debug.doNotDisplayErrorWindow [bool] -> bool
debug.debugOutputMessage string int -> void
debug.outputServerMessage string -> void
debug.debriefing int -> void
Debug.animationTweakingEnabled bool -> void
Debug.useFrustumGrid bool -> void
Debug.speak int string string -> void
debug.setDebugFreeCameraEnter bool -> void
Debug.turnOnAllDebug int -> void
Debug.turnOffAllDebug int -> void
Debug.turnOnDebug int string -> void
Debug.turnOffDebug int string -> void
debug.outputLoadStats [bool] -> bool
debug.resetLoadStats -> void
Debug.enableParticles [bool] -> bool

ToolHandler.setToolActive string bool -> void
ToolHandler.unactivateAllTools -> void

playerStats.setDeaths int -> void
playerStats.setKills int -> void
playerStats.setCaptures int -> void
playerStats.setDefences int -> void
playerStats.setAttacks int -> void
playerStats.setTKs int -> void
playerStats.setScore int -> void
playerStats.setVictoryType int -> void
playerStats.setWinner int -> void
playerStats.setVehicleDestroyed string int -> void
playerStats.setBulletsFired string int -> void
playerStats.setBulletsGivingDamage string int -> void
playerStats.setFirstPlace int -> void
playerStats.setSecondPlace int -> void
playerStats.setThirdPlace int -> void
playerStats.setTotDeaths int -> void
playerStats.setTotKills int -> void
playerStats.setTotCaptures int -> void
playerStats.setTotDefences int -> void
playerStats.setTotAttacks int -> void
playerStats.setTotTKs int -> void
playerStats.setTotScore int -> void
playerStats.setTotVehicleDestroyed string int -> void
playerStats.setTotBulletsFired string int -> void
playerStats.setTotBulletsGivingDamage string int -> void

game.customGameVersion [string] -> string
game.customGameUrl [string] -> string
game.customGameInfo [string] -> string
game.addModServerInfoIcon string string -> void
game.setRentAServerUrl string -> void
game.dedicatedServer [bool] -> bool
game.gameMode [BFGameMode] -> BFGameMode
game.useMenu [bool] -> bool
game.gameLevelPath [string] -> string
game.team [int] -> int
game.menuMain [string] -> string
game.menuInGame [string] -> string
game.menuMap [string] -> string
game.aiPathfindingDebuggingActive [bool] -> bool
game.aiSensingDebuggingActive [bool] -> bool
game.worldBorderFog [bool] -> bool
game.createBillboards -> void
game.gamePlayMode [GamePlayMode] -> GamePlayMode
game.serverName [string] -> string
game.serverDedicated [bool] -> bool
game.serverGameTime [int] -> int
game.serverMaxPlayers [int] -> int
game.serverScoreLimit [int] -> int
game.serverInternet [bool] -> bool
game.serverNumberOfRounds [int] -> int
game.serverSpawnTime [int] -> int
game.serverSpawnDelay [int] -> int
game.serverGameStartDelay [int] -> int
game.serverGameRoundStartDelay [int] -> int
game.serverSoldierFriendlyFire [int] -> int
game.serverVehicleFriendlyFire [int] -> int
game.serverTicketRatio [int] -> int
game.serverAlliedTeamRatio [int] -> int
game.serverAxisTeamRatio [int] -> int
game.serverCoopAiSkill [int] -> int
game.serverCoopCpu [int] -> int
game.serverPassword [string] -> string
game.serverReservedPassword [string] -> string
game.serverNumReservedSlots [int] -> int
game.setServerWelcomeMessage int string -> void
game.getServerWelcomeMessage int -> void
game.serverAutoBalanceTeams [bool] -> bool
game.serverNameTagDistance [int] -> int
game.serverNameTagDistanceScope [int] -> int
game.serverBandwidthChokeLimit [int] -> int
game.serverMaxAllowedConnectionType [ConnectionType] -> ConnectionType
game.serverAllowNoseCam [bool] -> bool
game.serverFreeCamera [bool] -> bool
game.serverExternalViews [bool] -> bool
game.serverKickBack [float] -> float
game.serverKickBackOnSplash [float] -> float
game.serverSoldierFriendlyFireOnSplash [int] -> int
game.serverVehicleFriendlyFireOnSplash [int] -> int
game.serverIP [string] -> string
game.serverPort [int] -> int
game.serverHitIndication [bool] -> bool
game.serverTKPunishMode [bool] -> bool
game.serverCrossHairCenterPoint [bool] -> bool
game.serverDeathCameraType [int] -> int
game.serverContentCheck [int] -> int
game.serverEventLogging [bool] -> bool
game.serverEventLogCompression [bool] -> bool
game.serverOfficialStatsReporting [bool] -> bool
game.serverPunkBuster [bool] -> bool
game.serverUnpureMods [string] -> string
game.objectiveAttackerTicketsMod [int] -> int
game.gameSpyLANPort [int] -> int
game.gameSpyPort [int] -> int
game.ASEPort [int] -> int
game.saveServerSettings -> void
game.addLanguageRunTimeDirectory string -> void
game.setNameTagDistance float float -> void
game.getNameTagDistance -> void
game.intensityScale [float] -> float
game.mouseLook [bool] -> bool
game.maxNrOfPlayers [int] -> int
game.spawnPlayer int -> void
game.killPlayer int -> void
game.spawnTemplateName int string -> void
game.setTeamSkin int string -> void
game.setKit int KitType string -> void
game.writePrecache -> bool
game.getGameLevelPath -> string
game.setUseActiveCombatArea bool -> void
game.setActiveCombatArea float float float float -> void
game.createLocalPlayer string int -> bool
game.createAIPlayer string int KitType [dice::ref2::Pos3] -> void
game.createUnspawnedAIPlayer string int -> void
game.restartBf1942exe -> void
game.setCampaignScores int -> void
game.setCampaignDifficulty float -> void
game.connectToServer string string -> bool
game.reconnect -> void
game.startServer [string int] -> bool
game.spawnObjectAt string dice::ref2::Pos3 dice::ref2::Vec3 -> bool
game.spawnObject string -> bool
game.getStatsGatheringEnabled int -> bool
game.setStatsGatheringEnabled int bool -> void
game.setTicketLostPerMin U32 float -> void
game.setNumberOfTickets U32 U32 -> void
game.spawnPlayers [bool] -> bool
game.damageForBeingOutSideWorld [float] -> float
game.spawnWaves [bool] -> bool
game.spawnDelay [float] -> float
game.debugDamage [bool] -> bool
game.forcePlayerToTeam [bool] -> bool
game.setTeamRatio U32 U32 -> void
game.setNumberOfTicketPerPlayer U32 U32 -> void
game.setCurrentNumberOfTickets U32 U32 -> void
game.clearDebugLines -> void
game.drawDebug [bool] -> bool
game.assultTeam [U8] -> U8
game.setMaxNameTagDistance float float -> void
game.setGodMode bool -> void
game.setMinorVictory float -> void
game.setMajorVictory float -> void
Game.numDeltasPerBaseLine [uint] -> uint
game.setCurrentLevel string string string -> void
game.exitAtRestart [bool] -> bool
game.restartServer -> void
game.setMissionNr U32 -> void
game.addFirstNameOnTeam U32 string -> void
game.addSecondNameOnTeam U32 string -> void
game.getRandomNameForTeam U32 -> string
game.randomNames [bool] -> bool
game.autoSpawnBots [bool] -> bool
game.materialToGiveDamage [U8] -> U8
game.setTeam int -> void
game.interpolationTime [U32] -> U32
game.extrapolationTime [U32] -> U32
game.showAIStats [bool] -> bool
game.isAiLevel [bool] -> bool
game.disconnect -> bool
game.connectionType [ConnectionType] -> ConnectionType
game.packetDropRatio [float] -> float
game.showNetworkInfo [bool] -> bool
Game.useAutoPingAdjust [bool] -> bool
game.spawnAtCameraPosition [bool] -> bool
Game.enableConFileCache [bool] -> bool
game.autoBalanceTeam [bool] -> bool
game.delayBeforeStartingGame [float] -> float
game.roundDelayBeforeStartingGame [float] -> float
game.soldierFFRatio [float] -> float
game.vehicleFFRatio [float] -> float
game.soldierFFRatioOnSplash [float] -> float
game.vehicleFFRatioOnSplash [float] -> float
game.kickBack [float] -> float
game.kickBackOnSplash [float] -> float
game.kickBackOnSplash [float] -> float
game.timeLimit [unsigned int] -> unsigned int
game.scoreLimit [unsigned int] -> unsigned int
game.restartMap -> void
game.runNextLevel -> void
game.setNextLevel string string string -> void
game.timeBeforeRestartMap [float] -> float
game.nrOfRounds [int] -> int
game.setMinNrOfPlayers U32 -> void
game.ticketRatio [float] -> float
game.timeToNextWave [float] -> float
game.spawnWaveTime [float] -> float
game.crossHairRadius [float] -> float
game.crossHairSize [float] -> float
game.setLocalized bool -> void
game.setAlliedCampaign string -> void
game.setAlliedHints string -> void
game.setAlliedObjectives string -> void
game.setAlliedSkirmish string -> void
game.setAxisCampaign string -> void
game.setAxisHints string -> void
game.setAxisObjectives string -> void
game.setAxisSkirmish string -> void
game.setAlliedDebriefingMajorVictory string -> void
game.setAlliedDebriefingMinorVictory string -> void
game.setAlliedDebriefingMajorDefeat string -> void
game.setAlliedDebriefingMinorDefeat string -> void
game.setAxisDebriefingMajorVictory string -> void
game.setAxisDebriefingMinorVictory string -> void
game.setAxisDebriefingMajorDefeat string -> void
game.setAxisDebriefingMinorDefeat string -> void
game.setMultiplayerBriefingObjectives string -> void
game.setMultiplayerBriefingMapType string -> void
game.setObjectiveBriefing string -> void
game.setObjectiveAlliedVictory string -> void
game.setObjectiveAlliedDefeat string -> void
game.setObjectiveAxisVictory string -> void
game.setObjectiveAxisDefeat string -> void
game.setLoadPicture string -> void
game.setServerInfoIcon string -> void
game.setMapId string -> void
game.setBackgroundMusic string -> void
game.setToolTip bool -> void
game.setRadioToolTip bool -> void
game.setCrossHairColor float float float -> void
game.setStaticMinimap bool -> void
game.setMinimapTransparency int -> void
game.setRadioToolTipColor float float float -> void
game.setPlayerName string -> void
game.setConnection int -> void
game.setSkirmishPercentageOfBots int -> void
game.setSkirmishPercentageOfCpu int -> void
game.setCampaignPercentageOfBots int -> void
game.setCampaignPercentageOfCpu int -> void
game.setDefaultIp string int -> void
game.setDisableSound bool -> void
game.setChannels int -> void
game.setLocalizedDialog bool -> void
game.setMasterVolume int -> void
game.setMenuMusicVolume int -> void
game.setMusicOnOff int -> void
game.setSoundDetail int -> void
game.setQuality int -> void
game.setHardware bool -> void
game.setShadows bool -> void
game.setEnvironmentMapping bool -> void
game.setDetailTexture int -> void
game.setGraphicsQuality int -> void
game.setMenuViewdistance int -> void
game.setLightmaps bool -> void
game.setEffectsQuality int -> void
game.setPerformance int -> void
game.setRenderWhenSpawnMenu bool -> void
game.setGameDisplayMode int int int int -> void
game.setCommonMouseSensitivity float -> void
game.setInfMouseSensitivity float -> void
game.setInfMouseInvert bool -> void
game.setLandSeaMouseSensitivity float -> void
game.setLandSeaMouseInvert bool -> void
game.setLandSeaKeyboardSensitivity float -> void
game.setAirMouseSensitivity float -> void
game.setAirKeyboardSensitivity float -> void
game.setAirMouseInvert bool -> void
game.setProfile string -> void
game.setSkirmishAiSkill int -> void
game.setSkirmishBotRatio int -> void
game.setSkirmishNrOfLives int -> void
game.setSavedSkirmishMap string -> void
game.setSkirmishTeam int -> void
game.setSkirmishDifficulty int -> void
game.setCampaignAiSkill int -> void
game.setCampaignBotRatio int -> void
game.setCampaignNrOfLives int -> void
game.setCampaignDifficulty int -> void
game.setServerFilter string -> void
game.setPlayersFilter string -> void
game.setPingFilter string -> void
game.setGameTypeFilter string -> void
game.setMapFilter string -> void
game.setNonPasswordOnlyFilter bool -> void
game.setDedicatedOnlyFilter bool -> void
game.setCustomGameFilter string -> void
game.fontRatio [float] -> float
Game.EnableFreeCamera [bool] -> bool
Game.freeCameraBaseSpeed [float] -> float
Game.freeCameraSlowSpeed [float] -> float
Game.freeCameraFastSpeed [float] -> float
game.globalPredictionMode [PredictionMode] -> PredictionMode

chat.addToIgnoreList int -> void
chat.removeFromIgnoreList int -> void
chat.ignoreList -> string
chat.setChatHistory int int int -> void
chat.chatMessageSize [int] -> int
chat.gameInfoMessageSize [int] -> int
chat.killMessageSize [int] -> int
chat.chatInfo -> string
chat.ignoreRadioText [bool] -> bool
chat.ignoreRadioAudio [bool] -> bool
chat.setIgnoreRadioAudioAndText bool -> void
chat.getIgnoreRadioAudioAndText -> string
chat.oldChatListStyle [bool] -> bool
chat.oldChatListHistory [int] -> int
chat.timeUntilMessageRemoved [float] -> float
chat.showPorts -> void

admin.toggleGamePause -> void
admin.spawnDelayPenaltyForTK [float] -> float
admin.nrOfTKToKick [float] -> float
admin.banPlayerOnTKKick [bool] -> bool
admin.TKPunishMode [bool] -> bool
admin.getRemoteConsoleEnabled -> bool
admin.enableRemoteConsole string string [int] -> void
admin.disableRemoteConsole -> void
admin.enableConsoleInfoServer -> void
admin.disableConsoleInfoServer -> void
admin.maxAllowedConnectionType [ConnectionType] -> ConnectionType
admin.enableRemoteAdmin string -> void
admin.disableRemoteAdmin -> bool
admin.voteMapMajority [float] -> float
admin.voteKickPlayerMajority [float] -> float
admin.voteKickTeamPlayerMajority [float] -> float
admin.enableMapVote [bool] -> bool
admin.enableKickPlayerVote [bool] -> bool
admin.enableKickTeamPlayerVote [bool] -> bool
admin.votingTime [float] -> float
admin.kickPlayer int -> void
admin.kickPlayerByName string -> void
admin.banPlayer int [string] -> void
admin.changeMap string string string -> void
admin.changeMap int -> void
admin.addAddressToBanList string [string] -> void
admin.removeAddressFromBanList string -> void
admin.listBannedAddresses -> string
admin.clearBanList -> void
admin.banPlayerKey int [string] -> void
admin.addKeyToBanList string [string] -> void
admin.removeKeyFromBanList string -> void
admin.listBannedKeys -> string
admin.tagPlayerId [int] -> int
admin.bandwidthChokeLimit [int] -> int
admin.allowNoseCam [bool] -> bool
admin.externalViews [bool] -> bool
admin.crossHairCenterPoint [bool] -> bool
admin.setTicketRatio float -> void
admin.autoBalanceTeam [bool] -> bool
admin.delayBeforeStartingGame [float] -> float
admin.roundDelayBeforeStartingGame [float] -> float
admin.serverMessage string -> void
admin.soldierFFRatio [float] -> float
admin.vehicleFFRatio [float] -> float
admin.soldierFFRatioOnSplash [float] -> float
admin.vehicleFFRatioOnSplash [float] -> float
admin.kickBack [float] -> float
admin.kickBackOnSplash [float] -> float
admin.kickBackOnSplash [float] -> float
admin.timeLimit [unsigned int] -> unsigned int
admin.scoreLimit [unsigned int] -> unsigned int
admin.restartMap -> void
admin.runNextLevel -> void
admin.setNextLevel string string string -> void
admin.timeBeforeRestartMap [float] -> float
admin.setNrOfRounds int -> void
admin.timeToNextWave [float] -> float
admin.spawnWaveTime [float] -> float
Admin.collisionLatency [float] -> float

renderer.vertexFogEnable [bool] -> bool
renderer.fogStart [float] -> float
renderer.fogEnd [float] -> float
renderer.fogColorVec [Vec3] -> Vec3
renderer.drawObjects [bool] -> bool
renderer.drawTransparentObjects [bool] -> bool
renderer.drawOpaqueObjects [bool] -> bool
renderer.drawTrees [bool] -> bool
renderer.drawTerrain [bool] -> bool
renderer.drawTranslucent [bool] -> bool
renderer.drawSky [bool] -> bool
renderer.wireframe [bool] -> bool
renderer.playBink string float -> void
Renderer.animatedMeshDiffuseFactor float -> void
Renderer.animatedMeshAmbientColor Vec3 -> void
renderer.createBackBufferImage -> void
renderer.nearPlane [float] -> float
renderer.allowAllRefreshRates [bool] -> bool
renderer.fullScreen [bool] -> bool
renderer.useFrustumClipping [bool] -> bool
renderer.diffuseColor [Vec3] -> Vec3
renderer.specularColor [Vec3] -> Vec3
renderer.ambientColor [Vec3] -> Vec3
renderer.globalAmbientColor [Vec3] -> Vec3
renderer.useDynamicEnvmap [bool] -> bool
renderer.coverPlaneRemovalHeight [int] -> int
renderer.numberOfActiveShadows [int] -> int
renderer.useTrilinearFiltering [bool] -> bool
renderer.fieldOfView [float] -> float
renderer.extrapolateFrame [bool] -> bool
renderer.lockFps [float] -> float
renderer.mipMapBias [float] -> float
renderer.gammaFactor [float] -> float
renderer.deviceBehaviour [DeviceBehaviourMode] -> DeviceBehaviourMode
renderer.enableCenteredMultiSampling bool -> void
renderer.isMultiSamplingCentered -> bool
renderer.multiSampleMode [MultiSampleMode] -> MultiSampleMode
renderer.multiSamplePrefilter [MultiSampleMode] -> MultiSampleMode
renderer.numBackbuffers [uint] -> uint
renderer.hWProgramableTransformEnabled [bool] -> bool
renderer.globalLodPercent [float] -> float
renderer.globalLodRadius [float] -> float
renderer.globalLodRadiusScaleFactor [float] -> float
renderer.beginGlobalCluster string -> void
renderer.endGlobalCluster -> void
renderer.drawEnable [bool] -> bool
renderer.setVSyncEnabled bool bool -> void
renderer.getVSyncEnabled -> bool
Renderer.simplifyMeshes [int] -> int
Renderer.forceSwSkinning [bool] -> bool
Renderer.lodObjectDistanceLodFactor [float] -> float

shadow.shadowColor [Vec4] -> Vec4
shadow.setShadows bool -> void
shadow.numberOfActiveShadows [int] -> int
shadow.cullEpsilon [float] -> float
shadow.useFFPShadowGen [bool] -> bool
shadow.showBoundingVolumes [bool] -> bool

hud.useThumbnailMap [bool] -> bool
hud.toggleUseThumbnailMap -> void
hud.fullscreenMap [bool] -> bool
hud.toggleFullscreenMap -> void
hud.toggleDebugMap -> void

console.engineSpeed [float] -> float
console.worldsize [int] -> int
console.debugOutputOnlyToFile [bool] -> bool
console.showClientPredictionStatus [bool] -> bool
console.showFPS [bool] -> bool
console.drawFpsGraph [bool] -> bool
console.showStats [bool] -> bool
console.showNetGraph [bool] -> bool
Console.workingPath [string] -> string
Console.access [int] -> int
Console.run string [string string string string] -> string
Console.echo [bool] -> bool
Console.echoErrors [bool] -> bool
Console.listVariables [string] -> string
Console.listConstants [string] -> string
Console.bindKeyToConsoleScript int string -> bool
Console.getArgumentTypes string string -> string
Console.getReturnType string string -> string
Console.isDynamic string string -> string
Console.getActiveMethods string -> string
Console.maxLineSize [int] -> int
Console.maxHistorySize [int] -> int
Console.maxCommandHistorySize [int] -> int
Console.useRelativePaths [bool] -> bool

sound.showSoundInfo [bool] -> bool
sound.drawSoundObjects [bool] -> bool
sound.updateFrequency [float] -> float
sound.soundBufferCacheSize [int] -> int
sound.reserve2dMonoChans [Vec3] -> Vec3
sound.reserve2dStereoChans [Vec3] -> Vec3
sound.relaxHwReservations [Vec3] -> Vec3
sound.soundStreamUpdateFrequency [int] -> int
sound.hardwareVoiceLimit [int] -> int
Sound.reloadSoundScript [bool] -> bool
Sound.disableSoundScript [bool] -> bool
Sound.startEngines [bool] -> bool
Sound.dopplerFactor [float] -> float
Sound.rolloffFactor [float] -> float
Sound.distanceFactor [float] -> float
Sound.playInHardware -> void
Sound.playInSoftware -> void
Sound.playInAvailable -> void
Sound.maxVoices [unsigned] -> unsigned
Sound.pitchChangeRate [unsigned] -> unsigned
Sound.setTemplateLevel string -> void
Sound.addRunTimeDirectory string string -> void

player.isAlive [bool] -> bool
player.team [int] -> int
player.spawnGroup [int] -> int
player.kit [int] -> int
player.vehicleHp [float] -> float
player.debugStats -> void
Player.create string string -> IPlayer*
Player.active [IPlayer*] -> IPlayer*
Player.listPlayerClasses -> string
Player.list -> string
Player.saveAll [string] -> bool
player.isAi [bool] -> bool
player.isNetwork [bool] -> bool
player.name -> string
player.vehicle [object] -> object
player.setVehicleWithInputId object int -> bool

menu.setIntroMoviePath string string -> void
menu.getIntroMoviePath string -> string
Menu.repeatStart [float] -> float
Menu.repeatRate [float] -> float

Vars.get string -> string
Vars.set string string -> void
Vars.list -> string

Memory.info -> string
Memory.listAllocations [int] -> string
Memory.listDiffAllocations [int] -> string
Memory.resetDiffAllocations -> string
Memory.systemMemoryReport -> string
Memory.systemMemoryReportById int -> string
Memory.traceAllocations int bool -> void
Memory.startTrace uint -> void
Memory.stopTrace uint -> void
Memory.newEnableBounderyChecking [bool] -> bool
Memory.diceNewEnableBounderyChecking [bool] -> bool

profiler.enable [bool] -> bool
profiler.report [float int bool] -> string
profiler.reportFile [float int bool] -> bool
profiler.reportFile string [float int bool] -> bool
profiler.reset -> void
profiler.enableVTune [bool] -> bool
profiler.enableAllTimers -> void
profiler.disableAllTimers -> void
profiler.enableTimer int -> void
profiler.disableTimer int -> void
profiler.enableVTuneForTimer int -> void
profiler.disableVTuneForTimer int -> void
profiler.enableGraphForTimer int float float float float -> void
profiler.disableGraphForTimer int -> void
profiler.enableTimerFromName string -> void
profiler.disableTimerFromName string -> void
profiler.enableVTuneForTimerFromName string -> void
profiler.disableVTuneForTimerFromName string -> void
profiler.listTimers -> string
profiler.reportPerTimer -> string

ConsoleProfiler.enable [bool] -> bool
ConsoleProfiler.report [float int] -> string
ConsoleProfiler.startGlobalTimer -> void
ConsoleProfiler.stopGlobalTimer -> void
ConsoleProfiler.startTimer string -> uint
ConsoleProfiler.stopTimer uint -> void

Utils.modI int int -> int
Utils.setV3X Vec3 float -> Vec3
Utils.setV3Y Vec3 float -> Vec3
Utils.setV3Z Vec3 float -> Vec3
Utils.getV3X Vec3 -> float
Utils.getV3Y Vec3 -> float
Utils.getV3Z Vec3 -> float
Utils.expr string [string string] -> bool
Utils.mathExprI int string int -> int
Utils.mathExprF float string float -> float
Utils.mathExprV2 Vec2 string Vec2 -> Vec2
Utils.mathExprV3 Vec3 string Vec3 -> Vec3
Utils.mathExprV4 Vec4 string Vec4 -> Vec4

InputDevices.setInvertAxis InputDeviceFlags InputDeviceAxes bool -> bool
InputDevices.setAxisScale InputDeviceFlags InputDeviceAxes float -> bool

controlMap.create string -> void
controlMap.deleteControlMap string -> void
controlMap.setButtonRiseTime float -> void
controlMap.setButtonFallTime float -> void
controlMap.addAxisToAxisMapping int InputDeviceFlags InputDeviceAxes bool [bool] -> void
controlMap.addButtonsToAxisMapping int InputDeviceFlags InputDeviceButtons InputDeviceButtons [bool] -> void
controlMap.addKeyAndButtonToAxisMapping int InputDeviceFlags InputDeviceKeys InputDeviceFlags InputDeviceButtons [bool] -> void
controlMap.addButtonAndKeyToAxisMapping int InputDeviceFlags InputDeviceButtons InputDeviceFlags InputDeviceKeys [bool] -> void
controlMap.addKeysToAxisMapping int InputDeviceFlags InputDeviceKeys InputDeviceKeys [bool] -> void
controlMap.addButtonToTriggerMapping int InputDeviceFlags InputDeviceButtons float [bool] -> void
controlMap.AddKeyToTriggerMapping int InputDeviceFlags InputDeviceKeys float [bool] -> void
controlMap.addAxisToTriggerMapping int int InputDeviceFlags InputDeviceAxes [bool] -> void

fileManager.fileExists string -> bool
fileManager.deleteFile string -> bool
fileManager.moveFile string string -> bool
fileManager.copyFile string string -> bool
fileManager.addMergeDirectory string string -> bool
fileManager.removeMergeDirectory string -> bool
fileManager.addPathOverload string string -> bool
fileManager.removePathOverload string string -> bool

fileChangeManager.delayTime [float] -> float
fileChangeManager.enable [bool] -> bool

resourceManager.memoryLimit [uint] -> uint
resourceManager.tempPrintPriorityList -> void

BitStream.relativeCompressionEnabled [bool] -> bool

textureManager.setAlternativePath string -> void
textureManager.addAlternativePath string -> void
TextureManager.alternativePath string -> void
textureManager.skipMipmaps [uint] -> uint
textureManager.mipmaps [bool] -> bool
textureManager.mipmapFilter [IScaleFilter*] -> IScaleFilter*
textureManager.unload string -> void
textureManager.unloadAll -> void
textureManager.reload string -> bool
textureManager.reloadAll -> void

shaderManager.unloadAll -> void
ShaderManager.setVectorParam string Vec4 -> void
ShaderManager.getVectorParam string -> Vec4
ShaderManager.setFloatParam string float -> void
ShaderManager.getFloatParam string -> float
ShaderManager.setIntegerParam string int -> void
ShaderManager.getIntegerParam string -> int
ShaderManager.setTextureParam string ITexture* -> void
shaderManager.disableStandardMeshShader [bool] -> bool
shaderManager.setDefaultShaderSolidColor Vec3 -> void

object.geometry.template -> IGeometryTemplate*
object.geometry.reload -> void
object.geometry.scale [Vec3] -> Vec3
object.template -> objectTemplate
object.name [string] -> string
object.absolutePosition [Pos3] -> Pos3
object.setIsInTweakModeRecursive bool -> void
object.rotation [Vec3] -> Vec3
object.initGrid Vec2 Vec2 int Vec3 -> void
object.isVisible [bool] -> bool
object.isInTweakMode [bool] -> bool
object.hasUpdate [bool] -> bool
object.hasCollision [bool] -> bool
object.isInGrid [bool] -> bool
object.hasDynamicShadow [bool] -> bool
object.isSaveable [bool] -> bool
object.isVisibleInEditor [bool] -> bool
object.setIsInTweakModeRecursive bool -> void
object.setIsVisibleRecursive bool -> void
object.setIsSaveableRecursive bool -> void
object.setIsDisabledRecursive bool -> void
Object.renderLines [bool] -> bool
Object.create [objectTemplate Pos3 Vec3] -> object
Object.active [object] -> object
Object.info [object] -> string
Object.delete [object] -> void
Object.deleteAll -> string
Object.list -> string
Object.printScript [object] -> string
Object.listObjectsOfTemplate [objectTemplate] -> string
Object.start [object] -> void
Object.stop [object] -> void
Object.saveAll [string] -> bool
Object.loadAll [string] -> bool
Object.setObjectToGround object -> Vec3
Object.getGroundPos Vec3 -> Vec3
Object.defaultSaveFile [string] -> string

treeRenderer.enable [bool] -> bool
treeRenderer.spritesEnable [bool] -> bool
treeRenderer.swayEnable [bool] -> bool
treeRenderer.billboardDistanceScale [float] -> float
treeRenderer.billboardFadeScale [float] -> float
treeRenderer.billboardPath [string] -> string
treeRenderer.billboardLightScale [Vec3] -> Vec3
treeRenderer.useNewBillboardFadeFunc [bool] -> bool
treeRenderer.mipmapBias [float] -> float
treeRenderer.textureLodBias [float] -> float

ParticleSystem.cullFactorScale [float] -> float

standardMesh.lightmapEnable [bool] -> bool
standardMesh.loadLightmapPalette -> void
standardMesh.reloadLightmaps -> void
standardMesh.enable [bool] -> bool
StandardMesh.drawCollisionLods [int] -> int

terrain.debugRLEenabled [bool] -> bool
terrain.shadowAmbient [Vec3] -> Vec3
terrain.shadowBorderFadeTime [float] -> float
terrain.shadowSamplingCullY [float] -> float
terrain.shadowStaticObjectsCullBox [Vec3] -> Vec3
terrain.textureLodFactor [float] -> float
terrain.detailTexName [string] -> string
terrain.detailTexScale [float] -> float
terrain.waterTexScale [Vec3] -> Vec3
terrain.refreshTerrainSampling -> void

water.deepColor [Vec3] -> Vec3
water.shallowColor [Vec3] -> Vec3
water.Color [Vec3] -> Vec3
water.waterAlphaDepth [float] -> float
water.waterShallowAlpha [float] -> float
water.waterColorDepth [float] -> float
water.useATIWin98Fix [bool] -> bool
water.scrollLayer1 [float] -> float
water.scrollLayer2 [float] -> float
water.scrollNormalmap [float] -> float
water.scrollDirection1 [Vec2] -> Vec2
water.scrollDirection2 [Vec2] -> Vec2
water.scrollDirectionNormalmap [Vec2] -> Vec2
water.lightDirection [Vec3] -> Vec3
water.tileLayer1 [float] -> float
water.tileLayer2 [float] -> float
water.tileNormalmap [float] -> float
water.addBlendEnable [bool] -> bool
water.specularEnable [bool] -> bool
water.envMapEnable [bool] -> bool
water.specularColor [Vec3] -> Vec3
water.envmapColor [Vec3] -> Vec3
water.specularStreakFactor [float] -> float
water.texLayer1 [string] -> string
water.texLayer2 [string] -> string
water.normalmap [string] -> string
water.renderMethod [int] -> int

physics.gravity [float] -> float
physics.wind [Vec3] -> Vec3
physics.airDensityZeroAtHeight [float] -> float
physics.listProperties -> string

ObjectGrid.getMinMaxObject -> string
ObjectGrid.getMinMaxTrack -> string
ObjectGrid.listObjectsOutsideMinMax Vec3 Vec3 -> string
ObjectGrid.autoInit [int] -> void

lensFlare.enable [bool] -> bool

skidMark.numSkidMarks [uint] -> uint
skidMark.patchSize [float] -> float
skidMark.numPatches [uint] -> uint
skidMark.showBump [bool] -> bool
skidMark.setTexture string -> void
skidMark.setBumpTexture string -> void
skidMark.setMaterialSkidMarkExtraWidth int float -> void
skidMark.setMaterialTrigLevels uint float float float float -> void
skidMark.enable [bool] -> bool

networkableInfo.createNewInfo string -> void
networkableInfo.deleteInfo string -> void
networkableInfo.setPredictionMode PredictionMode -> void
networkableInfo.setBasePriority float -> void
networkableInfo.setIsUnique bool -> void
networkableInfo.setForceNetworkableId bool -> void
NetworkableInfo.enableSpringFix [bool] -> bool

Soldier.setForwardSpeed int float float -> void
Soldier.setStrafeSpeed int float -> void
Soldier.setWalkSpeedFactor float -> void
Soldier.setMoveAccelerationDeacceleration float float -> void
Soldier.cameraShakeFactor [float] -> float

EnvironmentSound.load string -> void

SoldierSound.standFrequency [float] -> float
SoldierSound.runFrequency [float] -> float
SoldierSound.randomRunFrequency [float] -> float
SoldierSound.walkFrequency [float] -> float
SoldierSound.randomWalkFrequency [float] -> float
SoldierSound.swimFrequency [float] -> float
SoldierSound.randomSwimFrequency [float] -> float
SoldierSound.crouchFrequency [float] -> float
SoldierSound.randomCrouchFrequency [float] -> float
SoldierSound.crawlFrequency [float] -> float
SoldierSound.randomCrawlFrequency [float] -> float
SoldierSound.ladderFrequency [float] -> float
SoldierSound.randomLadderFrequency [float] -> float
SoldierSound.hitDamageFrequency [float] -> float
SoldierSound.randomHitDamageFrequency [float] -> float
SoldierSound.addMaterialToSound unsigned string -> void

LodSelectorTemplate.saveAll [string] -> bool
LodSelectorTemplate.create string string -> ILodSelectorTemplate*
LodSelectorTemplate.printScript -> string
lodSelectorTemplate.deleteAll -> void
lodSelectorTemplate.active [ILodSelectorTemplate*] -> ILodSelectorTemplate*
lodSelectorTemplate.name -> string
lodSelectorTemplate.path [string] -> string
lodSelectorTemplate.addLodComparison float -> void
lodSelectorTemplate.addLodDistance float -> void
lodSelectorTemplate.getLodDistance int -> float
lodSelectorTemplate.getLodLevelCount -> int
lodSelectorTemplate.hasDestroyedLod [bool] -> bool

portal.showStats [bool] -> bool
portal.debugLevel [int] -> int

AnimationStateMachine.init -> void
animationStateMachine.saveAnimationCache -> void
animationStateMachine.addSpeakConnectionSymbol string -> void
animationStateMachine.writeAnimationSpeedChanges -> void
animationStateMachine.createState string -> void
animationStateMachine.copyState string string string float string float -> void
animationStateMachine.copyState2 string string -> void
animationStateMachine.setActiveState string -> void
animationStateMachine.saveAll string -> void
animationStateMachine.debugMode bool -> void
animationStateMachine.resetSkeleton -> void
animationStateMachine.setAnimationGroup string -> void
animationStateMachine.addAnimation string float bool -> void
animationStateMachine.removeXYZonAnimations bool bool bool -> void
animationStateMachine.addTransitionOne int float float string -> void
animationStateMachine.addToLatestTransition int float float -> void
animationStateMachine.addTransitionWhenDone string -> void
animationStateMachine.setOtherState int string -> void
animationStateMachine.returnToState string -> void
animationStateMachine.addIdle string -> void
animationStateMachine.clearAllIdles -> void
animationStateMachine.setSpeed float float float -> void
animationStateMachine.addRandomTransition string -> void
animationStateMachine.setMorphFactor float -> void
animationStateMachine.setAnimationInfo int float bool -> void
animationStateMachine.setFlag int -> void
animationStateMachine.addTransitionItem -> void
animationStateMachine.setUseRandomStartTime bool -> void
animationStateMachine.setSoundTrigger int -> void
animationStateMachine.setCameraShakePitch int float float -> void
animationStateMachine.setCameraShakeYaw int float float -> void
animationStateMachine.setCameraShakeRoll int float float -> void
animationStateMachine.setCameraShakeLeftRight int float float -> void
animationStateMachine.setCameraShakeUpDown int float float -> void
animationStateMachine.setCameraShakeInOut int float float -> void
animationStateMachine.setCameraShakeFadeIn int float -> void
animationStateMachine.setCameraShakeFadeOut int float -> void
animationStateMachine.setCameraShakeMinFactor int float -> void
animationStateMachine.setCameraShakeTimeToShake int float -> void
animationStateMachine.list -> void
animationStateMachine.set1pAnimationSpeed string float -> void
animationStateMachine.set3pAnimationSpeed string float -> void

sky.initSky -> void
sky.addCloud -> void
sky.getNClouds -> int
sky.removeCloud -> void
sky.removeAll -> void
sky.closeSky -> void
sky.setCloudFog int -> void
sky.changeOfsSkyHeight float -> void
sky.changeOfsCloudDist float -> void
sky.changeOfsCloudHeight float -> void
sky.changeOfsRndTexPos float -> void
sky.setRotAngle float -> void
sky.getCloudbyName string -> void
sky.setTexture string -> void
sky.saveAll string -> bool
sky.setSun string -> void
sky.setSunLightDirection -> void
sky.sunLightDirectionVec [Vec3] -> Vec3
sky.setSkyTextures string string string string string string -> void

cloud.setName string -> void
cloud.setSrcBlend rend::BlendMode -> void
cloud.setDstBlend rend::BlendMode -> void
cloud.setTexScale float -> void
cloud.setSpeed float float -> void
cloud.setTexPos float float -> void
cloud.setTexture string -> void
cloud.setHeight float -> void
cloud.getTexScale -> float

weather.initWeather -> void
weather.removeLastWeather -> void
weather.removeAllWeather -> void
weather.saveAll string -> bool
weather.crossFade int int float -> void

Editor.saveAllUsedTemplates string -> bool
Editor.deleteAllObjects -> string
Editor.listObjects -> string
Editor.getActiveObjectTemplate -> objectTemplate
Editor.getActiveObject -> object
Editor.saveAllTemplates -> bool
Editor.saveAllObjects [string] -> bool
Editor.saveAllSpawners -> bool
Editor.saveSpawners bool bool bool -> void
Editor.saveAllTemplatesAndObjects -> bool
Editor.loadAllObjects [string] -> bool
Editor.loadAllTemplatesAndObjects -> bool
Editor.listAllVehicles -> string
Editor.updateAllTemplates -> void
Editor.listTemplates [string] -> string
Editor.setActiveObject [object] -> object
Editor.setActiveObjectTemplate [objectTemplate] -> objectTemplate
Editor.moveActiveObjectToCamera -> void
Editor.moveCameraToActiveObject -> void
Editor.deleteTemplate [objectTemplate] -> void
Editor.updateTemplate [objectTemplate] -> void
Editor.deleteObject [object] -> void
Editor.printTemplateCreationScript [objectTemplate] -> string
Editor.printObjectCreationScript [object] -> string
Editor.listObjectsOfTemplate [objectTemplate] -> string
Editor.start [object] -> void
Editor.stop [object] -> void
Editor.quickReloadTemplate objectTemplate -> void
Editor.quickReloadActiveTemplate -> void
Editor.saveTemplateToFile string string -> bool
Editor.saveAllEffects -> void
Editor.saveFolderToArchive string bool bool -> int
Editor.saveVehicles [bool] -> bool
Editor.saveTemplateTreeStructure string string -> int
Editor.listMeshes -> string
Editor.listTextures -> string
Editor.deleteAllLayers -> void
Editor.getActiveLayer -> string
Editor.getActiveLayerId -> int
Editor.listLayers -> string
Editor.setActiveLayer [string] -> void
Editor.setActiveLayerId [int] -> void
Editor.removeLayer [string] -> void
Editor.hideLayer [string] -> void
Editor.showLayer [string] -> void
Editor.renameLayer string [string] -> void
Editor.createNewLayer string -> void
Editor.createNewLayer string -> void
Editor.ShowEntryPoints [bool] -> bool
editor.fixToGround [bool] -> bool
editor.fixToGroundHeight [float] -> float
editor.isStrafing -> bool
editor.enable -> void
editor.disable -> void
editor.enableChildEditing -> void
editor.disableChildEditing -> void
editor.setStrafing bool -> void
editor.setForceCameraToGround bool -> void
editor.setCameraHeight float -> void
editor.showObjectEditorObjects bool -> void
editor.viewMesh string string -> void
editor.setRotatingAxisYPR bool bool bool -> void
editor.setPositionAxisDUR bool bool bool -> void
editor.getRotatingAxisYPR -> string
editor.getPositionAxisDUR -> string
editor.setState ObjectEditorState -> void
editor.getState -> ObjectEditorState
editor.setCameraPosition Vec3 -> void
editor.moveAllObjects Vec3 -> void
editor.enableRandScale [bool] -> bool
editor.enableRandRotation [bool] -> bool
editor.enableRandPosition [bool] -> bool
editor.enableRandOffset [bool] -> bool
editor.enableRandTilt [bool] -> bool
editor.enableRandColor [bool] -> bool
editor.randScaleHeight [Vec2] -> Vec2
editor.randScaleWidth [Vec2] -> Vec2
editor.randPosVariance [float] -> float
editor.randTilt [float] -> float
editor.randOffset [float] -> float
editor.randColorMin [Vec3] -> Vec3
editor.randColorMax [Vec3] -> Vec3
editor.randAllObjectsOfTemplate [objectTemplate] -> void

TerrainEditor.isStrafing -> bool
TerrainEditor.getFixToGround -> bool
TerrainEditor.getNoBrushes -> float
TerrainEditor.enable -> void
TerrainEditor.disable -> void
TerrainEditor.setStrafing bool -> void
TerrainEditor.setForceCameraToGround bool -> void
TerrainEditor.setCameraHeight float -> void
TerrainEditor.setFixToGround bool -> void
TerrainEditor.setSnapToGrid bool -> void
TerrainEditor.setBrushStrength float -> void
TerrainEditor.setBrushLevel float -> void
TerrainEditor.saveRoadMap -> bool
TerrainEditor.clearRoadMap -> void
TerrainEditor.optimizeRoad2Markers -> void
TerrainEditor.loadNewBrush string -> bool
TerrainEditor.setEditMode int -> void
TerrainEditor.saveHeightMap string -> void
TerrainEditor.exportHeightMap string -> void
TerrainEditor.initRoamTerrain string -> void

toolBenchmark.setActive bool -> void
toolBenchmark.addSplinePoint Vec3 -> void
toolBenchmark.clearAllSplinePoints -> void
toolBenchmark.buildSpline -> void
toolBenchmark.save string -> void
toolBenchmark.start bool -> void
toolBenchmark.stop -> void
toolBenchmark.setSpeed float -> void
toolBenchmark.showSpline bool -> void

rayTracer.traceActiveObject -> bool
rayTracer.traceObject string -> bool
rayTracer.addIgnoreObject string -> void
rayTracer.removeIgnoreObject string -> bool
rayTracer.addIgnoreObjectTemplate string -> void
rayTracer.removeIgnoreObjectTemplate string -> bool
rayTracer.init -> void
rayTracer.light.create -> void
rayTracer.ambientIntensity [float] -> float
rayTracer.onlyNearest [bool] -> bool
rayTracer.startLightmap [uint] -> uint
rayTracer.blockSize [uint] -> uint
rayTracer.sampleOffset [float] -> float
rayTracer.shadowsNearCamera [float] -> float

materialManager.material [unsigned int] -> unsigned int
materialManager.materialDefGroup [int] -> int
materialManager.materialAttGroup [int] -> int
materialManager.materialDamage [float] -> float
materialManager.materialFriction [float] -> float
materialManager.materialElasticity [float] -> float
materialManager.materialResistance [float] -> float
materialManager.attGroup [unsigned int] -> unsigned int
materialManager.defGroup [unsigned int] -> unsigned int
materialManager.damageMod [float] -> float
materialManager.getDamageMod unsigned int unsigned int -> float
materialManager.setEffectTemplate string [float] -> void
materialManager.setCell unsigned int float [string] -> void
materialManager.dumpMaterialList -> void

scoreManager.death [int] -> int
scoreManager.kill [int] -> int
scoreManager.TK [int] -> int
scoreManager.attack [int] -> int
scoreManager.defence [int] -> int
scoreManager.capture [int] -> int
scoreManager.Objective [int] -> int
scoreManager.ObjectiveTK [int] -> int

aiSettings.setNVehiclesTypes int -> void
aiSettings.setMaxNBots int -> void
aiSettings.setNBehaviours int -> void
aiSettings.setWorldMapSize int int -> void
aiSettings.setViewDistance float -> void
aiSettings.setStatsViewDistance float -> void
aiSettings.setInformationGridDimension int -> void
aiSettings.getInformationGridDimension -> int
aiSettings.getViewDistance -> float
aiSettings.getStatsViewDistance -> float
aiSettings.setVehicleBehaviour string string string string int int string string -> void
aiSettings.setVehicleDefaultBehaviour string string -> void
aiSettings.addInterpreterEntry string string [BotLodLevel] -> void
aiSettings.removeInterpreterEntry string string BotLodLevel -> void
aiSettings.activateDefaultInterpreter string BAPStatementType BotLodLevel -> void
aiSettings.setBasicBotWeights string -> void
aiSettings.setVehicle int string -> void
aiSettings.setBehaviour int string -> void
aiSettings.getVehicle int -> string
aiSettings.getBehaviour int -> string
aiSettings.createBehaviourModifiers string -> void
aiSettings.activeBehaviourModifiers [string] -> string
aiSettings.setBehaviourModifier string float -> void
aiSettings.getBehaviourModifier string -> float
aiSettings.listBehaviourModifiers -> string
aiSettings.showAISettings -> string
aiSettings.createUCConstant string float -> void
aiSettings.createUCLinear string float float -> void
aiSettings.createUCXInverse string float float float float -> void
aiSettings.createLODManager float float -> string
aiSettings.setNSides int -> void
aiSettings.getNSides -> int
aiSettings.setBotSkill float -> void
aiSettings.getBotSkill -> float
aiSettings.getNumberOfVehicleGroups -> int
aiSettings.getVehicleGroup int -> int
aiSettings.getVehicleGroupName int -> string
aiSettings.createVehicleGroup string -> void
aiSettings.addVehicleToVehicleGroup int string -> void
aiSettings.getSAIUpdateFrequency -> float
aiSettings.setSAIUpdateFrequency float -> void
aiSettings.setStandardPersonality string int -> void
aiSettings.setStandardMoralAdmin string int -> void
aiSettings.setRespawnAllowed bool -> void
aiSettings.isRespawnAllowed -> bool

aiStrategy.createStrategy string -> void
aiStrategy.setActiveStrategy string -> void
aiStrategy.getActiveStrategyName -> string
aiStrategy.listStrategies -> string
aiStrategy.setPrerequisite string -> void
aiStrategy.addRequiredPrecedingStrategy string -> bool
aiStrategy.addProhibitedPrecedingStrategy string -> bool
aiStrategy.addSpecificObjectModifier string float -> bool
aiStrategy.completeStrategies -> void
aiStrategy.createPrerequisite string -> void
aiStrategy.setActivePrerequisite string -> void
aiStrategy.getActivePrerequisiteName -> string
aiStrategy.listPrerequisites -> string
aiStrategy.addCondition string [float] -> void
aiStrategy.setActiveCondition string -> void
aiStrategy.getActiveConditionName -> string
aiStrategy.listConditions -> string
aiStrategy.createConstantCondition string StrategyCondition::CompareType StrategyCondition::Compare StrategyCondition::ConditionSide StrategyCondition::Conditional float -> bool
aiStrategy.createHomogenousCondition string StrategyCondition::CompareType StrategyCondition::Compare StrategyCondition::Conditional -> bool
aiStrategy.createHeterogeneousCondition string StrategyCondition::CompareType StrategyCondition::Compare StrategyCondition::ConditionSide StrategyCondition::Conditional StrategyCondition::Conditional -> bool
aiStrategy.createAreaCondition string string StatusMap::Status -> bool
aiStrategy.completeConditions -> void
aiStrategy.forceStrategy string int -> string
aiStrategy.enableDebug [bool] -> bool
aiStrategy.thresholdSpeed [float] -> float

aI.init int -> void
AI.reset -> string
AI.kill -> string
aI.debug -> void
aI.addBot string int string string string -> int
aI.addUnspawnedBot string int string string -> int
aI.updateBot int -> void
aI.killBotId int -> string
aI.killBotName string -> string
aI.killAllBots -> void
aI.botGiveOrder int string string -> void
aI.botSetWaypoints_Patrol int float int ref2::Pos3 ref2::Pos3 [ref2::Pos3] -> void
aI.botSetWaypoints_Patrol3d int float int ref2::Pos3 ref2::Pos3 [ref2::Pos3] -> void
aI.botMoveTo float ref2::Pos3 int -> void
aI.botFlyTo int float float float ref2::Pos3 -> void
aI.addSAIStrategy int string -> void
aI.getRendCameraPosition -> ref2::Vec3
aI.getRendCameraRotation -> ref2::Vec3
aI.numAStarResources [int] -> int
aI.getNSearchMaps -> int
aI.getNSearchTypes -> int
aI.getNVehicles -> int
aI.getVehicleName int -> string
aI.getVehicleLocalMapName int -> string
aI.getVehicleStrategicMapName int -> string
aI.addSearchType string [int int] -> bool
aI.addSearchMap string bool float float float float float bool [int int] -> void
aI.clearMaps -> void
aI.createAllMaps -> void
aI.createAllSearchMaps -> void
aI.createAllSearchTypes -> void
aI.createMaps unsigned int -> void
aI.createSearchMaps unsigned int -> void
aI.createSearchTypes unsigned int -> void
aI.validateMaps -> void
aI.loadMaps -> void
aI.loadSearchMaps -> void
aI.loadSearchTypes -> void
aI.setSmoothing unsigned int unsigned int -> void
aI.getSmoothing unsigned int -> unsigned int
aI.setSmoothingLevel unsigned int unsigned int -> void
aI.getSmoothingLevel unsigned int -> unsigned int
aI.setLocalLevelCost unsigned int std::vector -> void
aI.setMapSpawnPoints int std::list -> void
aI.getAllBots -> string
aI.getBotPosition ref2::uint -> Vec3
aI.getBotGoalPosition ref2::uint -> Vec3
aI.getBotSide ref2::uint -> int
aI.getBotVitals ref2::uint -> bool
aI.getBotVehicle ref2::uint -> string
aI.getBotKit ref2::uint -> KitType
aI.getBotBehaviourList int -> string
aI.getBehaviourInfo ref2::uint ref2::uint -> string
aI.getActiveBehaviour ref2::uint -> int
aI.getStrategyHeat ref2::uint int -> Vec2
aI.listSAIStrategies int -> string
aI.getActiveStrategy int -> string
aI.addPlacement string ref2::Pos3 ref2::Vec3 string int string -> bool
aI.spawnBot int -> bool

aIStrategicArea.create string ref2::Pos2 ref2::Pos2 float [string] -> bool
aIStrategicArea.setActive string -> bool
aIStrategicArea.getActive -> string
aIStrategicArea.addNeighbour string -> bool
aIStrategicArea.getNeighbours -> string
aIStrategicArea.drawVehicleSearchRadi [bool] -> bool
aIStrategicArea.removeAllNeighbours -> void
aIStrategicArea.getPosition -> ref2::Pos2
aIStrategicArea.list -> string
aIStrategicArea.addObjectTypeFlag AIStrategicObject::StrategicObjectType -> int
aIStrategicArea.setObjectTypeFlags int -> int
aIStrategicArea.getObjectTypeFlags -> int
aIStrategicArea.removeObjectTypeFlag AIStrategicObject::StrategicObjectType -> int
aIStrategicArea.removeAllObjectTypeFlags -> void
aIStrategicArea.getObjectTypeFlagMapping -> string
aIStrategicArea.saveAll -> bool
aIStrategicArea.setOrderPosition string ref2::Pos2 -> bool
aIStrategicArea.listOrderPositions -> string
aIStrategicArea.enableDebug bool -> bool
aIStrategicArea.addAllowedUnit string -> void
aIStrategicArea.addExpelledUnit string -> void
aIStrategicArea.addLandingZoneUnit string -> void
aIStrategicArea.getCategoryName int -> string
aIStrategicArea.getCategoryFromName string -> int
aIStrategicArea.createNewCategory string -> void
aIStrategicArea.setAreaObjectiveRelation string float string -> void

aILandingZone.activeZone [string] -> string
aILandingZone.createLandingZone string ref2::Pos2 ref2::Pos2 LandingZoneDirection -> void
aILandingZone.listZones -> string

aITemplate.create string -> string
aITemplate.active [string] -> string
aITemplate.addPlugIn string -> string

aITemplatePlugIn.create string string -> string
aITemplatePlugIn.active [string] -> string

weaponTemplate.create string -> string
weaponTemplate.active [string] -> string

kitTemplate.create string KitType -> string
kitTemplate.active [string] -> string

aITools.pathfinding_localSearch int float ref2::Vec3 ref2::Vec3 -> void
aITools.pathfindingMode [ToolDebugPathfinding::Mode] -> ToolDebugPathfinding::Mode
aITools.pathfindingVehicle [int] -> int
aITools.pathfindingGoalRadius [float] -> float
aITools.pathfindingTrigger ref2::Vec3 ref2::Vec3 -> void
aITools.sensingMode [int] -> int

spawnPointManager.group [unsigned int] -> unsigned int
spawnPointManager.groupTeam [int] -> int
spawnPointManager.groupPos [Math::Vec3] -> Math::Vec3
spawnPointManager.groupIcon [string] -> string
spawnPointManager.groupActive [bool] -> bool
spawnPointManager.groupEnableToChangeTeam [bool] -> bool
spawnPointManager.onlyForAI [bool] -> bool
spawnPointManager.onlyForHuman [bool] -> bool
spawnPointManager.showDummy bool -> void
spawnPointManager.createLines -> void
spawnPointManager.listSpawnPoints -> string
spawnPointManager.listControlPoints -> string
spawnPointManager.listObjectSpawners -> string