EDF6 Mission Script Functions and Constants - KCreator/Earth-Defence-Force-Documentation GitHub Wiki

All Functions

Generally speaking, the word prefixing a function's name is what kind of value it returns. A function prefixed with "void" does not return any value. A prefix with an ampersand (&) means that the function requires that kind of value to be appended to it (example, seeing ::Object& in front means you'd write the function as alien01.SetDurability(100.0f), the alien01 being an object variable).

Do not fix any typos in this list!! Some function names truly are spelled incorrectly and are used that way in the scripts!

void f()

void f(const ::Object& in)

void f(const ::ObjectGroup& in)

void f(const ::Talkers& in)

void f(const ::UI& in)

void f(const ::Dialog& in)

StoryMessageWindow@ f()

void f(const ::EventLightTool& in)

void f(const ::internal_SyncCounter& in)

Mutex@ f()

void f(const ::SoundPlayer& in)

void f(const test::test2::global_class& in)

void f(const test::test2::global_class_member_class& in)

ref_test@ f()

void f(const ::bbb& in)

void internal_Initialize(uint32 )

void internal_Exit(::MissionResult )

::EventState@ internal_GetEventState(uint32 )

void internal_InitEventThread(uint32 , uint32 , const string & in, const string & in)

void internal_CreateThread(const string & in)

::internal_EventFactorRegister@ internal_CreateEvent(const string & in, const string & in, float , ::EventType , ::EventCheckType , uint32 )

void internal_SetEnablePause(bool )

void internal_ps4_SetTextureReductionLevel(uint32 )

bool internal_BeginFinishing()

void BeginLoading()

void EndLoading()

void PreloadMap(const string & in, const string & in, int )

void Preload(const string & in, int )

void PreloadPlayerResource()

void WaitPreload()

void Online_WaitStart()

::Object _InheritHashCode(::Object , ::Object )

void internal_SceneEffect_Snow(float , float , float , float , float , float , float , float , float , float , float , float , int , float , float )

void internal_SceneEffect_Rain(float , float , float , float , float , float , float , float , float , int , float , float , float )

void internal_SceneEffect_FugitiveDust(float , int , float , float , float , float , float )

void sys_Yield()

bool sys_IsDemoMode()

bool IsOnlineMode()

bool IsRetry()

void ResetScene()

void Wait(float )

void ResetAllTimer()

void ResetTimer(uint32 )

void FlagOn(uint32 )

void SetEnablePause(bool )

void SetLightWeightMode()

void SetFullLightWeightMode()

void SetRagdollManagerAcceptGeneratorObjectMode(bool )

void SetMissionLevel(float )

void SetMissionLevelFix()

::Difficulty GetDifficulty()

void Map(const string & in, const string & in)

void MapMaterial_SetValue_Float(const string & in, const string & in, float )

void MapMaterial_SetValue_Float4(const string & in, const string & in, float , float , float , float )

void MapMaterial_MulValue_Float(const string & in, const string & in, float )

void MapMaterial_MulValue_Float4(const string & in, const string & in, float , float , float , float )

void MapMaterial_ClampValue_Float(const string & in, const string & in, float , float )

void MapObjectDestroy(const string & in)

void MapObjectDestroy2(const string & in)

void MapObjectDestroy3(const string & in)

void MapObjectDestroy4(const string & in, int )

void MapObjectDestroy4_Group(const string & in, int )

void MapObjectInvincible(const string & in)

void MapObjectInvincible_Group(const string & in)

void SetMoveArea(string )

void SceneEffect_Snow(float , float , int , float )

void SceneEffect_Rain(float , float , float , int , float , float )

void SceneEffect_FugitiveDust(float , int , float , float , float , float )

void SceneEffect_Fog(float , float , float , float )

void SceneEffect_StartFade(float , float )

::Object DispRouteGuideToObject(::Object , float )

::Object DispRouteGuideToObjectEX(::Object , float , float , float , uint32 , bool )

::Object DispRouteGuideToArea(const string & in, float )

::Object DispRouteGuideToAreaEX(const string & in, float , float , float , uint32 , bool )

::Object DispArea(const string & in)

void LookCameraToObject(::Object , float , float , float , float , float )

void LookCameraToJbect_Infnit(::Object , float , float , float , float )

void LookCameraToArea(const string & in, float )

void LookCameraToArea_Infinit(const string & in)

void EndLookCamera()

void CreatePlayer(const string & in)

void CreatePlayer_NoWeapon(const string & in)

void CreatePlayer_InitWeapon(const string & in)

uint32 PlayerCount()

::Object GetPlayerObject(uint32 )

::PlayerType GetPlayerSoldierType(uint32 )

void SetPlayerCameraType(::PlayerCameraType )

void ResetPlayerCameraType()

void SetPlayerMoveSpeedLimit(float )

void ResetPlayerMoveSpeedLimit()

void SetPlayerControlMaskFlags(uint32 , uint32 )

void SetPlayerControlMaskFlags_1P(uint32 )

void SetPlayerHudShow(bool )

void SetWeaponCondition(::WeaponCondition )

void PlayerIgnoreDamageEventMode(bool )

void PlayerStealthMode(bool )

::Object CreateFriend(const string & in, const string & in, float , bool )

::ObjectGroup CreateFriendGroup(const string & in, float , const string & in, int , float , bool )

::Object CreateFriendSquad(const string & in, float , const string & in, const string & in, int , float , bool )

::Object CreateFriendTransporter(const string & in, const string & in, const string & in, const string & in, const string & in, float )

::Object CreateTransporter(const string & in, const string & in, const string & in, const string & in, const string & in, float )

void RegisterMob(const string & in, float )

void CreateMobGroup(const string & in, float , int , bool )

void CreateMobGroup2(const string & in, float , int , float )

void CreateMob_Path(const string & in, int , float , float )

void DeleteMob()

::Object CreateVehicle(const string & in, const string & in)

::Object CreateVehicle2(const string & in, const string & in, float )

::Object CreateNeutral(const string & in, const string & in, float )

::Object CreateNeutral_Direct(float , float , float , float , const string & in, float )

::Object CreateEventObject(const string & in, const string & in)

::Object CreateEventObject2(const string & in, const string & in)

::Object CreateEnemy(const string & in, const string & in, float , bool )

::Object CreateEnemy2(const string & in, const string & in, float , bool )

::Object CreateEnemy_Spawn(const string & in, const string & in, float , bool , float )

::ObjectGroup CreateEnemyGroup(const string & in, float , const string & in, int , float , bool )

::ObjectGroup CreateEnemyGroupUG(const string & in, float , const string & in, int , float , bool )

void CreateEnemyGroup_Spawn(const string & in, float , const string & in, int , float , bool , float )

void CreateEnemyGroupUG_Spawn(const string & in, float , const string & in, int , float , bool , float )

::ObjectGroup CreateEnemyGroup_Area(const string & in, const string & in, int , float , bool )

void CreateEnemyGroup_Area_Spawn(const string & in, const string & in, int , float , bool , float )

void CreateEnemyGroup_Area_Route(const string & in, const string & in, const string & in, int , float , bool )

::ObjectGroup CreateFlyingEnemyGroup_Area(const string & in, const string & in, int , float , bool )

void CreateFlyingEnemyGroup_Area_Route(const string & in, const string & in, const string & in, int , float , bool )

::ObjectGroup CreateFlyingEnemyGroup_OnRoute(const string & in, float , const string & in, int , float , bool )

::Object CreateEnemySquad(const string & in, float , const string & in, float , const string & in, int , float , bool )

::Object CreateFlyingEnemySquad_Area(const string & in, const string & in, float , const string & in, int , float , bool )

void CreateEnemy_FollowerGroup(const ::Object& in, const string & in, float , const string & in, int , float , bool )

void CreateEnemy_FollowerGroup_Spawn(const ::Object& in, const string & in, float , const string & in, int , float , bool , float )

::Object InstantGenerateEnemy_Area(const string & in, const string & in, int , float , float , bool )

::Object InstantGenerateEnemy_AreaEX(const string & in, const string & in, int , float , float , bool , const string , const string & in, uint32 , const string & in)

void Quake(const string & in, float , float )

void AirStrike(::Object , float , const string & in, float )

void AirStrike2(::Object , float , const string & in, float )

void PointAirStrike(const string & in, float , const string & in, float , int , float )

void AddGroupObjectBegin(uint32 )

void AddGroupObjectBegin()

void AddGroupObjectEnd_old()

::ObjectGroup AddGroupObjectEnd()

uint32 GetGroupObjectCount(uint32 )

void SendTeamEncount(::TeamID )

int GetTeamObjectCount(::TeamID )

void SuicideTeamObject(::TeamID )

void ResurrectionTeamObject(::TeamID )

::UI CreateUI(const string & in)

::UI CreateUI_File(const string & in)

::StoryMessageWindow@ CreateStoryMessageWindow()

void DebugMessage(const string , float )

void ClearDebugMessage()

void Bgm(const string & in)

void StopBgm(float )

void CrossFadeBgm(const string & in, float )

void Bgm2(const string & in, float , float )

void CrossFadeBgm2(const string & in, float , float )

::SoundPlayer PlaySe(const string & in)

::SoundPlayer EventSe(const string & in, const string & in)

void SetMapEnvironment_SoundReverve(float )

void SetUndergroundSoundReverve()

void internal_Voice(const string & in, bool )

void Voice(const string & in)

void WaitVoice()

void TalkFromTable(const ::Object& in, const string & in, float )

void EnableAiRandomTalk()

void DisableAiRandomTalk()

void SetCharacterRandomTalk(const ::Object& in, bool )

void TalkCondition(int )

void TalkGroupCondition(int , int )

void TalkProgress(float )

void TalkBegin()

void TalkEnd()

::Talkers GetTalkers()

void Talk_AddSingle(const ::Object& in, const string & in, const string & in, float )

void Talk_AddSingleSoldier(int , const string & in, const string & in, float )

void Talk_AddSoldiers(int , const string & in, const string & in, float , float )

void Talk_AddSingleFollower(const ::Object& in, int , const string & in, const string & in, float )

void Talk_AddFollowers(const ::Object& in, int , const string & in, const string & in, float , float )

void Talk_AddSingleSoldier2(int , const string & in, const string & in, float , int )

void Talk_AddSoldiers2(int , const string & in, const string & in, float , float , int )

void Talk_AddSingleAuto(const ::Object& in, const string & in, const string & in, uint32 , float )

void Talk_AddMulti(::ObjectGroup , int , const string & in, const string & in, float , float , uint32 )

void Talk_AddVoice(const string & in, bool )

void Talk_AddRadio(const string & in)

void Talk_AddEnemies(int , const string & in, const string & in, float , float )

void Talk_AddWait(float )

void Talk_AddAppeal(const ::Object& in, const string )

void Talk_AddAppealEnd(const ::Object& in)

void Online_GameOver()

void Online_GameOverWait()

void Online_DisconnectedWait()

bool Online_IsClient()

bool IsBoolState(int , bool & out, bool )

void SetBoolState(int , bool & out, bool )

void internal_SyncStateEnable(int )

void CreateFriendFollowerGroup(::Object , const string & in, float , const string & in, int , float )

::Object GetFollowerObject(::Object , uint32 )

void TestDrawText(const string & in)

::UI CreateUi(const string & in)

void CloseUi(::UI )

void FadeUiControl(::UI , ::FadeControl , float )

void WaitFadeUiComplete(const ::UI& in)

void Dialog_Message(const string & in)

::UI Dialog_Notification(const string & in)

void EventLightTool_AddPointLightGroup(const string & in)

void EventLightTool_AddSpotLightGroup(const string & in, const string & in, int , float , float )

void EventLightTool_SetLightGroupColor(const string & in, float , float , float )

void EventLightTool_AddLightGroupAnimation(const string & in, int , float , float , float , float )

void EventLightTool_EnvMode(int )

void EventLightTool_EnvFadeAnimation(int , float , float , float , float , float )

void EventLightTool_RevertEnvFadeAnimation(int , float , float )

void EventLightTool_RevertAllEnvFadeAnimation(float , float )

void EventLightTool_RotateLightDirection(float , float , float )

::Object GetPlayerObjectID(uint32 )

void WaitPlayerEvent(uint32 , uint32 , uint32 )

void SetHumanControlMaskFlags(::Object , int )

void SetObjectDurability(::Object , float )

void SetObjectDurabilityMin(::Object , float )

void SetObjectAutoResurrection(::Object , bool )

void SetObjectPosition(::Object , const string & in)

void DeleteObject(::Object )

void DeleteSquad(::Object )

void ObjectSuicide(::Object )

int GetPartsObjectCount(::Object , int )

::Object GetPartsObject(::Object , int , int )

void SetObjectInvincible(::Object , bool )

void SetIgnoreDamageEventMode(::Object , bool )

void ObjectAction(::Object , int )

void SetEncount(::Object )

void SetEncountReportRadius(::Object , float )

void SetTeamID(::Object , ::TeamID )

void SetupVehicle(::Object )

void RideVehicle(::Object )

void SetAiMoveSpeed(::Object , float )

void SetAiFollow(::Object , ::Object )

void SetAiAutoFollow(::Object , bool )

void SetAiRoute(::Object , const string & in)

void SetAiEncountRouteCancel(::Object , bool )

void SetAiPath(::Object , const string & in)

bool IsAiMoveEnd(::Object )

void WaitAiMoveEnd(const ::Object& in)

void SetAiNavMesh_CostModifierEnable(::Object , bool )

void SetAiNavMesh_StraightMode(::Object , bool )

void SetAiNavMesh_IgnoreShutterEdge(::Object , bool )

void AppealAnimation(::Object , const string & in)

void AppealAnimation_Loop(::Object , const string & in)

void AppealAnimationEnd(::Object )

void SetAiObjectDirection_Point(::Object , const string & in, float , bool )

void SetAiObjectDirection_Object(::Object , ::Object , float , bool )

void ClearAiObjectDirection(::Object , bool )

void FixObjectAiPosition(::Object , bool )

void SetSoldierBattleMoveSpeelMultiply(::Object , float )

void SetEnemyGenerator(::Object , int , const string & in, int , float , float , float , bool )

void SetInstantEnemyGenerator(::Object , int , const string & in, int , float , float , bool )

void SetAiVehicleAttack(::Object , bool )

void SetAiVehicleTacticsMode(::Object , bool )

void SetAiVehicleIgnoreShutterEdge(::Object , bool )

void SetVehicleRide(::Object , bool )

void SetAiFormationRadius(::Object , float )

::Object SetDropBoatCrew(::Object , const string & in, float , const string & in, int , float , bool )

void SetDropBoatDrop(::Object )

void SetDropBoatAutoCruise(::Object , const string & in, float )

void MovingFort_Activate(::Object , ::MovingFortress_GroupType , ::MovingFortress_ArmingType , bool )

void EnableHumanExplosionDown(::Object , bool )

::Object& opAssign(int )

bool opEquals(int )

::ObjectGroup opAdd(const ::Object )

bool IsAlive()

bool IsValidity()

bool IsInitialized()

void Delete()

void DeleteSquad()

void Suicide()

::Object& internal_SetUniqueTalk()

::Object& SetTalkTable(const string & in)

::Object& SetTalkVariationID(uint32 )

::Object& SetDurability(float )

::Object& SetDurabilityMin(float )

::Object& SetTeamDamageAdjust(::TeamID , float )

::Object& SetTeamDamageAdjust_Squad(::TeamID , float )

::Object& SetInvincible(bool )

::Object& SetIgnoreDamageEventMode(bool )

::Object& SetTeamID(::TeamID )

::Object& ExcludeTeamManager(bool )

::Object& SetEncountReEntry(bool )

::Object& SetPosition(const string & in)

::Object& SetPositionAndDir(const string & in)

::Object& Spawn(float )

::Object& SetEncount()

::Object& SetAcceptEncount(bool )

::Object& SetEncountReportRadius(float )

::Object& SetAutoResurrection(bool )

::Object& SetAutoResurrectionSquad(bool )

::Object& Resurrection()

::Object& ResurrectionSquad()

::Object& SetEnemyGenerator(int , const string & in, int , float , float , float , bool )

::Object& SetInstantEnemyGenerator(int , const string & in, int , float , float , bool )

::Object& CancelEnemyGenerator(int )

int GetPartsObjectCount(int )

::Object GetPartsObject(int , int )

::Object& Action(int )

::Object& Action2(const string & in)

::Object& AppealAnimation(const string & in)

::Object& AppealAnimation_Loop(const string & in)

::Object& AppealAnimationEnd()

::Object& Capture(::Object )

::Object CreateEfs(const string & in)

::Object Efs_EndLoop()

::Object PlaySe(const string & in)

::Object& LockAttackTarget(const ::Object& in)

::Object& SetAiAutoFollow(bool )

::Object& SetAiFollow(const ::Object& in)

::Object& Unfollow()

::Object& SetAiChaseLeader(bool )

::Object GetFollowerObject(uint32 )

::ObjectGroup GetFollowerObjects()

::Object Follower(uint32 )

::ObjectGroup Followers()

::ObjectGroup ToObjectGroup()

::Object& SetAiFormationRadius(float )

::Object& SetAiRoute(const string & in)

::Object& SetAiRoute_DeleteWheneDone(const string & in)

::Object& CancelAiRoute()

::Object& SetAiRouteNavigate(const string & in, float , float , float , float )

::Object& UpdateAiRouteNavigate(float , float , float , float )

::Object& SetAiEncountRouteCancel(bool )

::Object& SetAiPath(const string & in)

bool IsAiMoveEnd() const

void WaitAiMoveEnd()

::Object& SetAiMoveSpeed(float )

::Object& SetAiNavMesh_IgnoreShutterEdge(bool )

::Object& SetAiNavMesh_CostModifierEnable(bool )

::Object& SetAiNavMesh_StraightMode(bool )

::Object& FixAiPosition(bool )

::Object& FixAiDirection(bool )

::Object& SetAiObjectDirection_Point(const string & in, float , bool )

::Object& SetAiObjectDirection_Object(::Object , float , bool )

::Object& ClearAiObjectDirection(bool )

::Object& Human_SetControlMaskFlags(uint32 )

::Object& Human_EnableExplosionDown(bool )

void Player_WaitEvent(uint32 , uint32 )

void Player_CancelSubWeapon()

::Object& Vehicle_SetRideEnable(bool )

::Object& Vehicle_SetAiAttack(bool )

::Object& Vehicle_SetAiTacticsMode(bool )

::Object& Vehicle_Setup()

::Object& Vehicle_RideAi()

::Object& Vehicle_SetRideMask(bool )

::Object& Vehicle_FortressRobo_SetNoDownMode()

::Object& Soldier_SetBattleMoveSpeedMultiply(float )

::Object& Soldier_SetTalkMask(uint32 )

::Object& Soldier_SetNavigateTalk(bool )

::Object& FarObject_PlayAnimation(const string & in, const string & in)

::Object DropBoat_SetCrew(const string & in, float , const string & in, int , float , bool )

::Object& DropBoat_Drop()

::Object& DropBoat_SetAutoCruise(const string & in, float )

::Object& MovingFortress_Activate(::MovingFortress_GroupType , ::MovingFortress_ArmingType , bool )

::Object& EDF6_TimeShip_Warp(float )

::Object& EDF6_TimeShip_WarpVanish()

::Object& EDF6_TimeShip_Warp2(float )

::Object& EDF6_TimeShip_WarpVanish2()

::Object& EDF6_TimeShip_SetForceHatchOpen(bool )

::Object& EDF6_TimeShip_DropAnchor(const string & in)

::Object& EDF6_TimeShip_DropAnchor2()

::Object& EDF6_TimeShip_CreatePods(uint32 )

::Object& EDF6_TimeShip_CreatePodCrue(uint32 , const string & in, uint32 , float , bool )

::Object& EDF6_TimeShip_DropAllPods(const string & in, float , float )

::Object& EDF6_TimeShip_DropPod(uint32 , const string & in)

::Object& EDF6_TimeShip_Evacuation()

::Object& EDF6_TimeShip_Anchor_Falling()

::Object& EDF6_TimeShip_Anchor_SetGunBatteryState(bool )

::Object EDF6_GrandMother_CreateParts(float , float , string , float )

::ObjectGroup EDF6_GrandMother_CreateParts_Circle(float , float , float , float , string , uint32 , uint32 , float )

::Object EDF6_GrandMother_Arm_AdjustDurability(float )

::Object EDF6_GrandMother_SetPartsAttack(bool )

::Object EDF6_GrandMother_SetRotation(float , float , float )

::Object EDF6_GrandMother_SetTransformAnimation(const string & in, float , float , float , float , float )

::Object EDF6_GrandMother_GateOpen()

::Object EDF6_GrandMother_GateClose()

::Object EDF6_GrandMother_SetPhase(uint32 )

::Object EDF6_GrandMother_SetCoreActive(bool )

::Object EDF6_GrandMother_EnableFlayingLimit()

::Object EDF6_GrandMother_EnemyWarpOut(float , float , float , const string & in, float , bool )

void EDF6_GrandMother_EnemyWarpIn(float , float , ::Object , float )

void EDF6_GrandMother_EnemyWarpIn(float , float , ::ObjectGroup , float )

void EDF6_GrandMother_EnemyWarpIn2(::Object , float )

void EDF6_GrandMother_SetEnemyGeneratorArea(float , float , float , float , float )

void EDF6_GrandMother_WeakParts_SetDestroyEffectLoop(bool )

::Object EDF6_FlyingDyno_SetFlyingMode()

::Object EDF6_FlyingDyno_SetAutoDownRatio(float )

::Object EDF6_FlyingDyno_ForceDown()

::Object EDF6_FlyingDyno_SetAutoWakeup(bool )

::Object EDF6_FlyingDyno_Wakeup()

::Object EDF6_FlyingDyno_SetForm(int )

::Object EDF6_FlyingDyno_SetBuildingDestruction(bool )

::Object EDF6_Jormungand_ActivateNextSection()

::Object EDF6_Jormungand_ActivateAdditionalParts(int32 , uint32 )

::Object EDF6_JormungandHead_SetRingState(int32 )

::Object EDF6_JormungandHead_SetMeteorInterval(float )

void EDF6_SpiderEggSac_SetScale(float )

::Object& opAssign(const ::Object& in)

::ObjectGroup opAdd(const ::ObjectGroup& in)

::ObjectGroup opAdd(const ::Object& in)

::ObjectGroup& opAddAssign(const ::ObjectGroup& in)

::ObjectGroup& opAddAssign(::Object )

::Object opIndex(uint32 )

uint32 Count()

::ObjectGroup& SetDurability(float )

::ObjectGroup& SetDurabilityMin(float )

::ObjectGroup& SetInvincible(bool )

::ObjectGroup& Spawn(float )

::ObjectGroup& SetAiFollow(const ::Object& in)

::ObjectGroup& SetAiRoute(const string & in)

::ObjectGroup& SetAiRoute_DeleteWheneDone(const string & in)

::ObjectGroup& SetAiMoveSpeed(float )

::ObjectGroup& SetAiEncountRouteCancel()

::ObjectGroup& SetAutoResurrection(bool )

::ObjectGroup& ExcludeTeamManager(bool )

::ObjectGroup& SetEncountReEntry(bool )

::ObjectGroup& SetEncountReportRadius(float )

::ObjectGroup& SetEncount()

::ObjectGroup& Suicide()

::ObjectGroup& DelayDelete(float )

::ObjectGroup& opAssign(const ::ObjectGroup& in)

::ObjectGroup Near(uint32 )

::ObjectGroup Far(uint32 )

::Talkers& opAssign(const ::Talkers& in)

bool IsAlive() const

void Close()

void WaitClose()

void Fade_Control(::UI_FadeControl , float )

void Fade_WaitComplete()

::UI& opAssign(const ::UI& in)

void OpenMissionFailed()

::Dialog_MissionFailedResult GetMissionFailedResult()

void OpenMessage(const string & in)

void Message(const string & in)

void Notification(const string )

::Dialog& opAssign(const ::Dialog& in)

void BGColor(float , float , float )

void FontColor(float , float , float )

void FontBorder(float )

void FontBorderColor(float , float , float )

void TextShowSpeed(float )

void SetLineSpace(float )

void AddText_Debug(float , const string & in)

float AddText_Direct(const string & in, float )

float AddText(const string & in, float )

void Show(float , float )

void Factor_Wait(float )

void Factor_WaitNC(float )

void Factor_Timer(uint32 , float )

void Factor_IsRetry()

void Factor_IsNotRetry()

void Factor_IsOnlineMode(bool )

void Factor_DifficultyOverEqu(::Difficulty )

void Factor_DifficultyLessEqu(::Difficulty )

void Factor_ObjectDestroy(::Object )

void Factor_ObjectAlive(::Object )

void Factor_ObjectResurrection(::Object )

void Factor_ObjectDurability(::Object , float )

void Factor_AllEnemyDestroy(float )

void Factor_PlayerAreaIn(const string & in)

void Factor_PlayerAreaIn_Meeting(const string & in)

void Factor_ObjectAreaIn(::Object , const string & in)

void Factor_TeamObjectCount(::TeamID , uint32 )

void Factor_TeamBigObjectCount(::TeamID , int )

void Factor_AreaTeamObjectCount(const string & in, ::TeamID , uint32 )

void Factor_ObjectEncount(::Object )

void Factor_TeamEncount(::TeamID )

void Factor_TeamNotEncount(::TeamID )

void Factor_GeneratorEnemyCount(int )

void Factor_ObjectPartsCount(::Object , int , int )

void Factor_GroupObjectCount(const ::ObjectGroup& in, uint32 )

void Factor_GroupObjectCount(uint32 , uint32 )

void Factor_GroupObjectEncount(const ::ObjectGroup& in)

void Factor_GroupObjectEncount(uint32 )

void Factor_GroupObjectDurability(const ::ObjectGroup& in, float )

void Factor_GroupObjectDistance(const ::ObjectGroup& in, float )

void Factor_AiFollow(const ::Object& in)

void Factor_AiMoveEnd(::Object )

void Factor_AiMoveEndOrDie(::Object )

void Factor_FlagOn(uint32 )

void Factor_FlagOff(uint32 )

void Factor_GeneratorEnemyCount(uint32 )

void Factor_RideVehicle(::Object )

void Factor_ObjectDistance(::Object , ::Object , float )

void Factor_PointDistance(::Object , const string & in, float )

void Factor_PlayerObjectDistance(::Object , float )

void Factor_PlayerPointDistance(const string & in, float )

void Factor_WaitGeneratorEnd(::Object , uint32 )

void Factor_VehicleWeaponAmmoEmpty(::Object )

void Factor_JormungandFace_WaitPhase3(::Object )

void SetName(const string & in)

void AddPointLightGroup(const string & in)

void AddSpotLightGroup(const string & in, const string & in, int , float , float )

void SetLightGroupColor(const string & in, float , float , float )

void AddLightGroupAnimation(const string & in, ::EventLightAnimationType , float , float , float , float )

void EnvMode(::EventLightEnvMode )

void EnvFadeAnimation(::EventLightEnvFadeType , float , float , float , float , float )

void RevertEnvFadeAnimation(::EventLightEnvFadeType , float , float )

void RevertAllEnvFadeAnimation(float , float )

void RotateLightDirection(float , float , float )

::EventLightTool& opAssign(const ::EventLightTool& in)

void Reset()

void Update(uint32 )

void Wait(uint32 )

::internal_SyncCounter& opAssign(const ::internal_SyncCounter& in)

::Mutex_LockObject@ Lock()

string ToString(bool b)

string ToString(int32 i)

string ToString(uint32 i)

string ToString(float f)

string ToString(double f)

void Stop(float )

::SoundPlayer& opAssign(const ::SoundPlayer& in)

int global_function()

::Mutex@ NewMutex()

void function()

void function2()

test::test2::global_class function3()

test::test2::global_class_member_class function4()

test::test2::global_class_member_class& opAssign(const test::test2::global_class_member_class& in)

void function_member_val(const test::test2::global_class_member_class& in)

test::test2::global_class& opAssign(const test::test2::global_class& in)

void call(test::test2::ref_test@ )

void const_call(const test::test2::ref_test@ )

void function(int , int )

::bbb& opAssign(const ::bbb& in)

All Constants

### TeamID
TEAM_ID_PLAYER
TEAM_ID_ENEMY
TEAM_ID_FRIEND
TEAM_ID_NEUTRAL
TEAM_ID_VEHICLE

### Difficulty
MISSION_DIFFICULTY_EASY
MISSION_DIFFICULTY_NORMAL
MISSION_DIFFICULTY_HARD
MISSION_DIFFICULTY_HARDEST
MISSION_DIFFICULTY_INFERNO

### EventLightEnvMode
EVENT_LIGHT_ENV_NORMAL
EVENT_LIGHT_ENV_UNDERGROUND

### AiSoldierTalkMaskFlags
AISOLDIER_TALK_MASK_NORMAL
AISOLDIER_TALK_MASK_BATTLE
AISOLDIER_TALK_MASK_ALL

### FadeControl
FADE_CONTROL_OUT
FADE_CONTROL_IN
FADE_CONTROL_OUT_TO_IN
FADE_CONTROL_IN_TO_OUT

### Dialog_MissionFailedResult
MISSIONFAILED_DIALOG_RESULT_UNKNOWN
MISSIONFAILED_DIALOG_RESULT_RESTART
MISSIONFAILED_DIALOG_RESULT_EXIT

### MissionResult
MISSION_RESULT_UNKNOWN
MISSION_RESULT_CLEAR
MISSION_RESULT_ABORT
MISSION_RESULT_RETRY
MISSION_RESULT_LOBBY
MISSION_RESULT_MAX

### EventLightAnimationType
EVENT_LIGHT_ANIMATIN_ROT_X
EVENT_LIGHT_ANIMATIN_ROT_Y
EVENT_LIGHT_ANIMATIN_ROT_Z
EVENT_LIGHT_ANIMATIN_BRIGHTNESS

### EventLightEnvFadeType
EVENT_LIGHT_ENV_FADE_LIGHT0_COLOR
EVENT_LIGHT_ENV_FADE_LIGHT0_SPECULAR_COLOR
EVENT_LIGHT_ENV_FADE_LIGHT0_VECTOR
EVENT_LIGHT_ENV_FADE_LIGHT1_COLOR
EVENT_LIGHT_ENV_FADE_LIGHT1_SPECULAR_COLOR
EVENT_LIGHT_ENV_FADE_LIGHT1_VECTOR
EVENT_LIGHT_ENV_FADE_LIGHT2_COLOR
EVENT_LIGHT_ENV_FADE_LIGHT2_SPECULAR_COLOR
EVENT_LIGHT_ENV_FADE_LIGHT2_VECTOR
EVENT_LIGHT_ENV_FADE_LIGHT3_COLOR
EVENT_LIGHT_ENV_FADE_LIGHT3_SPECULAR_COLOR
EVENT_LIGHT_ENV_FADE_LIGHT3_VECTOR
EVENT_LIGHT_ENV_FADE_AMBIENT_COLOR
EVENT_LIGHT_ENV_FADE_FOG_DISTANCE
EVENT_LIGHT_ENV_FADE_FOG_COLOR
EVENT_LIGHT_ENV_FADE_FOG_CURVE
EVENT_LIGHT_ENV_FADE_FOG_BG_APPLY
EVENT_LIGHT_ENV_FADE_BRIGHTNESS_FOG_DISTANCE
EVENT_LIGHT_ENV_FADE_BRIGHTNESS_FOG_COLOR
EVENT_LIGHT_ENV_FADE_BRIGHTNESS_FOG_CURVE
EVENT_LIGHT_ENV_FADE_SHADOW_VECTOR
EVENT_LIGHT_ENV_FADE_SKY_COLOR
EVENT_LIGHT_ENV_FADE_SUN_COLOR
EVENT_LIGHT_ENV_FADE_SUN_HALO_COLOR
EVENT_LIGHT_ENV_FADE_TONE_CENTER_BRIGHTNESS
EVENT_LIGHT_ENV_FADE_TONE_BRIGHTNESS
EVENT_LIGHT_ENV_FADE_TONE_BRIGHTNESS_LERP
EVENT_LIGHT_ENV_FADE_TONE_POWER

UfoMother511_PartsType
UFO_MOTHER511_PARTS_TYPE_NONE
UFO_MOTHER511_PARTS_TYPE_BARRIER_GENERATOR
UFO_MOTHER511_PARTS_TYPE_ATTACK
UFO_MOTHER511_PARTS_TYPE_OBJECT_GENERATOR
UFO_MOTHER511_PARTS_TYPE_CORE_BIG_CANNON
UFO_MOTHER511_PARTS_TYPE_CORE_SMALL_CANNON

### UfoMother511_Action
UFO_MOTHER511_ACTION_ATTACK_MODE
UFO_MOTHER511_ACTION_CORE_HATCH_CLOSE
UFO_MOTHER511_ACTION_CORE_HATCH_AUTO_CTRL
UFO_MOTHER511_ACTION_CORE_HATCH_OPEN
UFO_MOTHER511_ACTION_GENOCIDE_AUTO_ATTACK
UFO_MOTHER511_ACTION_GENOCIDE_EVENT_ATTACK
UFO_MOTHER511_ACTION_LIGHT_WEIGHT_EXPLOSION

### UfoCarrier_Action
UFOCARRIER_ACTION_OPEN_MODE

### Monster501_Action
MONSTER501_ACTION_SHOUT0
MONSTER501_ACTION_SLEEP
MONSTER501_ACTION_WAKEUP

### Monster504_Action
MONSTER504_ACTION_SHOUT0
MONSTER504_ACTION_SLEEP
MONSTER504_ACTION_WAKEUP
MONSTER504_ACTION_ROLLING_LONG
MONSTER504_ACTION_ROLLING

### Vehicle501_FortressRobo_Action
FORTRESSROBO_ACTION_GROUND_CHARGE
FORTRESSROBO_ACTION_TACTICS_MODE
FORTRESSROBO_ACTION_DISABLE_AI_ATTACK
FORTRESSROBO_ACTION_ENABLE_AI_ATTACK

### VehicleBegaruta_Action
VEHICLE_BEGARUTA_ACTION_MOVE_DIRECTION_AUTO
VEHICLE_BEGARUTA_ACTION_MOVE_DIRECTION_FORWARD
VEHICLE_BEGARUTA_ACTION_MOVE_DIRECTION_BACK

### MovingFortress_GroupType
MOVINGFORTRESS_BIG_CANNON
MOVINGFORTRESS_CANNON
MOVINGFORTRESS_SMALL_CANNON1
MOVINGFORTRESS_SMALL_CANNON2
MOVINGFORTRESS_SMALL_CANNON3
MOVINGFORTRESS_SMALL_CANNON_GREEN

### MovingFortress_ArmingType
MOVINGFORTRESS_FORT
MOVINGFORTRESS_MOVING

### MovingFortress_GeneratorType
MOVINGFORTRESS_GENERATOR
MOVINGFORTRESS_CORE

### MovingFortress_Action
MOVINGFORTRESS_ACTION_WAKEUP
MOVINGFORTRESS_ACTION_DEBRIS
MOVINGFORTRESS_ACTION_MOVING
MOVINGFORTRESS_ACTION_ACTIVATE_ALL
MOVINGFORTRESS_ACTION_DEACTIVATE_ALL

### TalkConditionType
TALK_CONDITION_NORMAL
TALK_CONDITION_EVACUATION
TALK_CONDITION_SERIOUSNESS
TALK_CONDITION_UNDERGROUND

### WeaponCondition
WEAPON_CONDITION_NORMAL
WEAPON_CONDITION_NO_SUPPORT
WEAPON_CONDITION_FORCE_ENABLE
WEAPON_CONDITION_MAX

### E505Generator_Action
E505_GENERATOR_ACTION_FALL
E505_GENERATOR_ACTION_FALL3000

### GiantAnt01_Action
GIANTANT01_CAPTURE

### EventType
EVENT_TYPE_SYNC
EVENT_TYPE_ASYNC

### EventCheckType
EVENT_CHECK_AND
EVENT_CHECK_OR

### MapObjectDestroy4Flags
MOD4_FLAG_IGNORE_SMALL
MOD4_FLAG_IGNORE_BUILDING

### HumanBaseEventFlags
HBEF_COMMON_MOVE
HBEF_COMMON_TURN
HBEF_COMMON_JUMP
HBEF_COMMON_RELOAD
HBEF_COMMON_ATTACK1
HBEF_COMMON_ATTACK2
HBEF_COMMON_DODGE
HBRD_COMMON_CYCLE_WEAPON
HBEF_COMMON_SECONDARY_ACTION1
HBEF_COMMON_SECONDARY_ACTION2
HBEF_SPECIAL_ACTION
HBEF_PALEWING_FLYING
HBEF_COMMON_SUB_ATTACK1
HBEF_COMMON_SUB_ATTACK2
HBEF_ALL

### HumanBaseControlMaskFlags
HBCM_MOVE
HBCM_TURN
HBCM_JUMP
HBCM_RELOAD
HBCM_ATTACK1
HBCM_ATTACK2
HBRD_CYCLE_WEAPON
HBCM_SECONDARY_ACTION1
HBCM_SECONDARY_ACTION2
HBCM_SPECIAL_ACTION
HBCM_DODGE
HBCM_PALEWING_FLYING
HBCM_SUB_ATTACK1
HBCM_SUB_ATTACK2
HBCM_ALL

### PlayerType
PLAYER_TYPE_ASSAULT
PLAYER_TYPE_PALEWING
PLAYER_TYPE_ENGINEER
PLAYER_TYPE_HEAVYARMOR
PLAYER_TYPE_MAX

### PlayerCameraType
PLAYER_CAMERA_FAR
PLAYER_CAMERA_MIDDLE
PLAYER_CAMERA_NEAR
PLAYER_CAMERA_CLOSEUP

### TalkMaskFlags
TALK_RANGER
TALK_WINGDIVER
TALK_AIRRADER
TALK_FENCER
TALK_LEADER
TALK_DEFAULT

### SpeakControlFlags
SPK_AUTO_RADIO
SPK_FAR_AUTO_RADIO
SPK_VEHICLE
SPK_DEFAULT