Dungeon Siege Wiki

This is from Scott Bilas's `report filelog generic` console command output, useful for searching for functions and seeing what arguments they need.

Classes[]

_GUID
_SYSTEMTIME
AIAction [SINGLETON]
void RCCollectLoot( int, unsigned int ) [RPC]
FuBiCookie* RSCastLifeHealingSpells( const_mem_ptr, eActionOrigin ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT] [RETRY]
FuBiCookie* RSCollectLoot( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT] [RETRY]
FuBiCookie* RSCollectLootMp( const Goid*, const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_BACK] [RETRY]
FuBiCookie* RSDoJobPacker( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT] [RETRY]
FuBiCookie* RSDrinkLifeHealingPotions( const_mem_ptr, eActionOrigin ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT] [RETRY]
FuBiCookie* RSDrinkManaHealingPotions( const_mem_ptr, eActionOrigin ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT] [RETRY]

AI action services.

AIQuery [SINGLETON]
bool AreHumanPartyMembersInNodes( int, int, int, int )
bool AreScreenPartyMembersInNodes( int, int, int, int )
Go* CalcSecondTierTarget( const Go*, const Go* ) [COMPLEX]
bool DoesSphereHaveHumanControlledOccupants( const SiegePos&, float ) [COMPLEX]
bool DoesSphereHaveOccupants( const SiegePos&, float ) [COMPLEX]
void DumpActorStats( const Go*, ReportContext* ) [COMPLEX]
bool FindClearLosPoint( const Go*, const Go*, float, float, SiegePos& ) [COMPLEX]
bool FindClearLosPoint( const Go*, const SiegePos&, float, float, SiegePos& ) [COMPLEX]
bool FindSpotForDrop( Go*, Go*, Go*, float, float, float, SiegePos&, bool ) [COMPLEX]
bool FindSpotRelativeToSource( Go*, Go*, bool, float, float, float, float, float, SiegePos&, bool, bool ) [COMPLEX]
bool FindSpotRelativeToSource( Go*, Go*, bool, float, float, float, float, float, SiegePos&, bool ) [COMPLEX]
bool FindSpotRelativeToSource( Go*, float, float, float, SiegePos& ) [COMPLEX]
bool FindSpotRelativeToSource( const SiegePos*, const SiegePos*, eLogicalNodeFlags, float, bool, float, float, float, float, float, bool, SiegePos&, bool, bool ) [COMPLEX]
bool FindSpotRelativeToSource( const SiegePos*, const SiegePos*, eLogicalNodeFlags, float, bool, float, float, float, float, float, bool, SiegePos&, bool ) [COMPLEX]
bool FindSpotRelativeToSource( const SiegePos*, float, float, float, float, bool, SiegePos& ) [COMPLEX]
bool Get( Go*, const QtColl&, const GopColl&, GopColl& ) const [COMPLEX]
bool Get( Go*, eQueryTrait, const GopColl&, GopColl& ) const [COMPLEX]
float GetAlterationSum( const Go*, eAlteration ) const [COMPLEX]
int GetCount( Go*, const QtColl&, const GopColl& ) const [COMPLEX]
int GetCount( Go*, eQueryTrait, const GopColl& ) const [COMPLEX]
float GetDistance( const SiegePos&, const SiegePos& ) [COMPLEX]
bool GetFirstN( Go*, const QtColl&, unsigned int, const GopColl&, GopColl& ) const [COMPLEX]
bool GetFirstN( Go*, eQueryTrait, unsigned int, const GopColl&, GopColl& ) const [COMPLEX]
bool GetHumanPartyMembersInNodes( int, int, int, int, GopColl& ) [COMPLEX]
void GetLOSPoint( const Go*, SiegePos& ) const [COMPLEX] [RPC]
void GetLOSPoint( const Go*, Vector& ) const [COMPLEX] [RPC]
Go* GetMax( Go*, eQueryTrait, const GopColl& ) const [COMPLEX]
bool GetMax( Go*, const QtColl&, const GopColl&, GopColl& ) const [COMPLEX]
bool GetMax( Go*, eQueryTrait, const GopColl&, GopColl& ) const [COMPLEX]
bool GetMaxN( Go*, const QtColl&, unsigned int, const GopColl&, GopColl& ) const [COMPLEX]
bool GetMaxN( Go*, const eQueryTrait*, unsigned int, unsigned int, const GopColl&, GopColl& ) const [COMPLEX] [!SKRIT]
bool GetMaxN( Go*, eQueryTrait, unsigned int, const GopColl&, GopColl& ) const [COMPLEX]
Go* GetMin( Go*, eQueryTrait, const GopColl& ) const [COMPLEX]
bool GetMin( Go*, eQueryTrait, const GopColl&, GopColl& ) const [COMPLEX]
bool GetMinN( Go*, const QtColl&, unsigned int, const GopColl&, GopColl& ) const [COMPLEX]
bool GetMinN( Go*, const eQueryTrait*, unsigned int, unsigned int, const GopColl&, GopColl& ) const [COMPLEX] [!SKRIT]
bool GetMinN( Go*, eQueryTrait, unsigned int, const GopColl&, GopColl& ) const [COMPLEX]
bool GetOccupantsInSphere( const SiegePos&, float, GopColl& ) [COMPLEX]
void GetRandomOrientation( Quat& ) [COMPLEX] [RPC]
bool GetScreenPartyMembersInNodes( int, int, int, int, GopColl& ) [COMPLEX]
void GetTerrainPosition( const SiegePos&, float, float, SiegePos& ) [COMPLEX] [RPC]
bool GetTerrainPosition( const SiegePos&, float, SiegePos& ) [COMPLEX]
bool GetTerrainPositionAtEnd( const SiegePos&, const SiegePos&, float, float, SiegePos& ) [COMPLEX]
bool GetTerrainPositionAtEnd( const SiegePos&, const SiegePos&, float, float, float, SiegePos& ) [COMPLEX]
float GetTraitValue( const Go*, const Go*, eQueryTrait ) const [COMPLEX]
bool Is( const Go*, const Go*, const QtColl& ) const [COMPLEX]
bool Is( const Go*, const Go*, const eQueryTrait*, unsigned int ) const [COMPLEX] [!SKRIT]
bool Is( const Go*, const Go*, eQueryTrait ) const [COMPLEX]
bool Is( const Go*, const Go*, eQueryTrait, float& ) const [COMPLEX] [!SKRIT]
bool IsAreaWalkable( eLogicalNodeFlags, const SiegePos&, unsigned int, float ) [COMPLEX]
bool IsInRange( const SiegePos&, const SiegePos&, float ) [COMPLEX]
bool IsInRange( const Go*, const Go*, float ) [COMPLEX]
bool IsLosClear( const SiegePos&, const SiegePos& ) const [COMPLEX]
bool IsLosClear( const Go*, const Go* ) const [COMPLEX]
bool IsLosClear( const Go*, const SiegePos& ) const [COMPLEX]
GopColl& TempGopColl1
GopColl& TempGopColl2
GopColl& TempGopColl3
SiegePos& TempPos1
QtColl& TempQtColl1
Vector& TempVector1

AI query services.

AnimReq
unsigned int ReqBlock /* Request Block */
eAnimChore ReqChore /* Chore to run */
unsigned int ReqFlags /* Requested flags */
eAnimStance ReqStance /* Requested stance */
int ReqSubAnim /* Requested subanim */
AppModule [SINGLETON]
bool IsUserPaused( void )
bool RequestQuit( bool )
void UserPause( bool ) [RPC]
bool AltKey
bool ControlKey
int CursorX
int CursorY
bool LButton
bool MButton
float NormalizedCursorX
float NormalizedCursorY
bool RButton
bool ShiftKey
bool SpecialKey
bool XButton1
bool XButton2

Base application class.

Aspect [MANAGED]
void AnimationCallback( unsigned int )
bool AttachDeformableChild( HAspect ) [COMPLEX]
bool AttachReverseLinkedChild( HAspect, const char*, const char* ) [COMPLEX]
bool AttachReverseLinkedChild( HAspect, const char*, const char*, const Quat&, const Vector& ) [COMPLEX]
bool AttachRigidLinkedChild( HAspect, const char*, const char* ) [COMPLEX]
bool AttachRigidLinkedChild( HAspect, const char*, const char*, const Quat&, const Vector& ) [COMPLEX]
bool BlenderIsIdle( void )
void ClearInstanceAttrFlags( unsigned int )
bool DetachAllChildren( void )
bool DetachChild( HAspect ) [COMPLEX]
unsigned int GetBoneFrozenState( const char* ) const [COMPLEX]
int GetBoneIndex( const string& ) const [COMPLEX]
bool GetBoneIndex( const char*, int& ) const [COMPLEX] [!SKRIT]
bool GetBoneOrientation( const char*, Vector&, Quat& ) const [COMPLEX]
HAspect GetChild( unsigned int )
unsigned int GetIndexedBoneFrozenState( unsigned int ) const
bool GetIndexedBoneOrientation( int, Vector&, Quat& ) const [COMPLEX]
bool GetIndexedBonePosition( int, Vector& ) const [COMPLEX]
bool GetIndexedCornerPosNorm( unsigned int, unsigned int, Vector&, Vector& ) const [COMPLEX]
int GetNumCorners( unsigned int )
bool GetPrimaryBoneOrientation( Vector&, Quat& ) const [COMPLEX]
bool HasBlender( void ) const
void ResetBlender( void )
void RotateBoneX( const char*, float ) [COMPLEX]
void RotateBoneX( const char*, float, bool ) [COMPLEX]
void RotateBoneY( const char*, float ) [COMPLEX]
void RotateBoneY( const char*, float, bool ) [COMPLEX]
void RotateBoneZ( const char*, float ) [COMPLEX]
void RotateBoneZ( const char*, float, bool ) [COMPLEX]
void RotateIndexedBoneX( int, float )
void RotateIndexedBoneX( int, float, bool )
void RotateIndexedBoneY( int, float )
void RotateIndexedBoneY( int, float, bool )
void RotateIndexedBoneZ( int, float )
void RotateIndexedBoneZ( int, float, bool )
unsigned int SetBoneFrozenState( const char*, eBoneFreeze, bool ) [COMPLEX]
unsigned int SetIndexedBoneFrozenState( unsigned int, eBoneFreeze, bool )
void TranslateBoneX( const char*, float ) [COMPLEX]
void TranslateBoneX( const char*, float, bool ) [COMPLEX]
void TranslateBoneY( const char*, float ) [COMPLEX]
void TranslateBoneY( const char*, float, bool ) [COMPLEX]
void TranslateBoneZ( const char*, float ) [COMPLEX]
void TranslateBoneZ( const char*, float, bool ) [COMPLEX]
void TranslateIndexedBoneX( int, float )
void TranslateIndexedBoneX( int, float, bool )
void TranslateIndexedBoneY( int, float )
void TranslateIndexedBoneY( int, float, bool )
void TranslateIndexedBoneZ( int, float )
void TranslateIndexedBoneZ( int, float, bool )
unsigned int UpdateBlender( float )
nemaBlender* Blender
eAnimStance ChoreStance
bool ChoreWasRepeated
eAnimChore CurrentChore
int CurrentFlags
unsigned int CurrentReqBlock
eAnimStance CurrentStance
int CurrentSubAnim
float CurrentVelocity
const char* DebugName
const string& DebugNameString
unsigned int DiffuseColor
bool FreezeMeshFlag
const Goid* Goid
unsigned int HandleValue
bool HideMeshFlag
unsigned int InstanceAttrFlags
const Vector& LinkOffsetPosition
const Quat& LinkOffsetRotation
bool LockMeshFlag
eAnimChore NextChore
int NextFlags
eAnimStance NextStance
int NextSubAnim
int NumberOfChildren
nemaBlender* OrCreateBlender
HAspect Parent
eAnimChore PreviousChore
int PreviousFlags
eAnimStance PreviousStance
int PreviousSubAnim
unsigned int SharedAttrFlags
AuditorDb
bool GetBool( int, const char* ) [COMPLEX]
bool GetBool( const char* ) [COMPLEX]
float GetDouble( int, const char* ) [COMPLEX]
float GetDouble( const char* ) [COMPLEX]
float GetFloat( int, const char* ) [COMPLEX]
float GetFloat( const char* ) [COMPLEX]
int GetInt( int, const char* ) [COMPLEX]
int GetInt( const char* ) [COMPLEX]
const string& GetString( int, const char* ) [COMPLEX]
const string& GetString( const char* ) [COMPLEX]
void SetBool( int, const char*, bool ) [COMPLEX]
void SetBool( const char*, bool ) [COMPLEX]
void SetDouble( int, const char*, float ) [COMPLEX]
void SetDouble( const char*, float ) [COMPLEX]
void SetFloat( int, const char*, float ) [COMPLEX]
void SetFloat( const char*, float ) [COMPLEX]
void SetInt( int, const char*, int ) [COMPLEX]
void SetInt( const char*, int ) [COMPLEX]
void SetString( int, const char*, const string& ) [COMPLEX]
void SetString( const char*, const string& ) [COMPLEX]
BlendGroup
bool AddToGroup( nemaBlender*, unsigned int, unsigned int, unsigned int, float, bool ) [COMPLEX]
CameraAgent [SINGLETON]
void ClearCameraPositionCache( void ) [RPC]
void ClearOrders( void ) [RPC]
void ClearPosition( void ) [RPC]
void RemoveCameraPosition( const string& ) [COMPLEX] [RPC]
void SubmitCameraOffset( const SiegePos& ) [COMPLEX] [RPC]
void SubmitCameraOffset( const Vector& ) [COMPLEX] [RPC]
void SubmitCameraPosition( const string&, const CameraEulerPosition& ) [COMPLEX]
void SubmitCameraPosition( const string&, const CameraMatrixPosition& ) [COMPLEX]
void SubmitCameraPosition( const string&, const CameraPosition& ) [COMPLEX] [RPC]
void SubmitCameraPosition( const string&, const CameraQuatPosition& ) [COMPLEX]
void SubmitCameraPosition( const string&, const CameraVectorToCameraPosition& ) [COMPLEX]
void SubmitCameraPosition( const string&, const CameraVectorToTargetPosition& ) [COMPLEX]
void SubmitOrder( const string&, eCameraOrder, float, bool, const Scid* ) [COMPLEX] [RPC]
eCameraInterpolate InterpolationMode

Controls the client screen camera.

CameraEulerPosition
CameraMatrixPosition
CameraPosition
CameraQuatPosition
CameraVectorToCameraPosition
CameraVectorToTargetPosition
CollisionInfo
Config [SINGLETON]
void DumpPathVars( void ) [RPC]
bool GetBool( const char* ) const [COMPLEX]
bool GetBool( const char*, bool ) const [COMPLEX]
float GetFloat( const char* ) const [COMPLEX]
float GetFloat( const char*, float ) const [COMPLEX]
int GetInt( const char* ) const [COMPLEX]
int GetInt( const char*, int ) const [COMPLEX]
const string& GetString( const char*, const char* ) const [COMPLEX]
const string& GetString( const char* ) const [COMPLEX]

Configuration class for command line/INI/registry settings.

ContentDb [SINGLETON]
void DumpStatistics( void ) const [RPC]
bool EvalBoolFormula( const char* ) [COMPLEX]
bool EvalBoolFormula( const char*, bool ) [COMPLEX]
float EvalFloatFormula( const char* ) [COMPLEX]
float EvalFloatFormula( const char*, float ) [COMPLEX]
int EvalIntFormula( const char* ) [COMPLEX]
int EvalIntFormula( const char*, int ) [COMPLEX]
bool GetTemplateBool( const char* ) [COMPLEX]
bool GetTemplateBool( const char*, bool ) [COMPLEX]
float GetTemplateFloat( const char* ) [COMPLEX]
float GetTemplateFloat( const char*, float ) [COMPLEX]
int GetTemplateInt( const char* ) [COMPLEX]
int GetTemplateInt( const char*, int ) [COMPLEX]
const Scid* GetTemplateScid( const char* ) [COMPLEX]
const Scid* GetTemplateScid( const char*, const Scid* ) [COMPLEX]
const string& GetTemplateString( const char* ) [COMPLEX]
const string& GetTemplateString( const char*, const string& ) [COMPLEX]

Content database.

Custom [SINGLETON]
float MyTest1( int, float, const char* ) [COMPLEX]
void MyTest2( int ) [RPC]

My custom local exports.

Debug [SINGLETON]
const char* Format( const char* format, ... ) [COMPLEX] /* Print formatted output ('printf' style) to a string and return it. */
static void Assert( int testExpr ) [RPC] /* Assert on 'testExpr'. */
static void Assert( int testExpr, const char* msg ) [COMPLEX] [RPC] /* Assert on 'testExpr', print out 'msg' on failure. */
static void AssertF( int testExpr, const char* format, ... ) [COMPLEX] /* Assert on 'testExpr', print out 'format' (printf-style) on failure. */
static void Breakpoint( void ) [RPC] /* Break into debugger. */
static void DumpGameStack( void ) [RPC]
static void TestAssert2( void ) [RPC]
static void TestCrash2( void ) [RPC]
static void TestExit2( void ) [RPC]
static void TestFatal2( void ) [RPC]

Debugging functions.

DebugProbe [SINGLETON]
void GetNet( string& ) [COMPLEX] [RPC]
void SetProbeObject( const Goid* ) [RPC]
void SetProbeObject( const Scid* ) [RPC]
void ToggleMode( eDebugProbe ) [RPC]
eDebugProbe Mode
bool Verbose

Class for managing debug probes.

DecalId
bool IsValid( void ) const
void SetActive( void )
void SetActive( bool )
bool Active
unsigned char Alpha
const DecalId* InvalidDecalId
Formation
bool Move( eQPlace, eActionOrigin, bool )
bool Rotate( float )
bool RotateMembers( float )
const Vector& Direction
const Vector& MemberDirection
const SiegePos& Position
const string& Shape
FrustumId
FuBi
static void DumpPrototypes( void ) [RPC]
FuBiClassHeaderSpec
FuBiCookie
FuBiEvent
static void OnBotDraw( HSkritObject ) [COMPLEX]
static void OnBotHandleMessage( HSkritObject, eWorldEvent, const WorldMessage& ) [COMPLEX]
static void OnBotHandleUiAction( HSkritObject, UI_ACTION, const string&, UIWindow* ) [COMPLEX]
static void OnBotHandleUiInterfaceMessage( HSkritObject, eUIMessage, const UIMessage&, const string& ) [COMPLEX]
static void OnBotHandleUiWindowMessage( HSkritObject, eUIMessage, const UIMessage&, UIWindow* ) [COMPLEX]
static void OnBotSysUpdate( HSkritObject, float ) [COMPLEX]
static void OnBotUpdate( HSkritObject, float ) [COMPLEX]
static void OnCCWorldMessage( SkritObject*, eWorldEvent, const WorldMessage* ) [COMPLEX]
static void OnConstruct( SkritObject* ) [COMPLEX]
static void OnConstructShared( SkritObject* ) [COMPLEX]
static void OnDestroy( SkritObject* ) [COMPLEX]
static void OnDestroyShared( SkritObject* ) [COMPLEX]
static void OnEnterState( SkritObject* ) [COMPLEX]
static void OnExitState( SkritObject* ) [COMPLEX]
static bool OnGoCommitCreation( SkritObject*, SkriteResult& ) [COMPLEX] [!SKRIT]
static bool OnGoCommitImport( SkritObject*, bool ) [COMPLEX]
static void OnGoDraw( SkritObject* ) [COMPLEX]
static void OnGoDrawDebugHud( SkritObject* ) [COMPLEX]
static void OnGoDump( SkritObject*, bool, ReportContext* ) [COMPLEX]
static void OnGoHandleCcMessage( SkritObject*, eWorldEvent, const WorldMessage& ) [COMPLEX]
static void OnGoHandleMessage( SkritObject*, eWorldEvent, const WorldMessage& ) [COMPLEX]
static void OnGoLinkChild( SkritObject*, Go* ) [COMPLEX]
static void OnGoLinkParent( SkritObject*, Go* ) [COMPLEX]
static void OnGoPreload( SkritObject* ) [COMPLEX]
static void OnGoRecalcModifiers( SkritObject* ) [COMPLEX]
static void OnGoResetModifiers( SkritObject* ) [COMPLEX]
static void OnGoShutdown( SkritObject* ) [COMPLEX]
static void OnGoUnlinkChild( SkritObject*, Go* ) [COMPLEX]
static void OnGoUnlinkParent( SkritObject*, Go* ) [COMPLEX]
static void OnGoUpdate( SkritObject*, float ) [COMPLEX]
static void OnGoUpdateSpecial( SkritObject*, float ) [COMPLEX]
static void OnJobInit( SkritObject*, Job* ) [COMPLEX]
static void OnJobInitPointers( SkritObject*, Job* ) [COMPLEX]
static void OnLoad( SkritObject* ) [COMPLEX]
static void OnLoadShared( SkritObject* ) [COMPLEX]
static void OnResetChore( HSkritObject ) [COMPLEX]
static void OnStartChore( HSkritObject, int, int ) [COMPLEX]
static void OnTimeExecute( HSkritObject, float, TimeTarget* ) [COMPLEX]
static void OnTimeLastUpdate( HSkritObject, float, TimeTarget* ) [COMPLEX]
static void OnTimer( SkritObject*, int, float ) [COMPLEX]
static void OnTimeUpdate( HSkritObject, float, TimeTarget* ) [COMPLEX]
static void OnTransitionPoll( SkritObject* ) [COMPLEX]
static void OnUpdate( HSkritObject, float ) [COMPLEX]
static void OnWorldMessage( SkritObject*, eWorldEvent, const WorldMessage* ) [COMPLEX]
FuBiFunctionDocs
FuBiFunctionFlagBuilder
FuelBlock
static bool PreloadFuelBlock( const char*, bool ) [COMPLEX]
FuelSys [SINGLETON]
void DebugSetShowHandleAccess( bool ) [RPC]
bool DebugShowHandleAccess( void )
void Dump( void ) [RPC]
void Unload( void ) [RPC]
bool UncachingEnabled

Fuel system master class.

Game
RapiAppModule [SINGLETON]
bool AutoSaveGame( void )
bool AutoSaveGameNow( void )
bool AutoSaveParty( void )
bool CheckAutoSaveParty( void )
bool CheckAutoSaveParty( bool )
void DumpPerformanceSummary( bool, ReportContext* ) [COMPLEX]
void ExitGame( void ) [RPC]
void RCUserPause( bool, double, const PlayerId* ) [RPC] [!SKRIT]
bool ReloadContentDb( void )
bool ReloadObjects( void )
bool ReloadWorld( bool )
void RSPauseAllClients( bool, const PlayerId* ) [RPC]
void RSUserPause( bool, const PlayerId* ) [RPC]
bool SaveGame( const char* ) [COMPLEX]
int MPSendFrequency
int MPSleep

The Dungeon Siege game engine.

GameAuditor
AuditorDb [SINGLETON]
AuditorDb* AddDb( const char*, bool ) [COMPLEX]
AuditorDb* FindDb( const char* ) [COMPLEX]
void Print( const char* ) [COMPLEX] [RPC]
void PrintDbList( void ) [RPC]
void RCSet( int, const char*, int ) [COMPLEX] [RPC]
void RCSet( int, const char*, int, unsigned int ) [COMPLEX] [RPC]
void RCSet( const char*, int ) [COMPLEX] [RPC]
void RCSet( const char*, int, unsigned int ) [COMPLEX] [RPC]
void RCSetBool( int, const char*, bool ) [COMPLEX] [RPC]
void RCSetBool( int, const char*, bool, unsigned int ) [COMPLEX] [RPC]
void RCSetBool( const char*, bool ) [COMPLEX] [RPC]
void RCSetBool( const char*, bool, unsigned int ) [COMPLEX] [RPC]
AuditorDb* Db

We are game auditor.

GenericId
bool IsValid( void ) const /* Returns true if this refers to a valid generic id. */
const GenericId* InvalidGenericId /* Returns the invalid GenericId constant. */
Go [RPC]
void AddChild( Go* ) [COMPLEX] [RPC]
void ClearParent( void ) [RPC]
bool Deselect( void )
void DisableAutoExpiration( void ) [RPC]
void EnableAutoExpiration( void ) [RPC]
void EnableAutoExpiration( bool ) [RPC]
GoComponent* GetComponent( const char* ) [COMPLEX]
bool GetComponentBool( const char*, const char* ) [COMPLEX]
bool GetComponentBool( const char*, const char*, bool ) [COMPLEX]
float GetComponentFloat( const char*, const char* ) [COMPLEX]
float GetComponentFloat( const char*, const char*, float ) [COMPLEX]
int GetComponentInt( const char*, const char* ) [COMPLEX]
int GetComponentInt( const char*, const char*, int ) [COMPLEX]
const Scid* GetComponentScid( const char*, const char* ) [COMPLEX]
const Scid* GetComponentScid( const char*, const char*, const Scid* ) [COMPLEX]
const string& GetComponentString( const char*, const char* ) [COMPLEX]
const string& GetComponentString( const char*, const char*, const string& ) [COMPLEX]
const string& GetMessage( const char* ) [COMPLEX]
bool HasActor( void ) const
bool HasAspect( void ) const
bool HasAttack( void ) const
bool HasBody( void ) const
bool HasChild( const Goid* ) const
bool HasChild( const Go* ) const [COMPLEX]
bool HasCommon( void ) const
bool HasComponent( const char* ) const [COMPLEX]
bool HasConversation( void ) const
bool HasDefend( void ) const
bool HasEdit( void ) const
bool HasFader( void ) const
bool HasFollower( void ) const
bool HasGizmo( void ) const
bool HasGold( void ) const
bool HasGui( void ) const
bool HasInventory( void ) const
bool HasMagic( void ) const
bool HasMind( void ) const
bool HasParty( void ) const
bool HasPhysics( void ) const
bool HasPlacement( void ) const
bool HasPotion( void ) const
bool HasStore( void ) const
bool IsActiveSpell( void ) const
bool IsActor( void ) const
bool IsAmmo( void ) const
bool IsAnyHumanParty( void ) const
bool IsAnyHumanPartyMember( void ) const
bool IsArmor( void ) const
bool IsAutoExpirationEnabled( void ) const
bool IsBreakable( void ) const
bool IsChad( void ) const
bool IsCommand( void ) const
bool IsContainer( void ) const
bool IsEquipped( void ) const
bool IsFireImmune( void ) const
bool IsFocused( void ) const
bool IsGhost( void ) const
bool IsGhostUsable( void ) const
bool IsGlobalGo( void ) const
bool IsGold( void ) const
bool IsHuded( void ) const
bool IsInActiveScreenWorldFrustum( void ) const
bool IsInActiveWorldFrustum( void ) const
bool IsInAnyScreenWorldFrustum( void ) const
bool IsInAnyWorldFrustum( void ) const
bool IsInHotGroup( void ) const
bool IsInsideInventory( void ) const
bool IsInViewFrustum( void ) const
bool IsItem( void ) const
bool IsJames( void ) const
bool IsLocalGo( void ) const
bool IsMeleeWeapon( void ) const
bool IsMouseShadowed( void ) const
bool IsNoStartupFx( void ) const
bool IsOmni( void ) const
bool IsPotion( void ) const
bool IsProbed( void ) const
bool IsRangedWeapon( void ) const
bool IsScreenParty( void ) const
bool IsScreenPartyMember( void ) const
bool IsScreenPlayerOwned( void ) const
bool IsSelectable( void ) const
bool IsSelected( void ) const
bool IsShield( void ) const
bool IsSpawned( void ) const
bool IsSpell( void ) const
bool IsSpellBook( void ) const
bool IsTeamMember( const Goid* ) const
bool IsUsable( void ) const
bool IsWeapon( void ) const
unsigned int PlayMaterialSound( const char*, const char*, bool ) [COMPLEX]
unsigned int PlayMaterialSound( const char*, const Goid*, bool ) [COMPLEX]
unsigned int PlaySound( const char*, GPGSoundeSampleType, float, float, bool ) [COMPLEX]
unsigned int PlaySound( const char*, bool, GPGSoundeSampleType ) [COMPLEX]
unsigned int PlayVoiceSound( const char*, float, float, bool ) [COMPLEX]
unsigned int PlayVoiceSound( const char*, bool ) [COMPLEX]
void PrepareToDrawNow( void ) [RPC]
void PrepareToDrawNow( bool ) [RPC]
GoActor* QueryActor( void )
GoActor* QueryActor( bool )
GoAspect* QueryAspect( void )
GoAspect* QueryAspect( bool )
GoAttack* QueryAttack( void )
GoAttack* QueryAttack( bool )
GoBody* QueryBody( void )
GoBody* QueryBody( bool )
GoCommon* QueryCommon( void )
GoCommon* QueryCommon( bool )
GoComponent* QueryComponent( const char*, bool ) [COMPLEX]
GoConversation* QueryConversation( void )
GoConversation* QueryConversation( bool )
GoDefend* QueryDefend( void )
GoDefend* QueryDefend( bool )
GoEdit* QueryEdit( void )
GoEdit* QueryEdit( bool )
GoFader* QueryFader( void )
GoFader* QueryFader( bool )
GoFollower* QueryFollower( void )
GoFollower* QueryFollower( bool )
GoGizmo* QueryGizmo( void )
GoGizmo* QueryGizmo( bool )
GoGold* QueryGold( void )
GoGold* QueryGold( bool )
GoGui* QueryGui( void )
GoGui* QueryGui( bool )
GoInventory* QueryInventory( void )
GoInventory* QueryInventory( bool )
GoMagic* QueryMagic( void )
GoMagic* QueryMagic( bool )
GoMind* QueryMind( void )
GoMind* QueryMind( bool )
GoParty* QueryParty( void )
GoParty* QueryParty( bool )
GoPhysics* QueryPhysics( void )
GoPhysics* QueryPhysics( bool )
GoPlacement* QueryPlacement( void )
GoPlacement* QueryPlacement( bool )
GoPotion* QueryPotion( void )
GoPotion* QueryPotion( bool )
GoStore* QueryStore( void )
GoStore* QueryStore( bool )
void RCDeactivateTrigger( unsigned short ) [RPC]
void RCExplodeGo( float, const Vector&, unsigned int ) [COMPLEX] [RPC]
FuBiCookie* RCForcedExpiredTransfer( Go* ) [COMPLEX] [RPC] [RETRY]
void RCPlayCombatSoundPacker( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
void RCPlayMaterialSound( const char*, const char*, bool ) [COMPLEX] [RPC]
void RCPlayMaterialSound( const char*, const Goid*, bool ) [COMPLEX] [RPC]
void RCPlayVoiceSound( unsigned int, const char*, bool ) [COMPLEX] [RPC]
void RCPlayVoiceSoundIdPeek( eVoiceSound, bool ) [RPC]
void RCPlayVoiceSoundPeek( const char*, bool ) [COMPLEX] [RPC]
void RCRemoveAllEnchantmentsOnSelf( void ) [RPC]
void RCRpcSyncDataPeek( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
void RCSend( WorldMessage&, MESSAGE_DISPATCH_FLAG ) [COMPLEX] [RPC]
void RCSetCollision( const Goid*, bool ) [RPC]
void RCSetParent( Go* ) [COMPLEX] [RPC]
void RCSetPlayer( const PlayerId* ) [RPC]
void RemoveAllChildren( void ) [RPC]
void RemoveChild( Go* ) [COMPLEX] [RPC]
bool Select( void )
bool Select( bool )
bool SetComponentBool( const char*, const char*, bool ) [COMPLEX]
bool SetComponentFloat( const char*, const char*, float ) [COMPLEX]
bool SetComponentInt( const char*, const char*, int ) [COMPLEX]
bool SetComponentScid( const char*, const char*, const Scid* ) [COMPLEX]
bool SetComponentString( const char*, const char*, const string& ) [COMPLEX]
void SPlayMaterialSound( const char*, const char*, bool ) [COMPLEX] [RPC]
void SPlayMaterialSound( const char*, const Goid*, bool ) [COMPLEX] [RPC]
void SPlayVoiceSound( const char*, bool ) [COMPLEX] [RPC]
void SSetParent( Go* ) [COMPLEX] [RPC]
void SSetPlayer( const PlayerId* ) [RPC]
void StopSound( unsigned int ) [RPC]
bool ToggleSelected( void )
bool WasInViewFrustumRecently( void ) const
GoActor* Actor
GoAspect* Aspect
GoAttack* Attack
Go* BestArmor
GoBody* Body
const GopColl& Children
GoCommon* Common
GoConversation* Conversation
GoDefend* Defend
GoEdit* Edit
GoFader* Fader
GoFollower* Follower
GoGizmo* Gizmo
const Goid* Goid
GoGold* Gold
GoGui* Gui
GoInventory* Inventory
eLifeState LifeState
unsigned int MachineId
GoMagic* Magic
const char* Material
GoMind* Mind
Go* OwningParty
Go* Parent
GoParty* Party
GoPhysics* Physics
GoPlacement* Placement
Player* Player
const PlayerId* PlayerId
GoPotion* Potion
Go* Root
const Scid* Scid
GoStore* Store
const char* TemplateName
GoActor [RPC]
const Goid* GetGenericStateSpellGoid( const char* ) const [COMPLEX]
float GetGenericStateSpellLevel( const char* ) const [COMPLEX]
float GetSkillLevel( const char* ) const [COMPLEX]
bool HasGenericState( const char* ) const [COMPLEX]
void RCAddGenericState( const char*, const char*, double, const Goid*, const Goid*, float ) [COMPLEX] [RPC] [!SKRIT]
void RCRemoveGenericState( const char* ) [COMPLEX] [RPC]
void RCSetAlignment( eActorAlignment ) [RPC]
void RCSetCanShowHealth( bool ) [RPC]
void RCSetSkillLevels( float, float, float ) [RPC]
void RCSetUnconsiousEndTime( double ) [RPC] [!SKRIT]
FuBiCookie* RCUpdatePortraitTexture( void ) [RPC] [RETRY]
void RSResetUnconsciousDuration( float ) [RPC]
void SAddGenericState( const char*, const char*, float, const Goid*, const Goid*, float ) [COMPLEX] [RPC]
void SRemoveGenericState( const char* ) [COMPLEX] [RPC]
void SSetAlignment( eActorAlignment ) [RPC]
void SSetCanShowHealth( bool ) [RPC]
eActorAlignment Alignment
bool CanBePickedUp
bool CanLevelUp
bool CanShowHealth
bool DropsSpellbook
float HighestSkillLevel
bool IsCharmable
bool IsHero
bool IsMale
bool IsPossessable

Interactive intelligent actor

GoAspect [RPC]
void ClearExperienceBenefactor( void ) [RPC]
void Dump( ReportContext* ) [COMPLEX]
float GetAspectTextureSpeed( int )
const char* GetCurrentAspectTexture( int )
void RCFadeOut( void ) [RPC]
void RCSetAspectTextureSpeed( int, float ) [RPC]
void RCSetCurrentAspectTexture( int, const char* ) [COMPLEX] [RPC]
void RCSetCurrentLife( float ) [RPC] [CHECK_SERVER]
void RCSetCurrentMana( float ) [RPC] [CHECK_SERVER]
void RCSetDynamicTexture( ePlayerSkin, const char* ) [COMPLEX] [RPC]
void RCSetFreezeMeshFlag( bool ) [RPC]
void RCSetGhostTimeout( double ) [RPC] [!SKRIT]
FuBiCookie* RCSetGoldValue( int ) [RPC] [RETRY]
void RCSetIsGhostUsable( bool ) [RPC]
void RCSetIsSelectable( bool ) [RPC]
void RCSetIsUsable( bool ) [RPC]
void RCSetIsVisible( bool ) [RPC]
void RCSetLifeState( eLifeState ) [RPC]
void RCSetLockMeshFlag( bool ) [RPC]
void RCSetMaxLife( float ) [RPC] [CHECK_SERVER]
void RCSetMaxMana( float ) [RPC] [CHECK_SERVER]
void RCSetNaturalMaxLife( float ) [RPC] [CHECK_SERVER]
void RCSetNaturalMaxMana( float ) [RPC] [CHECK_SERVER]
void RCSyncState( float, float ) [RPC]
void RSSetCurrentAspectTexture( int, const char* ) [COMPLEX] [RPC]
FuBiCookie* RSSetGoldValue( int ) [RPC] [RETRY]
void SResetGhostTimeout( void ) [RPC]
void SSetAspectTextureSpeed( int, float ) [RPC]
void SSetCurrentAspectTexture( int, const char* ) [COMPLEX] [RPC]
void SSetCurrentLife( float ) [RPC]
void SSetCurrentMana( float ) [RPC]
void SSetDynamicTexture( ePlayerSkin, const char* ) [COMPLEX] [RPC]
void SSetFreezeMeshFlag( bool ) [RPC]
void SSetGoldValue( int, bool ) [RPC]
void SSetIsGhostUsable( bool ) [RPC]
void SSetIsSelectable( bool ) [RPC]
void SSetIsUsable( bool ) [RPC]
void SSetIsVisible( bool ) [RPC]
void SSetLifeState( eLifeState ) [RPC]
void SSetLifeState( eLifeState, bool ) [RPC]
void SSetLockMeshFlag( bool ) [RPC]
void SSetMaxLife( float ) [RPC]
void SSetMaxMana( float ) [RPC]
void SSetNaturalMaxLife( float ) [RPC]
void SSetNaturalMaxMana( float ) [RPC]
HAspect AspectHandle
Aspect* AspectPtr
float BoundingSphereRadius
float CurrentLife
float CurrentMana
bool DoesBlockCamera
bool DoesBlockPath
bool DrawSelectionIndicator
bool DynamicallyLit
const Goid* ExperienceBenefactor
const char* ExperienceBenefactorSkill
bool ForceNoRender
int GoldValue
bool HasBlockedPath
bool InterestOnly
bool IsCollidable
bool IsGagged
bool IsGhostUsable
bool IsInvincible
bool IsRespawningAsGhost
bool IsSelectable
bool IsUsable
bool IsVisible
float LifeRatio
float LifeRecoveryPeriod
float LifeRecoveryUnit
eLifeState LifeState
float ManaRatio
float ManaRecoveryPeriod
float ManaRecoveryUnit
float MaxLife
float MaxMana
bool MegamapOrient
bool MegamapOverride
float RenderScale
bool ShouldDrawShadow
float UseRange

Runtime visual representation for an object

GoAttack [RPC]
void AlertRangedAttack( const Goid* ) [RPC]
float ComputeAimingAngle( const SiegePos&, const SiegePos&, float ) [COMPLEX]
float ComputeAimingAngle( const Goid*, const SiegePos&, const SiegePos&, float ) [COMPLEX]
void ComputeAimingError( void ) [RPC]
SiegePos& ComputeFiringPos( void )
SiegePos& ComputeTargetPos( const Goid* )
float GetCustomDamageChance( const char* ) const [COMPLEX]
float GetCustomDamageMax( const char* ) const [COMPLEX]
float GetCustomDamageMin( const char* ) const [COMPLEX]
bool IsInProjectileRange( float, const SiegePos& ) [COMPLEX]
void RCLaunchAmmo( Go*, const Goid*, SiegePos, Vector, unsigned int ) [COMPLEX] [RPC] [!SKRIT]
void SLaunchAmmo( float, const SiegePos&, const SiegePos&, float, float, const Goid* ) [COMPLEX] [RPC]
const Goid* SPrepareAmmo( void )
void SUnprepareAmmo( void ) [RPC]
float AimingErrorX
float AimingErrorY
bool AmmoAppearsJIT
const string& AmmoAttachBone
bool AmmoAttachesToWeapon
const Goid* AmmoCloneSource
const Goid* AmmoReady
float AmountDamageToType
float AreaDamageRadius
eAttackClass AttackClass
float AttackRange
float ChanceToHitBonus
float ChanceToHitBonusMelee
float ChanceToHitBonusRanged
float CriticalHitChance
float DamageMax
float DamageMaxNatural
float DamageMin
float DamageMinNatural
const string& DamageToType
float DamageToUndead
float ExperienceBonus
bool IsMelee
bool IsOneShot
bool IsProjectile
bool IsTwoHanded
bool IsWeapon
float LifeBonusAmount
float LifeStealAmount
float ManaBonusAmount
float ManaStealAmount
float MeleeAimPiTime
float MeleeFidgetTime
float MeleeRecoverTime
float MeleeSwingTime
float PiercingDamageChance
float PiercingDamageChanceAmount
float PiercingDamageChanceAmountMelee
float PiercingDamageChanceAmountRanged
float PiercingDamageChanceMelee
float PiercingDamageChanceRanged
float PiercingDamageMax
float PiercingDamageMeleeMax
float PiercingDamageMeleeMin
float PiercingDamageMin
float PiercingDamageRangedMax
float PiercingDamageRangedMin
const Goid* ProjectileLauncher
float ReloadDelay
bool RequiresLineOfSight
Go* Shooter
const string& SkillClass
bool UseAimingError
float WeaponErrorRangeX
float WeaponErrorRangeY

Parameters related to attacking

GoBody [RPC]
void Dump( bool, ReportContext* ) [COMPLEX]
void RCAnimate( const AnimReq& ) [COMPLEX] [RPC]
void SAnimate( const AnimReq& ) [COMPLEX] [RPC]
float SetAvgMoveVelocity( float )
float AvgMoveVelocity
float MaxMoveVelocity
float MinMoveVelocity

More complex representation for an object, typically used on actors

GoCloneReq
bool FadeIn
bool ForceClientAllowed
bool ForcePosition
bool ForceServerOnly
bool NoStartupFx
bool Omni
bool PrepareToDrawNow
bool SnapToTerrain
const Quat& StartingOrient
const SiegePos& StartingPos
GoCommon [RPC]
void GetScreenName( string& ) const [COMPLEX] [RPC]
void RCCopyMembership( const Goid* ) [RPC]
void RCRestoreLastMembership( void ) [RPC]
FuBiCookie* RCSetScreenName( const wstring& ) [COMPLEX] [RPC] [!SKRIT] [RETRY]
void RestoreLastMembership( void ) [RPC]
void SCopyMembership( const Goid* ) [RPC]
void SRestoreLastMembership( void ) [RPC]
void SSetScreenName( const string& ) [COMPLEX] [RPC]
const string& AutoExpirationClass
const string& ForcedExpirationClass
const Membership& Membership
const string& ScreenName

Common attributes for all game objects

GoComponent
const GoDataComponent* Data
Go* Go
const Goid* Goid
const string& Name
const Scid* Scid
GoConversation [RPC]
FuBiCookie* RCActivateDialogue( const Goid*, unsigned int ) [RPC] [RETRY]
FuBiCookie* RCSelectConversation( const char*, unsigned int ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
void RCSetCanTalk( bool ) [RPC]
FuBiCookie* RSActivateDialogue( void ) [RPC] [RETRY]
FuBiCookie* RSSelectConversation( const char* ) [COMPLEX] [RPC] [RETRY]
void SSetCanTalk( bool ) [RPC]
const string& SelectedConversation

Conversation data to use when talking to this object

GoCreateReq
bool FadeIn
bool ForcePosition
bool NoStartupFx
bool PrepareToDrawNow
bool SnapToTerrain
const Quat& StartingOrient
const SiegePos& StartingPos
GoDataComponent
GoDb [SINGLETON]
bool AddToHotGroup( const Goid* )
bool AddToHotGroup( const Goid*, bool )
bool CancelExpiration( Go*, bool ) [COMPLEX]
const Goid* CloneLocalGo( const GoCloneReq& ) [COMPLEX]
void DebugBreakOn( const Goid* ) [RPC]
bool Deselect( const Goid* )
void DeselectAll( void ) [RPC]
const Goid* FindGoidByScid( const Scid* ) const
const Goid* GetFocusGo( const PlayerId* ) const
const Goid* GetFocusGo( void ) const
float GetLongestAlteration( const Goid*, const Goid*, const Goid*, const Goid* )
bool GetQuestBool( const Goid*, const char*, const char* ) const [COMPLEX]
bool GetQuestBool( const Goid*, const char*, const char*, bool ) const [COMPLEX]
float GetQuestFloat( const Goid*, const char*, const char* ) const [COMPLEX]
float GetQuestFloat( const Goid*, const char*, const char*, float ) const [COMPLEX]
int GetQuestInt( const Goid*, const char*, const char* ) const [COMPLEX]
int GetQuestInt( const Goid*, const char*, const char*, int ) const [COMPLEX]
const string& GetQuestString( const Goid*, const char*, const char* ) const [COMPLEX]
const string& GetQuestString( const Goid*, const char*, const char*, const string& ) const [COMPLEX]
bool GetScidBit( const Scid*, int ) const
bool GetScidBit( const Scid*, int, bool ) const
unsigned int GetScidBits( const Scid* ) const
unsigned int GetScidBits( const Scid*, unsigned int ) const
bool HasEnchantment( const Goid*, const string& ) [COMPLEX]
bool HasEnchantmentNamed( const Goid*, const string& ) [COMPLEX]
bool HasEnchantments( const Goid* )
bool HasGoWithScid( const Scid* ) const
bool IsBeingWatched( const Goid* ) const
bool IsConstructingStandaloneGo( void ) const
bool IsEditMode( void ) const
bool IsExpiring( Go* ) const [COMPLEX]
bool IsInHotGroup( const Goid* )
bool IsMouseShadowed( const Goid* ) const
bool IsSelected( const Goid* ) const
bool IsWatching( const Goid* ) const
void PreloadCloneSource( Go*, const char* ) [COMPLEX] [RPC]
FuBiCookie* RCAssignFrustumToGo( unsigned int, const FrustumId*, const Goid* ) [RPC] [RETRY]
FuBiCookie* RCClearFocusGo( unsigned int, const PlayerId* ) [RPC] [RETRY]
FuBiCookie* RCClientSyncAllClientsGos( unsigned int, const string& ) [COMPLEX] [RPC] [RETRY]
FuBiCookie* RCCloneGoPacker( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT] [RETRY]
FuBiCookie* RCCreateGoPacker( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT] [RETRY]
void RCMarkForDeletionPacker( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
void RCMarkForMondoDeletionPacker( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
FuBiCookie* RCReleaseFrustumFromGo( unsigned int, const Goid*, bool ) [RPC] [RETRY]
FuBiCookie* RCSetFocusGo( unsigned int, const Goid* ) [RPC] [RETRY]
void RCSetQuestString( const Goid*, const char*, const char*, const string& ) [COMPLEX] [RPC]
void RCSetScidBit( const Scid*, int, bool ) [RPC]
void RCSetScidBits( const Scid*, unsigned int ) [RPC]
void RCSyncOnMachine( unsigned int, const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_BACK]
void RCVerifyGoBucket( unsigned int, unsigned int ) [RPC]
void RemoveAllFromHotGroup( void ) [RPC]
bool RemoveFromHotGroup( const Goid* )
void ReplaceHotGroup( const GopColl& ) [COMPLEX]
FuBiCookie* RSClearFocusGo( const PlayerId* ) [RPC] [RETRY]
FuBiCookie* RSCloneGo( const GoCloneReq& ) [COMPLEX] [RPC] [RETRY]
FuBiCookie* RSCloneGo( const GoCloneReq&, const char* ) [COMPLEX] [RPC] [RETRY]
void RSMarkForDeletion( Go*, bool, bool, bool ) [COMPLEX] [RPC]
void RSMarkForDeletion( const Goid*, bool, bool, bool ) [RPC]
void RSMarkForDeletion( const Scid*, bool, bool, bool ) [RPC]
void RSMarkGoAndChildrenForDeletion( Go*, bool, bool, bool ) [COMPLEX] [RPC]
void RSMarkGoAndChildrenForDeletion( const Goid*, bool, bool, bool ) [RPC]
void RSMarkGoAndChildrenForDeletion( const Scid*, bool, bool, bool ) [RPC]
FuBiCookie* RSSetFocusGo( const Goid* ) [RPC] [RETRY]
FuBiCookie* SAssignFrustumToGo( const FrustumId*, const Goid* ) [RPC] [RETRY]
const Goid* SCloneGo( const GoCloneReq& ) [COMPLEX]
const Goid* SCloneGo( const GoCloneReq&, const char* ) [COMPLEX]
FuBiCookie* SCreateFrustumForGo( const Goid* ) [RPC] [RETRY]
const Goid* SCreateGo( const GoCreateReq& ) [COMPLEX]
bool Select( const Goid* )
bool Select( const Goid*, bool )
void SetAbortScriptID( const Goid*, const string&, const SFxSID* ) [COMPLEX] [RPC]
void SetEnchantmentDoneMessage( const Goid*, const string&, const Goid*, eWorldEvent ) [COMPLEX] [RPC]
void SetQuestBool( const Goid*, const char*, const char*, bool ) [COMPLEX] [RPC]
void SetQuestFloat( const Goid*, const char*, const char*, float ) [COMPLEX] [RPC]
void SetQuestInt( const Goid*, const char*, const char*, int ) [COMPLEX] [RPC]
void SetQuestString( const Goid*, const char*, const char*, const string& ) [COMPLEX] [RPC]
bool SetScidBit( const Scid*, int, bool )
unsigned int SetScidBits( const Scid*, unsigned int )
void SMarkForDeletion( Go* ) [COMPLEX] [RPC]
void SMarkForDeletion( Go*, bool, bool, bool ) [COMPLEX] [RPC]
void SMarkForDeletion( Go*, bool, bool ) [COMPLEX] [RPC]
void SMarkForDeletion( Go*, bool ) [COMPLEX] [RPC]
void SMarkForDeletion( const Goid* ) [RPC]
void SMarkForDeletion( const Goid*, bool, bool, bool ) [RPC]
void SMarkForDeletion( const Goid*, bool, bool ) [RPC]
void SMarkForDeletion( const Goid*, bool ) [RPC]
void SMarkForDeletion( const Scid* ) [RPC]
void SMarkForDeletion( const Scid*, bool, bool, bool ) [RPC]
void SMarkForDeletion( const Scid*, bool, bool ) [RPC]
void SMarkForDeletion( const Scid*, bool ) [RPC]
void SMarkGoAndChildrenForDeletion( Go* ) [COMPLEX] [RPC]
void SMarkGoAndChildrenForDeletion( Go*, bool, bool, bool ) [COMPLEX] [RPC]
void SMarkGoAndChildrenForDeletion( Go*, bool, bool ) [COMPLEX] [RPC]
void SMarkGoAndChildrenForDeletion( Go*, bool ) [COMPLEX] [RPC]
void SMarkGoAndChildrenForDeletion( const Goid* ) [RPC]
void SMarkGoAndChildrenForDeletion( const Goid*, bool, bool, bool ) [RPC]
void SMarkGoAndChildrenForDeletion( const Goid*, bool, bool ) [RPC]
void SMarkGoAndChildrenForDeletion( const Goid*, bool ) [RPC]
void SMarkGoAndChildrenForDeletion( const Scid* ) [RPC]
void SMarkGoAndChildrenForDeletion( const Scid*, bool, bool, bool ) [RPC]
void SMarkGoAndChildrenForDeletion( const Scid*, bool, bool ) [RPC]
void SMarkGoAndChildrenForDeletion( const Scid*, bool ) [RPC]
FuBiCookie* SReleaseFrustumFromGo( const Goid*, bool ) [RPC] [RETRY]
void SSetQuestBool( const Goid*, const char*, const char*, bool ) [COMPLEX] [RPC]
void SSetQuestFloat( const Goid*, const char*, const char*, float ) [COMPLEX] [RPC]
void SSetQuestInt( const Goid*, const char*, const char*, int ) [COMPLEX] [RPC]
void SSetQuestString( const Goid*, const char*, const char*, const string& ) [COMPLEX] [RPC]
bool SSetScidBit( const Scid*, int, bool )
unsigned int SSetScidBits( const Scid*, unsigned int )
bool StartExpiration( Go*, bool ) [COMPLEX]
void StartWatching( const Goid*, const Goid* ) [RPC]
void StopWatching( const Goid*, const Goid* ) [RPC]

Database of all runtime game objects (Go's).

GoDefend [RPC]
float GetBlockCustomDamage( const char* ) const [COMPLEX]
float GetBlockPartCustomDamage( const char* ) const [COMPLEX]
float BlockCombatMagicChance
float BlockCombatMagicChanceAmount
float BlockCombatMagicDamage
float BlockDamage
float BlockMeleeDamage
float BlockMeleeDamageChance
float BlockMeleeDamageChanceAmount
float BlockNatureMagicChance
float BlockNatureMagicChanceAmount
float BlockNatureMagicDamage
float BlockPartCombatMagicDamage
float BlockPartDamage
float BlockPartMeleeDamage
float BlockPartNatureMagicDamage
float BlockPartPiercingDamage
float BlockPartRangedDamage
float BlockPiercingDamage
float BlockRangedDamage
float BlockRangedDamageChance
float BlockRangedDamageChanceAmount
float ChanceToDodgeHit
float ChanceToDodgeHitMelee
float ChanceToDodgeHitRanged
float Defense
float ManaShield
float ReflectDamageAmount
float ReflectDamageChance
float ReflectPiercingDamageAmount
float ReflectPiercingDamageChance

Parameters related to defending

GoEdit

Special edit component only used by tools

GoFader

A component that takes an aspect and fades it

GoFollower [RPC]
bool IsOrientModeDefined( void ) const
void RCSendPackedClipToFollowers( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
void RCSendPackedPositionUpdateToFollowers( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
void RCSendPackedUpdateToFollowers( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
SiegeRot CurrentOrientationGoal
eOrientMode CurrentOrientMode
const Goid* CurrentOrientTarget
SiegePos CurrentOrientTargPos
float CurrentVelocity

A component that can follow (carry out) an MCP plan

GoGizmo

Development gizmo for representing/manipulating an object in non-retail modes

GoGold [RPC]
FuBiCookie* RCDepositSelfIn( Go* ) [COMPLEX] [RPC] [RETRY]

Gold that may change its appearance based on count

GoGui
void AddEquipRequirements( const string& ) [COMPLEX]
bool IsDroppable( void ) const
bool IsLoreBook( void ) const
bool IsSpellBook( void ) const
const string& ActiveIcon
bool CanSell
const string& EquipRequirements
eEquipSlot EquipSlot
int InventoryHeight
const string& InventoryIcon
int InventoryMaxStackable
int InventoryWidth
bool IsIdentified
float ItemPower
const string& LastInventoryIcon
const string& LoreKey
unsigned int ToolTipColor
const string& ToolTipColorName
const string& Variation

Objects with GUI may be placed in inventory

Goid
bool IsValid( void ) const /* Returns true if this refers to a valid game object. */
bool IsValidMp( void ) const /* Returns true if this refers to a valid game object that is safe for MP transfer. */
const Goid* AnyGoid /* Returns the 'any' Goid constant. */
Go* Go /* Returns a pointer to the Go that this Goid refers to, or NULL if invalid. */
const Goid* InvalidGoid /* Returns the invalid Goid constant. */
const Goid* NoneGoid /* Returns the 'none' Goid constant. */
const Scid* Scid /* Returns the corresponding Scid, or Scid.InvalidScid if invalid. */
GoidColl
void Add( const Goid* )
void Clear( void )
bool Empty( void ) const
const Goid* Get( int ) const
void Set( int, const Goid* )
int Size( void ) const
GoInventory [RPC]
void AddDelayedPcontent( void ) [RPC]
bool CanAdd( const Go*, eInventoryLocation, bool ) const [COMPLEX]
bool Contains( const Go* ) const [COMPLEX]
void DropItemsAroundBody( void ) [RPC]
void DropItemsFor( const Goid* ) [RPC]
void Dump( bool, ReportContext* ) [COMPLEX]
Go* GetEquipped( eEquipSlot ) const
eEquipSlot GetEquippedSlot( const Goid* ) const
eEquipSlot GetEquippedSlot( const Go* ) const [COMPLEX]
Go* GetItem( eInventoryLocation ) const
Go* GetItemFromTemplate( const string& ) const [COMPLEX]
eInventoryLocation GetLocation( const Go* ) const [COMPLEX]
bool HasGold( void ) const
bool HasGridbox( void ) const
bool IsActiveSpell( const Go* ) const [COMPLEX]
bool IsAnyWeaponEquipped( void ) const
bool IsEquipped( const Go* ) const [COMPLEX]
bool IsMeleeWeaponEquipped( void ) const
bool IsMeleeWeaponSelected( void ) const
bool IsPackOnly( void ) const
bool IsRangedWeaponEquipped( void ) const
bool IsRangedWeaponSelected( void ) const
bool IsSlotEquipped( eEquipSlot ) const
bool IsSpellInProgress( const string& ) const [COMPLEX]
bool IsSpellSelected( void ) const
bool ListItems( QtColl&, eInventoryLocation, GopColl& ) const [COMPLEX]
bool ListItems( eInventoryLocation, GopColl& ) const [COMPLEX]
bool ListItems( eQueryTrait, eInventoryLocation, GopColl& ) const [COMPLEX]
bool LocationContainsTemplate( eInventoryLocation, const string& ) [COMPLEX]
FuBiCookie* RCAdd( Go*, eInventoryLocation, eActionOrigin, bool ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCAddGold( int ) [RPC] [RETRY]
FuBiCookie* RCAutoEquip( eEquipSlot, const Goid*, eActionOrigin, bool ) [RPC] [CHECK_SERVER] [RETRY]
void RCBeginUse( void ) [RPC]
void RCDeactivateGuiItems( void ) [RPC]
void RCEndUse( void ) [RPC]
FuBiCookie* RCEquip( eEquipSlot, const Goid*, eActionOrigin ) [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCRemove( Go* ) [COMPLEX] [RPC] [RETRY]
FuBiCookie* RCRemove( Go*, const SiegePos& ) [COMPLEX] [RPC] [RETRY]
FuBiCookie* RCRemove( Go*, const SiegePos&, const Quat&, bool ) [COMPLEX] [RPC] [RETRY]
void RCRemoveExpendedItem( const Goid* ) [RPC]
FuBiCookie* RCSelect( eInventoryLocation, eActionOrigin ) [RPC] [CHECK_SERVER] [RETRY]
void RCSetCustomHead( const string& ) [COMPLEX] [RPC]
void RCSetForceGet( bool ) [RPC]
FuBiCookie* RCSetGold( int ) [RPC] [CHECK_SERVER] [RETRY]
void RCSetInventoryDirty( bool ) [RPC]
FuBiCookie* RCSetLocation( Go*, eInventoryLocation, bool ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCTransfer( Go*, Go*, eInventoryLocation, eActionOrigin, bool ) [COMPLEX] [RPC] [RETRY]
FuBiCookie* RCUnequip( eEquipSlot, eActionOrigin ) [RPC] [RETRY]
void ReportItemSwitching( Go* ) [COMPLEX] [RPC]
FuBiCookie* RSAdd( Go*, eInventoryLocation, eActionOrigin, bool ) [COMPLEX] [RPC] [RETRY]
FuBiCookie* RSAddGold( int ) [RPC] [RETRY]
FuBiCookie* RSAutoEquip( eEquipSlot, const Goid*, eActionOrigin ) [RPC] [RETRY]
FuBiCookie* RSAutoEquip( eEquipSlot, const Goid*, eActionOrigin, bool ) [RPC] [RETRY]
FuBiCookie* RSCreateAddItem( eInventoryLocation, const string& ) [COMPLEX] [RPC] [RETRY]
FuBiCookie* RSEquip( eEquipSlot, const Goid*, eActionOrigin ) [RPC] [RETRY]
FuBiCookie* RSRemove( Go*, bool, Go* ) [COMPLEX] [RPC] [RETRY]
FuBiCookie* RSRemove( Go*, bool ) [COMPLEX] [RPC] [RETRY]
FuBiCookie* RSSelect( eInventoryLocation, eActionOrigin ) [RPC] [RETRY]
void RSSetForceGet( bool ) [RPC]
FuBiCookie* RSSetGold( int ) [RPC] [RETRY]
FuBiCookie* RSSetLocation( Go*, eInventoryLocation, bool ) [COMPLEX] [RPC] [RETRY]
FuBiCookie* RSTransfer( Go*, Go*, eInventoryLocation, eActionOrigin, bool ) [COMPLEX] [RPC] [RETRY]
FuBiCookie* RSUnequip( eEquipSlot, eActionOrigin ) [RPC] [RETRY]
bool SAutoGet( const Goid*, eActionOrigin )
bool SAutoGive( const Goid*, const Goid*, eActionOrigin )
bool SAutoUse( const Goid*, eActionOrigin, bool )
bool SBeginGive( const Goid*, eActionOrigin )
void SBeginUse( const Goid* ) [RPC]
void SDeactivateGuiItems( void ) [RPC]
bool SEndGive( const Goid*, const Goid*, eActionOrigin )
void SEndUse( const Goid* ) [RPC]
void SSetCustomHead( const string& ) [COMPLEX] [RPC]
void SSetInventoryDirty( bool ) [RPC]
void SSyncRevivedPartyGold( void ) [RPC]
bool TestEquip( const Goid*, eEquipSlot ) const
bool TestEquipPassive( const Goid* ) const
bool TestGet( const Goid* ) const
bool TestGet( const Goid*, bool ) const
eAnimStance AnimStance
int AnimStanceInt
Go* BestArmor
bool ForceGet
float FullRatio
int Gold
int GridAreaFree
int GridAreaMax
int GridAreaUsed
UIGridbox* Gridbox
int GridHeight
int GridWidth
Go* SelectedItem
eInventoryLocation SelectedLocation
Go* SelectedMeleeWeapon
Go* SelectedRangedWeapon
Go* SelectedSpell
Go* SelectedWeapon
Go* Shield

Defines contents and size of inventory

GoMagic [RPC]
void ApplyEnchantments( const Goid*, const Goid* ) [RPC]
eTargetTypeFlags BuildTargetTypeFlags( Go*, Go* ) [COMPLEX]
bool CanReachNextLevel( const Go* ) [COMPLEX]
float EvaluateAttackDamageModifierMax( const Go*, const Go* ) const [COMPLEX]
float EvaluateAttackDamageModifierMin( const Go*, const Go* ) const [COMPLEX]
float EvaluateCastExperience( const Go*, const Go* ) const [COMPLEX]
float EvaluateEffectDuration( const Go*, const Go* ) const [COMPLEX]
float EvaluateManaCost( const Go*, const Go* ) const [COMPLEX]
float GetLongestAlteration( const Goid*, const Goid* )
float GetMagicLevel( const Go* ) [COMPLEX]
bool HasNonInnateEnchantments( void )
bool IsCastableOn( Go* ) [COMPLEX]
bool IsCastableOn( Go*, bool ) [COMPLEX]
bool IsDefensive( void )
bool IsOffensive( void )
bool IsPotion( void ) const
bool IsRejuvenationPotion( void ) const
bool IsSpell( void ) const
void RCApplyEnchantments( const Goid*, const Goid*, const char* ) [COMPLEX] [RPC]
void RCOneShotUsed( Go* ) [COMPLEX] [RPC]
void RCSetPotionAmount( float ) [RPC]
void SApplyEnchantments( const Goid*, const Goid* ) [RPC]
void SApplyEnchantmentsByName( const Goid*, const Goid*, const char* ) [COMPLEX] [RPC]
bool SCast( Go* ) [COMPLEX]
bool ApplyEnchantmentsOnCast
const string& AttackDamageModifierMax
const string& AttackDamageModifierMin
const string& CasterStateName
const string& CastExperience
float CastRange
float CastReloadDelay
unsigned int CastSubAnimation
bool DoesDamagePerSecond
const string& EffectDuration
bool IsCommandCast
bool IsOneShot
bool IsOneUse
eMagicClass MagicClass
float ManaCost
const string& ManaCostModifier
const string& ManaCostUI
const string& ManaCostUIModifier
float MaxCastLevel
float PContentLevel
float PotionFullRatio
const string& PrefixModifierName
float RequiredCastLevel
bool RequiresLineOfSight
bool RequireStateCheck
const string& SkillClass
float SkillCoefficientA
float SkillCoefficientB
float SpeedBias
const string& StateName
const string& SuffixModifierName
eTargetTypeFlags TargetTypeFlags
eTargetTypeFlags TargetTypeFlagsNot
eUsageContextFlags UsageContextFlags

Parameters controlling magic

GoMath
static float AzimuthAngleToTarget( const Goid* go, const Goid* target ) /* Returns the radian azimuth angle between a go's current orientation and the position of target. */
static float OrbitAngleToTarget( const Goid* go, const Goid* target ) /* Returns the radian orbit angle between a go's current orientation and the position of target. */
static float RandomFloat( float maxFloat ) /* Returns a randomly generated float between 0.0 and 'maxFloat'. */
static float RandomFloat( float minFloat, float maxFloat ) /* Returns a randomly generated float between 'minFloat' and 'maxFloat'. */
static int RandomInt( int maxInt ) /* Returns a randomly generated integer between 0 and 'maxInt'. */
static int RandomInt( int minInt, int maxInt ) /* Returns a randomly generated integer between 'minInt' and 'maxInt'. */
GoMind [RPC]
bool ActorAutoDefendsOthers( void ) const
bool ActorAutoHealsOthersLife( void ) const
bool ActorAutoHealsOthersMana( void ) const
bool ActorAutoHealsSelfLife( void ) const
bool ActorAutoHealsSelfMana( void ) const
bool ActorAutoPicksUpItems( void ) const
bool ActorAutoReanimatesFriends( void ) const
bool ActorAutoSwitchesToKarate( void ) const
bool ActorAutoSwitchesToMagic( void ) const
bool ActorAutoSwitchesToMelee( void ) const
bool ActorAutoSwitchesToRanged( void ) const
bool ActorAutoUsesStoredItems( void ) const
bool ActorAutoXfersMana( void ) const
float ActorBalancedAttackPreference( void ) const
bool ActorPrefersMagic( void ) const
bool ActorPrefersMelee( void ) const
bool ActorPrefersRanged( void ) const
bool AliveEnemiesVisible( void )
bool AliveFriendsVisible( void )
bool AmBusy( void ) const
bool AmFacing( const SiegePos& ) const [COMPLEX]
bool AmFacing( Go* ) const [COMPLEX]
bool AmPatrolling( void ) const
bool CanOperateOn( Go* ) [COMPLEX]
void Clear( eJobQ ) [RPC]
void Clear( void ) [RPC]
void ClearAndCommit( eJobQ ) [RPC]
bool DoingJobOriginatingFrom( eJobQ, Go* ) [COMPLEX]
void Dump( bool, ReportContext* ) [COMPLEX]
void Dump2( bool, ReportContext* ) [COMPLEX]
float Get2DDistance( Go* ) const [COMPLEX]
bool GetAutoItems( GopColl& ) const [COMPLEX]
bool GetAutoItems( QtColl&, GopColl& ) const [COMPLEX]
bool GetAutoItems( eQueryTrait, GopColl& ) const [COMPLEX]
Go* GetClosestVisible( QtColl& ) const [COMPLEX]
Go* GetClosestVisible( eQueryTrait ) const
bool GetClosestVisible( QtColl&, GopColl& ) const [COMPLEX]
bool GetClosestVisible( eQueryTrait, GopColl& ) const [COMPLEX]
float GetDistance( Go* ) const [COMPLEX]
float GetDistanceAtPlanEnd( Go* ) const [COMPLEX]
bool GetEnemiesInSphere( float, GopColl* ) const [COMPLEX]
bool GetEngagedMe( GopColl& ) const [COMPLEX]
bool GetEngagedMeEnemies( GopColl& ) const [COMPLEX]
Go* GetFarthestVisible( QtColl& ) const [COMPLEX]
Go* GetFarthestVisible( eQueryTrait ) const
bool GetFarthestVisible( QtColl&, GopColl& ) const [COMPLEX]
bool GetFarthestVisible( eQueryTrait, GopColl& ) const [COMPLEX]
bool GetFriendsInSphere( float, GopColl& ) const [COMPLEX]
Job* GetFrontJob( eJobQ ) const
bool GetOccupantsInSphere( float, GopColl& ) const [COMPLEX]
bool GetPartyMembersInSphere( float, GopColl* ) const [COMPLEX]
Go* GetVisible( QtColl& ) const [COMPLEX]
Go* GetVisible( QtColl&, float ) const [COMPLEX]
Go* GetVisible( eQueryTrait ) const
Go* GetVisible( eQueryTrait, float ) const
bool GetVisible( QtColl&, GopColl& ) const [COMPLEX]
bool GetVisible( QtColl&, GopColl&, float ) const [COMPLEX]
bool GetVisible( eQueryTrait, GopColl& ) const [COMPLEX]
bool GetVisible( eQueryTrait, GopColl&, float ) const [COMPLEX]
bool HasEnemiesInSphere( float ) const
bool HasPartyMembersInSphere( float ) const
bool HaveOccupantsInSphere( float ) const
bool IsCurrentActionHumanInterruptable( void ) const
bool IsEnemy( const Go* ) const [COMPLEX]
bool IsFriend( const Go* ) const [COMPLEX]
bool IsIn2DRange( Go*, float ) const [COMPLEX]
bool IsInEngageRange( Go*, Go* ) const [COMPLEX]
bool IsInMeleeEngageRange( Go* ) const [COMPLEX]
bool IsInRange( Go*, Go*, eRangeLimit ) const [COMPLEX]
bool IsInRange( Go*, float ) const [COMPLEX]
bool IsInRangedEngageRange( Go* ) const [COMPLEX]
bool IsInSpellRange( Go*, Go* ) const [COMPLEX]
bool IsInVisibilityCone( Go* ) const [COMPLEX]
bool IsLifeHigh( void ) const
bool IsLifeLow( void ) const
bool IsLosClear( const SiegePos& ) const [COMPLEX]
bool IsLosClear( Go* ) const [COMPLEX]
bool IsManaHigh( void ) const
bool IsManaLow( void ) const
bool IsRidingElevator( void ) const
bool ItemsVisible( void ) const
bool JobRecentlyFailedToPathTo( Go* ) [COMPLEX]
bool MayAutoCastLifeDamagingSpell( void )
bool MayAutoCastLifeHealingSpell( void )
bool MayAutoUseMeleeWeapon( void )
bool MayAutoUseRangedWeapon( void )
bool MaySDoJob( eJobAbstractType )
bool OnAlertProjectileNearMissedAttack( void ) const
bool OnAlertProjectileNearMissedFlee( void ) const
bool OnEnemyEnteredICZAttack( void ) const
bool OnEnemyEnteredICZFlee( void ) const
bool OnEnemyEnteredICZSwitchToMelee( void ) const
bool OnEnemyEnteredOCZAttack( void ) const
bool OnEnemyEnteredOCZFlee( void ) const
bool OnEnemyEnteredWeaponEngageRangeAttack( void ) const
bool OnEnemySpottedAlertFriends( void ) const
bool OnEnemySpottedAttack( void ) const
bool OnEnemySpottedFlee( void ) const
bool OnEngagedFleedAbortAttack( void ) const
bool OnEngagedLostConsciousnessAbortAttack( void ) const
bool OnEngagedLostLoiter( void ) const
bool OnEngagedLostReturnToJobOrigin( void ) const
bool OnFriendEnteredICZAttack( void ) const
bool OnFriendEnteredICZFlee( void ) const
bool OnFriendEnteredOCZAttack( void ) const
bool OnFriendEnteredOCZFlee( void ) const
bool OnJobReachedTravelDistanceAbortAttack( void ) const
bool OnLifeRatioLowFlee( void ) const
bool OnManaRatioLowFlee( void ) const
bool PickSafeSpotAwayFrom( Go*, float, SiegePos& ) const [COMPLEX]
void RCSetClientCachedEngagedObject( const Goid* ) [RPC]
void RCSetCombatOrders( eCombatOrders ) [RPC]
void RCSetDispositionOrders( eActorDisposition ) [RPC]
void RCSetFocusOrders( eFocusOrders ) [RPC]
void RCSetMovementOrders( eMovementOrders ) [RPC]
void ReqResetSensorsSelfAndVisible( void ) [RPC]
void RequestProcessHitEngaged( void ) [RPC]
void ResetSensors( void ) [RPC]
void RSCastLifeHealingSpell( eActionOrigin ) [RPC]
void RSDoJob( const JobReq& ) [COMPLEX] [RPC]
void RSDoJobPacker( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
void RSDrinkLifeHealingPotion( eActionOrigin ) [RPC]
void RSDrinkManaHealingPotion( eActionOrigin ) [RPC]
void RSDrop( Go*, SiegePos, eQPlace, eActionOrigin ) [COMPLEX] [RPC] [!SKRIT]
void RSDropGold( int, SiegePos, eQPlace, eActionOrigin ) [RPC] [!SKRIT]
void RSGet( Go*, eQPlace, eActionOrigin ) [COMPLEX] [RPC]
void RSGive( Go*, Go*, eQPlace, eActionOrigin ) [COMPLEX] [RPC]
void RSGuard( Go*, eQPlace, eActionOrigin ) [COMPLEX] [RPC]
void RSMove( const SiegePos&, eQPlace, eActionOrigin ) [COMPLEX] [RPC]
void RSSetCombatOrders( eCombatOrders ) [RPC]
void RSSetDispositionOrders( eActorDisposition ) [RPC]
void RSSetFocusOrders( eFocusOrders ) [RPC]
void RSSetMovementOrders( eMovementOrders ) [RPC]
void RSStop( eActionOrigin ) [RPC]
void RSUse( Go*, eQPlace, eActionOrigin ) [COMPLEX] [RPC]
Job* SDoJob( const JobReq& ) [COMPLEX]
bool Send( const WorldMessage& ) [COMPLEX]
bool SendDelayed( const WorldMessage&, float ) [COMPLEX]
bool UnderstandsJob( eJobAbstractType ) const
bool ActorAutoFidgets
eWeaponPreference ActorWeaponPreference
int AllignedTeam
Go* BestFocusEnemy
bool BrainActive
eCombatOrders CombatOrders
float Comfort
eActorDisposition DispositionOrders
int EngagedMeAttackerCount
int EngagedMeMeleeAttackerCount
int EngagedMeRangedAttackerCount
const Goid* EngagedObject
int FleeCount
float FleeDistance
eFocusOrders FocusOrders
eJobAbstractType FrontActionJat
WorldMessage* HandlingMessage
const Scid* InitialCommand
float InnerComfortZoneRange
float JobTravelDistanceLimit
SiegePos& LastExecutedUserAssignedActionPosition
float LimitedMovementRange
bool MayAttack
bool MayBeAttacked
float MeleeEngageRange
eMovementOrders MovementOrders
float OuterComfortZoneRange
float PersonalSpaceRange
float RangedEngageRange
unsigned int Rank
float SensorScanPeriod
float SightOriginHeight
float SightRange
GopColl& TempGopColl1
GopColl& TempGopColl2
GopColl& TempGopColl3
SiegePos& TempPos1
QtColl& TempQtColl1
Vector& TempVector1
float TimeElapsedSinceLastEnemySpotted
float VisibilityMemoryDuration
float WeaponRange

The mind will make the actor act.

GoParty [RPC]
void AddMemberNow( Go* ) [COMPLEX] [RPC]
void RCAddMemberNow( Go* ) [COMPLEX] [RPC]
void RCRemoveMemberNow( Go* ) [COMPLEX] [RPC]
void RemoveMemberNow( Go* ) [COMPLEX] [RPC]
void RSAddMemberNow( Go* ) [COMPLEX] [RPC]
void RSRemoveMemberNow( Go* ) [COMPLEX] [RPC]
Formation* Formation
GopColl& TempGopCollA
GopColl& TempGopCollB
GopColl& TempGopCollC
QtColl& TempQtColl1
int WaitingToJoinCount

A party groups a set of Go's together and applies intelligence on a higher level

GopColl
void Add( Go* ) [COMPLEX]
void Clear( void )
bool Empty( void ) const
Go* Get( int ) const
void Set( int, Go* ) [COMPLEX]
int Size( void ) const
GoPhysics [RPC]
const Vector& AngularVelocity
float ExplosionMagnitude
float Gravity
bool RandomizeVelocity
float Velocity

Variables to tune the physics engine for an object

GoPlacement [RPC]
void RCSetOrientation( const Quat& ) [COMPLEX] [RPC] [CHECK_SERVER]
void RCSetPlacementPeek( SiegePos, Quat ) [RPC] [!SKRIT] [CHECK_SERVER]
void RCSetPosition( const SiegePos& ) [COMPLEX] [RPC] [CHECK_SERVER]
void SSetOrientation( const Quat& ) [COMPLEX] [RPC]
void SSetPlacement( const SiegePos&, const Quat&, bool ) [COMPLEX] [RPC]
void SSetPosition( const SiegePos&, bool ) [COMPLEX] [RPC]
bool IsInVisibleNode
bool IsNodeInAnyWorldFrustum
eLogicalNodeFlags LiquidFlags
float LiquidHeight
const Quat& Orientation
const SiegePos& Position
const SiegePos& RawPosition

Placement (position and orientation) of the object in the world

GoPotion [RPC]

Represents a potion that may change its visual appearance based on 'fullness'

GoSkritComponent
GoComponent
GoStore [RPC]
void RCAddToStore( const Goid*, unsigned int ) [RPC]
void RCRefreshStoreView( unsigned int ) [RPC]
void RCRemoveFromStore( const Goid*, unsigned int ) [RPC]
void RCRemoveItemFromGrid( const Goid*, unsigned int ) [RPC]
FuBiCookie* RSAddPackmule( Go*, Go* ) [COMPLEX] [RPC] [RETRY]
void RSAddShopper( const Goid* ) [RPC]
void RSAddToStore( const Goid*, const Goid*, int ) [RPC]
void RSRemoveFromStore( const Goid*, const Goid*, int, bool ) [RPC]
void RSRemoveShopper( const Goid* ) [RPC]
float ItemMarkup
int NumHires

Store that buys and sells goods

GpConsole [SINGLETON]
bool Execute( const string& ) [COMPLEX]

The development console

gpversion
GRect
GridItem
GUID
Help [SINGLETON]
static void All( void ) [RPC] /* Dump the entire system to the console. */
static void Class( const char* className ) [COMPLEX] [RPC] /* Get help for a class's functions and variables. */
static void Classes( void ) [RPC]
static void Classes( bool ) [RPC]
static void Enum( const char* enumName ) [COMPLEX] [RPC] /* List all the constants available for the given enum. */
static void Enums( void ) [RPC]
static void Enums( bool ) [RPC]
static void Global( const char* globalName ) [COMPLEX] [RPC] /* Get help for an individual global function. */
static void Globals( void ) [RPC] /* List all available global functions to the console. */

Help support for SiegeSkrit.

InputBinder
static void DumpBinders( void ) [RPC]
Job
void ClearTimer( void )
bool EndRequested( void )
void EnterAtomicState( float )
bool InAtomicState( void )
bool IsCleaningUp( void )
bool IsDefensive( void )
bool IsMarkedForDeletion( void )
bool IsOffensive( void )
bool IsShuttingDown( void )
bool IsUserAssigned( void )
void LeaveAtomicState( void )
void MarkCleaningUp( void )
void MarkForDeletion( eJobResult )
void MarkForDeletion( void )
void RequestEnd( void )
void TakesOver( Job* ) [COMPLEX]
float Float1
Go* Go
const Goid* GoalModifier
const Goid* GoalObject
const Quat& GoalOrientation
const SiegePos& GoalPosition
eEquipSlot GoalSlot
const Goid* Goid
unsigned int Id
const SiegePos& InitPosition
int Int1
int Int2
eJobAbstractType JobAbstractType
eJobResult JobResult
bool JobSuccessful
float JobTravelDistance
GoMind* Mind
eActionOrigin Origin
const Goid* QueueIconGoid
const Scid* StartedBySECommand
float Timer
bool TraitInterruptable
bool TraitUseSpatialSensors
JobReq
float Float1 /* Job param - float1 */
const Goid* GoalModifier /* Job param - goal modifier */
const Goid* GoalObject /* Job param - goal object */
const Quat& GoalOrientation /* Job param - goal orientation */
const SiegePos& GoalPosition /* Job param - goal position */
int Int1 /* Job param - int1 */
int Int2 /* Job param - int2 */
eJobAbstractType Jat /* Job Abstract Type */
const Goid* Notify /* Goid to notify on completion */
eActionOrigin Origin /* Job assignment origin */
unsigned int PlaceAfter /* Job placement relative to other job. */
unsigned int PlaceBefore /* Job placement relative to other job. */
eJobQ Q /* Job queue */
eQPlace QPlace /* Job queue placement */
const Scid* SECommandScid /* Job param - Which SE command is asking */
eEquipSlot Slot /* Job param - slot */
JobResult
unsigned int Count /* Times this job was attempted */
const Goid* GoalModifier /* Job param - goal modifier */
const Goid* GoalObject /* Job param - goal object */
const SiegePos& GoalPosition /* Job param - goal position */
eJobAbstractType Jat /* Job Abstract Type */
eActionOrigin Origin /* Job assignment origin */
eJobResult Result /* Result at job finish. */
const double& TimeFinished /* Time when job was finished. */
eJobTraits Traits /* Job Traits */
LightId
void GetPosition( SiegePos& ) const [COMPLEX]
bool IsValid( void ) const
bool Active
unsigned int Color
float Intensity
const LightId* InvalidLightId
Math
static float Abs( float f ) /* Returns the absolute value of 'f'. */
static float Ceil( float f ) /* Returns the ceil of 'f'. */
static float Cos( float f ) /* Returns the cosine of 'f', which must be in radians. */
static float DegreesToRadians( float f ) /* Converts 'f' from degrees to radians. */
static float FilterSmoothStep( float a ) /* Run a smoothing filter on 'x', with 'a' and 'b' defining the beginning and ending of the filter along x. */
static float FilterSmoothStep( float x, float, float ) /* Run a smoothing filter on 'x'. */
static float Floor( float f ) /* Returns the floor of 'f'. */
static float FromPercent( float )
static float Length( const Vector& v ) [COMPLEX] /* Returns length of v. */
static float Length2( const Vector& v ) [COMPLEX] /* Returns squared length of v. */
static float MaxFloat( float a, float b ) /* Returns the maximum of two numbers. */
static int MaxInt( int a, int b ) /* Returns the maximum of two numbers. */
static float MinFloat( float a, float b ) /* Returns the minimum of two numbers. */
static int MinInt( int a, int b ) /* Returns the minimum of two numbers. */
static float Pi( void ) /* Mathematical constant we all know and love. */
static float PiHalf( void ) /* Mathematical constant we all know and love * 0.5. */
static float RadiansToDegrees( float f ) /* Converts 'f' from radians to degrees. */
static float RandomFloat( float maxFloat ) /* Returns a randomly generated float between 0.0 and 'maxFloat'. */
static float RandomFloat( float minFloat, float maxFloat ) /* Returns a randomly generated float between 'minFloat' and 'maxFloat'. */
static int RandomInt( int maxInt ) /* Returns a randomly generated integer between 0 and 'maxInt'. */
static int RandomInt( int minInt, int maxInt ) /* Returns a randomly generated integer between 'minInt' and 'maxInt'. */
static int Round( float f ) /* Returns 'f' rounded to the nearest integer. */
static float RoundToFloat( float f ) /* Returns 'f' rounded to the nearest integer (returned as a float). */
static float Sin( float f ) /* Returns the sine of 'f', which must be in radians. */
static float ToFloat( int i ) /* Convert an int to a float. */
static int ToInt( float f ) /* Convert a float to an int. */
matrix_3x3
MCPManager [SINGLETON]
void Dump( const Goid*, ReportContext* ) [COMPLEX]
bool Flush( const Goid* )
bool Flush( const Goid*, float )
bool GetLastChoreRequestedIsStillValid( const Goid*, eAnimChore, eAnimStance )
float GetLastRequestTimeRemaining( const Goid* )
eReqRetCode MakeRequest( const Goid*, eRequest, const Goid* )
eReqRetCode MakeRequest( const Goid*, eRequest, const Goid*, float, float, float )
eReqRetCode MakeRequest( const Goid*, eRequest, const Goid*, float, float, float, eReqFlag )
eReqRetCode MakeRequest( const Goid*, eRequest, const Goid*, eReqFlag )
eReqRetCode MakeRequest( const Goid*, eRequest )
eReqRetCode MakeRequest( const Goid*, eRequest, const SiegePos& ) [COMPLEX]
eReqRetCode MakeRequest( const Goid*, eRequest, const SiegePos&, float ) [COMPLEX]
eReqRetCode MakeRequest( const Goid*, eRequest, const SiegePos&, float, eReqFlag ) [COMPLEX]
eReqRetCode MakeRequest( const Goid*, eRequest, const SiegePos&, eReqFlag ) [COMPLEX]
eReqRetCode MakeRequest( const Goid*, eRequest, const SiegeRot& ) [COMPLEX]
eReqRetCode MakeRequest( const Goid*, eRequest, const SiegeRot&, eReqFlag ) [COMPLEX]
eReqRetCode MakeRequest( const Goid*, eRequest, unsigned int, const Goid*, float, float, float )
eReqRetCode MakeRequest( const Goid*, eRequest, unsigned int, const Goid*, float, float, float, eReqFlag )
eReqRetCode MakeRequest( const Goid*, eRequest, unsigned int )
eReqRetCode MakeRequest( const Goid*, eRequest, unsigned int, const SiegePos&, float ) [COMPLEX]
eReqRetCode MakeRequest( const Goid*, eRequest, unsigned int, const SiegePos&, float, eReqFlag ) [COMPLEX]
eReqRetCode MakeRequest( const Goid*, eRequest, unsigned int, eReqFlag )
eReqRetCode MakeRequest( const Goid*, eRequest, float, const Goid*, float, float, float )
eReqRetCode MakeRequest( const Goid*, eRequest, float, const Goid*, float, float, float, eReqFlag )
eReqRetCode MakeRequest( const Goid*, eRequest, float, const SiegePos&, float ) [COMPLEX]
eReqRetCode MakeRequest( const Goid*, eRequest, float, const SiegePos&, float, eReqFlag ) [COMPLEX]
eReqRetCode MakeRequest( const Goid*, eRequest, float, unsigned int, const Goid*, float, float, float )
eReqRetCode MakeRequest( const Goid*, eRequest, float, unsigned int, const Goid*, float, float, float, eReqFlag )
eReqRetCode MakeRequest( const Goid*, eRequest, float, unsigned int, const SiegePos&, float ) [COMPLEX]
eReqRetCode MakeRequest( const Goid*, eRequest, float, unsigned int, const SiegePos&, float, eReqFlag ) [COMPLEX]
eReqRetCode MakeRequest( const Goid*, eRequest, eAnimChore, unsigned int, unsigned int )
eReqRetCode MakeRequest( const Goid*, eRequest, eReqFlag )
bool MessagesAreInSync( const Goid*, eRID, eWorldEvent )
bool ReconstructDependancy( const Goid*, const Goid*, float )

MCP manager

Membership
bool Contains( const string& ) const [COMPLEX]
bool ContainsAll( const Membership& ) const [COMPLEX]
bool ContainsAny( const Membership& ) const [COMPLEX]
MessageDispatch [SINGLETON]
void RCSend( WorldMessage&, MESSAGE_DISPATCH_FLAG ) [COMPLEX] [RPC]
void SSend( WorldMessage&, MESSAGE_DISPATCH_FLAG ) [COMPLEX] [RPC]
void SSendDelayed( WorldMessage&, MESSAGE_DISPATCH_FLAG ) [COMPLEX] [RPC]

MessageDispatch - WorldMessage dispatcher.

Messenger [SINGLETON]
bool IsProcessingMessage( void ) const
void Notify( const string&, UIWindow* ) [COMPLEX]

GameGUI message router.

Mood [SINGLETON]
void FadeMoodVolume( float, unsigned int ) [RPC]
void ForceUpdateFog( float ) [RPC]
void ForceUpdateMusic( float ) [RPC]
void ForceUpdateRain( float ) [RPC]
void ForceUpdateSnow( float ) [RPC]
void ForceUpdateWind( float ) [RPC]
const MoodSetting& GetGoMoodSetting( const Goid* )
const string& GetGoRequestedMood( const Goid* )
const MoodSetting& GetMoodSetting( const string& ) [COMPLEX]
const MoodSetting& GetOriginalMoodSetting( const string& ) [COMPLEX]
bool IsAmbientTrackPlaying( void )
bool IsBattleTrackPlaying( void )
bool IsStandardTrackPlaying( void )
void PlayAmbientTrack( float ) [RPC]
void PlayBattleTrack( float ) [RPC]
void PlayStandardTrack( float ) [RPC]
void ResetMoodVolume( float ) [RPC]
void SetActiveFogGo( const Goid*, float ) [RPC]
void SetActiveMusicGo( const Goid*, float ) [RPC]
void SetActiveRainGo( const Goid*, float ) [RPC]
void SetActiveSnowGo( const Goid*, float ) [RPC]
void SetActiveSunGo( const Goid*, float ) [RPC]
void SetActiveWindGo( const Goid*, float ) [RPC]
void SetMood( const string&, float ) [COMPLEX] [RPC]
void StopAmbientTrack( float ) [RPC]
void StopBattleTrack( float ) [RPC]
void StopStandardTrack( float ) [RPC]
const Goid* ActiveFogGo
const Goid* ActiveMusicGo
const Goid* ActiveRainGo
const Goid* ActiveSnowGo
const Goid* ActiveSunGo
const Goid* ActiveWindGo

Dungeon Siege mood system.

MoodSetting
float ambientIntroDelay /* Ambient track startup delay, in seconds */
float ambientRepeatDelay /* Ambient track repeat delay, in seconds */
string ambientTrack /* Ambient sound track */
float battleIntroDelay /* Battle track startup delay, in seconds */
float battleRepeatDelay /* Battle track repeat delay, in seconds */
string battleTrack /* Battle music track */
bool bFogEnabled /* Is the fog enabled */
bool bFrustumEnabled /* Are the custom frustum dimensions enabled */
bool bInterior /* Is this mood for interiors */
bool bLightning /* Lightning state */
bool bMusicEnabled /* Is the music enabled */
bool bRainEnabled /* Is the rain enabled */
bool bSnowEnabled /* Is the snow enabled */
bool bWindEnabled /* Is the wind enabled */
unsigned int fogColor /* Fog color */
float fogDensity /* Fog density */
float fogFarDist /* Fog far distance */
float fogLowDetFarDist /* Low detail fog far distance */
float fogLowDetNearDist /* Low detail fog near distance */
float fogNearDist /* Fog near distance */
float frustumHeight /* Height of the frustum, in meters */
float frustumWidth /* Width of the frustum, in meters */
string moodName /* Name of this mood */
eMoodRoomType moodRoomType /* Room type for this mood */
float rainDensity /* Density of the rain */
float snowDensity /* Density of the snow */
float standardIntroDelay /* Standard track startup delay, in seconds */
float standardRepeatDelay /* Standard track repeat delay, in seconds */
string standardTrack /* Standard music track */
float transitionTime /* Requested transition time */
float windDirection /* Direction of the wind in radians off of North */
float windVelocity /* Velocity of the wind */
nemaActiveChore
float BaseAnimDurationForStance( unsigned int ) const
int NumSubAnimsForStance( unsigned int ) const
float SubAnimDurationForStance( unsigned int, unsigned int ) const
nemaBlender
void AddAnimToBlendGroup( unsigned int, float )
void AddAnimToBlendGroup( unsigned int, float, bool )
void CloseBlendGroup( void )
void CloseBlendGroup( bool )
void CloseBlendGroupWithTransition( float, bool )
float DurationOfCurrentTimeWarp( void ) const
float GetBaseDuration( eAnimChore, eAnimStance ) const
float GetBaseDuration( void ) const
const string& GetBlendedPRSDebugName( unsigned int )
float GetBlendGroupAnimWeight( unsigned int, unsigned int )
float GetBlendGroupWeight( unsigned int )
float GetDuration( unsigned int ) const
float GetDuration( eAnimChore, eAnimStance, unsigned int ) const
int GetMinDurationAnim( eAnimChore, eAnimStance ) const
unsigned int GetNumberOfEvents( eAnimEvent ) const
int GetNumSubAnims( eAnimChore, eAnimStance ) const
int GetNumSubAnims( void ) const
float GetScalarVelocity( unsigned int ) const
float GetScalarVelocity( eAnimChore, eAnimStance, unsigned int ) const
int GetSubAnimIndex( unsigned int ) const
int GetSubAnimIndex( eAnimChore, unsigned int ) const
bool GetSubAnimsAreLoaded( eAnimChore, eAnimStance ) const
bool IsIdle( void )
unsigned int NumActiveAnims( void ) const
unsigned int OpenBlendGroup( void )
void ResetTimeWarp( void )
void SetBlendGroupAnimWeight( unsigned int, unsigned int, float )
void SetBlendGroupWeight( unsigned int, float )
float TimeOfCurrentTimeWarp( void )
bool UpdateTimeWarp( void )
unsigned int RecentEvents
NetFuBiReceive [SINGLETON]
void AddReportFilters( const string& ) [COMPLEX] [RPC]
const string& ReportFilters

Incoming packet manager.

NetFuBiSend [SINGLETON]
void AddReportFilters( const string& ) [COMPLEX] [RPC]
const string& ReportFilters
float SendDelay

Outgoing packet manager.

NetPipe [SINGLETON]

Network IO

PContentDb [SINGLETON]
float GetModifierMax( const char*, const char* ) const [COMPLEX]
float GetModifierMin( const char*, const char* ) const [COMPLEX]
float GetModifierPower( const char* ) const [COMPLEX]

Parameterized Content Database for generated content.

Physics [SINGLETON]
unsigned int CreateDamageVolume( const SiegePos&, const SiegePos&, float, float, float, float, const Goid*, const Goid* ) [COMPLEX]
unsigned int CreateDamageVolume( const Goid*, const Goid*, float, float, float, float, float, const Goid*, const Goid* )
unsigned int CreateExplosion( const SiegePos&, float, float, float, const Goid*, const Goid* ) [COMPLEX]
bool ExplodeGoWithDamage( const Goid*, const Goid*, const Goid* )
bool GetAttached( unsigned int )
bool GetCollideWithGOs( unsigned int )
bool GetExplodeIfHitGo( unsigned int )
bool GetExplodeIfHitTerrain( unsigned int )
bool GetObjectAtRest( unsigned int )
unsigned int GetSimID( const Goid* )
bool GetUseTrajectoryToOrient( unsigned int )
bool SetAttached( unsigned int, bool )
bool SetCollideWithGOs( unsigned int, bool )
bool SetDamageAll( unsigned int, bool )
bool SetExplodeIfHitGo( unsigned int, bool )
bool SetExplodeIfHitTerrain( unsigned int, bool )
bool SetIgnorePartyMembers( unsigned int )
bool SetObjectAtRest( unsigned int, bool )
bool SetUseTrajectoryToOrient( unsigned int, bool )
bool SExplodeGo( const Goid*, float, const Vector& ) [COMPLEX]
void StartDropAnimation( const Goid*, const SiegePos&, const Quat& ) [COMPLEX] [RPC]
bool DebugState

Dungeon Siege physics simulator.

Player [RPC]
void GetName( string& ) const [COMPLEX] [RPC]
bool IsHeroSpecReady( void ) const
bool IsReadyToPlay( void )
bool IsScreenPlayer( void ) const
void RCImportCharacter( unsigned int, const string&, int ) [COMPLEX] [RPC] [CHECK_SERVER]
void RCQueryLatency( float ) [RPC]
FuBiCookie* RCSetFriendTo( unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSetFriendToMe( unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSetHeroCloneSourceTemplate( const string& ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSetHeroHead( const string& ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSetHeroName( const wstring& ) [COMPLEX] [RPC] [!SKRIT] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSetHeroSkin( ePlayerSkin, const string& ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSetHeroUberLevel( float ) [RPC] [CHECK_SERVER] [RETRY]
void RCSetInitialFrustum( unsigned int, const FrustumId*, const SiegePos&, const CameraPosition& ) [COMPLEX] [RPC] [CHECK_SERVER]
FuBiCookie* RCSetIsOnZone( bool ) [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSetJIP( bool ) [RPC] [CHECK_SERVER] [RETRY]
void RCSetLoadProgress( float ) [RPC] [CHECK_SERVER]
FuBiCookie* RCSetName( const wstring& ) [COMPLEX] [RPC] [!SKRIT] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSetReadyToPlay( bool ) [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSetStartingGroup( const string& ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSetStartingPosition( const SiegePos&, const CameraPosition& ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
void RCSetTradeGoldAmount( int, unsigned int ) [RPC] [CHECK_SERVER]
FuBiCookie* RCSetWorldLocation( unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSetWorldState( eWorldState ) [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSyncOnMachineHelper( unsigned int, const_mem_ptr, bool ) [COMPLEX] [RPC] [!SKRIT] [RETRY]
void RSAckLatency( float ) [RPC]
void RSImportCharacter( const string&, int ) [COMPLEX] [RPC]
FuBiCookie* RSSetHeroCloneSourceTemplate( const string& ) [COMPLEX] [RPC] [RETRY]
FuBiCookie* RSSetHeroHead( const string& ) [COMPLEX] [RPC] [RETRY]
void RSSetHeroName( const wstring& ) [COMPLEX] [RPC] [!SKRIT]
FuBiCookie* RSSetHeroSkin( ePlayerSkin, const string& ) [COMPLEX] [RPC] [RETRY]
FuBiCookie* RSSetHeroUberLevel( float ) [RPC] [RETRY]
FuBiCookie* RSSetIsOnZone( bool ) [RPC] [RETRY]
void RSSetLoadProgress( float ) [RPC]
FuBiCookie* RSSetName( const wstring& ) [COMPLEX] [RPC] [!SKRIT] [RETRY]
FuBiCookie* RSSetReadyToPlay( bool ) [RPC] [RETRY]
FuBiCookie* RSSetStartingGroup( const string& ) [COMPLEX] [RPC] [RETRY]
FuBiCookie* RSSetTradeGoldAmount( int ) [RPC] [RETRY]
FuBiCookie* RSSetWorldState( eWorldState ) [RPC] [RETRY]
void SetPartyDirty( void ) [RPC]
ePlayerController Controller
int HumanPlayerCount
const PlayerId* Id
unsigned int MachineId
int Team

Player - represents each player inside the game.

PlayerId
bool IsValid( void ) const /* Returns true if this refers to a valid player id. */
const PlayerId* InvalidPlayerId /* Returns the invalid PlayerId constant. */
POINT
Point2
bool IsZero( void ) const
float X
float Y
Profiler [SINGLETON]
void Hide( const char* ) [COMPLEX] [RPC]
void Show( const char* ) [COMPLEX] [RPC]
void ShowOnly( const char* ) [COMPLEX] [RPC]

Cute little internal profiler.

PRSKeys [MANAGED]
float GetCurrPositionX( int ) const
float GetCurrPositionY( int ) const
float GetCurrPositionZ( int ) const
float GetCurrRotationW( int ) const
float GetCurrRotationX( int ) const
float GetCurrRotationY( int ) const
float GetCurrRotationZ( int ) const
bool UpdateAbsolute( float, float )
float CurrentNormalizedTime
const char* DebugName
const string& DebugNameString
float Duration /* Returns the duration of the animation in seconds */
bool LoopAtEnd
int NumTracks /* Returns the number of bones (channels) in the animation */
float ScalarVelocity
const Vector& Velocity
float VelocityX /* Returns the X velocity of the animation in m/s */
float VelocityY /* Returns the Y velocity of the animation in m/s */
float VelocityZ /* Returns the Z velocity of the animation in m/s */

Nema PRSKeys class

QtColl
void Add( eQueryTrait )
void Clear( void )
QuantifyApi [SINGLETON]
void BeginProfile( int, bool ) [RPC]
void ClearProfileData( void ) [RPC]
bool Profile1( void )
bool Profile10( void )
bool Profile100( void )
bool Profile50( void )
void SnapshotProfileData( void ) [RPC]
void StopProfile( void ) [RPC]

Interface for Quantify.

Quat
const Quat& IDENTITY
const Quat& INDEFINITE
const Quat& INVALID
bool IsValid
float W
float X
float Y
float Z
const Quat& ZERO

Column 0: float x, offset = 0 Column 1: float y, offset = 4 Column 2: float z, offset = 8 Column 3: float w, offset = 12

RapiAppModule
AppModule [SINGLETON]
bool CopyScreenShotToClipboard( void )
bool IsCapturingMovie( void ) const
bool ScreenShot( const char* ) [COMPLEX]
bool ScreenShot( const unsigned short* ) [COMPLEX] [!SKRIT]
void StartCaptureMovie( const char*, float, float, float ) [COMPLEX] [RPC]
void StopCaptureMovie( void ) [RPC]

Rapi-enabled version of AppModule.

RECT
RegionId
Report
static void AddNewSinkToContext( const char*, const char*, const char*, const char* ) [COMPLEX] [RPC]
static void AddNewSinkToContext( const char*, const char*, const char* ) [COMPLEX] [RPC]
static void AddNewSinkToContext( const char*, const char* ) [COMPLEX] [RPC]
static void AddNewSinkToSink( const char*, const char*, const char* ) [COMPLEX] [RPC]
static void AddNewSinkToSink( const char*, const char* ) [COMPLEX] [RPC]
static void Debugger( const char* ) [COMPLEX] [RPC]
static void DebuggerF( const char*, ... ) [COMPLEX]
static void Disable( const char* ) [COMPLEX] [RPC]
static void DumpFile( const char* ) [COMPLEX] [RPC]
static void Enable( const char* ) [COMPLEX] [RPC]
static void Error( const char* ) [COMPLEX] [RPC]
static void ErrorBox( const char* ) [COMPLEX] [RPC]
static void ErrorBoxF( const char*, ... ) [COMPLEX]
static void ErrorF( const char*, ... ) [COMPLEX]
static void Fatal( const char* ) [COMPLEX] [RPC]
static void Fatal( void ) [RPC]
static void FatalF( const char*, ... ) [COMPLEX]
static void Generic( const char* ) [COMPLEX] [RPC]
static void GenericF( const char*, ... ) [COMPLEX]
static bool IsEnabled( const char* ) [COMPLEX]
static void MessageBox( const char* ) [COMPLEX] [RPC]
static void MessageBoxF( const char*, ... ) [COMPLEX]
static void Perf( const char* ) [COMPLEX] [RPC]
static void PerfF( const char*, ... ) [COMPLEX]
static void PerfLog( const char* ) [COMPLEX] [RPC]
static void PerfLogF( const char*, ... ) [COMPLEX]
static void RCScreen( unsigned int, const char* ) [COMPLEX] [RPC]
static void Report( ReportContext*, const char* ) [COMPLEX]
static void Report( const char*, const char* ) [COMPLEX] [RPC]
static void ReportF( ReportContext*, const char*, ... ) [COMPLEX]
static void ReportF( const char*, const char*, ... ) [COMPLEX]
static void Screen( const char* ) [COMPLEX] [RPC]
static void ScreenF( const char*, ... ) [COMPLEX]
static void SScreen( unsigned int, const char* ) [COMPLEX] [RPC]
static void SScreen( const char* ) [COMPLEX] [RPC]
static void SScreenF( unsigned int, const char*, ... ) [COMPLEX]
static void SScreenF( const char*, ... ) [COMPLEX]
static void TestLog( const char* ) [COMPLEX] [RPC]
static void TestLogF( const char*, ... ) [COMPLEX]
static void Toggle( const char* ) [COMPLEX] [RPC]
static const char* Translate( const char* ) [COMPLEX]
static const char* TranslateMsg( const char* ) [COMPLEX]
static void Warning( const char* ) [COMPLEX] [RPC]
static void WarningF( const char*, ... ) [COMPLEX]
ReportContext
void BeginReport( void )
void Disable( void )
void Enable( bool )
void EndReport( void )
void Indent( void )
bool IsEnabled( void ) const
bool IsInReport( void ) const
void Outdent( void )
bool Output( const string& ) [COMPLEX]
bool Output( const char* ) [COMPLEX]
bool Output( const char*, int ) [COMPLEX]
bool OutputEol( void )
bool OutputF( const char*, ... ) [COMPLEX]
bool OutputRaw( const char* ) [COMPLEX]
bool OutputRaw( const char*, int ) [COMPLEX]
void Toggle( void )
Rules [SINGLETON]
void AwardExperience( const Goid*, const Goid*, float ) [RPC]
void CalculateAimingError( const Goid*, const char*, float&, float& ) [COMPLEX] [!SKRIT]
float CalculateDamage( const Goid*, const Goid*, const Goid*, float, float, float, bool )
float CalculateExperience( const Goid*, const Goid*, const Goid*, float )
float CalculateMagnitude( float, float )
void CalculateWeaponAimingError( const Goid*, float&, float& ) [COMPLEX] [!SKRIT]
bool CanHit( const Goid*, const Goid*, const Goid*, const Goid* )
void ChangeLife( const Goid*, float ) [RPC]
void ChangeLife( const Goid*, float, unsigned int ) [RPC]
void ChangeLifeLocal( const Goid*, float ) [RPC]
void ChangeMana( const Goid*, float ) [RPC]
void ChangeMana( const Goid*, float, unsigned int ) [RPC]
void ChangeManaLocal( const Goid*, float ) [RPC]
bool CheckForCriticalHit( const Goid*, const Goid* )
bool DamageGo( const Goid*, const Goid*, const Goid*, float, bool, bool )
void DamageGoMagic( const Goid*, const Goid*, const Goid*, SiegePos& ) [COMPLEX] [RPC]
void DamageGoMelee( const Goid*, const Goid*, const Goid* ) [RPC]
bool DamageGoParticle( const Goid*, const Goid*, const Goid*, float, float, float, bool, bool, bool )
void DamageGoRanged( const Goid*, const Goid*, const Goid* ) [RPC]
bool DamageGoTrap( const Goid*, const Goid*, const Goid*, float, float )
bool DamageGoVolume( const Goid*, const Goid*, const Goid*, float, float, bool )
RuleseHitType DetermineHitType( float, float, float )
bool GetDamageRange( const Goid*, const Goid*, float&, float& ) [COMPLEX] [!SKRIT]
bool GetDamageRange( const Goid*, const Goid*, float&, float&, bool ) [COMPLEX] [!SKRIT]
float GetNextLevelXP( float ) const
float GetTotalDefense( const Goid* )
float GetTotalFireResistance( const Goid* )
float LevelToXP( float ) const
void OnProjectileCollision( const Goid*, const Goid* ) [RPC]
void RCAwardPrimaryExperience( const Goid*, const char*, double, bool ) [COMPLEX] [RPC] [!SKRIT]
void RCPlayLevelUpSoundAndText( const Goid*, const char* ) [COMPLEX] [RPC]
void UpdateClassDesignation( const Goid* ) [RPC]
float XPToLevel( float ) const
float MaxLevel
float MaxLevelUber
const Goid* PackMemberStats

Rules for gameplay.

Scid
bool IsInstance( void ) const /* Returns true if this refers to a valid, non-spawned piece of static content. */
bool IsValid( void ) const /* Returns true if this refers to a valid piece of static content. */
Go* Go /* Returns a pointer to the Go that this Scid refers to, or NULL if invalid. */
const Goid* Goid /* Returns the corresponding Goid, or Goid.InvalidGoid if invalid. */
const Scid* InvalidScid /* Returns the invalid Scid constant. */
const Scid* SpawnedScid /* Returns the 'spawned' Scid constant. */
Server [SINGLETON]
void DebugListPlayers( void ) [RPC]
Player* GetHumanPlayerOnMachine( unsigned int )
Player* GetPlayer( const wstring& ) [COMPLEX] [!SKRIT]
Player* GetPlayer( const PlayerId* )
bool HasPlayer( const PlayerId* )
FuBiCookie* RCCreatePlayerOnMachine( unsigned int, const unsigned short*, const PlayerId*, ePlayerController, unsigned int ) [COMPLEX] [RPC] [!SKRIT] [CHECK_SERVER] [RETRY]
FuBiCookie* RCInitTeams( unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCJoinTeam( const TeamId*, const PlayerId* ) [RPC] [CHECK_SERVER] [RETRY]
void RCKeepMeAlive( unsigned int ) [RPC] [CHECK_SERVER]
FuBiCookie* RCMarkPlayerForDeletion( const PlayerId* ) [RPC] [CHECK_SERVER] [RETRY]
void RCSetAllowJIP( bool ) [RPC] [CHECK_SERVER]
FuBiCookie* RCSetAllowNewCharactersOnly( bool ) [RPC] [CHECK_SERVER] [RETRY]
void RCSetAllowPausing( bool ) [RPC] [CHECK_SERVER]
void RCSetAllowRespawn( bool ) [RPC]
FuBiCookie* RCSetAllowStartLocationSelection( bool ) [RPC] [CHECK_SERVER] [RETRY]
void RCSetDropInvOption( eDropInvOption ) [RPC]
FuBiCookie* RCSetGamePassword( const wstring& ) [COMPLEX] [RPC] [!SKRIT] [CHECK_SERVER] [RETRY]
void RCSetGhostTimeout( float ) [RPC] [CHECK_SERVER]
FuBiCookie* RCSetMaxPlayers( unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSetTeam( const Team&, const string&, unsigned int ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSetTeamSign( const TeamId*, const string& ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSyncOnMachineHelper( unsigned int, const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_BACK] [RETRY]
FuBiCookie* RSCreatePlayer( const unsigned short*, ePlayerController ) [COMPLEX] [RPC] [!SKRIT] [RETRY]
FuBiCookie* RSJoinTeam( const TeamId*, const PlayerId* ) [RPC] [RETRY]
void RSKeepMeAlive( void ) [RPC]
FuBiCookie* RSSelectNextTeam( const PlayerId*, bool ) [RPC] [RETRY]
FuBiCookie* RSSelectTeam( const PlayerId*, const string& ) [COMPLEX] [RPC] [RETRY]
void SSetAllowRespawn( bool ) [RPC]
void SSetDropInvOption( eDropInvOption ) [RPC]
void SSetGhostTimeout( float ) [RPC]
Player* ComputerPlayer
eDropInvOption DropInvOption
int LatencyQueryFrequency
Player* LocalHumanPlayer
Go* ScreenHero
Go* ScreenParty

This is the game server object.

Services [SINGLETON]
SiegeConsole& FooterConsole
SiegeConsole& OutputConsole
SiegeConsole& WatchConsole

Basic game services.

SFxEID
SFxSID
SiegeCamera
const Vector& CameraPosition
const SiegePos& CameraSiegePos
float FieldOfView
const matrix_3x3& MatrixOrientation
float MaxAzimuth
float MaxDistance
float MinAzimuth
float MinDistance
const Quat& QuatOrientation
const Vector& TargetPosition
const SiegePos& TargetSiegePos
const Vector& UpVector
const Vector& VectorOrientation
unsigned int ViewportHeight
float ViewportNormalizedHeight
float ViewportNormalizedWidth
unsigned int ViewportWidth
SiegeConsole
void SetPosition( float, float )
void SetSize( float, float )
bool BottomUp /* True if the console fills bottom up. */
unsigned int FillColor /* The MakeColor() color of the filled background. */
unsigned int OutlineColor /* The MakeColor() color of the outline. */
bool RenderFilled /* Whether or not to render the frame as filled. */
bool RenderOutline /* Whether or not to render the frame outline. */
Siegedatabase_guid
bool IsNodeInAnyFrustum( void ) const
bool IsValid( void ) const
static Siegedatabase_guid& Make( unsigned int )
static Siegedatabase_guid& Make( const char* ) [COMPLEX]
const Siegedatabase_guid& UndefinedSiegeGuid
unsigned int Value
SiegeEngine [SINGLETON]
const SiegeCamera& Camera

The mighty Siege Engine.

SiegeFx [SINGLETON]
unsigned int AddVariable( SiegePos&, const Goid* ) [COMPLEX]
void ClearVariables( const Goid* ) [RPC]
void FinishScript( const SFxSID* id ) [RPC] /* Tell the given SiegeFx script to finish its effect (it can take it's time) */
SiegePos& GetVariable( unsigned int, const Goid* )
const SFxSID* RunScript( const char*, const Goid*, const Goid*, const char*, const Goid*, eWorldEvent ) [COMPLEX]
bool RunScriptSpecial( const char*, const char*, const Goid*, eWorldEvent, const SiegePos&, float, float, float, float ) [COMPLEX]
void SetVariable( unsigned int, SiegePos&, const Goid* ) [COMPLEX] [RPC]
const SFxSID* SRunMpScript( const char*, const Goid*, const Goid*, const char*, const Goid*, eWorldEvent ) [COMPLEX]
const SFxSID* SRunScript( const char*, const Goid*, const Goid*, const char*, const Goid*, eWorldEvent ) [COMPLEX]
bool SRunScriptSpecial( const char*, const char*, const Goid*, eWorldEvent, const SiegePos&, float, float, float, float ) [COMPLEX]
void SStopScript( const Goid*, const char* ) [COMPLEX] [RPC]
void SStopScript( const SFxSID* ) [RPC]
void StopScript( const Goid*, const char* ) [COMPLEX] [RPC]
void StopScript( const SFxSID* ) [RPC]

Interface to Siege Engine effects (SiegeFx).

SiegeFxInterpreter [SINGLETON]
void RCRunScriptPacker( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
void RCStopScript( const SFxSID* ) [RPC]

Internal interface to Flamethrower_interpreter

SiegeGuid
SiegeId
bool IsValid( void ) const
const SiegeId* InvalidSiegeId
SiegePos
static SiegePos& Copy( const SiegePos& ) [COMPLEX]
static SiegePos& Make( float, float, float, const Siegedatabase_guid& ) [COMPLEX]
static SiegePos& Make( float, float, float, unsigned int )
static SiegePos& MakeDefault( void )
Siegedatabase_guid& Node
Vector& Pos
const SiegePos& UndefinedSiegePos
SiegePosData
SiegeRot
static SiegeRot& Copy( const SiegeRot& ) [COMPLEX]
static SiegeRot& Make( float, float, float, float, const Siegedatabase_guid& ) [COMPLEX]
static SiegeRot& Make( float, float, float, float, unsigned int )
static SiegeRot& MakeDefault( void )
Siegedatabase_guid& Node
Quat& Rot
const SiegeRot& UndefinedSiegeRot
SIZE
Skrit
static void CheckCommand( const char* ) [COMPLEX] [RPC]
static void CheckFile( const char* ) [COMPLEX] [RPC]
static void Command( const char* ) [COMPLEX] [RPC]
static void Disassemble( const char* ) [COMPLEX] [RPC]
static void DisassembleCommand( const char* ) [COMPLEX] [RPC]
static void Dump( const char* ) [COMPLEX] [RPC]
static void DumpCommand( const char* ) [COMPLEX] [RPC]
static void Execute( const char*, const char* ) [COMPLEX] [RPC]
static void Execute( const char* ) [COMPLEX] [RPC]
SkritBotMgr [SINGLETON]
bool AddSkritBot( const char* ) [COMPLEX]
void Reload( void ) [RPC]
void Unload( void ) [RPC]

Manager of all Skrit bots.

SkritImpulseTarget
static void OnExecute( HSkritObject, int, float ) [COMPLEX]
SkritMachine
void DisassembleCurrent( ReportContext* ) const [COMPLEX]
void DisassembleCurrent( void ) const
const char* MakeCurrentLocationText( void ) const
const char* MakeCurrentLocationTextFull( void ) const
const char* MakeCurrentSourceFile( void ) const
int CurrentLine
SkritObject
float AddTimerSeconds( int, float )
int CreateFrameTimer( int )
void CreateFrameTimer( int, int )
int CreateTimer( float )
void CreateTimer( int, float )
void DestroyTimer( int )
void Disassemble( ReportContext* ) const [COMPLEX]
void Disassemble( void ) const
void Dump( ReportContext* ) const [COMPLEX]
void Dump( void ) const
void DumpStateMachine( ReportContext* ) const [COMPLEX]
void DumpStateMachine( void ) const
void GenerateDocs( ReportContext* ) const [COMPLEX]
void GenerateDocs( void ) const
const char* GetStateName( int ) const
bool IsStateChangePending( void ) const
void ResetTimerSeconds( int, float )
void SetNewTimerSeconds( int, float )
void SetTimerGlobal( int, bool )
void SetTimerRepeatCount( int, int )
int CurrentState
const char* CurrentStateName
const string& Name
int PendingState
const char* PendingStateName
float PollPeriod
bool TraceEvents /* trace incoming events */
bool TraceOpCodes /* trace all opcode execution */
bool TraceSkritCalls /* trace calls to other skrit functions within this object */
bool TraceStateChanges /* trace changes in state */
bool TraceSysCalls /* trace outgoing calls to system functions */
StringTool
static string& Append( string&, const char* ) [COMPLEX]
static string& AppendF( string&, const char*, ... ) [COMPLEX]
static string& Assign( string&, const char* ) [COMPLEX]
static string& AssignF( string&, const char*, ... ) [COMPLEX]
static bool GetDelimitedBool( const char*, int ) [COMPLEX]
static bool GetDelimitedBool( const char*, int, char ) [COMPLEX]
static bool GetDelimitedBool( const char*, int, char, bool ) [COMPLEX]
static float GetDelimitedFloat( const char*, int ) [COMPLEX]
static float GetDelimitedFloat( const char*, int, char ) [COMPLEX]
static float GetDelimitedFloat( const char*, int, char, float ) [COMPLEX]
static int GetDelimitedInt( const char*, int ) [COMPLEX]
static int GetDelimitedInt( const char*, int, char ) [COMPLEX]
static int GetDelimitedInt( const char*, int, char, int ) [COMPLEX]
static string& GetDelimitedString( const char*, int ) [COMPLEX]
static string& GetDelimitedString( const char*, int, char, const char* ) [COMPLEX]
static string& GetDelimitedString( const char*, int, char ) [COMPLEX]
static const string& GetFileNameOnly( const string& ) [COMPLEX]
static int GetNumDelimitedValues( const char* ) [COMPLEX]
static int GetNumDelimitedValues( const char*, char ) [COMPLEX]
static bool IsEmpty( const char* ) [COMPLEX]
static string& Left( string&, int ) [COMPLEX]
static string& Mid( string&, int ) [COMPLEX]
static string& Mid( string&, int, int ) [COMPLEX]
static string& Right( string&, int ) [COMPLEX]
static bool SameNoCase( const char*, const char* ) [COMPLEX]
static bool SameNoCase( const char*, const char*, int ) [COMPLEX]
static bool SameWithCase( const char*, const char* ) [COMPLEX]
static bool SameWithCase( const char*, const char*, int ) [COMPLEX]
SYSTEMTIME
tagPOINT
tagRECT
tagSIZE
Team
TeamId
Test
static void MainAssert( void ) [RPC]
static void MainCrash( void ) [RPC]
static void MainFatal( void ) [RPC]
static void MainWatson( void ) [RPC]
TimeMgr [SINGLETON]
void AddRapiFader( bool bFadeIn, float duration ) [RPC] /* Add a fade effect to screen that will last for 'duration' seconds. */

General purpose timecaster.

TimeOfDay [SINGLETON]
void RCSetTime( unsigned int, unsigned int ) [RPC]
unsigned int Hour
unsigned int Minute

Time of day

TimeTarget
TriggerSys [SINGLETON]
void RCSendActionToPartyMembersRemainingInNode( const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_FRONT]
void SDeactivateTrigger( const Goid*, unsigned short ) [RPC]
bool SSendActionToPartyMembersRemainingInNode( const SiegeId*, const string& ) [COMPLEX]

TriggerSys

TTMessages
float BeginDelay /* Delay after begin tansition after which to send beign event. */
eWorldEvent BeginEvent /* Event to send at the beginning of terrain transition. */
const Scid* BeginSendTo /* Scid of content to send begin message to. */
float EndDelay /* Delay after end tansition after which to send end event. */
eWorldEvent EndEvent /* Event to send at the end of terrain transition. */
const Scid* EndSendTo /* Scid of content to send end message to. */
UIButton
UIWindow
void DisableButton( void )
void EnableButton( void )
bool AllowUserPress
bool ButtonDown
bool Disabled
bool IsRepeater
bool PressedState
UICamera [SINGLETON]
void SetCameraMode( eCameraMode ) [RPC]
void SetCameraMode( eCameraMode, bool ) [RPC]
eCameraMode CameraMode
float MaxDistance
float MinDistance
eCameraMode PreviousMode

User interface controller for the camera.

UICharacterSelect [SINGLETON]
FuBiCookie* RCGeneratePortrait( const PlayerId*, unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RSGeneratePortrait( const PlayerId* ) [RPC] [RETRY]

This is the UICharacterSelect singleton

UICheckbox
UIWindow
void LoadCheckTexture( const string& ) [COMPLEX]
bool AllowUserPress
bool CheckState
UIComboBox
UIWindow
bool ButtonDown
UIListbox* ChildListbox
unsigned int Color
bool DrawText
bool Expanded
int SelectedTag
unsigned int TextColor
UICommands [SINGLETON]
void RCTalkBusy( Go*, unsigned int ) [COMPLEX] [RPC]
void RSTalk( Go*, Go*, bool ) [COMPLEX] [RPC]

This is the UICommands singleton

UICursor
UIDialogueHandler [SINGLETON]
void RSSendReqTalkEnd( const Goid*, const Goid* ) [RPC]
void RSSetButtonValue( const string& ) [COMPLEX] [RPC]

This is the UIDialogueHandler singleton

UIEditBox
UIWindow
void EnableIme( bool )
void GetText( string& ) const [COMPLEX]
void GiveFocus( void )
void SetTextPosition( int, int )
void ShowHiddenText( bool )
bool AllowInput
unsigned int Color
unsigned int ImeColor
int MaxStringSize
bool PermanentFocus
int PromptIndex
int TabStop
const string& Text
UIGame [SINGLETON]
bool SelectAllPartyMembers( void )
bool SelectLastPlayer( void )
bool SelectNextPlayer( void )
bool EscNisToFrontEnd

Owner of all user interface components for the game.

UIGameConsole [SINGLETON]
void RCChat( const wstring& ) [COMPLEX] [RPC] [!SKRIT] [CHECK_SERVER]
void RCChatPlayer( const wstring&, unsigned int ) [COMPLEX] [RPC] [!SKRIT] [CHECK_SERVER]
void RSChat( const wstring& ) [COMPLEX] [RPC] [!SKRIT]
void RSChatPlayer( const wstring&, Player* ) [COMPLEX] [RPC] [!SKRIT]

Controls the retail user interface.

UIGridbox
UIWindow
bool AutoPlaceNotify
bool AutoTransfer
int BoxHeight
int BoxWidth
unsigned int Color
int Columns
bool ConsumesItems
bool ContinuePickup
bool DeactivateOverlapped
float FullRatio
const string& GridType
bool IgnoreItem
bool ItemDetect
bool LocalPlace
int Rows
bool Store
UITextBox* TextBox
UIInventoryManager [SINGLETON]
void RCAckInitiateTrade( Go*, Go*, Go*, unsigned int, unsigned int ) [COMPLEX] [RPC]
void RCAddToDestGridbox( GridItem, unsigned int ) [RPC] [!SKRIT]
void RCAttemptTradeCompletion( Go*, Go* ) [COMPLEX] [RPC]
void RCCancelTrade( unsigned int ) [RPC]
FuBiCookie* RCCombinePotions( const Goid*, const Goid*, Go*, float, float ) [COMPLEX] [RPC] [RETRY]
FuBiCookie* RCCombinePotionsDest( const Goid*, Go*, float, float ) [COMPLEX] [RPC] [RETRY]
void RCCompleteTrade( Go*, Go* ) [COMPLEX] [RPC]
void RCGoldTransferComplete( Go* ) [COMPLEX] [RPC]
void RCPlayerBusyDialog( unsigned int ) [RPC]
void RCRemoveFromDestGridbox( int, Player* ) [COMPLEX] [RPC]
void RCRotateSpells( const Goid* ) [RPC]
void RCSetTradeDestAccept( bool, unsigned int ) [RPC]
void RCSetTradeSourceAccept( bool, unsigned int ) [RPC]
void RCTradeFailed( unsigned int ) [RPC]
void RCTradeZeroGoldDest( unsigned int ) [RPC]
void RCTradeZeroGoldSource( unsigned int ) [RPC]
void RSAddToDestGridbox( GridItem, const Goid*, const Goid* ) [RPC] [!SKRIT]
void RSAttemptTradeCompletion( Go*, Go* ) [COMPLEX] [RPC]
void RSCancelTrade( Go*, Go* ) [COMPLEX] [RPC]
FuBiCookie* RSCombinePotions( Go*, Go*, Go*, float, float ) [COMPLEX] [RPC] [RETRY]
void RSCompleteTrade( Go*, Go* ) [COMPLEX] [RPC]
void RSGoldTransferComplete( Go*, int ) [COMPLEX] [RPC]
void RSPaperDollHandleItem( const Goid*, eEquipSlot, const Goid* ) [RPC]
void RSRemoveFromDestGridbox( int, Player* ) [COMPLEX] [RPC]
void RSReqInitiateTrade( Go*, Go*, Go* ) [COMPLEX] [RPC]
void RSRotateSpells( bool, const Goid* ) [RPC]
void RSSetTradeInvalid( Go* ) [COMPLEX] [RPC]
void RSSetTradeValid( Go* ) [COMPLEX] [RPC]
void RSTradeAccept( bool, Player*, Player* ) [COMPLEX] [RPC]
void RSTradeFailed( Go*, Go* ) [COMPLEX] [RPC]
void RSTradeZeroGold( Go*, Go* ) [COMPLEX] [RPC]

This is the UIInventoryManager singleton

UIListbox
UIWindow
void AddElement( const string&, int ) [COMPLEX]
void AddElement( const string&, int, unsigned int ) [COMPLEX]
void AddIcon( const string&, int ) [COMPLEX]
void AutoSize( UIWindow*, int ) [COMPLEX]
void ClearSelection( void )
void DeselectElements( void )
void FlashElementIcon( int, float )
void GetSelectedText( string& ) [COMPLEX]
bool HandleInputMessage( UIMessage& ) [COMPLEX]
void LoadSelectionTexture( const string& ) [COMPLEX]
void RemoveAllElements( void )
void RemoveElement( const string& ) [COMPLEX]
void RemoveElement( int )
void ResizeSlider( void )
void SelectElement( const string& ) [COMPLEX]
void SelectElement( int )
void SelectFirstElement( void )
void SelectLastElement( void )
void SelectNextElement( void )
void SelectNextPage( void )
void SelectPreviousElement( void )
void SelectPreviousPage( void )
void SetElementIcon( const string&, int ) [COMPLEX]
void SetElementIcon( int, int )
void SetElementSelectable( int, bool )
void SetElementTagToolTip( int, const wstring& ) [COMPLEX] [!SKRIT]
void SetElementText( int, int, const string&, unsigned int ) [COMPLEX]
void SetElementTextToolTip( wstring, const wstring& ) [COMPLEX] [!SKRIT]
unsigned int ActiveColor
bool ButtonDown
bool HasFocus
int Height
bool HitSelect
unsigned int InvalidColor
bool PermanentFocus
int SelectedTag
unsigned int TextColor
int Width
UIMenuManager [SINGLETON]
void RCActivateTip( const string&, unsigned int ) [COMPLEX] [RPC]
void RCFadeInterface( const char*, float, unsigned int ) [COMPLEX] [RPC]
void RCPlayChapterSound( const char*, unsigned int ) [COMPLEX] [RPC] [CHECK_SERVER]
void SActivateTip( const string&, const Goid* ) [COMPLEX] [RPC]
void SFadeInterface( const char*, float, const Goid* ) [COMPLEX] [RPC]
void SPlayChapterSound( const char*, const Goid* ) [COMPLEX] [RPC]

This is the UIMenuManager singleton

UIMessage
eUIMessage Code
int Key
int MsgState
const string& Name
int State
UIMultiplayer [SINGLETON]
void Chat( const wstring& ) [COMPLEX] [RPC] [!SKRIT]
bool JoinLanGame( const char*, const char* ) [COMPLEX]
bool JoinLanGame( const char*, const char*, bool ) [COMPLEX]
void ProcessChatMessage( UIEditBox*, const char* ) [COMPLEX]
void ProcessChatMessage( wstring, const char* ) [COMPLEX] [RPC] [!SKRIT]
void RCChat( const wstring& ) [COMPLEX] [RPC] [!SKRIT] [CHECK_SERVER]
void RCChatPlayer( const wstring&, unsigned int ) [COMPLEX] [RPC] [!SKRIT]
FuBiCookie* RCDisplayImportCharacter( const Goid*, unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
void RCDisplayMessage( const wstring&, unsigned int, unsigned int ) [COMPLEX] [RPC] [!SKRIT] [CHECK_SERVER]
FuBiCookie* RCEndGameActivateStagingReturn( void ) [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCLeaveStagingArea( unsigned int ) [RPC] [RETRY]
FuBiCookie* RCSetTimeLimit( float ) [RPC] [RETRY]
FuBiCookie* RCStartNetworkGame( void ) [RPC] [CHECK_SERVER] [RETRY]
void RSChat( const wstring& ) [COMPLEX] [RPC] [!SKRIT]
void RSChatPlayer( const wstring&, Player* ) [COMPLEX] [RPC] [!SKRIT]
FuBiCookie* RSDisplayImportCharacter( const string&, unsigned int ) [COMPLEX] [RPC] [RETRY]
void RSDisplayMessage( const wstring&, unsigned int ) [COMPLEX] [RPC] [!SKRIT]
FuBiCookie* RSLeaveStagingArea( const PlayerId* ) [RPC] [RETRY]
void SBanPlayer( const PlayerId* ) [RPC]
void SKickPlayer( const PlayerId* ) [RPC]

This layer owns all the multiplayer GUIs.

UINormalizedRect
float Bottom
float Left
float Right
float Top
UIOptions [SINGLETON]

The Game Options UI.

UIPartyManager [SINGLETON]
const Goid* DoesActivePartyHaveTemplate( const char*, const Goid* ) [COMPLEX]
FuBiCookie* RSCreateTombstone( const Goid* ) [RPC] [RETRY]
FuBiCookie* RSReviveCharacter( const Goid* ) [RPC] [RETRY]
bool FollowMode

This is the UIPartyManager singleton

UIRadioButton
UIWindow
void LoadSelectionTexture( const string& ) [COMPLEX]
void ResetButtonStatus( void )
bool AllowUserPress
bool Check
float ClickDelay
bool ForceCheck
bool Invalid
bool MidState
const string& RadioGroup
UIShell [SINGLETON]
void ActivateInterface( const string&, bool ) [COMPLEX] [RPC]
void AddActiveItem( UIWindow* ) [COMPLEX]
void AddBlankInterface( const string& ) [COMPLEX] [RPC]
void AddWindowToInterface( UIWindow*, const string&, bool ) [COMPLEX]
void ClearActiveItems( void ) [RPC]
UIWindow* CreateDefaultWindowOfType( const string& ) [COMPLEX]
void DeactivateInterface( const string& ) [COMPLEX] [RPC]
void DeactivateInterfaceWindows( const string& ) [COMPLEX] [RPC]
bool DeleteWindow( UIWindow* ) [COMPLEX]
bool DoWindowsOverlap( UIWindow*, UIWindow* ) [COMPLEX]
bool DoWindowsOverlap( const char*, const char*, const char*, const char* ) [COMPLEX]
UIWindow* FindUIWindow( const char*, const char* ) [COMPLEX]
int GetNumActiveItems( const string& ) [COMPLEX]
void HideInterface( const string& ) [COMPLEX] [RPC]
bool IsInterfaceVisible( const string& ) [COMPLEX]
UICursor* LoadUICursor( const string&, const string& ) [COMPLEX]
void MarkInterfaceForActivation( const string&, bool ) [COMPLEX] [RPC]
void MarkInterfaceForDeactivation( const string& ) [COMPLEX] [RPC]
void PlaceInterfaceOnTop( const char* ) [COMPLEX] [RPC]
void RemoveActiveItem( UIWindow* ) [COMPLEX]
bool SendUIMessage( eUIMessage, const char*, const char* ) [COMPLEX]
bool SendUIMessage( eUIMessage, const char* ) [COMPLEX]
void ShiftGroup( const string&, const string&, int, int ) [COMPLEX] [RPC]
void ShiftInterface( const string&, int, int ) [COMPLEX] [RPC]
void ShowGroup( const char*, bool, bool, const char* ) [COMPLEX] [RPC]
void ShowInterface( const string& ) [COMPLEX] [RPC]
void UnMarkInterfaceForDeactivation( const string& ) [COMPLEX] [RPC]
UICursor* ActiveCursor
bool GuiDisabled
bool LButtonDown
int MouseX
int MouseY
bool RButtonDown
int ScreenHeight
int ScreenWidth
bool Visible

GameGUI main shell.

UIText
UIWindow
void GetText( string& ) const [COMPLEX]
void SetText( const string&, bool ) [COMPLEX]
bool AutoSize
unsigned int Color
const string& Font
JUSTIFICATION Justification
UITextBox
UIWindow
void CenterWindowToMousePos( void )
int ReformatTooltip( const string&, int, unsigned int ) [COMPLEX]
int SetLineText( int, const string&, unsigned int ) [COMPLEX]
bool DisableUpdate
int ElementHeight
bool FixedLocation
int FontHeight
JUSTIFICATION Justification
int LeadElement
int LineSpacer
unsigned int MaxActiveElements
unsigned int NumElements
bool Scrolling
float ScrollRate
bool ScrollThrough
const string& Text
unsigned int TextColor
const string& ToolTipText
UIWindow
void AddChild( UIWindow* ) [COMPLEX]
void ClearToolTip( void )
void CreateCommonCtrl( const string& ) [COMPLEX]
void DragWindow( int, int )
bool HasFocus( void ) const
void HideToolTip( void )
bool IsConsumable( void ) const
bool IsEnabled( void ) const
bool IsPassThrough( void ) const
bool IsToolTipVisible( void ) const
void LoadTexture( const string&, bool ) [COMPLEX]
void LoadTexture( unsigned int )
bool ProcessAction( UI_ACTION, const string& ) [COMPLEX]
bool ProcessMessage( UIMessage& ) [COMPLEX]
bool ReceiveMessage( const UIMessage& ) [COMPLEX]
void RemoveChild( UIWindow* ) [COMPLEX]
void Resize( int, int )
void SetNormalizedRect( float, float, float, float )
void SetRect( int, int, int, int, bool )
void SetToolTip( const wstring&, const string&, bool ) [COMPLEX] [!SKRIT]
void SetUVRect( float, float, float, float )
float Alpha
unsigned int BackgroundColor
bool BackgroundFill
bool Border
unsigned int BorderColor
int BorderPadding
UIWindowVec& Children
const string& CommonTemplate
bool Consumable
const string& DockGroup
bool DragAllowed
bool Draggable
int DragGridX
int DragGridY
float DragTime
float DragTimeElapsed
int DrawOrder
bool Enabled
const string& Group
bool HasTexture
bool HasToolTip
int Height
const string& HelpBoxName
bool Hidden
int Index
UI_INPUT_TYPE InputType
const string& InterfaceParent
bool IsCommonControl
bool MarkedForDeletion
bool MarkForDeletion
int MouseX
int MouseY
const string& Name
const UINormalizedRect& NormalizedRect
bool NormalizeResize
UIWindow* ParentWindow
bool PassThrough
int PulloutOffset
GRect& Rect
bool Rollover
const string& RolloverKey
float Scale
int ScreenHeight
int ScreenWidth
int Tag
unsigned int TextureIndex
bool TiledTexture
UITextBox* ToolTipBox
bool Topmost
UI_CONTROL_TYPE Type
const UINormalizedRect& UVRect
bool Visible
int Width
UIWindowVec
void Add( UIWindow* ) [COMPLEX]
void Clear( void )
bool Empty( void ) const
UIWindow* Get( int ) const
void Set( int, UIWindow* ) [COMPLEX]
int Size( void ) const
UIZoneMatch [SINGLETON]

ZoneMatch UI layer.

Vector
bool IsZero( void ) const
float X
float Y
float Z

Column 0: float x, offset = 0 Column 1: float y, offset = 4 Column 2: float z, offset = 8

Victory [SINGLETON]
int GetGameStat( const char* ) [COMPLEX]
int GetPlayerStat( const char*, const PlayerId* ) [COMPLEX]
int GetQuestOrder( const string& ) [COMPLEX]
int GetTeamStat( const char*, int ) [COMPLEX]
int GetVictoryConditionValue( const char* ) [COMPLEX]
bool IsQuestActive( const string& ) [COMPLEX]
bool IsQuestCompleted( const string& ) [COMPLEX]
bool IsVictoryConditionMet( const char* ) [COMPLEX]
bool IsVictoryConditionMet( const char*, int ) [COMPLEX]
void RCActivateChapter( const char*, int ) [COMPLEX] [RPC]
void RCActivateQuest( const char*, int ) [COMPLEX] [RPC]
void RCClearPlayerStats( const PlayerId* ) [RPC] [CHECK_SERVER]
void RCCompletedQuest( const char*, const Goid* ) [COMPLEX] [RPC]
void RCDeactivateQuest( const char* ) [COMPLEX] [RPC]
void RCDisplayMessage( const char* ) [COMPLEX] [RPC]
FuBiCookie* RCSetGameEnded( bool ) [RPC] [RETRY]
FuBiCookie* RCSetGameType( const string&, unsigned int ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
void RCSetMainCampaignWon( bool ) [RPC]
FuBiCookie* RCSetPlayerStat( int, int, int, unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSetTeamStat( int, int, int, unsigned int ) [RPC] [CHECK_SERVER] [RETRY]
void RCSetTeamVictoryConditionMet( const char*, bool, int ) [COMPLEX] [RPC] [CHECK_SERVER]
FuBiCookie* RCSetTimeLimit( float, unsigned int ) [RPC] [RETRY]
void RCSetVictoryConditionMet( const char*, bool ) [COMPLEX] [RPC] [CHECK_SERVER]
void RCSyncQuests( unsigned int, const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_BACK]
void RSActivateChapter( const char*, int ) [COMPLEX] [RPC]
void RSActivateQuest( const char*, int ) [COMPLEX] [RPC]
void RSCompletedQuest( const char*, const Goid* ) [COMPLEX] [RPC]
void RSDeactivateQuest( const char* ) [COMPLEX] [RPC]
FuBiCookie* RSSetGameEnded( bool ) [RPC] [RETRY]
void RSSetMainCampaignWon( bool ) [RPC]
void RSUpdateQuestCompletion( const char*, const Goid* ) [COMPLEX] [RPC]
void SDisplayMessage( const char* ) [COMPLEX] [RPC]
void SDisplayMessage1Party( const char*, Go* ) [COMPLEX] [RPC]
void SDisplayMessage2Party( const char*, Go*, Go* ) [COMPLEX] [RPC]
bool SetVictoryConditionValue( const char*, int ) [COMPLEX]
void SIncrementStat( const char*, Player*, int ) [COMPLEX] [RPC]
void SLeaderMessage( eGameStat, const char* ) [COMPLEX] [RPC]
void SSetTeamVictoryConditionMet( const char*, bool, int ) [COMPLEX] [RPC]
void SSetVictoryConditionMet( const char*, bool ) [COMPLEX] [RPC]
float GameTimeElapsed
float GameTimeRemaining

Contains game types, quests, victory conditions.

VTune [SINGLETON]
bool Pause( void ) /* Pause VTune's sampling. */
bool Resume( void ) /* Resume VTune's sampling. */

VTune support API.

Weather [SINGLETON]

Dungeon Siege weather system.

World [SINGLETON]
void DrawDebugArc( const SiegePos&, const SiegePos&, unsigned int, const string&, bool ) [COMPLEX] [RPC]
void DrawDebugBoxStack( const SiegePos&, float, unsigned int, float, const matrix_3x3& ) [COMPLEX]
void DrawDebugCircle( const SiegePos&, float, unsigned int, const string& ) [COMPLEX] [RPC]
void DrawDebugDashedLine( const SiegePos&, const SiegePos&, unsigned int, const string& ) [COMPLEX] [RPC]
void DrawDebugDirectedLine( const SiegePos&, const SiegePos&, unsigned int, const string& ) [COMPLEX] [RPC]
void DrawDebugLine( const SiegePos&, const SiegePos&, unsigned int, const string& ) [COMPLEX] [RPC]
void DrawDebugLine( const SiegePos&, const SiegePos&, unsigned int, const string&, float ) [COMPLEX] [RPC]
void DrawDebugLinkedTerrainPoints( const SiegePos&, const SiegePos&, unsigned int, const string& ) [COMPLEX] [RPC]
void DrawDebugPoint( const SiegePos&, float, unsigned int, const string& ) [COMPLEX] [RPC]
void DrawDebugPoint( const SiegePos&, float, unsigned int, float, const string&, unsigned int ) [COMPLEX] [RPC]
void DrawDebugPulsePolygon( const SiegePos&, float, float, float, unsigned int, unsigned int, const string& ) [COMPLEX] [RPC]
void DrawDebugScreenLabel( const SiegePos&, const string& ) [COMPLEX] [RPC]
void DrawDebugScreenLabelColor( const SiegePos&, const string&, unsigned int ) [COMPLEX] [RPC]
void DrawDebugSphere( const SiegePos&, float, unsigned int, const string& ) [COMPLEX] [RPC]
void DrawDebugSphereConeSection( const SiegePos&, const Vector&, float, float, unsigned int, const string& ) [COMPLEX] [RPC]
void DrawDebugSphereOffsetAngle( const SiegePos&, float, float, unsigned int, const string& ) [COMPLEX] [RPC]
void DrawDebugTriangle( const SiegePos&, float, unsigned int, const string& ) [COMPLEX] [RPC]
void DrawDebugWedge( const SiegePos&, float, const SiegePos&, float, unsigned int, bool ) [COMPLEX] [RPC]
void DrawDebugWedge( const SiegePos&, float, const Vector&, float, unsigned int, bool ) [COMPLEX] [RPC]
void DrawDebugWorldLabelScroll( const SiegePos&, const string&, unsigned int, float, bool ) [COMPLEX] [RPC]
bool IsMultiPlayer( void ) const
bool IsSinglePlayer( void ) const
FuBiCookie* RCDialogueCallback( unsigned int, const Goid*, const Goid* ) [RPC] [RETRY]
void RestoreWorldViewport( float ) [RPC]
void SetWorldViewport( float, float, float, float ) [RPC]

The set of systems representing the game's world.

WorldMap [SINGLETON]
const string& GetRegionNameForNode( Siegedatabase_guid ) const [COMPLEX] [!SKRIT]
FuBiCookie* RCSet( const char*, const char*, unsigned int ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCSetMpWorld( const string&, unsigned int ) [COMPLEX] [RPC] [CHECK_SERVER] [RETRY]
const string& MpWorldName

World map object.

WorldMessage
bool HasEvent( eWorldEvent ) const
int Data1
eWorldEvent Event
const Goid* SendFrom
const Goid* SendTo
const Scid* SendToScid
WorldOptions [SINGLETON]
void ClearDebugHudOptions( eDebugHudOptions ) [RPC]
FuBiCookie* RCSetDifficulty( eDifficulty ) [RPC] [CHECK_SERVER] [RETRY]
void RCSetGameSpeed( float ) [RPC]
FuBiCookie* RCSyncOnMachineHelper( unsigned int, const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_BACK] [RETRY]
void RSSetGameSpeed( float ) [RPC]
void SetDebugHudOptions( eDebugHudOptions, bool ) [RPC]
void SetGameSpeed( float ) [RPC]
void SetGameSpeed( float, bool ) [RPC]
bool TestDebugHudOptions( eDebugHudOptions ) const
bool TestDebugHudOptionsEq( eDebugHudOptions ) const
void ToggleDebugHudOptions( eDebugHudOptions ) [RPC]
bool AICaching
bool BlockMCP
bool CrowdingMCP
bool DebugMCP
eDifficulty Difficulty
float DifficultyFloat
float GameSpeed
bool GoalMCP
bool HudMCP
bool LabelMCP
float LagMCP
int MeleeAttackerCountLimit
float ObjectDetailLevel
bool OptimizeMCP
bool ShowMCP
bool ShowPathsMCP
bool ShowSpatialQueries
bool ShowTriggerSys
bool ShowTriggerSysHits
bool Sound
bool TestMCP

This object is responsible for game initiation.

WorldState [SINGLETON]
void ForceUpdate( void ) [RPC]
bool IsStateChangePending( void )
void RCSetWorldStateIfInGame( unsigned int, eWorldState ) [RPC] [CHECK_SERVER]
FuBiCookie* RCSetWorldStateOnMachine( unsigned int, eWorldState, eWorldState, double ) [RPC] [!SKRIT] [CHECK_SERVER] [RETRY]
int Request( eWorldState, float )
int Request( eWorldState )
eWorldState CurrentState
eWorldState PendingState
eWorldState PreviousState

Object to track the current major state of the game.

WorldTerrain [SINGLETON]
int FindNodalTextureIndex( const SiegeId*, const string& ) [COMPLEX]
float GetNodalTextureAnimationSpeed( const SiegeId*, int )
bool GetNodalTextureAnimationState( const SiegeId*, int )
bool IsNodalPathingConnected( const SiegeId*, const SiegeId* )
FuBiCookie* RCGlobalNodeFade( int, int, int, int, unsigned char ) [RPC] [RETRY]
FuBiCookie* RCNodeFade( unsigned int, unsigned char ) [RPC] [RETRY]
FuBiCookie* RCRegisterWorldFrustumOnMachine( unsigned int, const PlayerId*, const FrustumId* ) [RPC] [CHECK_SERVER] [RETRY]
FuBiCookie* RCReplaceNodalTexture( const SiegeId*, int, const string& ) [COMPLEX] [RPC] [RETRY]
FuBiCookie* RCRequestNodeConnection( const SiegeId*, unsigned int, const SiegeId*, unsigned int, bool, bool ) [RPC] [RETRY]
FuBiCookie* RCRequestNodeTransition( const SiegeId*, unsigned int, const SiegeId*, unsigned int, double, double, eAxisHint, const Goid*, bool, bool ) [RPC] [!SKRIT] [RETRY]
FuBiCookie* RCRequestNodeTransition( const SiegeId*, unsigned int, const SiegeId*, unsigned int, double, double, eAxisHint, const Goid*, bool, bool, TTMessages* ) [COMPLEX] [RPC] [!SKRIT] [RETRY]
FuBiCookie* RCSetNodalTextureAnimationSpeed( const SiegeId*, int, float ) [RPC] [RETRY]
FuBiCookie* RCSetNodalTextureAnimationState( const SiegeId*, int, bool ) [RPC] [RETRY]
FuBiCookie* RCSetNodeBoundsCamera( unsigned int, bool ) [RPC] [RETRY]
FuBiCookie* RCSetNodeCameraFade( unsigned int, bool ) [RPC] [RETRY]
FuBiCookie* RCSetNodeOccludesCamera( unsigned int, bool ) [RPC] [RETRY]
FuBiCookie* RCSyncGlobalNodeFade( unsigned int, int, int, int, int, unsigned char ) [RPC] [RETRY]
FuBiCookie* RCSyncNodalFlagStatesOnMachine( unsigned int, const_mem_ptr, const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [RETRY]
FuBiCookie* RCSyncNodalTexStatesOnMachine( unsigned int, const_mem_ptr, const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [RETRY]
FuBiCookie* RCSyncTransitionOnMachine( unsigned int, const_mem_ptr ) [COMPLEX] [RPC] [!SKRIT] [PACK_BACK] [RETRY]
void SReplaceNodalTexture( const SiegeId*, int, const string& ) [COMPLEX] [RPC]
void SRequestNodeConnection( const SiegeId*, unsigned int, const SiegeId*, unsigned int, bool, bool ) [RPC]
void SRequestNodeTransition( const SiegeId*, unsigned int, const SiegeId*, unsigned int, float, eAxisHint, const Goid*, bool, bool ) [RPC]
void SRequestNodeTransition( const SiegeId*, unsigned int, const SiegeId*, unsigned int, float, eAxisHint, const Goid*, bool, bool, TTMessages* ) [COMPLEX] [RPC]
void SSetNodalTextureAnimationSpeed( const SiegeId*, int, float ) [RPC]
void SSetNodalTextureAnimationState( const SiegeId*, int, bool ) [RPC]

System responsible for handling world loading and caching

WorldTime [SINGLETON]
void RCSetServerTime( double ) [RPC] [!SKRIT]
float RealTime /* Get the 'real' time of the system in seconds. */
float SecondsElapsed /* Get the amount of world time elapsed since last simulation iteration. */
unsigned int SimCount /* Get the number of simulation iterations. */
float Time /* Get the current world time in seconds. */

This class represents world time and other time-related simulation states.

Global functions[]

bool AnimEventBitTest( unsigned int, eAnimEvent ) eCameraOrder CameraOrderFromString( const char* ) [COMPLEX] float ConvertRatioToAttackBlend( float, float, float, float ) float ConvertRatioToWalkBlend( float, float ) float DecodeAttackDeviation( unsigned int ) float DecodeAttackElevation( unsigned int ) float DecodeAttackLoopDuration( unsigned int ) void DumpPContentDb( void ) [RPC] void DumpPContentDbStats( void ) [RPC] bool EncodeAttackParameters( float, float, float, unsigned int& ) [COMPLEX] [!SKRIT] bool FromString( const char*, FADETYPE& ) [COMPLEX] [!SKRIT] bool FromString( const char*, eAlteration& ) [COMPLEX] [!SKRIT] bool FromString( const char*, eAxisHint& ) [COMPLEX] [!SKRIT] bool FromString( const char*, eCameraInterpolate& ) [COMPLEX] [!SKRIT] bool FromString( const char*, eJobAbstractType& ) [COMPLEX] [!SKRIT] bool FromString( const char*, eMoodRoomType& ) [COMPLEX] [!SKRIT] bool FromString( const char*, eOrientMode& ) [COMPLEX] [!SKRIT] bool FromString( const char*, eRID& ) [COMPLEX] [!SKRIT] bool FromString( const char*, eReqRetCode& ) [COMPLEX] [!SKRIT] bool FromString( const char*, eRequest& ) [COMPLEX] [!SKRIT] bool FromString( const char*, eWorldEvent& ) [COMPLEX] [!SKRIT] ReportContext* GamePlayContext( void ) float GetAlpha( unsigned int intColor ) /* Returns the alpha level of a color based on its integer version. */ eJobAbstractType GetBaseJat( eJobAbstractType ) float GetBlue( unsigned int intColor ) /* Returns the blue level of a color based on its integer version. */ float GetGreen( unsigned int intColor ) /* Returns the green level of a color based on its integer version. */ float GetRed( unsigned int intColor ) /* Returns the red level of a color based on its integer version. */ void GetSiegeDifference( Vector&, const SiegePos&, const SiegePos& ) [COMPLEX] [RPC] float GetSiegeDistance( const SiegePos&, const SiegePos& ) [COMPLEX] unsigned int GetWorldSimCount( void ) const Vector& GetZeroVector( void ) /* Returns a vector 0, 0, 0 - do not change this value. */ bool IsAlive( eLifeState ) bool IsAttackJat( eJobAbstractType ) bool IsCastJat( eJobAbstractType ) bool IsConscious( eLifeState ) bool IsDead( eLifeState ) bool IsEndGame( eWorldState ) bool IsGameStarting( eWorldState ) bool IsGhost( eLifeState ) bool IsInFrontend( eWorldState ) bool IsInGame( eWorldState ) bool IsInStagingArea( eWorldState ) bool IsLeafAttackJat( eJobAbstractType ) bool IsLoading( eWorldState ) bool IsMultiPlayer( void ) bool IsPrimaryThread( void ) bool IsSendLocalOnly( unsigned int ) bool IsServerLocal( void ) bool IsServerRemote( void ) bool IsSinglePlayer( void ) bool IsStagingArea( eWorldState ) bool IsWorldEditMode( void ) eAnimChore MakeAnimChore( unsigned int ) AnimReq& MakeAnimReq( eAnimChore ) CameraPosition& MakeCameraPosition( const SiegePos&, const Quat&, float ) [COMPLEX] CameraQuatPosition& MakeCameraPosition( const SiegePos&, const Quat& ) [COMPLEX] unsigned int MakeColor( const Vector& ) [COMPLEX] unsigned int MakeColor( const Vector&, float ) [COMPLEX] unsigned int MakeColor( float, float, float ) unsigned int MakeColor( float, float, float, float ) eCombatOrders MakeCombatOrders( unsigned int ) const DecalId* MakeDecalId( unsigned int ) const char* MakeFourCcString( int fourCc ) /* Returns the string version of the given fourCc. */ const char* MakeFourCcString( int fourCc, bool reverse ) /* Returns the string version of the given fourCc, optionally reversing the byte order. */ GoCloneReq& MakeGoCloneReq( const char* ) [COMPLEX] GoCloneReq& MakeGoCloneReq( const char*, const PlayerId* ) [COMPLEX] GoCloneReq& MakeGoCloneReq( const Goid*, const Goid* ) GoCloneReq& MakeGoCloneReq( const Goid*, const Goid*, const PlayerId* ) GoCloneReq& MakeGoCloneReq( const Goid* ) GoCloneReq& MakeGoCloneReq( const Goid*, const char* ) [COMPLEX] GoCloneReq& MakeGoCloneReq( const Goid*, const char*, const PlayerId* ) [COMPLEX] GoCloneReq& MakeGoCloneReq( const Goid*, const PlayerId* ) GoCloneReq& MakeGoCloneReq( void ) const Goid* MakeGoid( unsigned int intGoid ) /* Returns a Goid based on its integer version. */ int MakeInt( eAnimChore ) int MakeInt( eCombatOrders ) int MakeInt( eMovementOrders ) unsigned int MakeInt( const DecalId* ) unsigned int MakeInt( const Goid* ) unsigned int MakeInt( const LightId* ) unsigned int MakeInt( const PlayerId* ) unsigned int MakeInt( const Scid* ) unsigned int MakeInt( const SiegeId* ) JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin ) JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin, const SiegePos& ) [COMPLEX] JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin, const SiegePos&, const Goid* ) [COMPLEX] JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin, const Goid*, const Goid* ) JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin, const Goid*, const Goid*, const SiegePos& ) [COMPLEX] JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin, const Goid* ) JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin, const Goid*, const SiegePos& ) [COMPLEX] JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin, const Goid*, eEquipSlot ) JobReq& MakeJobReq( eJobAbstractType, eJobQ, eQPlace, eActionOrigin, eEquipSlot ) const LightId* MakeLightId( unsigned int ) eMovementOrders MakeMovementOrders( unsigned int ) const PlayerId* MakePlayerId( unsigned int ) Quat& MakeQuat( float x, float y, float z, float w ) /* Returns a Quat composed of x, y, z, and w. This is a temporary and will change the next time this function is called so do not store the results. */ const Scid* MakeScid( unsigned int intScid ) /* Returns a Scid based on its integer version. */ const SiegeId* MakeSiegeId( unsigned int ) const char* MakeSiegePosString( const SiegePos& pos ) [COMPLEX] /* Returns the string version of the given siege position */ string& MakeStringF( const char*, ... ) [COMPLEX] TTMessages& MakeTTMessages( void ) UIMessage& MakeUIMessage( eUIMessage ) Vector& MakeVector( float x, float y, float z ) /* Returns a vector composed of x, y, and z. This is a temporary and will change the next time this function is called so do not store the results. */ ReportContext* PerfLogContext( void ) void PostWorldMessage( eWorldEvent, const Goid*, const Goid*, unsigned int, float ) [RPC] void PostWorldMessage( eWorldEvent, const Goid*, const Goid*, float ) [RPC] void PostWorldMessage( eWorldEvent, const Goid*, const Scid*, unsigned int, float ) [RPC] void PostWorldMessage( eWorldEvent, const Goid*, const Scid*, float ) [RPC] void ProfilePContentDb( const char*, int ) [COMPLEX] [RPC] UIButton* QueryDerivedButton( UIWindow* ) [COMPLEX] UICheckbox* QueryDerivedCheckbox( UIWindow* ) [COMPLEX] UIComboBox* QueryDerivedComboBox( UIWindow* ) [COMPLEX] UIEditBox* QueryDerivedEditBox( UIWindow* ) [COMPLEX] UIGridbox* QueryDerivedGridbox( UIWindow* ) [COMPLEX] UIListbox* QueryDerivedListbox( UIWindow* ) [COMPLEX] UIRadioButton* QueryDerivedRadioButton( UIWindow* ) [COMPLEX] UIText* QueryDerivedText( UIWindow* ) [COMPLEX] UITextBox* QueryDerivedTextBox( UIWindow* ) [COMPLEX] void QuestReward( HSkritObject, int, const Goid* ) [COMPLEX] bool RequestBeyondRange( eReqRetCode ) bool RequestFailed( eReqRetCode ) bool RequestOk( eReqRetCode ) void SendWorldMessage( eWorldEvent, const Goid*, const Goid* ) [RPC] void SendWorldMessage( eWorldEvent, const Goid*, const Goid*, unsigned int ) [RPC] void SendWorldMessage( eWorldEvent, const Goid*, const Scid* ) [RPC] void SendWorldMessage( eWorldEvent, const Goid*, const Scid*, unsigned int ) [RPC] float SinWave( float, float, float, float, float, float, float ) void SPostWorldMessage( eWorldEvent, const Goid*, const Scid*, unsigned int, float ) [RPC] void SPostWorldMessage( eWorldEvent, const Goid*, const Scid*, float ) [RPC] void SSendWorldMessage( eWorldEvent, const Goid*, const Scid* ) [RPC] void SSendWorldMessage( eWorldEvent, const Goid*, const Scid*, unsigned int ) [RPC] bool StartCameraFx( const char*, const char* ) [COMPLEX] bool StartCameraFx( const char* ) [COMPLEX] bool StartDecalFx( const DecalId*, const char*, const char* ) [COMPLEX] bool StartDecalFx( const DecalId*, const char* ) [COMPLEX] bool StartLightFx( const LightId*, const char*, const char* ) [COMPLEX] bool StartLightFx( const LightId*, const char* ) [COMPLEX] bool TestBits( eLogicalNodeFlags, eLogicalNodeFlags ) SiegePos& ToSiegePosRef( int siegePosRef ) /* int to SiegePos reference. */ const char* ToString( FADETYPE ) const char* ToString( JUSTIFICATION ) const char* ToString( UI_ACTION ) const char* ToString( UI_CONTROL_TYPE ) const char* ToString( UI_INPUT_TYPE ) const char* ToString( eAlteration ) const char* ToString( eAxisHint ) const char* ToString( eCameraInterpolate ) const char* ToString( eCameraOrder ) const char* ToString( eJobAbstractType ) const char* ToString( eMoodRoomType ) const char* ToString( eOrientMode ) const char* ToString( eRID ) const char* ToString( eReqRetCode ) const char* ToString( eRequest ) const char* ToString( eUIMessage ) const char* ToString( eWorldEvent ) const char* ToString( eWorldState )


Enumerations[]

eBoundaryTest [CONTINUOUS]

eBoundaryCrossType [CONTINUOUS]

eReqRetCode [CONTINUOUS]

eRequest [CONTINUOUS]

eDependancyType [CONTINUOUS]

eRID [CONTINUOUS]

eReqFlag [CONTINUOUS]

eOrientMode [CONTINUOUS]

eAnimEvent [CONTINUOUS]

eJobResult [CONTINUOUS]

eDoJobMode [CONTINUOUS]

eRangeLimit [CONTINUOUS]

eFocusOrders [CONTINUOUS]

eCombatOrders [CONTINUOUS]

eMovementOrders [CONTINUOUS]

eWeaponPreference [CONTINUOUS]

eActorDisposition [CONTINUOUS]

eQPlace [CONTINUOUS]

eJobQ [CONTINUOUS]

eJobAbstractType [CONTINUOUS]

eGameStat [CONTINUOUS]

eCameraMode [CONTINUOUS]

eDropInvOption [CONTINUOUS]

eBoneFreeze [CONTINUOUS]

eMoodRoomType [CONTINUOUS]

eLogicalNodeFlags [IRREGULAR]

eWorldState [CONTINUOUS]

eWorldEvent [CONTINUOUS]

eAlteration [CONTINUOUS]

eAnimStance [CONTINUOUS]

eAnimChore [CONTINUOUS]

eCameraOrder [CONTINUOUS]

eCameraInterpolate [CONTINUOUS]

JUSTIFICATION [CONTINUOUS]

eUIMessage [CONTINUOUS]

UI_ACTION [CONTINUOUS]

UI_INPUT_TYPE [CONTINUOUS]

UI_CONTROL_TYPE [CONTINUOUS]

eAxisHint [CONTINUOUS]

eVoiceSound [CONTINUOUS]

eActionOrigin [CONTINUOUS]

eQueryTrait [CONTINUOUS]

eUsageContextFlags [IRREGULAR]

eTargetTypeFlags [IRREGULAR]

eMagicClass [CONTINUOUS]

eDefendClass [CONTINUOUS]

eAttackClass [CONTINUOUS]

eInventoryLocation [CONTINUOUS]

eEquipSlot [CONTINUOUS]

ePContentType [CONTINUOUS]

eActorAlignment [CONTINUOUS]

eLifeState [CONTINUOUS]

ePlayerController [CONTINUOUS]

eDebugHudOptions [IRREGULAR]

RuleseHitType [IRREGULAR]

FADETYPE [IRREGULAR]

eDifficulty [IRREGULAR]

eDebugProbe [IRREGULAR]

eJobTraits [IRREGULAR]

SkriteResult [IRREGULAR]

GPGSoundeSampleType [IRREGULAR]

MESSAGE_DISPATCH_FLAG [IRREGULAR]

ePlayerSkin [IRREGULAR]

FuBieXfer [IRREGULAR]

Enumerations
eBoundaryTest
while_inside = 0
wait_for_first_message = 1
wait_for_every_message = 2
on_every_enter = 3
on_first_enter = 4
on_every_first_enter = 5
on_unique_enter = 6
on_every_leave = 7
on_first_leave = 8
on_last_leave = 9
on_every_last_leave = 10
on_first_message = 11
on_every_message = 12
eBoundaryCrossType
bcross_enter_at_time = 0
bcross_enter_on_node_change = 1
bcross_enter_force = 2
bcross_leave_at_time = 3
bcross_leave_on_node_change = 4
bcross_leave_forced = 5
eReqRetCode
request_ok = 0
request_ok_in_range = 1
request_ok_inside_range = 2
request_ok_beyond_range = 3
request_ok_crowded = 4
request_failed = 5
request_failed_bad_type = 6
request_failed_bad_owner = 7
request_failed_bad_target = 8
request_failed_missing_follower = 9
request_failed_no_path = 10
request_failed_bad_path_begin = 11
request_failed_bad_path_end = 12
request_failed_zero_velocity = 13
request_failed_overcrowded = 14
request_failed_path_leaves_world = 15
eRequest
pl_none = 0
pl_approach = 1
pl_follow = 2
pl_intercept = 3
pl_avoid = 4
pl_face = 5
pl_die = 6
pl_attack_object_melee = 7
pl_attack_object_ranged = 8
pl_attack_position_melee = 9
pl_attack_position_ranged = 10
pl_cast = 11
pl_cast_on_object = 12
pl_cast_on_position = 13
pl_fidget = 14
pl_open = 15
pl_close = 16
pl_wait_for_contact = 17
pl_playanim = 18
eDependancyType
deptype_plain = 0
deptype_melee_enemy = 1
deptype_melee_friend = 2
deptype_projectile = 3
eRID
rid_undefined = -8
rid_internal = -7
rid_lockmove = -6
rid_synch = -5
rid_clip = -4
rid_refresh = -3
rid_dummysaved = -2
rid_override = -1
rid_blockid = 0
eReqFlag
reqflag_default = 0
reqflag_nomove = 1
reqflag_noturn = 2
reqflag_nomoveturn = 3
reqflag_facereverse = 4
eOrientMode
undefined = 0
lock_to_heading = 1
fixed_direction = 2
fixed_position = 3
track_object = 4
lock_to_heading_reverse = 5
fixed_position_reverse = 6
track_object_reverse = 7
eAnimEvent
ANIMEVENT_START = 0
ANIMEVENT_FINISH = 1
ANIMEVENT_GROUP_START = 2
ANIMEVENT_GROUP_FINISH = 3
ANIMEVENT_BEGIN_LOOP = 4
ANIMEVENT_END_LOOP = 5
ANIMEVENT_LEFT_FOOT_DOWN = 6
ANIMEVENT_RIGHT_FOOT_DOWN = 7
ANIMEVENT_ATTACH_AMMO = 8
ANIMEVENT_FIRE_WEAPON = 9
ANIMEVENT_BEGIN_SWING = 10
ANIMEVENT_END_SWING = 11
ANIMEVENT_SFX_1 = 12
ANIMEVENT_SFX_2 = 13
ANIMEVENT_SFX_3 = 14
ANIMEVENT_SFX_4 = 15
ANIMEVENT_DIE = 16
ANIMEVENT_TRANSITION_BEGIN = 17
ANIMEVENT_TRANSITION_END = 18
ANIMEVENT_HIDE_MESH = 19
ANIMEVENT_SHOW_MESH = 20
ANIMEVENT_ERROR = 21
eJobResult
jr_invalid = 0
jr_unknown = 1
jr_ok = 2
jr_failed = 3
jr_failed_no_path = 4
jr_failed_bad_params = 5
eDoJobMode
djm_cv1 = 0
djm_1v2 = 1
djm_1vc = 2
eRangeLimit
rl_invalid = 0
rl_none = 1
rl_effective_attack_range = 2
rl_effective_attack_response_range = 3
rl_engage_range = 4
rl_sight_range = 5
eFocusOrders
fo_invalid = 0
fo_closest = 1
fo_farthest = 2
fo_weakest = 3
fo_strongest = 4
eCombatOrders
co_invalid = 0
co_free = 1
co_limited = 2
co_hold = 3
eMovementOrders
mo_invalid = 0
mo_free = 1
mo_limited = 2
mo_hold = 3
eWeaponPreference
wp_invalid = 0
wp_none = 1
wp_karate = 2
wp_melee = 3
wp_ranged = 4
wp_magic = 5
eActorDisposition
ad_invalid = 0
ad_offensive = 1
ad_defensive = 2
eQPlace
qp_invalid = 0
qp_none = 1
qp_front = 2
qp_unused1 = 3
qp_back = 4
qp_clear = 5
eJobQ
jq_brain = 0
jq_action = 1
eJobAbstractType
jat_invalid = 0
jat_none = 1
jat_attack_object = 2
jat_attack_object_melee = 3
jat_attack_object_ranged = 4
jat_attack_position = 5
jat_attack_position_melee = 6
jat_attack_position_ranged = 7
jat_brain = 8
jat_cast = 9
jat_cast_position = 10
jat_die = 11
jat_do_se_command = 12
jat_drink = 13
jat_drop = 14
jat_equip = 15
jat_face = 16
jat_fidget = 17
jat_flee_from_object = 18
jat_follow = 19
jat_gain_consciousness = 20
jat_get = 21
jat_give = 22
jat_guard = 23
jat_listen = 24
jat_move = 25
jat_patrol = 26
jat_play_anim = 27
jat_startup = 28
jat_stop = 29
jat_talk = 30
jat_unconscious = 31
jat_use = 32
eGameStat
kills = 0
deaths = 1
gibs = 2
human_kills = 3
melee_gained = 4
ranged_gained = 5
cmagic_gained = 6
nmagic_gained = 7
experience_gained = 8
eCameraMode
cmode_none = 0
cmode_dolly = 1
cmode_zoom = 2
cmode_orbit = 3
cmode_crane = 4
cmode_track = 5
cmode_nis = 6
cmode_hold = 7
eDropInvOption
dio_invalid = 0
dio_nothing = 1
dio_equipped = 2
dio_inventory = 3
dio_all = 4
eBoneFreeze
bfreeze_none = 0
bfreeze_position = 1
bfreeze_rotation = 2
bfreeze_both = 3
bfreeze_rigid = 4
bfreeze_position_rigid = 5
bfreeze_rotation_rigid = 6
bfreeze_both_rigid = 7
eMoodRoomType
rt_generic = 0
rt_paddedcell = 1
rt_room = 2
rt_bathroom = 3
rt_livingroom = 4
rt_stoneroom = 5
rt_auditorium = 6
rt_concerthall = 7
rt_cave = 8
rt_arena = 9
rt_hangar = 10
rt_carpetedhallway = 11
rt_hallway = 12
rt_stonecorridor = 13
rt_alley = 14
rt_forest = 15
rt_city = 16
rt_mountains = 17
rt_quarry = 18
rt_plain = 19
rt_parkinglot = 20
rt_sewerpipe = 21
rt_underwater = 22
rt_drugged = 23
rt_dizzy = 24
rt_psychotic = 25
eLogicalNodeFlags
eWorldState
ws_invalid = 0
ws_any = 1
ws_init = 2
ws_intro = 3
ws_logo = 4
ws_main_menu = 5
ws_mega_map = 6
ws_load_map = 7
ws_loading_map = 8
ws_loaded_map = 9
ws_loaded_intro = 10
ws_wait_for_begin = 11
ws_loading_save_game = 12
ws_credits = 13
ws_options = 14
ws_deinit = 15
ws_reloading = 16
ws_game_ended = 17
ws_sp_main_menu = 18
ws_sp_ingame_menu = 19
ws_sp_character_select = 20
ws_sp_map_select = 21
ws_sp_difficulty_select = 22
ws_sp_victory_screen = 23
ws_sp_load_game_screen = 24
ws_sp_save_game_screen = 25
ws_sp_ingame = 26
ws_sp_nis = 27
ws_sp_defeat = 28
ws_sp_victory = 29
ws_sp_outro = 30
ws_mp_provider_select = 31
ws_mp_internet_game = 32
ws_mp_lan_game = 33
ws_mp_match_maker = 34
ws_mp_staging_area_server = 35
ws_mp_staging_area_client = 36
ws_mp_character_select = 37
ws_mp_map_select = 38
ws_mp_save_game_screen = 39
ws_mp_ingame = 40
ws_mp_ingame_jip = 41
ws_mp_session_lost = 42
eWorldEvent
we_invalid = 0
we_unknown = 1
we_constructed = 2
we_destructed = 3
we_job_destructed = 4
we_entered_world = 5
we_left_world = 6
we_frustum_membership_changed = 7
we_frustum_active_state_changed = 8
we_upgraded = 9
we_downgraded = 10
we_expired_auto = 11
we_expired_forced = 12
we_pre_save_game = 13
we_post_save_game = 14
we_post_restore_game = 15
we_terrain_transition_done = 16
we_world_state_transition_done = 17
we_camera_command_done = 18
we_player_changed = 19
we_player_data_changed = 20
we_scidbits_changed = 21
we_mp_machine_connected = 22
we_mp_machine_disconnected = 23
we_mp_failed_connect = 24
we_mp_session_changed = 25
we_mp_session_terminated = 26
we_mp_session_added = 27
we_mp_session_connected = 28
we_mp_player_created = 29
we_mp_player_destroyed = 30
we_mp_player_ready = 31
we_mp_player_not_ready = 32
we_mp_player_world_state_changed = 33
we_mp_player_set_character_level = 34
we_mp_set_map = 35
we_mp_set_map_world = 36
we_mp_set_game_type = 37
we_mp_terrain_fully_loaded = 38
we_selected = 39
we_deselected = 40
we_focused = 41
we_unfocused = 42
we_hotgroup = 43
we_unhotgroup = 44
we_mousehover = 45
we_unmousehover = 46
we_collided = 47
we_glanced = 48
we_damaged = 49
we_dropped = 50
we_equipped = 51
we_exploded = 52
we_go_timer_done = 53
we_got = 54
we_healed = 55
we_killed = 56
we_leveled_up = 57
we_lost_consciousness = 58
we_picked_up = 59
we_req_activate = 60
we_req_cast = 61
we_req_cast_charge = 62
we_req_deactivate = 63
we_req_delete = 64
we_req_die = 65
we_req_talk_begin = 66
we_req_talk_end = 67
we_req_use = 68
we_resurrected = 69
we_spell_collision = 70
we_spell_expiration_timer_reset = 71
we_spell_sync_begin = 72
we_spell_sync_end = 73
we_spell_sync_mid = 74
we_start_burning = 75
we_start_simulating = 76
we_stop_burning = 77
we_trigger_activate = 78
we_trigger_deactivate = 79
we_unequipped = 80
we_weapon_launched = 81
we_weapon_swung = 82
we_mcp_all_sections_sent = 83
we_mcp_chore_changing = 84
we_mcp_facing_lockedon = 85
we_mcp_facing_unlocked = 86
we_mcp_goal_changed = 87
we_mcp_goal_reached = 88
we_mcp_invalidated = 89
we_mcp_section_complete_warning = 90
we_mcp_section_completed = 91
we_mcp_node_blocked = 92
we_mcp_dependancy_created = 93
we_mcp_dependancy_removed = 94
we_mcp_dependancy_broken = 95
we_mcp_mutual_dependancy = 96
we_anim_looped = 97
we_anim_done = 98
we_anim_attach_ammo = 99
we_anim_weapon_fire = 100
we_anim_weapon_swung = 101
we_anim_sfx = 102
we_anim_die = 103
we_anim_other = 104
we_alert_enemy_spotted = 105
we_alert_projectile_near_missed = 106
we_attacked_melee = 107
we_attacked_ranged = 108
we_enemy_entered_inner_comfort_zone = 109
we_enemy_entered_outer_comfort_zone = 110
we_enemy_spotted = 111
we_engaged_fled = 112
we_engaged_hit_killed = 113
we_engaged_hit_lived = 114
we_engaged_invalid = 115
we_engaged_killed = 116
we_engaged_lost = 117
we_engaged_lost_consciousness = 118
we_engaged_missed = 119
we_friend_entered_inner_comfort_zone = 120
we_friend_entered_outer_comfort_zone = 121
we_friend_spotted = 122
we_gained_consciousness = 123
we_job_current_action_base_jat_changed = 124
we_job_failed = 125
we_job_finished = 126
we_job_reached_travel_distance = 127
we_job_timer_done = 128
we_life_ratio_reached_high = 129
we_life_ratio_reached_low = 130
we_mana_ratio_reached_high = 131
we_mana_ratio_reached_low = 132
we_mind_action_q_emptied = 133
we_mind_action_q_idled = 134
we_mind_processing_new_job = 135
we_req_job_end = 136
we_req_sensor_flush = 137
we_mp_session_created = 138
eAlteration
ALTER_INVALID = 0
ALTER_MAX_LIFE = 1
ALTER_LIFE = 2
ALTER_LIFE_RECOVERY_UNIT = 3
ALTER_LIFE_RECOVERY_PERIOD = 4
ALTER_MAX_MANA = 5
ALTER_MANA = 6
ALTER_MANA_RECOVERY_UNIT = 7
ALTER_MANA_RECOVERY_PERIOD = 8
ALTER_STRENGTH = 9
ALTER_INTELLIGENCE = 10
ALTER_DEXTERITY = 11
ALTER_MELEE = 12
ALTER_RANGED = 13
ALTER_NATURE_MAGIC = 14
ALTER_COMBAT_MAGIC = 15
ALTER_STRENGTH_TO_INTELLIGENCE = 16
ALTER_STRENGTH_TO_DEXTERITY = 17
ALTER_INTELLIGENCE_TO_DEXTERITY = 18
ALTER_MELEE_TO_RANGED = 19
ALTER_MELEE_TO_NATURE_MAGIC = 20
ALTER_MELEE_TO_COMBAT_MAGIC = 21
ALTER_RANGED_TO_NATURE_MAGIC = 22
ALTER_RANGED_TO_COMBAT_MAGIC = 23
ALTER_NATURE_MAGIC_TO_COMBAT_MAGIC = 24
ALTER_MELEE_DAMAGE_MIN = 25
ALTER_MELEE_DAMAGE_MAX = 26
ALTER_RANGED_DAMAGE_MIN = 27
ALTER_RANGED_DAMAGE_MAX = 28
ALTER_CMAGIC_DAMAGE_MIN = 29
ALTER_CMAGIC_DAMAGE_MAX = 30
ALTER_NMAGIC_DAMAGE_MIN = 31
ALTER_NMAGIC_DAMAGE_MAX = 32
ALTER_CUSTOM_DAMAGE = 33
ALTER_CUSTOM_DAMAGE_MELEE = 34
ALTER_CUSTOM_DAMAGE_RANGED = 35
ALTER_CUSTOM_DAMAGE_CHANCE = 36
ALTER_CUSTOM_DAMAGE_CHANCE_MELEE = 37
ALTER_CUSTOM_DAMAGE_CHANCE_RANGED = 38
ALTER_LIFE_STEAL = 39
ALTER_MANA_STEAL = 40
ALTER_LIFE_BONUS = 41
ALTER_MANA_BONUS = 42
ALTER_PIERCING_DAMAGE_CHANCE = 43
ALTER_PIERCING_DAMAGE_CHANCE_MELEE = 44
ALTER_PIERCING_DAMAGE_CHANCE_RANGED = 45
ALTER_PIERCING_DAMAGE_CHANCE_AMOUNT = 46
ALTER_PIERCING_DAMAGE_CHANCE_AMOUNT_MELEE = 47
ALTER_PIERCING_DAMAGE_CHANCE_AMOUNT_RANGED = 48
ALTER_PIERCING_DAMAGE_RANGE = 49
ALTER_PIERCING_DAMAGE_RANGE_MELEE = 50
ALTER_PIERCING_DAMAGE_RANGE_RANGED = 51
ALTER_DAMAGE_BONUS_TO_UNDEAD = 52
ALTER_DAMAGE_BONUS_TO_TYPE = 53
ALTER_CHANCE_TO_HIT = 54
ALTER_CHANCE_TO_HIT_MELEE = 55
ALTER_CHANCE_TO_HIT_RANGED = 56
ALTER_EXPERIENCE_GAINED = 57
ALTER_ARMOR = 58
ALTER_INVINCIBILITY = 59
ALTER_BLOCK_DAMAGE = 60
ALTER_BLOCK_MELEE_DAMAGE = 61
ALTER_BLOCK_RANGED_DAMAGE = 62
ALTER_BLOCK_COMBAT_MAGIC_DAMAGE = 63
ALTER_BLOCK_NATURE_MAGIC_DAMAGE = 64
ALTER_BLOCK_PIERCING_DAMAGE = 65
ALTER_BLOCK_CUSTOM_DAMAGE = 66
ALTER_BLOCK_PART_DAMAGE = 67
ALTER_BLOCK_PART_MELEE_DAMAGE = 68
ALTER_BLOCK_PART_RANGED_DAMAGE = 69
ALTER_BLOCK_PART_COMBAT_MAGIC_DAMAGE = 70
ALTER_BLOCK_PART_NATURE_MAGIC_DAMAGE = 71
ALTER_BLOCK_PART_PIERCING_DAMAGE = 72
ALTER_BLOCK_PART_CUSTOM_DAMAGE = 73
ALTER_CHANCE_TO_BLOCK_MELEE_DAMAGE = 74
ALTER_CHANCE_TO_BLOCK_RANGED_DAMAGE = 75
ALTER_CHANCE_TO_BLOCK_CMAGIC_DAMAGE = 76
ALTER_CHANCE_TO_BLOCK_NMAGIC_DAMAGE = 77
ALTER_CHANCE_TO_BLOCK_MELEE_DAMAGE_AMOUNT = 78
ALTER_CHANCE_TO_BLOCK_RANGED_DAMAGE_AMOUNT = 79
ALTER_CHANCE_TO_BLOCK_CMAGIC_DAMAGE_AMOUNT = 80
ALTER_CHANCE_TO_BLOCK_NMAGIC_DAMAGE_AMOUNT = 81
ALTER_CHANCE_TO_DODGE_HIT = 82
ALTER_CHANCE_TO_DODGE_HIT_MELEE = 83
ALTER_CHANCE_TO_DODGE_HIT_RANGED = 84
ALTER_REFLECT_DAMAGE = 85
ALTER_REFLECT_DAMAGE_CHANCE = 86
ALTER_REFLECT_PIERCING_DAMAGE = 87
ALTER_REFLECT_PIERCING_DAMAGE_CHANCE = 88
ALTER_MANA_SHIELD = 89
ALTER_GOLD_VALUE = 90
ALTER_REQUIREMENTS = 91
eAnimStance
as_default = -1
as_plain = 0
as_single_melee = 1
as_single_melee_and_shield = 2
as_two_handed_melee = 3
as_two_handed_sword = 4
as_staff = 5
as_bow_and_arrow = 6
as_minigun = 7
as_shield_only = 8
eAnimChore
chore_invalid = 0
chore_none = 1
chore_error = 2
chore_default = 3
chore_walk = 4
chore_die = 5
chore_defend = 6
chore_attack = 7
chore_magic = 8
chore_fidget = 9
chore_rotate = 10
chore_open = 11
chore_close = 12
chore_misc = 13
eCameraOrder
cor_snap = 0
cor_pan = 1
cor_offsetpan = 2
cor_spline = 3
cor_begin_spline = 4
cor_cont_spline = 5
cor_end_spline = 6
eCameraInterpolate
ci_time = 0
ci_smooth = 1
JUSTIFICATION
justify_left = 0
justify_right = 1
justify_center = 2
eUIMessage
msg_none = 0
msg_oninvisible = 1
msg_onvisible = 2
msg_onlbuttondown = 3
msg_onlbuttonup = 4
msg_onrbuttondown = 5
msg_onrbuttonup = 6
msg_onmbuttondown = 7
msg_onmbuttonup = 8
msg_onbuttonpress = 9
msg_onrbuttonpress = 10
msg_onrollover = 11
msg_onrolloff = 12
msg_oncheck = 13
msg_onuncheck = 14
msg_onunchecked = 15
msg_onforcecheck = 16
msg_onforceuncheck = 17
msg_onlbuttondownchecked = 18
msg_onlbuttonupchecked = 19
msg_onrolloverchecked = 20
msg_onrolloffchecked = 21
msg_ongloballbuttonup = 22
msg_ongloballbuttonupoff = 23
msg_ongloballbuttondown = 24
msg_onglobalrbuttonup = 25
msg_onglobalrbuttonupoff = 26
msg_onglobalrbuttondown = 27
msg_onglobalmbuttonup = 28
msg_onglobalmbuttondown = 29
msg_onkeydown = 30
msg_onkeyup = 31
msg_onkeypress = 32
msg_char = 33
msg_onitemactivate = 34
msg_onitemdeactivate = 35
msg_deactivate_switch = 36
msg_ondeactivateitems = 37
msg_onitemplace = 38
msg_onstatechange = 39
msg_onactivatemenu = 40
msg_onmenuselect = 41
msg_calculateslidersize = 42
msg_increment_slider = 43
msg_decrement_slider = 44
msg_onldoubleclick = 45
msg_onrdoubleclick = 46
msg_onmdoubleclick = 47
msg_globalldoubleclick = 48
msg_globalrdoubleclick = 49
msg_globalmdoubleclick = 50
msg_onwheelup = 51
msg_onwheeldown = 52
msg_oneditselect = 53
msg_oneditescape = 54
msg_oncreated = 55
msg_ondestroyed = 56
msg_onshow = 57
msg_onhidden = 58
msg_onfadeout = 59
msg_onstartanim = 60
msg_onanimcomplete = 61
msg_activatecursor = 62
msg_ondrag = 63
msg_onremoveitem = 64
msg_onexit = 65
msg_oncomboexpand = 66
msg_onselect = 67
msg_oncontext = 68
msg_onenter = 69
msg_onescape = 70
msg_onchange = 71
msg_onclickdelay = 72
msg_onresetclickdelay = 73
msg_disable = 74
msg_enable = 75
UI_ACTION
action_setrect = 0
action_setnormalizedrect = 1
action_setvisible = 2
action_showgroup = 3
action_loadtexture = 4
action_setuvcoords = 5
action_sendmessage = 6
action_parentmessage = 7
action_setalpha = 8
action_addelement = 9
action_removeelement = 10
action_notify = 11
action_sethotspot = 12
action_settext = 13
action_setgroup = 14
action_setelementheight = 15
action_setnumstates = 16
action_setstate = 17
action_showmenu = 18
action_activatemenu = 19
action_activateitem = 20
action_setcolor = 21
action_playsound = 22
action_keylisten = 23
action_keypress = 24
action_rectanimation = 25
action_alphaanimation = 26
action_flashanimation = 27
action_setstatus = 28
action_loadanimatedtexture = 29
action_consumeinput = 30
action_editselect = 31
action_shift_x = 32
action_shift_y = 33
action_setrolloverhelp = 34
action_vertexcolor = 35
action_command = 36
action_call = 37
action_none = 38
UI_INPUT_TYPE
type_input_none = 0
type_input_all = 1
type_input_mouse = 2
type_input_key = 3
UI_CONTROL_TYPE
ui_type_window = 0
ui_type_button = 1
ui_type_checkbox = 2
ui_type_slider = 3
ui_type_listbox = 4
ui_type_radio_button = 5
ui_type_button_multistage = 6
ui_type_text = 7
ui_type_cursor = 8
ui_type_dockbar = 9
ui_type_gridbox = 10
ui_type_popupmenu = 11
ui_type_item = 12
ui_type_itemslot = 13
ui_type_infoslot = 14
ui_type_status_bar = 15
ui_type_edit_box = 16
ui_type_combo_box = 17
ui_type_listener = 18
ui_type_listreport = 19
ui_type_chat_box = 20
ui_type_text_box = 21
ui_type_dialog_box = 22
ui_type_tab = 23
eAxisHint
ah_none = 0
ah_xaxis_positive = 1
ah_xaxis_negative = 2
ah_yaxis_positive = 3
ah_yaxis_negative = 4
ah_zaxis_positive = 5
ah_zaxis_negative = 6
eVoiceSound
vs_invalid = 0
vs_enemy_spotted = 1
eActionOrigin
ao_invalid = 0
ao_human = 1
ao_reflex = 2
ao_party = 3
ao_command = 4
eQueryTrait
qt_none = 0
qt_any = 1
qt_life = 2
qt_life_low = 3
qt_life_high = 4
qt_life_healing = 5
qt_life_damaging = 6
qt_mana = 7
qt_mana_low = 8
qt_mana_high = 9
qt_mana_healing = 10
qt_mana_damaging = 11
qt_reanimating = 12
qt_alive_conscious = 13
qt_alive_unconscious = 14
qt_alive = 15
qt_dead = 16
qt_ghost = 17
qt_weapon = 18
qt_melee_weapon = 19
qt_ranged_weapon = 20
qt_melee_weapon_selected = 21
qt_ranged_weapon_selected = 22
qt_one_shot_spell = 23
qt_multiple_shot_spell = 24
qt_command_cast_spell = 25
qt_auto_cast_spell = 26
qt_fighting = 27
qt_actor = 28
qt_item = 29
qt_potion = 30
qt_spell = 31
qt_castable = 32
qt_attackable = 33
qt_selected = 34
qt_visible = 35
qt_invisible = 36
qt_has_los = 37
qt_pack = 38
qt_nonpack = 39
qt_busy = 40
qt_idle = 41
qt_good = 42
qt_neutral = 43
qt_evil = 44
qt_friend = 45
qt_enemy = 46
qt_survival_factor = 47
qt_offense_factor = 48
eUsageContextFlags
eTargetTypeFlags
eMagicClass
mc_none = 0
mc_potion = 1
mc_combat_magic = 2
mc_nature_magic = 3
eDefendClass
dc_skin = 0
dc_shield = 1
eAttackClass
ac_beastfu = 0
ac_axe = 1
ac_club = 2
ac_dagger = 3
ac_hammer = 4
ac_mace = 5
ac_staff = 6
ac_sword = 7
ac_bow = 8
ac_minigun = 9
ac_arrow = 10
ac_bolt = 11
ac_combat_magic = 12
ac_nature_magic = 13
eInventoryLocation
il_active_melee_weapon = 0
il_active_ranged_weapon = 1
il_active_primary_spell = 2
il_active_secondary_spell = 3
il_spell_1 = 4
il_spell_2 = 5
il_spell_3 = 6
il_spell_4 = 7
il_spell_5 = 8
il_spell_6 = 9
il_spell_7 = 10
il_spell_8 = 11
il_spell_9 = 12
il_spell_10 = 13
il_spell_11 = 14
il_spell_12 = 15
il_shield = 16
il_invalid = 17
il_all = 18
il_all_active = 19
il_all_spells = 20
il_main = 21
eEquipSlot
es_shield_hand = 0
es_weapon_hand = 1
es_feet = 2
es_chest = 3
es_head = 4
es_forearms = 5
es_amulet = 6
es_spellbook = 7
es_ring_0 = 8
es_ring_1 = 9
es_ring_2 = 10
es_ring_3 = 11
es_ring = 12
es_none = 13
es_any = 14
ePContentType
pt_armor = 0
pt_weapon = 1
pt_amulet = 2
pt_ring = 3
pt_spell = 4
pt_scroll = 5
pt_potion = 6
pt_spellbook = 7
pt_body = 8
pt_helm = 9
pt_gloves = 10
pt_boots = 11
pt_shield = 12
pt_melee = 13
pt_ranged = 14
pt_cmagic = 15
pt_nmagic = 16
pt_invalid = 17
eActorAlignment
aa_good = 0
aa_neutral = 1
aa_evil = 2
eLifeState
ls_ignore = 0
ls_alive_conscious = 1
ls_alive_unconscious = 2
ls_dead_normal = 3
ls_dead_charred = 4
ls_decay_fresh = 5
ls_decay_bones = 6
ls_decay_dust = 7
ls_gone = 8
ls_ghost = 9
ePlayerController
pc_invalid = 0
pc_human = 1
pc_computer = 2
pc_remote_human = 3
pc_remote_computer = 4
eDebugHudOptions
RuleseHitType
FADETYPE
eDifficulty
eDebugProbe
eJobTraits
SkriteResult
GPGSoundeSampleType
MESSAGE_DISPATCH_FLAG
ePlayerSkin
FuBieXfer