniff)
(<short> ai_activity_stand)
(<short> ai_activity_stand_drawn)
(<short> ai_activity_tai_chi)
(<short> ai_activity_track)
(<short> ai_activity_typing)
(<short> ai_activity_watch)
(<short> ai_activity_work)
(<short> ai_combat_status_active)
(<short> ai_combat_status_alert)
(<short> ai_combat_status_asleep)
(<short> ai_combat_status_certain)
(<short> ai_combat_status_clear_los)
(<short> ai_combat_status_dangerous)
(<short> ai_combat_status_definite)
(<short> ai_combat_status_idle)
(<short> ai_combat_status_uninspected)
(<short> ai_combat_status_visible)
(<ai> ai_current_actor)
(<ai> ai_current_squad)
(<boolean> ai_debug_all_disposable)
(<boolean> ai_debug_ballistic_lineoffire_freeze)
(<boolean> ai_debug_blind)
(<boolean> ai_debug_combat_status)
(<boolean> ai_debug_deaf)
(<boolean> ai_debug_evaluate_all_positions)
(<boolean> ai_debug_fast_los)
(<boolean> ai_debug_force_all_active)
(<boolean> ai_debug_ignore_player)
(<boolean> ai_debug_invisible_player)
(<boolean> ai_debug_path)
(<real> ai_debug_path_accept_radius)
(<boolean> ai_debug_path_attractor)
(<real> ai_debug_path_attractor_radius)
(<real> ai_debug_path_attractor_weight)
(<boolean> ai_debug_path_destructible)
(<boolean> ai_debug_path_disable_obstacle_avoidance)
(<boolean> ai_debug_path_disable_smoothing)
(<boolean> ai_debug_path_end_freeze)
(<boolean> ai_debug_path_flood)
(<boolean> ai_debug_path_giant)
(<real> ai_debug_path_maximum_radius)
(<boolean> ai_debug_path_naive_estimate)
(<real> ai_debug_path_radius)
(<boolean> ai_debug_path_start_freeze)
(<boolean> ai_debug_perception_data)
(<boolean> ai_debug_prop_refresh)
(<boolean> ai_debug_tracking_data)
(<boolean> ai_debug_vignettes)
(<boolean> ai_dialogue_datamine_enable)
(<boolean> ai_dialogue_test_mode)
(<short> ai_evaluator_3d_path_available)
(<short> ai_evaluator_attack_dangerousenemy)
(<short> ai_evaluator_attack_idealrange)
(<short> ai_evaluator_attack_leader_distance)
(<short> ai_evaluator_attack_same_frame_of_reference)
(<short> ai_evaluator_attack_visible)
(<short> ai_evaluator_attack_weaponrange)
(<short> ai_evaluator_avoidance)
(<short> ai_evaluator_combatmove_lineoffire)
(<short> ai_evaluator_combatmove_lineoffire_occluded)
(<short> ai_evaluator_combatmove_walkdistance)
(<short> ai_evaluator_combat_move_near_follow_unit)
(<short> ai_evaluator_cover_near_friends)
(<short> ai_evaluator_danger_zone)
(<short> ai_evaluator_directional_driving)
(<short> ai_evaluator_facing)
(<short> ai_evaluator_favor_former_firing_position)
(<short> ai_evaluator_flag_preferences)
(<short> ai_evaluator_flee_to_leader)
(<short> ai_evaluator_goal_points_only)
(<short> ai_evaluator_goal_preferences)
(<short> ai_evaluator_guard_preference)
(<short> ai_evaluator_guard_walkdistance)
(<short> ai_evaluator_guard_wall_preference)
(<short> ai_evaluator_hide_cover)
(<short> ai_evaluator_hide_equipment)
(<short> ai_evaluator_hide_exposed)
(<short> ai_evaluator_hide_pre_evaluation)
(<short> ai_evaluator_hint_plane)
(<short> ai_evaluator_leadership)
(<short> ai_evaluator_move_into_danger_zone)
(<short> ai_evaluator_obstacle)
(<short> ai_evaluator_panic_closetotarget)
(<short> ai_evaluator_panic_targetdistance)
(<short> ai_evaluator_panic_walkdistance)
(<short> ai_evaluator_pathfinding)
(<short> ai_evaluator_perch_preferences)
(<short> ai_evaluator_point_avoidance)
(<short> ai_evaluator_point_preference)
(<short> ai_evaluator_postsearch_prefer_original)
(<short> ai_evaluator_preference)
(<short> ai_evaluator_preferred_group)
(<short> ai_evaluator_previously_discarded)
(<short> ai_evaluator_pursuit)
(<short> ai_evaluator_pursuit_area_discarded)
(<short> ai_evaluator_pursuit_available)
(<short> ai_evaluator_pursuit_examined_total)
(<short> ai_evaluator_pursuit_examined_us)
(<short> ai_evaluator_pursuit_targetdistance)
(<short> ai_evaluator_pursuit_targethint)
(<short> ai_evaluator_pursuit_visible)
(<short> ai_evaluator_pursuit_walkdistance)
(<short> ai_evaluator_sum)
(<short> ai_evaluator_too_far_from_leader)
(<short> ai_evaluator_uncover_blocked)
(<short> ai_evaluator_uncover_pre_evaluate)
(<short> ai_evaluator_uncover_visible)
(<short> ai_evaluator_wall_leanable)
(<boolean> ai_generate_flood_sector_wrl)
(<boolean> ai_hide_actor_errors)
(<boolean> ai_inspect_avoidance_failure)
(<boolean> ai_maxd_spew)
(<short> ai_movement_asleep)
(<short> ai_movement_berserk)
(<short> ai_movement_combat)
(<short> ai_movement_flaming)
(<short> ai_movement_flee)
(<short> ai_movement_patrol)
(<short> ai_movement_stunned)
(<boolean> ai_naimad_spew)
(<boolean> ai_orders_print_entries)
(<boolean> ai_orders_print_entries_verbose)
(<boolean> ai_pathfinding_generate_stats)
(<boolean> ai_pathfinding_generation_verbose)
(<boolean> ai_print_allegiance)
(<boolean> ai_print_communication)
(<boolean> ai_print_communication_player)
(<boolean> ai_print_disposal)
(<boolean> ai_print_evaluation_statistics)
(<boolean> ai_print_killing_sprees)
(<boolean> ai_print_lost_speech)
(<boolean> ai_print_major_upgrade)
(<boolean> ai_print_migration)
(<boolean> ai_print_placement)
(<boolean> ai_print_scripting)
(<boolean> ai_print_speech)
(<boolean> ai_print_vocalizations)
(<boolean> ai_profile_disable)
(<boolean> ai_profile_random)
(<boolean> ai_render)
(<boolean> ai_render_action_selection_failure)
(<boolean> ai_render_activation)
(<boolean> ai_render_active_camo)
(<boolean> ai_render_actor_blinddeaf)
(<boolean> ai_render_aiming_positions)
(<boolean> ai_render_aiming_validity)
(<boolean> ai_render_aiming_vectors)
(<ai> ai_render_ai_iterator)
(<boolean> ai_render_all_actors)
(<boolean> ai_render_area_flight_hints)
(<boolean> ai_render_audibility)
(<boolean> ai_render_ballistic_lineoffire)
(<boolean> ai_render_behavior_debug)
(<ai_behavior> ai_render_behavior_failure)
(<boolean> ai_render_behavior_stack)
(<boolean> ai_render_behavior_stack_all)
(<boolean> ai_render_burst_geometry)
(<boolean> ai_render_character_names)
(<boolean> ai_render_child_stack)
(<boolean> ai_render_clumps)
(<boolean> ai_render_clump_dialogue)
(<boolean> ai_render_clump_props)
(<boolean> ai_render_clump_props_all)
(<boolean> ai_render_combat_range)
(<boolean> ai_render_combat_status)
(<boolean> ai_render_command_scripts)
(<boolean> ai_render_control)
(<boolean> ai_render_current_damage)
(<boolean> ai_render_current_state)
(<boolean> ai_render_danger_zones)
(<boolean> ai_render_deceleration_obstacles)
(<boolean> ai_render_decisions)
(<boolean> ai_render_decisions_all)
(<boolean> ai_render_detailed_state)
(<boolean> ai_render_dialogue)
(<boolean> ai_render_dialogue_player_weights)
(<boolean> ai_render_dialogue_queue)
(<boolean> ai_render_dialogue_records)
(<boolean> ai_render_dialogue_variants)
(<boolean> ai_render_discarded_firing_positions)
(<boolean> ai_render_dynamic_firing_positions)
(<boolean> ai_render_emotions)
(<boolean> ai_render_evaluations)
(<boolean> ai_render_evaluations_detailed)
(<short> ai_render_evaluations_shading)
(<short> ai_render_evaluations_shading_type)
(<boolean> ai_render_evaluations_text)
(<boolean> ai_render_firing_positions)
(<boolean> ai_render_firing_positions_all)
(<boolean> ai_render_firing_position_info)
(<boolean> ai_render_firing_position_obstacles)
(<boolean> ai_render_firing_position_statistics)
(<boolean> ai_render_flocks)
(<boolean> ai_render_formations)
(<boolean> ai_render_giant_sector_bsps)
(<boolean> ai_render_goal_state)
(<boolean> ai_render_grenades)
(<boolean> ai_render_gun_positions)
(<boolean> ai_render_hints)
(<boolean> ai_render_hints_detailed)
(<boolean> ai_render_hints_movement)
(<boolean> ai_render_idle_look)
(<boolean> ai_render_inactive_actors)
(<boolean> ai_render_joint_behaviors)
(<boolean> ai_render_leadership)
(<boolean> ai_render_lineoffire)
(<boolean> ai_render_lineoffire_crouching)
(<boolean> ai_render_lineofsight)
(<boolean> ai_render_look_orders)
(<boolean> ai_render_melee_check)
(<boolean> ai_render_mission_critical)
(<boolean> ai_render_morphing)
(<boolean> ai_render_non_walkable_sectors)
(<boolean> ai_render_objectives)
(<boolean> ai_render_object_hints)
(<boolean> ai_render_object_hints_all)
(<boolean> ai_render_object_properties)
(<boolean> ai_render_orders)
(<boolean> ai_render_paths)
(<boolean> ai_render_paths_avoidance_obstacles)
(<short> ai_render_paths_avoidance_segment)
(<boolean> ai_render_paths_avoided)
(<boolean> ai_render_paths_current)
(<boolean> ai_render_paths_destination)
(<boolean> ai_render_paths_distance)
(<boolean> ai_render_paths_error_thresholds)
(<boolean> ai_render_paths_failed)
(<boolean> ai_render_paths_nodes)
(<boolean> ai_render_paths_nodes_all)
(<boolean> ai_render_paths_nodes_closest)
(<boolean> ai_render_paths_nodes_costs)
(<boolean> ai_render_paths_nodes_polygons)
(<boolean> ai_render_paths_raw)
(<boolean> ai_render_paths_selected_only)
(<boolean> ai_render_paths_smoothed)
(<boolean> ai_render_paths_text)
(<boolean> ai_render_player_aiming_blocked)
(<boolean> ai_render_player_battle_vector)
(<boolean> ai_render_player_needs_vehicle)
(<boolean> ai_render_player_ratings)
(<boolean> ai_render_projectile_aiming)
(<boolean> ai_render_props)
(<boolean> ai_render_props_dialogue)
(<boolean> ai_render_props_no_friends)
(<boolean> ai_render_props_salience)
(<boolean> ai_render_props_stimulus)
(<boolean> ai_render_props_unopposable)
(<boolean> ai_render_props_unreachable)
(<boolean> ai_render_props_update)
(<boolean> ai_render_props_web)
(<boolean> ai_render_pursuit)
(<boolean> ai_render_recent_damage)
(<boolean> ai_render_recent_obstacles)
(<boolean> ai_render_script_data)
(<boolean> ai_render_secondary_looking)
(<boolean> ai_render_sectors)
(<long> ai_render_sectors_range_max)
(<long> ai_render_sectors_range_min)
(<boolean> ai_render_sector_bsps)
(<boolean> ai_render_sector_geometry_errors)
(<boolean> ai_render_shooting)
(<boolean> ai_render_spatial_effects)
(<boolean> ai_render_speech)
(<boolean> ai_render_squad_fronts)
(<boolean> ai_render_squad_fronts_detailed)
(<boolean> ai_render_squad_patrol)
(<boolean> ai_render_squad_patrol_state)
(<boolean> ai_render_states)
(<boolean> ai_render_status_flags)
(<boolean> ai_render_stimuli)
(<boolean> ai_render_strength)
(<boolean> ai_render_support_surfaces)
(<boolean> ai_render_suppress_combat)
(<boolean> ai_render_swarm)
(<boolean> ai_render_targets)
(<boolean> ai_render_targets_all)
(<boolean> ai_render_targets_last_visible)
(<boolean> ai_render_teams)
(<boolean> ai_render_threats)
(<boolean> ai_render_tracked_props)
(<boolean> ai_render_tracked_props_all)
(<boolean> ai_render_trigger)
(<boolean> ai_render_user_hints)
(<boolean> ai_render_vehicles_enterable)
(<boolean> ai_render_vehicle_attachment)
(<boolean> ai_render_vehicle_avoidance)
(<boolean> ai_render_vehicle_interest)
(<boolean> ai_render_vehicle_reservations)
(<boolean> ai_render_vehicle_turns)
(<boolean> ai_render_vision_cones)
(<boolean> ai_render_vitality)
(<boolean> ai_show)
(<boolean> ai_show_actors)
(<boolean> ai_show_line_of_sight)
(<boolean> ai_show_paths)
(<boolean> ai_show_prop_types)
(<boolean> ai_show_sound_distance)
(<boolean> ai_show_stats)
(<boolean> ai_show_swarms)
(<short> ai_task_status_empty)
(<short> ai_task_status_exhausted)
(<short> ai_task_status_inactive)
(<short> ai_task_status_never)
(<short> ai_task_status_occupied)
(<boolean> allow_480p_resolutions)
(<boolean> allow_all_sounds_on_player)
(<boolean> allow_insecure_resources)
(<boolean> allow_restricted_active_zone_reloads)
(<boolean> allow_sound_cache_file_editing)
(<long> amortized_prediction_object_batch_size)
(<real> animation_blend_change_scale)
(<real> animation_throttle_dampening_scale)
(<boolean> async_display_statistics)
(<boolean> async_record_statistics)
(<boolean> background_sound_meter_display)
(<boolean> beam_create)
(<boolean> beam_dump)
(<boolean> beam_frame_advance)
(<boolean> beam_submit)
(<boolean> bertone_control_hack)
(<boolean> biped_fake_hard_landing)
(<boolean> biped_fake_soft_landing)
(<boolean> biped_fitting_enable)
(<boolean> biped_fitting_root_offset_enable)
(<real> biped_hard_landing_recovery_scale)
(<real> biped_landing_absorbtion)
(<boolean> biped_meter_display)
(<boolean> biped_pivot_allow_player)
(<boolean> biped_pivot_enable)
(<real> biped_soft_landing_recovery_scale)
(<boolean> bitmaps_interleave_compressed_bitmaps)
(<boolean> bitmaps_trim_unused_pixels)
(<boolean> breakable_surfaces)
(<boolean> breakpoints_enabled)
(<boolean> cache_file_builder_allow_sharing)
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