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Old 2012-04-11, 01:36   #1
Sniperdog
Retired PR Developer
Supporting Member

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Default [Reference] All available BF2 Config Commands

For reference the following is a list of all the Config Commands available in BF2 in one place.
https://docs.google.com/spreadsheets...t#gid=52669989

Code:
admin.addAddressToBanList std::string std::string -> void
admin.addKeyToBanList std::string std::string -> void
admin.banPlayer std::string std::string -> std::string
admin.banPlayerKey std::string std::string -> std::string
admin.clearBanList -> void
admin.currentLevel -> int
admin.kickPlayer std::string -> std::string
admin.listBannedAddresses -> std::string
admin.listBannedKeys -> std::string
admin.listPlayers -> std::string
admin.nextLevel int -> int
admin.removeAddressFromBanList std::string -> void
admin.removeKeyFromBanList std::string -> void
admin.restartMap -> void
admin.runNextLevel -> void
animationBundle.abruptPlayback bool -> bool
animationBundle.addAnimation std::string -> void
animationBundle.addEvent std::string -> void
animationBundle.fadeInTime float -> float
animationBundle.fadeOutTime float -> float
animationBundle.getAnimationLength std::string -> float
animationBundle.getAnimationStartTime std::string -> float
animationBundle.getEventStartTime std::string -> float
animationBundle.isLooping bool -> bool
animationBundle.jumpToLastAnimationAtStop bool -> bool
animationBundle.length float -> float
animationBundle.listAnimations -> std::string
animationBundle.listEvents -> std::string
animationBundle.playBackward bool -> bool
animationBundle.playForever bool -> bool
animationBundle.removeAnimation std::string -> void
animationBundle.removeEvent std::string -> void
animationBundle.setAnimationLength std::string float -> void
animationBundle.setAnimationStartTime std::string float -> void
animationBundle.setEventStartTime std::string float -> void
animationBundle.useSpeedAsTime bool -> bool
animationManager.fadeInTime float -> float
animationManager.ignoreMotherOrientation int -> int
animationManager.length float -> float
animationManager.looping bool -> bool
animationManager.noiceAmplitude float -> float
animationManager.noiceFreq int -> int
animationManager.originalLength -> float
animationSystem.active std::string -> std::string
animationSystem.activeAnimation std::string -> std::string
animationSystem.activeBundle std::string -> std::string
animationSystem.activeTrigger std::string -> std::string
animationSystem.activeValueHolder std::string -> std::string
animationSystem.cameraSpring.amplitude Vec3 -> Vec3
animationSystem.cameraSpring.fire Vec3 -> Vec3
animationSystem.cameraSpring.hit Vec3 -> Vec3
animationSystem.cameraSpring.look Vec2 -> Vec2
animationSystem.cameraSpring.move Vec3 -> Vec3
animationSystem.cameraSpring.stiffness Vec3 -> Vec3
animationSystem.cameraSpring.use bool -> bool
animationSystem.cameraSpring.zoomDamping Vec3 -> Vec3
animationSystem.create std::string -> void
animationSystem.createAnimation std::string -> anim::BoneAnimation*
animationSystem.createBundle std::string -> anim::Bundle*
animationSystem.createTrigger std::string std::string -> anim::Trigger*
animationSystem.createValueHolder std::string -> void
animationSystem.deleteActiveBundle -> void
animationSystem.deleteActiveTrigger -> void
animationSystem.hide -> void
animationSystem.list -> std::string
animationSystem.listAnimations -> std::string
animationSystem.listBundles -> std::string
animationSystem.listTriggers -> std::string
AnimationSystem.listTriggerTypes -> std::string
animationSystem.listValueHolders -> std::string
animationSystem.playbackModifier float -> float
animationSystem.reloadScript -> void
animationSystem.save std::string -> void
animationSystem.saveActive -> void
animationSystem.saveValueHolders -> void
animationTrigger.addBundle std::string -> void
animationTrigger.addChild std::string -> void
animationTrigger.clearValueHolder -> void
animationTrigger.fadeInTime float -> float
animationTrigger.getTypeName -> std::string
animationTrigger.idleTime Vec2 -> Vec2
animationTrigger.listBundles -> std::string
animationTrigger.message int -> int
animationTrigger.removeBundle std::string -> void
animationTrigger.removeChild std::string -> void
animationTrigger.triggerOnAcceleration bool -> bool
animationTrigger.useDirection bool -> bool
animationTrigger.valueHolder std::string -> std::string
animationValueHolder.getFilename -> std::string
animationValueHolder.max float -> float
animationValueHolder.min float -> float
animationValueHolder.normal float -> float
animationValueHolder.passOnMessage unsigned int -> unsigned int
animationValueHolder.stopOnMessage unsigned int -> unsigned int
animationValueHolder.values float float float -> void
audioSettings.alwaysAllowSystemOpenAL bool -> bool
audioSettings.effectsVolume float -> float
audioSettings.enableEAX bool -> bool
audioSettings.englishOnlyVoices bool -> bool
audioSettings.forceNumberOfVoices int -> int
audioSettings.helpVoiceVolume float -> float
audioSettings.musicVolume float -> float
audioSettings.provider std::string -> std::string
audioSettings.soundQuality std::string -> std::string
audioSettings.voipBoostEnabled bool -> bool
audioSettings.voipCaptureThreshold float -> float
audioSettings.voipCaptureVolume float -> float
audioSettings.voipEnabled bool -> bool
audioSettings.voipPlaybackVolume float -> float
audioSettings.voipUsePushToTalk bool -> bool
bf2Engine.playMovie std::string int -> void
chat.sayAll std::string -> void
chat.sayTeam std::string -> void
CollisionCheck.checkStaticCollisionMeshes int -> void
collisionManager.buildDebugCollisionMeshes -> void
collisionManager.create std::string -> void
collisionManager.createTemplate std::string -> void
collisionManager.drawBoundingBoxes bool -> void
collisionManager.drawForces bool -> void
collisionManager.drawIntersectFaces bool -> void
collisionManager.drawMeshes bool -> void
collisionManager.drawNormals bool -> void
collisionManager.drawOnlyRoot float -> void
collisionManager.drawPivots bool -> void
collisionManager.drawPrimitives bool -> void
collisionManager.drawSoldierMesh bool -> void
collisionManager.drawTestedFaces bool -> void
collisionManager.getNameOfObjectInFocus -> void
collisionManager.identityRotateObjectInFocus -> void
collisionManager.rotateObjectInFocusAroundAxis uint float -> void
collisionManager.rotateObjectInFocusAroundVector Vec3 float -> void
collisionManager.setActiveLod int -> void
collisionManager.setDrawDistance float -> void
collisionManager.setGeometry bool -> void
collisionManager.setSleepinessOfObjectInFocus int -> void
collisionManager.updateFlagsOfObjectInFocus U32 U32 -> void
collisionManager.useDeferredLoading bool -> bool
combatArea.active std::string -> void
combatArea.addAreaPoint Vec2 -> void
combatArea.create std::string -> void
combatArea.deleteActiveCombatArea -> void
combatArea.getActiveCombatAreaName -> std::string
combatArea.inverted bool -> bool
combatArea.layer int -> int
combatAreaManager.addVehicleDamage world::VehicleCategory float -> void
combatAreaManager.addVehicleTimer world::VehicleCategory float -> void
combatAreaManager.damage float -> float
combatAreaManager.timeAllowedOutside float -> float
combatAreaManager.use bool -> void
combatArea.max Vec2 -> Vec2
combatArea.min Vec2 -> Vec2
combatArea.team int -> int
combatArea.usedByPathFinding bool -> bool
combatArea.vehicles int -> int
commander.accept bool -> void
commander.artillery -> void
commander.commanderApply -> void
commander.commanderMutiny -> void
commander.commanderResign -> void
commanderInterface.selectOrder std::string -> bool
commanderInterface.setStringMap std::string std::string std::string -> void
commanderMenu.deselect -> void
commanderMenu.doubleClick -> void
commanderMenu.rightClick -> void
commanderMenu.sendRadioMessage std::string TargetChannel -> void
commanderMenu.singleClick -> void
commanderMenu.vehicleDropReloadTime float -> float
commander.satellite -> bool
commander.sendOrder int bool -> void
commander.supplies -> bool
commander.toggleArtilleryState -> void
commander.toggleSupplyState -> void
commander.toggleUAVState -> void
commander.toggleVehicleDropState -> void
commander.uav -> bool
commander.vehicleDrop -> bool
commander.zoomCommander -> bool
Console.allowMultipleFileLoad bool -> bool
Console.bindKeyToConsoleScript int std::string -> bool
Console.echo bool -> bool
Console.echoErrors bool -> bool
Console.getActiveMethods std::string -> std::string
Console.getArgumentTypes std::string std::string -> std::string
Console.getCategory std::string std::string -> std::string
Console.getDelta std::string std::string -> std::string
Console.getEnumName std::string std::string int -> std::string
Console.getRange std::string std::string -> std::string
Console.getReturnType std::string std::string -> std::string
Console.getTypeDescription std::string std::string -> std::string
Console.hasBundledType std::string std::string -> std::string
Console.hasRange std::string std::string -> std::string
Console.isDynamic std::string std::string -> std::string
Console.isSetGet std::string std::string -> std::string
Console.listConstants std::string -> std::string
Console.listVariables std::string -> std::string
Console.maxCommandHistorySize int -> int
Console.maxHistorySize int -> int
Console.maxLineSize int -> int
Console.run std::string std::string std::string -> std::string
Console.useRelativePaths bool -> bool
Console.workingPath std::string -> std::string
controlMap.addAxisToAxisMapping int InputDeviceFlags InputDeviceAxes -> void
controlMap.addAxisToTriggerMapping int int InputDeviceFlags -> void
controlMap.addButtonAndKeyToAxisMapping int InputDeviceFlags InputDeviceButtons -> void
controlMap.addButtonsToAxisMapping int InputDeviceFlags InputDeviceButtons -> void
controlMap.addButtonToTriggerMapping int InputDeviceFlags InputDeviceButtons -> void
controlMap.addKeyAndButtonToAxisMapping int InputDeviceFlags InputDeviceKeys -> void
controlMap.addKeysToAxisMapping int InputDeviceFlags InputDeviceKeys -> void
controlMap.AddKeyToTriggerMapping int InputDeviceFlags InputDeviceKeys -> void
controlMap.create std::string -> void
controlMap.deleteControlMap std::string -> void
controlMap.dump -> void
controlMap.InvertMouse bool -> bool
controlMap.keyboardSensitivity float -> float
controlMap.mouseSensitivity float -> float
controlMap.setActive std::string -> void
controlMap.setAxisScale io::InputDeviceAxes float -> void
controlMap.setButtonFallTime float -> void
controlMap.setButtonRiseTime float -> void
controlMap.setDoubleTapTime float -> void
controlMap.setPitchFactor float -> void
controlMap.setYawFactor float -> void
decalManager.decalGeomClipAngle float -> float
decalManager.decalNormalOffset float -> float
decalManager.drawStats bool -> bool
decalManager.fadeDistance float -> float
decalManager.fadeOutAtPercentageOfTimeToLive float -> float
decalManager.generateTexture -> bool
decalManager.startFadePercentageOfFadeDistancel float -> float
decalManager.timeToLive float -> float
demo.recordDemo std::string -> void
demo.restartDemo -> void
demo.shutdownDemo -> void
demo.stopRecording -> void
demo.toggleCameraDemo -> void
demo.toggleDemoPauseOrPlay -> void
demo.togglePlayerDemo bool -> void
Editor.createNewLayer std::string -> void
Editor.createNewLayer std::string -> void
Editor.deleteAllLayers -> void
Editor.deleteAllObjects -> std::string
Editor.deleteObject world::IObject_ptrproxy -> void
Editor.deleteTemplate world::IObjectTemplate_ptrproxy -> void
Editor.getActiveLayer -> std::string
Editor.getActiveLayerId -> int
Editor.getActiveObject -> world::IObject_ptrproxy
Editor.getActiveObjectTemplate -> world::IObjectTemplate_ptrproxy
Editor.hideLayer std::string -> void
Editor.listAllVehicles -> std::string
Editor.listLayers -> std::string
Editor.listMeshes -> std::string
Editor.listObjects -> std::string
Editor.listObjectsOfTemplate world::IObjectTemplate_ptrproxy -> std::string
Editor.listTemplates std::string -> std::string
Editor.listTextures -> std::string
Editor.loadAllObjects std::string -> bool
Editor.loadAllTemplatesAndObjects -> bool
Editor.printObjectCreationScript world::IObject_ptrproxy -> std::string
Editor.printTemplateCreationScript world::IObjectTemplate_ptrproxy -> std::string
Editor.quickReloadActiveTemplate -> void
Editor.quickReloadTemplate world::IObjectTemplate_ptrproxy -> void
Editor.removeLayer std::string -> void
Editor.renameLayer std::string std::string -> void
Editor.saveAllEffects -> void
Editor.saveAllObjects std::string -> bool
Editor.saveAllSpawners -> bool
Editor.saveAllTemplates -> bool
Editor.saveAllTemplatesAndObjects -> bool
Editor.saveAllUsedTemplates std::string -> bool
Editor.saveFolderToArchive std::string bool bool -> int
Editor.saveSpawners bool bool bool -> void
Editor.saveTemplateToFile std::string std::string -> bool
Editor.saveTemplateTreeStructure std::string std::string -> int
Editor.saveVehicles bool -> bool
Editor.setActiveLayer std::string -> void
Editor.setActiveLayerId int -> void
Editor.setActiveObject world::IObject_ptrproxy -> world::IObject_ptrproxy
Editor.setActiveObjectTemplate world::IObjectTemplate_ptrproxy -> world::IObjectTemplate_ptrproxy
Editor.ShowEntryPoints bool -> bool
Editor.showLayer std::string -> void
Editor.start world::IObject_ptrproxy -> void
Editor.stop world::IObject_ptrproxy -> void
Editor.updateAllTemplates -> void
Editor.updateTemplate world::IObjectTemplate_ptrproxy -> void
effectTweak.setAgeScaleFactorForAllEffects float -> void
effectTweak.setAlphaIntensityForAllEffects float -> void
effectTweak.setEmitScaleFactorForAllEffects float -> void
effectTweak.setEmitSpeedScaleFactorForAllEffects float -> void
effectTweak.setSoundIntensity float -> void
effectTweak.setStartAgeForAllEffects float -> void
envmapManager.generateEnvMaps -> void
envmapManager.loadEMIFile std::string -> void
envmapManager.perPixelEnvironmentMappingEnabled bool -> bool
envmapManager.save -> void
fileManager.addPath std::string -> void
fileManager.copyFile std::string std::string -> bool
fileManager.deleteFile std::string -> bool
fileManager.fileExists std::string -> bool
fileManager.mountArchive std::string std::string bool -> void
fileManager.moveFile std::string std::string -> bool
game.allowToggleFullscreen bool -> bool
game.lockFps int -> int
gameLogic.AddInvalidDropVehicleObject std::string bool -> void
gameLogic.becomeSquadLeader bool -> bool
gameLogic.createObject std::string -> void
gameLogic.damageForBeingOutSideWorld float -> float
gameLogic.defaultLevel std::string -> std::string
gameLogic.defaultTimeToNextAIWave float -> float
gameLogic.enableVoHelp bool -> bool
gameLogic.extraUAVVehicleFlightHeight float -> float
gameLogic.feslEnvironment int -> int
gameLogic.getBeforeSpawnCameraDirection -> Vec3
gameLogic.getBeforeSpawnCameraPosition -> Vec3
gameLogic.getDefaultNumberOfTickets U32 -> U32
gameLogic.getDefaultNumberOfTicketsEx U32 U32 -> U32
gameLogic.getNumberOfTickets U32 -> U32
gameLogic.getTeamDropVehicle int -> std::string
gameLogic.getTeamLanguage int -> std::string
gameLogic.getTeamName int -> std::string
gameLogic.getTicketLossAtEndPerMin -> float
gameLogic.getTicketLossPerMin U32 -> float
gameLogic.hitIndicationThreshold float -> float
gameLogic.maximumLevelViewDistance float -> float
gameLogic.messages.addHelpMessage std::string std::string -> int
gameLogic.messages.addMessage std::string -> int
gameLogic.messages.addRadioFilter std::string std::string -> int
gameLogic.messages.addRadioVoice std::string std::string std::string -> int
gameLogic.messages.playHelpMessage std::string -> int
gameLogic.messages.playRadioMessage int std::string std::string -> int
gameLogic.messages.setVolumes float float -> void
gameLogic.noVehiclesOmit std::string -> void
gameLogic.outputPlayerStats bool -> bool
gameLogic.printCameraCoordToConsole -> void
gameLogic.refreshTriggerables -> void
gameLogic.remoteCommand int int int -> bool
gameLogic.reset -> void
gameLogic.roundNr int -> int
gameLogic.setAirMouseInverted bool -> void
gameLogic.setAirMouseSensitivity float -> float
gameLogic.setBeforeSpawnCamera Vec3 Vec3 -> void
gameLogic.setDefaultNumberOfTickets U32 U32 -> void
gameLogic.setDefaultNumberOfTicketsEx U32 U32 U32 -> void
gameLogic.setDropVehicleDeviationRadius int int -> void
gameLogic.setKit int KitType std::string -> void
gameLogic.setNumberOfTickets U32 U32 -> void
gameLogic.setNumDropVehiclesForTeam int int -> void
gameLogic.setTeamDropVehicle int std::string -> void
gameLogic.setTeamFlag int std::string -> void
gameLogic.setTeamLanguage int std::string -> void
gameLogic.setTeamName int std::string -> void
gameLogic.setTicketLossAtEndPerMin float -> void
gameLogic.setTicketLossPerMin U32 float -> void
gameLogic.spawnAtCameraPosition bool -> bool
gameLogic.spawnObjectSpeed float -> float
gameLogic.spawnPlayers bool -> bool
gameLogic.supplyDropHeight float -> float
gameLogic.supplyDropNumSecsToLive float -> float
gameLogic.teleport -> void
gameLogic.teleportCameraTo Vec3 -> void
gameLogic.teleportTo Vec3 -> void
gameLogic.timeAllowedOutSideWorld float -> float
gameLogic.timeToNextAIWave float -> float
gameLogic.togglePause -> void
gameLogic.vehicleDropHeight float -> float
Game.radioMessage TargetChannel std::string -> void
game.sayAll std::string -> void
game.sayTeam int std::string -> void
gameServerSettings.setAdminScript std::string -> void
gameServerSettings.setAllowNATNegotation bool -> void
gameServerSettings.setAutoBalanceTeam bool -> void
gameServerSettings.setAutoRecord bool -> void
gameServerSettings.setAutoRecordRounds int -> void
gameServerSettings.setCommunityLogoURL std::string -> void
gameServerSettings.setCoopBotCount int -> void
gameServerSettings.setCoopBotDifficulty float -> void
gameServerSettings.setCoopBotRatio float -> void
gameServerSettings.setDemoDownloadURL std::string -> void
gameServerSettings.setDemoHook std::string -> void
gameServerSettings.setDemoIndexURL std::string -> void
gameServerSettings.setEndDelay int -> void
gameServerSettings.setFriendlyFireWithMines bool -> void
gameServerSettings.setGameMode std::string -> void
gameServerSettings.setGameSpyPort int -> void
gameServerSettings.setInterfaceIP std::string -> void
gameServerSettings.setInternet bool -> void
gameServerSettings.setManDownTime float -> void
gameServerSettings.setMaxPlayers int -> void
gameServerSettings.setMinPlayersForVoting int -> void
gameServerSettings.setNoVehicles float -> void
gameServerSettings.setPassword std::string -> void
gameServerSettings.setPunishTeamKills bool -> void
gameServerSettings.setRoundsPerMap int -> void
gameServerSettings.setScoreLimit int -> void
gameServerSettings.setServerName std::string -> void
gameServerSettings.setSoldierFF int -> void
gameServerSettings.setSoldierSplashFF int -> void
gameServerSettings.setSpawnTime float -> void
gameServerSettings.setSponsorLogoURL std::string -> void
gameServerSettings.setSponsorText std::string -> void
gameServerSettings.setStartDelay int -> void
gameServerSettings.setSvPunkBuster bool -> void
gameServerSettings.setTeamRatio float -> void
gameServerSettings.setTeamVoteOnly bool -> void
gameServerSettings.setTicketRatio int -> void
gameServerSettings.setTimeBeforeRestartMap float -> void
gameServerSettings.setTimeLimit int -> void
gameServerSettings.setVehicleFF int -> void
gameServerSettings.setVehicleSplashFF int -> void
gameServerSettings.setVoipBFClientPort int -> void
gameServerSettings.setVoipBFServerPort int -> void
gameServerSettings.setVoipEnabled bool -> void
gameServerSettings.setVoipQuality int -> void
gameServerSettings.setVoipServerPort int -> void
gameServerSettings.setVoipServerRemote bool -> void
gameServerSettings.setVoipServerRemoteIP std::string -> void
gameServerSettings.setVoipSharedPassword std::string -> void
gameServerSettings.setVoteTime int -> void
game.simulationRate int -> int
game.toggleFullscreen -> void
game.unload -> bool
generalSettings.addFavouriteServer std::string int std::string -> void
generalSettings.addServerHistory std::string int std::string -> void
generalSettings.setAllowPunkBuster bool -> void
generalSettings.setAutoReady bool -> void
generalSettings.setAutoReload bool -> void
generalSettings.setBFTVSaveDirectory std::string -> void
generalSettings.setBotSkill float -> void
generalSettings.setBuddytagColor int int int -> void
generalSettings.setConfirmQuit bool -> void
generalSettings.setConnectionType int -> void
generalSettings.setCrosshairColor int int int -> void
generalSettings.setHUDTransparency float -> void
generalSettings.setItemSelectionReverseItems bool -> void
generalSettings.setLCDDisplayModes bool -> void
generalSettings.setMapIconAlphaTransparency float -> void
generalSettings.setMaxBots int -> void
generalSettings.setMaxBotsIncludeHumans bool -> void
generalSettings.setMinimapRotate bool -> void
generalSettings.setMinimapTransparency float -> void
generalSettings.setNumRoundsPlayed int -> void
generalSettings.setOutOfVoting bool -> void
generalSettings.setPlayedVOHelp std::string -> void
generalSettings.setServerFilter std::string -> void
generalSettings.setSortKey std::string -> void
generalSettings.setSortOrder int -> void
generalSettings.setSquadtagColor int int int -> void
generalSettings.setToggleFilters int -> void
generalSettings.setUseAdvancedServerBrowser bool -> void
generalSettings.setUseBots bool -> void
generalSettings.setViewIntroMovie bool -> void
geometryTemplate.active IGeometryTemplate* -> IGeometryTemplate*
geometryTemplate.color Vec3 -> Vec3
geometryTemplate.color Vec3 -> Vec3
geometryTemplate.color Vec3 -> Vec3
geometryTemplate.color Vec3 -> Vec3
geometryTemplate.color Vec3 -> Vec3
geometryTemplate.color Vec3 -> Vec3
geometryTemplate.color Vec3 -> Vec3
geometryTemplate.compressVertexData bool -> bool
GeometryTemplate.create std::string std::string -> IGeometryTemplate*
geometryTemplate.depth float -> float
geometryTemplate.doNotGenerateLightmaps bool -> bool
geometryTemplate.dumpInstances -> void
geometryTemplate.glowFadeOutDistEnd float -> float
geometryTemplate.glowFadeOutDistStart float -> float
geometryTemplate.glowing bool -> bool
geometryTemplate.height float -> float
geometryTemplate.ignoreLeafLighting bool -> bool
geometryTemplate.innerRadius float -> float
geometryTemplate.lenght float -> float
geometryTemplate.length float -> float
geometryTemplate.lightmapOverride bool -> bool
geometryTemplate.maxSkip3pLods uint -> uint
geometryTemplate.maxSkipWreckLods uint -> uint
geometryTemplate.maxTextureRepeat int -> int
geometryTemplate.meshDetailLevel int -> int
geometryTemplate.name -> std::string
geometryTemplate.noLighting bool -> bool
geometryTemplate.nrOfAnimatedUVMatrix int -> int
geometryTemplate.outerRadius float -> float
GeometryTemplate.printInfo bool -> std::string
geometryTemplate.radius1 float -> float
geometryTemplate.radius2 float -> float
geometryTemplate.rings uint -> uint
geometryTemplate.setLightmapSizeAll int int int -> void
geometryTemplate.setMaterialParallaxHeightScale int int int -> void
geometryTemplate.setMaterialReflectionScale int int int -> void
geometryTemplate.setSpecularStaticGloss int int int -> void
geometryTemplate.setSubGeometryLodDistance int int float -> void
geometryTemplate.shader std::string -> std::string
geometryTemplate.shader std::string -> std::string
geometryTemplate.shader std::string -> std::string
geometryTemplate.shader std::string -> std::string
geometryTemplate.shader std::string -> std::string
geometryTemplate.shader std::string -> std::string
geometryTemplate.shader std::string -> std::string
geometryTemplate.shadowDetailLevel int -> int
geometryTemplate.sides uint -> uint
geometryTemplate.sides uint -> uint
geometryTemplate.slices uint -> uint
geometryTemplate.stacks uint -> uint
geometryTemplate.tesselation BaseVector2<uint> -> BaseVector2<uint>
geometryTemplate.tesselation BaseVector2<uint> -> BaseVector2<uint>
geometryTemplate.texture std::string -> std::string
geometryTemplate.texture std::string -> std::string
geometryTemplate.useRadiusForShadowDepth bool -> bool
geometryTemplate.useRadiusForShadowSpatial bool -> bool
geometryTemplate.width float -> float
globalSettings.setDefaultUser std::string -> void
globalSettings.setNamePrefix std::string -> void
hapticSettings.addWeaponClassMap std::string int -> void
hapticSettings.load -> bool
hapticSettings.setAimSensitivity float float float -> void
hapticSettings.setAimSensitivityAIR float float float -> void
hapticSettings.setAimSensitivityHELI float float float -> void
hapticSettings.setAimSensitivityLAND float float float -> void
hapticSettings.setAimSensitivityLength float float float -> void
hapticSettings.setAimSensitivityLengthAIR float float float -> void
hapticSettings.setAimSensitivityLengthHELI float float float -> void
hapticSettings.setAimSensitivityLengthLAND float float float -> void
hapticSettings.setAimSensitivityLengthSEA float float float -> void
hapticSettings.setAimSensitivityLengthSOLDIER float float float -> void
hapticSettings.setAimSensitivitySEA float float float -> void
hapticSettings.setAimSensitivitySOLDIER float float float -> void
hapticSettings.setControlBoxLength float float float -> void
hapticSettings.setControlBoxLengthAIR float float float -> void
hapticSettings.setControlBoxLengthHELI float float float -> void
hapticSettings.setControlBoxLengthLAND float float float -> void
hapticSettings.setControlBoxLengthSEA float float float -> void
hapticSettings.setControlBoxLengthSOLDIER float float float -> void
hapticSettings.setControlBoxStiffness float float float -> void
hapticSettings.setControlBoxStiffnessAIR float float float -> void
hapticSettings.setControlBoxStiffnessHELI float float float -> void
hapticSettings.setControlBoxStiffnessLAND float float float -> void
hapticSettings.setControlBoxStiffnessSEA float float float -> void
hapticSettings.setControlBoxStiffnessSOLDIER float float float -> void
hapticSettings.setDamageScale float -> void
hapticSettings.setExplosionShakeScale float -> void
hapticSettings.setForceCapX float -> void
hapticSettings.setForceCapY float -> void
hapticSettings.setForceCapZ float -> void
hapticSettings.setGeneralShakeScale float -> void
hapticSettings.setPhysicsAIRScale float float float -> void
hapticSettings.setPhysicsAIRScaleXHigh float -> void
hapticSettings.setPhysicsAIRScaleXLow float -> void
hapticSettings.setPhysicsAIRScaleXMed float -> void
hapticSettings.setPhysicsAIRScaleYHigh float -> void
hapticSettings.setPhysicsAIRScaleYLow float -> void
hapticSettings.setPhysicsAIRScaleYMed float -> void
hapticSettings.setPhysicsAIRScaleZHigh float -> void
hapticSettings.setPhysicsAIRScaleZLow float -> void
hapticSettings.setPhysicsAIRScaleZMed float -> void
hapticSettings.setPhysicsAIRSmoothTimeXHigh int -> void
hapticSettings.setPhysicsAIRSmoothTimeXLow int -> void
hapticSettings.setPhysicsAIRSmoothTimeXMed int -> void
hapticSettings.setPhysicsAIRSmoothTimeYHigh int -> void
hapticSettings.setPhysicsAIRSmoothTimeYLow int -> void
hapticSettings.setPhysicsAIRSmoothTimeYMed int -> void
hapticSettings.setPhysicsAIRSmoothTimeZHigh int -> void
hapticSettings.setPhysicsAIRSmoothTimeZLow int -> void
hapticSettings.setPhysicsAIRSmoothTimeZMed int -> void
hapticSettings.setPhysicsAIRTransitionValueHigh float -> void
hapticSettings.setPhysicsAIRTransitionValueMed float -> void
hapticSettings.setPhysicsHELIScale float float float -> void
hapticSettings.setPhysicsHELIScaleXHigh float -> void
hapticSettings.setPhysicsHELIScaleXLow float -> void
hapticSettings.setPhysicsHELIScaleXMed float -> void
hapticSettings.setPhysicsHELIScaleYHigh float -> void
hapticSettings.setPhysicsHELIScaleYLow float -> void
hapticSettings.setPhysicsHELIScaleYMed float -> void
hapticSettings.setPhysicsHELIScaleZHigh float -> void
hapticSettings.setPhysicsHELIScaleZLow float -> void
hapticSettings.setPhysicsHELIScaleZMed float -> void
hapticSettings.setPhysicsHELISmoothTimeXHigh int -> void
hapticSettings.setPhysicsHELISmoothTimeXLow int -> void
hapticSettings.setPhysicsHELISmoothTimeXMed int -> void
hapticSettings.setPhysicsHELISmoothTimeYHigh int -> void
hapticSettings.setPhysicsHELISmoothTimeYLow int -> void
hapticSettings.setPhysicsHELISmoothTimeYMed int -> void
hapticSettings.setPhysicsHELISmoothTimeZHigh int -> void
hapticSettings.setPhysicsHELISmoothTimeZLow int -> void
hapticSettings.setPhysicsHELISmoothTimeZMed int -> void
hapticSettings.setPhysicsHELITransitionValueHigh float -> void
hapticSettings.setPhysicsHELITransitionValueMed float -> void
hapticSettings.setPhysicsLANDScale float float float -> void
hapticSettings.setPhysicsLANDScaleXHigh float -> void
hapticSettings.setPhysicsLANDScaleXLow float -> void
hapticSettings.setPhysicsLANDScaleXMed float -> void
hapticSettings.setPhysicsLANDScaleYHigh float -> void
hapticSettings.setPhysicsLANDScaleYLow float -> void
hapticSettings.setPhysicsLANDScaleYMed float -> void
hapticSettings.setPhysicsLANDScaleZHigh float -> void
hapticSettings.setPhysicsLANDScaleZLow float -> void
hapticSettings.setPhysicsLANDScaleZMed float -> void
hapticSettings.setPhysicsLANDSmoothTimeXHigh int -> void
hapticSettings.setPhysicsLANDSmoothTimeXLow int -> void
hapticSettings.setPhysicsLANDSmoothTimeXMed int -> void
hapticSettings.setPhysicsLANDSmoothTimeYHigh int -> void
hapticSettings.setPhysicsLANDSmoothTimeYLow int -> void
hapticSettings.setPhysicsLANDSmoothTimeYMed int -> void
hapticSettings.setPhysicsLANDSmoothTimeZHigh int -> void
hapticSettings.setPhysicsLANDSmoothTimeZLow int -> void
hapticSettings.setPhysicsLANDSmoothTimeZMed int -> void
hapticSettings.setPhysicsLANDTransitionValueHigh float -> void
hapticSettings.setPhysicsLANDTransitionValueMed float -> void
hapticSettings.setPhysicsSEAScale float float float -> void
hapticSettings.setPhysicsSEAScaleXHigh float -> void
hapticSettings.setPhysicsSEAScaleXLow float -> void
hapticSettings.setPhysicsSEAScaleXMed float -> void
hapticSettings.setPhysicsSEAScaleYHigh float -> void
hapticSettings.setPhysicsSEAScaleYLow float -> void
hapticSettings.setPhysicsSEAScaleYMed float -> void
hapticSettings.setPhysicsSEAScaleZHigh float -> void
hapticSettings.setPhysicsSEAScaleZLow float -> void
hapticSettings.setPhysicsSEAScaleZMed float -> void
hapticSettings.setPhysicsSEASmoothTimeXHigh int -> void
hapticSettings.setPhysicsSEASmoothTimeXLow int -> void
hapticSettings.setPhysicsSEASmoothTimeXMed int -> void
hapticSettings.setPhysicsSEASmoothTimeYHigh int -> void
hapticSettings.setPhysicsSEASmoothTimeYLow int -> void
hapticSettings.setPhysicsSEASmoothTimeYMed int -> void
hapticSettings.setPhysicsSEASmoothTimeZHigh int -> void
hapticSettings.setPhysicsSEASmoothTimeZLow int -> void
hapticSettings.setPhysicsSEASmoothTimeZMed int -> void
hapticSettings.setPhysicsSEATransitionValueHigh float -> void
hapticSettings.setPhysicsSEATransitionValueMed float -> void
hapticSettings.setPhysicsSOLDIERScale float float float -> void
hapticSettings.setPhysicsSOLDIERScaleXHigh float -> void
hapticSettings.setPhysicsSOLDIERScaleXLow float -> void
hapticSettings.setPhysicsSOLDIERScaleXMed float -> void
hapticSettings.setPhysicsSOLDIERScaleYHigh float -> void
hapticSettings.setPhysicsSOLDIERScaleYLow float -> void
hapticSettings.setPhysicsSOLDIERScaleYMed float -> void
hapticSettings.setPhysicsSOLDIERScaleZHigh float -> void
hapticSettings.setPhysicsSOLDIERScaleZLow float -> void
hapticSettings.setPhysicsSOLDIERScaleZMed float -> void
hapticSettings.setPhysicsSOLDIERSmoothTimeXHigh int -> void
hapticSettings.setPhysicsSOLDIERSmoothTimeXLow int -> void
hapticSettings.setPhysicsSOLDIERSmoothTimeXMed int -> void
hapticSettings.setPhysicsSOLDIERSmoothTimeYHigh int -> void
hapticSettings.setPhysicsSOLDIERSmoothTimeYLow int -> void
hapticSettings.setPhysicsSOLDIERSmoothTimeYMed int -> void
hapticSettings.setPhysicsSOLDIERSmoothTimeZHigh int -> void
hapticSettings.setPhysicsSOLDIERSmoothTimeZLow int -> void
hapticSettings.setPhysicsSOLDIERSmoothTimeZMed int -> void
hapticSettings.setPhysicsSOLDIERTransitionValueHigh float -> void
hapticSettings.setPhysicsSOLDIERTransitionValueMed float -> void
hapticSettings.setRecoilPitchScaleCARBINE float -> void
hapticSettings.setRecoilPitchScaleDEFIB float -> void
hapticSettings.setRecoilPitchScaleDROP float -> void
hapticSettings.setRecoilPitchScaleKNIFE float -> void
hapticSettings.setRecoilPitchScaleLAUNCHER float -> void
hapticSettings.setRecoilPitchScaleLMG float -> void
hapticSettings.setRecoilPitchScalePISTOL float -> void
hapticSettings.setRecoilPitchScaleRIFLE float -> void
hapticSettings.setRecoilPitchScaleRIFLELAUNCHER float -> void
hapticSettings.setRecoilPitchScaleSHOTGUN float -> void
hapticSettings.setRecoilPitchScaleSMG float -> void
hapticSettings.setRecoilPitchScaleSNIPER float -> void
hapticSettings.setRecoilPitchScaleTHROWN float -> void
hapticSettings.setRecoilPitchScaleV_AIRGUN float -> void
hapticSettings.setRecoilPitchScaleV_ARMORCANNON float -> void
hapticSettings.setRecoilPitchScaleV_COAXIALGUN float -> void
hapticSettings.setRecoilPitchScaleV_HELIGUN float -> void
hapticSettings.setRecoilPitchScaleV_HMG float -> void
hapticSettings.setRecoilPitchScaleV_LMG float -> void
hapticSettings.setRecoilPitchScaleV_MISSILE float -> void
hapticSettings.setRecoilPunchScaleCARBINE float -> void
hapticSettings.setRecoilPunchScaleDEFIB float -> void
hapticSettings.setRecoilPunchScaleDROP float -> void
hapticSettings.setRecoilPunchScaleKNIFE float -> void
hapticSettings.setRecoilPunchScaleLAUNCHER float -> void
hapticSettings.setRecoilPunchScaleLMG float -> void
hapticSettings.setRecoilPunchScalePISTOL float -> void
hapticSettings.setRecoilPunchScaleRIFLE float -> void
hapticSettings.setRecoilPunchScaleRIFLELAUNCHER float -> void
hapticSettings.setRecoilPunchScaleSHOTGUN float -> void
hapticSettings.setRecoilPunchScaleSMG float -> void
hapticSettings.setRecoilPunchScaleSNIPER float -> void
hapticSettings.setRecoilPunchScaleTHROWN float -> void
hapticSettings.setRecoilPunchScaleV_AIRGUN float -> void
hapticSettings.setRecoilPunchScaleV_ARMORCANNON float -> void
hapticSettings.setRecoilPunchScaleV_COAXIALGUN float -> void
hapticSettings.setRecoilPunchScaleV_HELIGUN float -> void
hapticSettings.setRecoilPunchScaleV_HMG float -> void
hapticSettings.setRecoilPunchScaleV_LMG float -> void
hapticSettings.setRecoilPunchScaleV_MISSILE float -> void
hapticSettings.setRecoilPunchTimeCARBINE float -> void
hapticSettings.setRecoilPunchTimeDEFIB float -> void
hapticSettings.setRecoilPunchTimeDROP float -> void
hapticSettings.setRecoilPunchTimeKNIFE float -> void
hapticSettings.setRecoilPunchTimeLAUNCHER float -> void
hapticSettings.setRecoilPunchTimeLMG float -> void
hapticSettings.setRecoilPunchTimePISTOL float -> void
hapticSettings.setRecoilPunchTimeRIFLE float -> void
hapticSettings.setRecoilPunchTimeRIFLELAUNCHER float -> void
hapticSettings.setRecoilPunchTimeSHOTGUN float -> void
hapticSettings.setRecoilPunchTimeSMG float -> void
hapticSettings.setRecoilPunchTimeSNIPER float -> void
hapticSettings.setRecoilPunchTimeTHROWN float -> void
hapticSettings.setRecoilPunchTimeV_AIRGUN float -> void
hapticSettings.setRecoilPunchTimeV_ARMORCANNON float -> void
hapticSettings.setRecoilPunchTimeV_COAXIALGUN float -> void
hapticSettings.setRecoilPunchTimeV_HELIGUN float -> void
hapticSettings.setRecoilPunchTimeV_HMG float -> void
hapticSettings.setRecoilPunchTimeV_LMG float -> void
hapticSettings.setRecoilPunchTimeV_MISSILE float -> void
hapticSettings.setRecoilYawScaleCARBINE float -> void
hapticSettings.setRecoilYawScaleDEFIB float -> void
hapticSettings.setRecoilYawScaleDROP float -> void
hapticSettings.setRecoilYawScaleKNIFE float -> void
hapticSettings.setRecoilYawScaleLAUNCHER float -> void
hapticSettings.setRecoilYawScaleLMG float -> void
hapticSettings.setRecoilYawScalePISTOL float -> void
hapticSettings.setRecoilYawScaleRIFLE float -> void
hapticSettings.setRecoilYawScaleRIFLELAUNCHER float -> void
hapticSettings.setRecoilYawScaleSHOTGUN float -> void
hapticSettings.setRecoilYawScaleSMG float -> void
hapticSettings.setRecoilYawScaleSNIPER float -> void
hapticSettings.setRecoilYawScaleTHROWN float -> void
hapticSettings.setRecoilYawScaleV_AIRGUN float -> void
hapticSettings.setRecoilYawScaleV_ARMORCANNON float -> void
hapticSettings.setRecoilYawScaleV_COAXIALGUN float -> void
hapticSettings.setRecoilYawScaleV_HELIGUN float -> void
hapticSettings.setRecoilYawScaleV_HMG float -> void
hapticSettings.setRecoilYawScaleV_LMG float -> void
hapticSettings.setRecoilYawScaleV_MISSILE float -> void
hapticSettings.setSpeedShakeScale float -> void
hapticSettings.setTurnSensitivity float float float -> void
hapticSettings.setTurnSensitivityAIR float float float -> void
hapticSettings.setTurnSensitivityHELI float float float -> void
hapticSettings.setTurnSensitivityLAND float float float -> void
hapticSettings.setTurnSensitivitySEA float float float -> void
hapticSettings.setTurnSensitivitySOLDIER float float float -> void
heightmapcluster.addHeightmap std::string int int -> void
heightmapcluster.compileWaterMeshesIntoHeightmap -> void
heightmapcluster.create std::string -> void
heightmapcluster.importSurroundingRawHeightMap std::string -> bool
heightmapcluster.intersectCameraRay -> void
heightmapcluster.setClusterSize int -> void
heightmapcluster.setHeightmapSize int -> void
heightmapcluster.setSeaWaterLevel float -> void
heightmapcluster.smoothEdges int float float -> void
heightmapcluster.stitchEdges -> void
heightmap.loadHeightData std::string -> void
heightmap.loadMaterialData std::string -> void
heightmap.setBitResolution int -> void
heightmap.setMaterialScale int -> void
heightmap.setModified bool -> void
heightmap.setScale Vec3 -> void
heightmap.setSize int int -> void
hemiMapManager.hemiLerpBias float -> float
hemiMapManager.makeHemiMap unsigned long std::string Vec3 -> bool
hemiMapManager.setBaseHemiMap std::string Vec3 float -> bool
hudBuilder.addNodeAlphaShowEffect -> bool
hudBuilder.addNodeBlendEffect int int -> bool
hudBuilder.addNodeMoveShowEffect float int -> bool
hudBuilder.addNodeVariableMoveShowEffect std::string std::string -> bool
hudBuilder.addObjectMarkerNodeLockTextNode std::string -> bool
hudBuilder.addTransformListNode std::string -> bool
hudBuilder.createBarNode std::string std::string int -> bool
hudBuilder.createButtonNode std::string std::string int -> bool
hudBuilder.createCompassNode std::string std::string int -> bool
hudBuilder.createEditNode std::string std::string int -> bool
hudBuilder.createHoverNode std::string std::string int -> bool
hudBuilder.createListNode std::string std::string int -> bool
hudBuilder.createMapNode std::string std::string -> bool
hudBuilder.createMiniMapNode std::string std::string int -> bool
hudBuilder.createObjectMarkerNode std::string std::string int -> bool
hudBuilder.createObjectSelectionNode std::string std::string int -> bool
hudBuilder.createOccupiedNode std::string std::string int -> bool
hudBuilder.createPictureNode std::string std::string int -> bool
hudBuilder.createSliderNode std::string std::string float -> bool
hudBuilder.createSplitNode std::string std::string -> bool
hudBuilder.createTextNode std::string std::string int -> bool
hudBuilder.createTileNode std::string std::string int -> bool
hudBuilder.createTransformListNode std::string std::string int -> bool
hudBuilder.createTransformNode std::string std::string int -> int
hudBuilder.deleteNode -> bool
hudBuilder.newLayer -> bool
hudBuilder.searchNodes std::string std::string -> meme::Node*
hudBuilder.setActiveObject std::string std::string -> bool
hudBuilder.setBarNodeBorder int int int -> bool
hudBuilder.setBarNodeSnap int -> bool
hudBuilder.setBarNodeSnapDir bool -> bool
hudBuilder.setBarNodeTexture int std::string -> bool
hudBuilder.setBarNodeValueVariable std::string -> bool
hudBuilder.setBarNodeVariableTexture int std::string -> bool
hudBuilder.setButtonNodeAltConCmd std::string int -> bool
hudBuilder.setButtonNodeConCmd std::string int -> bool
hudBuilder.setButtonNodeDebug bool -> bool
hudBuilder.setButtonNodeFunction std::string int -> bool
hudBuilder.setButtonNodeMouseArea int int int -> bool
hudBuilder.setButtonNodeMouseOverColor float float float -> bool
hudBuilder.setButtonNodeTexture int std::string -> bool
hudBuilder.setCommanderPos Vec2 -> bool
hudBuilder.setCommanderSize Vec2 -> bool
hudBuilder.setCompassNodeBorder int int int -> bool
hudBuilder.setCompassNodeOffset int -> bool
hudBuilder.setCompassNodeSnapOffset int int int -> bool
hudBuilder.setCompassNodeSnapTexture bool std::string -> bool
hudBuilder.setCompassNodeTexture int std::string -> bool
hudBuilder.setCompassNodeTextureSize int int -> bool
hudBuilder.setCompassNodeValueVariable std::string -> bool
hudBuilder.setCompassNodeVariableTexture int std::string -> bool
hudBuilder.setCPFont std::string -> void
hudBuilder.setCPFontColor float float float -> void
hudBuilder.setEditNodeColor float float float -> bool
hudBuilder.setEditNodeData int -> bool
hudBuilder.setEditNodeFont std::string bool -> bool
hudBuilder.setEditNodeMaxLength int -> bool
hudBuilder.setEditNodeString int -> bool
hudBuilder.setHoverInMiddlePos int int -> bool
hudBuilder.setHoverMaxValue float -> bool
hudBuilder.setHoverWidthLength float float -> bool
hudBuilder.setListNodeBackgroundColor float float float -> bool
hudBuilder.setListNodeBorder int int int -> bool
hudBuilder.setListNodeBorderColor float float float -> bool
hudBuilder.setListNodeConCmd int std::string -> bool
hudBuilder.setListNodeData int -> bool
hudBuilder.setListNodeFont std::string int -> bool
hudBuilder.setListNodeOutline bool -> bool
hudBuilder.setListNodeRowSpacing int -> bool
hudBuilder.setListNodeScrollbar int int -> bool
hudBuilder.setListNodeScrollbarBackgroundColor float float float -> bool
hudBuilder.setListNodeScrollbarColor float float float -> bool
hudBuilder.setListNodeSelectColor float float float -> bool
hudBuilder.setMaxiPos Vec2 -> bool
hudBuilder.setMaxiSize Vec2 -> bool
hudBuilder.setMiniPos Vec2 -> bool
hudBuilder.setMiniSize Vec2 -> bool
hudBuilder.setModifyer float -> void
hudBuilder.setNodeAlphaVariable std::string -> bool
hudBuilder.setNodeColor float float float -> bool
hudBuilder.setNodeInTime float -> bool
hudBuilder.setNodeLogicShowVariable std::string std::string int -> bool
hudBuilder.setNodeOffset int int -> bool
hudBuilder.setNodeOutTime float -> bool
hudBuilder.setNodePos int int -> bool
hudBuilder.setNodePosVariable int std::string -> bool
hudBuilder.setNodeRGBVariables std::string std::string std::string -> bool
hudBuilder.setNodeShowVariable std::string -> bool
hudBuilder.setNodeSize int int -> bool
hudBuilder.setObjectMarkerNodeLockOnType int -> bool
hudBuilder.setObjectMarkerNodeLockText bool std::string -> bool
hudBuilder.setObjectMarkerNodeLockTextOffset int int -> bool
hudBuilder.setObjectMarkerNodeObjects int -> bool
hudBuilder.setObjectMarkerNodeTexture int std::string -> bool
hudBuilder.setObjectMarkerNodeTextureSize int int int -> bool
hudBuilder.setObjectMarkerNodeWeapon int -> bool
hudBuilder.setObjectSelectionNodePointerSize int int -> bool
hudBuilder.setOccupiedNodeData int -> bool
hudBuilder.setOccupiedNodePosVariable int std::string -> bool
hudBuilder.setPictureNodeAlphaMask std::string -> bool
hudBuilder.setPictureNodeBorder int int int -> bool
hudBuilder.setPictureNodeBorderColor float float float -> bool
hudBuilder.setPictureNodeCenterPoint int int -> bool
hudBuilder.setPictureNodeRotateVariable std::string -> bool
hudBuilder.setPictureNodeRotation int -> bool
hudBuilder.setPictureNodeTexture std::string -> bool
hudBuilder.setPictureNodeVariableTexture std::string -> bool
hudBuilder.setSliderNodeChild std::string -> bool
hudBuilder.setSliderNodeData std::string -> bool
hudBuilder.setTextNodeOutLine std::string -> bool
hudBuilder.setTextNodeOutLineOffset float float -> bool
hudBuilder.setTextNodeString std::string -> bool
hudBuilder.setTextNodeStringVariable std::string -> bool
hudBuilder.setTextNodeStyle std::string int -> bool
hudBuilder.setTileNodeOptions int int int -> bool
hudBuilder.setTranformListNodeOffset int int -> bool
hudBuilder.setTranformListNodePosVariable int std::string -> bool
hudBuilder.setZoomIcons bool -> bool
hudItems.setBool std::string bool -> void
hudItems.setFloat std::string float -> void
hudItems.setString std::string std::string -> void
hudManager.addFavouriteServer bool -> void
hudManager.addTextureAtlas std::string -> void
hudManager.enableSayAllChatBox bool -> void
hudManager.enableSaySquadChatBox bool -> void
hudManager.enableSayTeamChatBox bool -> void
hudManager.refresh -> bool
hudManager.setCommMousePos int int -> bool
hudManager.setCommMouseSensitivity int -> bool
hudManager.setCommPos int int -> bool
hudManager.setCommSize int int -> bool
hudManager.setDisplayControlpoints bool -> void
hudManager.setDisplayTickets bool -> void
hudManager.setDone bool -> void
hudManager.setMapStatic bool -> void
hudManager.setMaximumNrOfCPs int -> void
hudManager.setMouseTextureArtillery std::string -> bool
hudManager.setMouseTextureCancel std::string -> bool
hudManager.setMouseTextureEmpty std::string -> bool
hudManager.setMouseTextureFull std::string -> bool
hudManager.setMouseTextureSupply std::string -> bool
hudManager.setMouseTextureUAV std::string -> bool
hudManager.setPaint bool -> void
hudManager.setPointerMouseSensitivity int -> bool
hudManager.setPointerSize int int -> bool
hudManager.setSpottedAngle float -> void
hudManager.setSpottedMenuPos int int -> bool
hudManager.setSpottedMenuSize int int -> bool
hudManager.setSpottedMousePos int int -> bool
hudManager.setTargetTop float -> void
hudManager.setUpdate bool -> void
ingameHelp.showIngameHelp std::string float -> void
InputDevices.setAxisScale InputDeviceFlags InputDeviceAxes float -> bool
InputDevices.setInvertAxis InputDeviceFlags InputDeviceAxes bool -> bool
itemSelection.setReverseItems bool -> void
levelsList.setVoteMapShow int -> void
levelsList.singleClick int -> void
lightManager.ambientColor Vec3 -> Vec3
lightManager.defaultEffectLightAffectionFactor float -> float
lightManager.dynamicPointColor Vec3 -> Vec3
lightManager.dynamicPointColorHigh Vec3 -> Vec3
lightManager.dynamicPointColorLow Vec3 -> Vec3
lightManager.dynamicPointScale float -> float
lightManager.effectShadowColor Vec3 -> Vec3
lightManager.effectSunColor Vec3 -> Vec3
lightManager.enableStencilCullerReset bool -> bool
lightManager.enableSun bool -> bool
lightManager.groundHemi std::string -> std::string
lightManager.hemiLerpBias float -> float
lightManager.init -> void
lightManager.lightCullDistance float -> float
lightManager.lightMapAmbientAlphaCutoffRange Vec2 -> Vec2
lightManager.maxLightsPerBundledMesh int -> int
lightManager.maxLightsPerSkinnedMesh int -> int
lightManager.maxLightsPerStaticMesh int -> int
lightManager.maxLightsPerTerrainPatch int -> int
lightManager.maxLodForMaterialBatching int -> int
lightManager.singlePointColor Vec3 -> Vec3
lightManager.singlePointColorHigh Vec3 -> Vec3
lightManager.singlePointColorLow Vec3 -> Vec3
lightManager.skinnedMeshShaderLodDistance float -> float
lightManager.skyColor Vec3 -> Vec3
lightManager.skyColorHigh Vec3 -> Vec3
lightManager.skyColorLow Vec3 -> Vec3
lightManager.staticLightBlendingTime double -> double
lightManager.staticSkyColor Vec3 -> Vec3
lightManager.staticSkyColorHigh Vec3 -> Vec3
lightManager.staticSkyColorLow Vec3 -> Vec3
lightManager.staticSpecularColor Vec3 -> Vec3
lightManager.staticSunColor Vec3 -> Vec3
lightManager.sunColor Vec3 -> Vec3
lightManager.sunColorHigh Vec3 -> Vec3
lightManager.sunColorLow Vec3 -> Vec3
lightManager.sunDirection Vec3 -> Vec3
lightManager.sunSpecColor Vec3 -> Vec3
lightManager.sunSpecColorHigh Vec3 -> Vec3
lightManager.sunSpecColorLow Vec3 -> Vec3
lightManager.treeAmbientColor Vec3 -> Vec3
lightManager.treeSkyColor Vec3 -> Vec3
lightManager.treeSunColor Vec3 -> Vec3
localPlayer.commanderSelectDelay float -> float
localPlayer.firstCommanderSelectDelay float -> float
localProfile.addDemoBookmark std::string std::string std::string -> void
localProfile.save -> bool
localProfile.setEmail std::string -> std::string
localProfile.setGamespyNick std::string -> std::string
localProfile.setName std::string -> std::string
localProfile.setNick std::string -> std::string
localProfile.setNumTimesLoggedIn int -> int
localProfile.setPassword std::string -> std::string
localProfile.setTotalPlayedTime float -> void
maplist.append std::string std::string int -> bool
maplist.clear -> bool
maplist.configFile std::string -> std::string
maplist.currentMap -> int
maplist.insert int std::string std::string -> bool
maplist.list -> std::string
maplist.load -> bool
maplist.mapCount -> int
maplist.remove int -> int
maplist.save -> bool
material.active unsigned int -> unsigned int
material.damageLoss float -> float
material.elasticity float -> float
material.friction float -> float
material.hasWaterPhysics bool -> bool
material.isBarbwire bool -> bool
material.isOneSided bool -> bool
material.isSeeThrough bool -> bool
materialManager.attMaterial unsigned int -> void
materialManager.createCell unsigned int unsigned int -> void
materialManager.damageMod float -> float
materialManager.defMaterial unsigned int -> void
materialManager.setDecalTemplate unsigned int IObjectTemplate_ptrproxy -> void
materialManager.setEffectTemplate unsigned int IObjectTemplate_ptrproxy -> void
materialManager.setSoundTemplate unsigned int IObjectTemplate_ptrproxy -> void
material.maxDamageLoss float -> float
material.minDamageLoss float -> float
material.name std::string -> std::string
material.overrideNeverPenetrate bool -> bool
material.penetrationDeviation float -> float
material.projectileCollisionHardness float -> float
material.resistance float -> float
material.type int -> int
menuTeamManager.addKit std::string -> void
menuTeamManager.addTeam std::string std::string -> void
menuTeamManager.addWeapon std::string int int -> void
menuTeamManager.setTeamId int -> void
minimap.setCommanderOffset Vec2 -> void
minimap.setCurrOrderList int -> void
minimap.setDestinationBlend int -> void
minimap.setFilterColor float float float -> void
minimap.setFullScreenZoom int -> void
minimap.setPaintAllKits -> void
minimap.setPaintAllVehicles -> void
minimap.setPaintKit int -> void
minimap.setPaintVehicle int -> void
minimap.setSourceBlend int -> void
minimap.setZoom -> void
minimap.toggleShowKits -> void
nametags.createBar NametagItemIDs int int -> void
nametags.createIcon NametagItemIDs -> void
nametags.deathFadeOutTime float -> float
nametags.deployableDistance double -> double
nametags.enemyDotLimit float -> float
nametags.enemyTagDelayTime double -> double
nametags.enemyTagFadeInTime double -> double
nametags.enemyTagFadeOutTime double -> double
nametags.getCullDistance TagType -> Vec2
nametags.manDownFadeOutTime float -> float
nametags.maxCallDistance float -> float
nametags.maxFriendlyDistance float -> float
nametags.setCullDistance TagType Vec2 -> void
nametags.setTexture int std::string int -> void
nametags.vehicleNametagOffset float -> float
nametags.vehicleNametagOffsetFactor float -> float
networkableInfo.createNewInfo std::string -> void
networkableInfo.deleteInfo std::string -> void
networkableInfo.setBasePriority float -> void
networkableInfo.setForceNetworkableId bool -> void
networkableInfo.setIsUnique bool -> void
networkableInfo.setPredictionMode PredictionMode -> void
network.globalPredictionMode PredictionMode -> PredictionMode
object.absolutePosition Vec3 -> Vec3
object.absolutePositionSecondary Vec3 -> Vec3
object.absoluteTransformation Mat4 -> Mat4
Object.active world::IObject_ptrproxy -> world::IObject_ptrproxy
object.addAbsolutePoint -> void
object.attenuationRange1 float -> float
object.attenuationRange2 float -> float
object.color Vec3 -> Vec3
object.coneAngle1 float -> float
object.coneAngle2 float -> float
Object.create world::IObjectTemplate_ptrproxy Vec3 Vec3 -> world::IObject_ptrproxy
Object.delete world::IObject_ptrproxy -> void
Object.deleteAll -> std::string
object.direction Vec3 -> Vec3
object.disableChildren bool -> bool
objectDrawer.collectPlanesDistance float -> float
objectDrawer.drawDebugPlanes bool -> bool
objectDrawer.faceForwardThreshold float -> float
objectDrawer.showCullStats bool -> bool
objectDrawer.useExactTest bool -> bool
objectDrawer.useOcclusion bool -> bool
Object.forceStart world::IObject_ptrproxy -> void
Object.forceStop world::IObject_ptrproxy -> void
object.fov float -> float
object.geometry.color Vec4 -> Vec4
object.geometry.GenerateLightmapForThisInstance bool -> bool
object.geometry.loadMesh std::string -> void
object.geometry.subGeometry int -> int
object.geometry.subGeometryCount -> int
object.geometry.technique std::string -> std::string
object.geometry.template -> IGeometryTemplate*
object.getControlPointId -> int
Object.getGroundPos Vec3 -> Vec3
object.getLightSourceMask -> int
object.getVisibleTeam -> int
object.group int -> int
object.hasCollision bool -> bool
object.hasUpdate bool -> bool
object.HDRIntensity float -> float
Object.info world::IObject_ptrproxy -> std::string
object.initGrid Vec2 Vec2 int -> void
object.isInGrid bool -> bool
object.isOvergrowth bool -> bool
object.isSaveable bool -> bool
object.isVisible bool -> bool
object.layer int -> int
Object.list -> std::string
Object.listObjectsOfTemplate world::IObjectTemplate_ptrproxy -> std::string
Object.loadAll std::string -> bool
objectManager.drawStats int -> int
object.name std::string -> std::string
object.notInAI bool -> bool
Object.printScript world::IObject_ptrproxy -> std::string
object.rotation Vec3 -> Vec3
object.rotationSecondary Vec3 -> Vec3
Object.saveAll std::string -> bool
object.scale Vec3 -> Vec3
object.setActive bool -> void
object.setAsSkyLight -> void
object.setControlPointId int -> void
object.setIsDisabledRecursive bool -> void
object.setIsInTweakModeRecursive bool -> void
object.setIsInTweakModeRecursive bool -> void
object.setIsSaveableRecursive bool -> void
object.setIsVisibleRecursive bool -> void
object.setLightSourceMask int -> void
Object.setObjectToGround world::IObject_ptrproxy -> Vec3
object.setTeam int -> void
object.setVisibleTeam int -> void
object.spawnOffset Vec3 -> Vec3
Object.start world::IObject_ptrproxy -> void
Object.stop world::IObject_ptrproxy -> void
object.team int -> int
object.template -> const IObjectTemplate*
objectTemplate.3dMapIcon int -> int
objectTemplate.3dMapIcon int -> int
objectTemplate.ability.hasAmmoAbility bool -> bool
objectTemplate.ability.hasHealingAbility bool -> bool
objectTemplate.ability.hasRepairingAbility bool -> bool
objectTemplate.ability.radarRadius int -> int
objectTemplate.abilityHud.ammoSound std::string -> std::string
objectTemplate.abilityHud.healingSound std::string -> std::string
objectTemplate.abilityHud.repairingSound std::string -> std::string
objectTemplate.abilityInVehicleMaterial int -> int
objectTemplate.abilityInVehicleRadius float -> float
objectTemplate.abilityInVehicleStrength float -> float
objectTemplate.abilityRestoreRate float -> float
objectTemplate.acceleration Math::Vec3 -> Math::Vec3
objectTemplate.acceleration float -> float
objectTemplate.accumulate bool -> bool
ObjectTemplate.active world::IObjectTemplate_ptrproxy -> world::IObjectTemplate_ptrproxy
ObjectTemplate.activeSafe std::string world::IObjectTemplate_ptrproxy -> void
objectTemplate.addAmmoType int int float -> void
objectTemplate.addChild bool -> bool
objectTemplate.addEmitterSpeed bool -> bool
objectTemplate.addKitVehicleMod std::string int -> void
objectTemplate.addLinePoint Vec2 -> void
objectTemplate.addPcoPosId int -> void
objectTemplate.addTargetObjectTypeToWatch int -> void
objectTemplate.addTemplate std::string -> void
objectTemplate.addToCollisionGroup U32 -> void
objectTemplate.addToProjectileList bool -> bool
objectTemplate.addTriggerableTarget std::string -> void
objectTemplate.addVehicleType std::string int float -> void
objectTemplate.addVehicleType VehicleCategory -> void
objectTemplate.addWorkOnMaterial int -> void
objectTemplate.affectingType int -> int
objectTemplate.affectLightmappedObjects bool -> bool
objectTemplate.AgeScaleFactorFromAcceleration Vec2 -> Vec2
objectTemplate.AgeScaleFactorFromAltitude Vec2 -> Vec2
objectTemplate.AgeScaleFactorFromEngine Vec2 -> Vec2
objectTemplate.AgeScaleFactorFromRotationalSpeed Vec2 -> Vec2
objectTemplate.AgeScaleFactorFromSpeed Vec2 -> Vec2
objectTemplate.AgeScaleFactorFromSpeedInDof Vec2 -> Vec2
objectTemplate.AgeScaleFactorRange Vec2 -> Vec2
objectTemplate.AgeScaleFactorUsed bool -> bool
objectTemplate.airFlowAffect float -> float
objectTemplate.airFriction float -> float
objectTemplate.airResistance float -> float
objectTemplate.airResistanceGraph Vec4 -> Vec4
objectTemplate.aiTemplate std::string -> std::string
objectTemplate.alignEffectTransformation bool -> bool
objectTemplate.alignRotationToSpeed bool -> bool
objectTemplate.allowDucking bool -> bool
objectTemplate.allowInsideDynamicLights bool -> bool
objectTemplate.allowInsideStaticSun bool -> bool
objectTemplate.alphaCull float -> float
objectTemplate.alphaIntensityFromAcceleration Vec2 -> Vec2
objectTemplate.alphaIntensityFromAltitude Vec2 -> Vec2
objectTemplate.alphaIntensityFromEngine Vec2 -> Vec2
objectTemplate.alphaIntensityFromRotationalSpeed Vec2 -> Vec2
objectTemplate.alphaIntensityFromSpeed Vec2 -> Vec2
objectTemplate.alphaIntensityFromSpeedInDof Vec2 -> Vec2
objectTemplate.alphaIntensityRange Vec2 -> Vec2
objectTemplate.alphaIntensityUsed bool -> bool
objectTemplate.alphaOverTime OverTimeDistribution -> OverTimeDistribution
objectTemplate.alternateTemplate0 std::string -> std::string
objectTemplate.alternateTemplate1 std::string -> std::string
objectTemplate.alternateTemplate2 std::string -> std::string
objectTemplate.alternateTemplate3 std::string -> std::string
objectTemplate.alternateTemplate4 std::string -> std::string
objectTemplate.altSoldierExitPosition Vec3 -> Vec3
objectTemplate.ammo.abilityCost float -> float
objectTemplate.ammo.abilityDrain float -> float
objectTemplate.ammo.abilityMaterial int -> int
objectTemplate.ammo.abilityRadius float -> float
objectTemplate.ammo.abilityStrength float -> float
objectTemplate.ammo.ammoType int -> int
objectTemplate.ammo.autoReload bool -> bool
objectTemplate.ammo.changeMagAt float -> float
objectTemplate.ammo.firstShotExtraTime float -> float
objectTemplate.ammo.instantReloadOnEnable bool -> bool
objectTemplate.ammo.lastShotExtraTime float -> float
objectTemplate.ammo.magLinkWeapon std::string -> std::string
objectTemplate.ammo.magSize int -> int
objectTemplate.ammo.minimumTimeUntilReload float -> float
objectTemplate.ammo.nrOfMags int -> int
objectTemplate.ammo.onlyActiveWhileFiring bool -> bool
objectTemplate.ammo.reloadAmount int -> int
objectTemplate.ammo.reloadTime float -> float
objectTemplate.ammo.reloadWithoutPlayer bool -> bool
objectTemplate.ammo.replenishingType ReplenishingType -> ReplenishingType
objectTemplate.ammo.toggleWhenNoAmmo bool -> bool
objectTemplate.ammoStorageSize float -> float
objectTemplate.anchor Vec3 -> Vec3
objectTemplate.anchorOffset Vec3 -> Vec3
objectTemplate.animatedUVRotation int -> int
objectTemplate.animatedUVRotationIndex int -> int
objectTemplate.animatedUVRotationRadius float -> float
objectTemplate.animatedUVRotationReverse bool -> bool
objectTemplate.animatedUVRotationScale Vec2 -> Vec2
objectTemplate.animatedUVTranslation bool -> bool
objectTemplate.animatedUVTranslationIndex int -> int
objectTemplate.animatedUVTranslationMax Vec2 -> Vec2
objectTemplate.animatedUVTranslationReverse bool -> bool
objectTemplate.animatedUVTranslationSize Vec2 -> Vec2
objectTemplate.animatedUVTranslationSpeed Vec2 -> Vec2
objectTemplate.animation.animateOnZoom bool -> bool
objectTemplate.animation.loopingFire float -> float
objectTemplate.animation.shiftDelay float -> float
objectTemplate.animation.useShiftAnimation bool -> bool
objectTemplate.animationEnable bool -> bool
objectTemplate.animationEnable bool -> bool
objectTemplate.animationEnable bool -> bool
objectTemplate.animationEnable bool -> bool
objectTemplate.animationFrameCount int -> int
objectTemplate.animationFrameCount int -> int
objectTemplate.animationFrameCount int -> int
objectTemplate.animationFrameCount int -> int
objectTemplate.animationFrameCountX int -> int
objectTemplate.animationFrameCountX int -> int
objectTemplate.animationFrameCountX int -> int
objectTemplate.animationFrameCountX int -> int
objectTemplate.animationFrameHeight int -> int
objectTemplate.animationFrameHeight int -> int
objectTemplate.animationFrameHeight int -> int
objectTemplate.animationFrameHeight int -> int
objectTemplate.animationFrameWidth int -> int
objectTemplate.animationFrameWidth int -> int
objectTemplate.animationFrameWidth int -> int
objectTemplate.animationFrameWidth int -> int
objectTemplate.animationPlayOnce bool -> bool
objectTemplate.animationPlayOnce bool -> bool
objectTemplate.animationRandomizedStartFrame bool -> bool
objectTemplate.animationRandomizedStartFrame bool -> bool
objectTemplate.animationRandomizedStartFrame bool -> bool
objectTemplate.animationSpeed float -> float
objectTemplate.animationSpeed float -> float
objectTemplate.animationSpeed float -> float
objectTemplate.animationSpeed float -> float
objectTemplate.animationSystem1P std::string -> void
objectTemplate.animationSystem1P std::string -> void
objectTemplate.animationSystem3P std::string -> void
objectTemplate.animationSystem3P std::string -> void
objectTemplate.antenna.accelerationFactor float -> float
objectTemplate.antenna.damping float -> float
objectTemplate.antenna.maxSwayAngle Vec2 -> Vec2
objectTemplate.antenna.skeleton std::string -> std::string
objectTemplate.antenna.speedFactor float -> float
objectTemplate.antenna.stiffness float -> float
objectTemplate.areaValueTeam1 U32 -> U32
objectTemplate.areaValueTeam2 U32 -> U32
objectTemplate.armingDelay float -> float
objectTemplate.armor.addArmorEffect int std::string Vec3 -> void
objectTemplate.armor.addArmorEffectSpectacular int std::string Vec3 -> void
objectTemplate.armor.addWreckArmorEffect int std::string Vec3 -> void
objectTemplate.armor.alignLastEffectToHitDirection bool -> bool
objectTemplate.armor.angleMod float -> float
objectTemplate.armor.attackDamage float -> float
objectTemplate.armor.canBeDestroyed bool -> bool
objectTemplate.armor.canBeRepairedWhenWreck bool -> bool
objectTemplate.armor.criticalDamage float -> float
objectTemplate.armor.deepWaterDamageDelay float -> float
objectTemplate.armor.deepWaterLevel float -> float
objectTemplate.armor.defaultMaterial int -> int
objectTemplate.armor.destroyOnSpectacularDeath bool -> bool
objectTemplate.armor.explosionDamage float -> float
objectTemplate.armor.explosionForce float -> float
objectTemplate.armor.explosionForceMax float -> float
objectTemplate.armor.explosionForceMod float -> float
objectTemplate.armor.explosionMaterial int -> int
objectTemplate.armor.explosionRadius float -> float
objectTemplate.armor.hideChildrenOnSpectacularDeath bool -> bool
objectTemplate.armor.hitPoints float -> float
objectTemplate.armor.hpLostWhileCriticalDamage float -> float
objectTemplate.armor.hpLostWhileInDeepWater float -> float
objectTemplate.armor.hpLostWhileInWater float -> float
objectTemplate.armor.hpLostWhileUpSideDown float -> float
objectTemplate.armor.maxHitPoints float -> float
objectTemplate.armor.showDamageAsDirt float -> float
objectTemplate.armor.speedMod float -> float
objectTemplate.armor.timeToStayAfterDestroyed float -> float
objectTemplate.armor.timeToStayAsWreck float -> float
objectTemplate.armor.useMMOnDeath bool -> bool
objectTemplate.armor.waterDamageDelay float -> float
objectTemplate.armor.waterLevel float -> float
objectTemplate.armor.wreckDelay float -> float
objectTemplate.armor.wreckExplosionDamage float -> float
objectTemplate.armor.wreckExplosionForce float -> float
objectTemplate.armor.wreckExplosionForceMax float -> float
objectTemplate.armor.wreckExplosionForceMod float -> float
objectTemplate.armor.wreckExplosionMaterial int -> int
objectTemplate.armor.wreckExplosionRadius float -> float
objectTemplate.armor.wreckHitPoints float -> float
objectTemplate.artPos bool -> bool
objectTemplate.attachClimberRadius float -> float
objectTemplate.attachToEventObject bool -> bool
objectTemplate.attackSpeed float -> float
objectTemplate.attenuationRange1 float -> float
objectTemplate.attenuationRange2 float -> float
objectTemplate.audio.newStyleAudio bool -> bool
objectTemplate.audio.transformationRelativeRoot bool -> bool
objectTemplate.audioReset -> void
objectTemplate.automaticPitchStabilization bool -> bool
objectTemplate.automaticReset bool -> bool
objectTemplate.automaticYawStabilization bool -> bool
objectTemplate.autoUseAbility int -> int
objectTemplate.averageTimeBetweenTests float -> float
objectTemplate.averageTimeBetweenTests float -> float
objectTemplate.awakeTime float -> float
objectTemplate.blendMode std::string -> std::string
objectTemplate.blockInputOnRotBundle std::string -> std::string
objectTemplate.blurryVisionHoldTime float -> float
objectTemplate.blurryVisionTime float -> float
objectTemplate.boneName std::string -> std::string
objectTemplate.bounceDamping float -> float
objectTemplate.bounceLength float -> float
objectTemplate.bounceSensitivity float -> float
objectTemplate.bounceStrength float -> float
objectTemplate.boundingRadiusModifierWhenOccupied float -> float
objectTemplate.cameraId int -> int
objectTemplate.cameraShakeMaxSpeed float -> float
objectTemplate.cameraShakeSensitivity float -> float
objectTemplate.cameraShakeStartSpeed float -> float
objectTemplate.cameraSwayDofMax float -> float
objectTemplate.cameraSwayDofMin float -> float
objectTemplate.cameraSwayRightMax float -> float
objectTemplate.cameraSwayRightMin float -> float
objectTemplate.cameraSwayRodLength float -> float
objectTemplate.cameraSwaySensitivity float -> float
objectTemplate.cameraSwaySpringDamping float -> float
objectTemplate.cameraSwaySpringStrength float -> float
objectTemplate.canFireGuiIndex int -> int
objectTemplate.cannotFireGuiIndex int -> int
objectTemplate.cannotFireTimer float -> float
objectTemplate.canPickup bool -> bool
objectTemplate.canReverse bool -> bool
objectTemplate.capMaxSpeed bool -> bool
objectTemplate.castsDynamicShadow bool -> bool
objectTemplate.castsDynamicShadow bool -> bool
objectTemplate.castsStaticShadow bool -> bool
objectTemplate.centerOfCollisionOffset Vec3 -> Vec3
objectTemplate.centerOfCollisionOffset Vec3 -> Vec3
objectTemplate.centerOfMassOffset Vec3 -> Vec3
objectTemplate.centerOfMassOffset Vec3 -> Vec3
objectTemplate.chance float -> float
objectTemplate.chance float -> float
objectTemplate.changeLodAt float -> float
objectTemplate.chaseAngle float -> float
objectTemplate.chaseDistance float -> float
objectTemplate.chaseOffset Vec3 -> Vec3
objectTemplate.clearTemplateList -> void
objectTemplate.clientHitDetection bool -> bool
objectTemplate.climbableAngle float -> float
objectTemplate.climbersAttachForce float -> float
objectTemplate.climbingSpeed float -> float
objectTemplate.clockwise bool -> bool
objectTemplate.cockpitLod int -> int
objectTemplate.cockpitLod U32 -> U32
objectTemplate.cockpitSubGeom int -> int
objectTemplate.cockpitSubGeom U32 -> U32
objectTemplate.collision.bouncing bool -> bool
objectTemplate.collision.bouncing bool -> bool
objectTemplate.collision.bouncing bool -> bool
objectTemplate.collision.bouncing bool -> bool
objectTemplate.collision.hasCollisionEffect bool -> bool
objectTemplate.collision.hasCollisionEffect bool -> bool
objectTemplate.collision.hasCollisionEffect bool -> bool
objectTemplate.collision.hasCollisionEffect bool -> bool
objectTemplate.collision.maxStickAngle float -> float
objectTemplate.collision.replenishingStrength float -> float
objectTemplate.collision.replenishingType ReplenishingType -> ReplenishingType
objectTemplate.collision.restoreHP float -> float
objectTemplate.collision.resurrectDamage float -> float
objectTemplate.collision.stickToStaticObjects bool -> bool
objectTemplate.collision.stickToTerrain bool -> bool
objectTemplate.collision.stickToVehicles bool -> bool
objectTemplate.collisionEffectName std::string -> std::string
objectTemplate.collisionEnable bool -> bool
objectTemplate.collisionGroups U32 -> U32
objectTemplate.collisionGroups U32 -> U32
objectTemplate.collisionMesh std::string -> void
objectTemplate.collisionMesh std::string -> std::string
objectTemplate.collisionPart int -> int
objectTemplate.collisionPart int -> int
objectTemplate.collisionSpeedAlongNormal float -> float
objectTemplate.collisionSpeedAlongPlane float -> float
objectTemplate.collisionStartRadius float -> float
objectTemplate.color Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
objectTemplate.color Vec3ColorFloat -> Vec3ColorFloat
objectTemplate.color1 Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
objectTemplate.color2 Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
objectTemplate.colorBlendGraph Vec4 -> Vec4
objectTemplate.coneAngle1 float -> float
objectTemplate.coneAngle2 float -> float
objectTemplate.coneDirection Vec3 -> Vec3
objectTemplate.coneInnerAngle float -> float
objectTemplate.coneOuterAngle float -> float
objectTemplate.coneOuterVolume float -> float
objectTemplate.constantForce float -> float
objectTemplate.constantRpm bool -> bool
objectTemplate.continousRotationSpeed Math::Vec3 -> Math::Vec3
objectTemplate.controlPointId int -> int
objectTemplate.controlPointId int -> int
objectTemplate.ControlPointId U32 -> U32
objectTemplate.controlPointName std::string -> std::string
objectTemplate.controlsCategory dice::hfe::world::VehicleCategory -> dice::hfe::world::VehicleCategory
objectTemplate.coolDownPerSec float -> float
objectTemplate.coolingFactor float -> float
objectTemplate.copyLinksCount int -> int
ObjectTemplate.create std::string std::string -> IObjectTemplate*
objectTemplate.createComponent std::string -> void
objectTemplate.createdInEditor bool -> bool
objectTemplate.createInvisible bool -> bool
objectTemplate.createNotInGrid bool -> bool
objectTemplate.createVisibleInEditor bool -> bool
objectTemplate.crewKitIndex int -> int
objectTemplate.crosshairFireTime float -> float
objectTemplate.cullRadiusScale float -> float
objectTemplate.CVMChase bool -> bool
objectTemplate.CVMExternTrace bool -> bool
objectTemplate.CVMFlyBy bool -> bool
objectTemplate.CVMFrontChase bool -> bool
objectTemplate.CVMInside bool -> bool
objectTemplate.CVMNose bool -> bool
objectTemplate.CVMTrace bool -> bool
objectTemplate.cycles int -> int
objectTemplate.damage float -> float
objectTemplate.damage float -> float
objectTemplate.damagedAmbientSoundLimit float -> float
objectTemplate.damageForBeingOutSideWorld float -> float
objectTemplate.damageMandownSoldiers bool -> bool
objectTemplate.damageOwner bool -> bool
objectTemplate.damageSpeed float -> float
objectTemplate.damageWhenLost float -> float
objectTemplate.dampenSprintRotationalForceInAirMod float -> float
objectTemplate.dampHorizontalVel float -> float
objectTemplate.dampHorizontalVelFactor float -> float
objectTemplate.damping float -> float
objectTemplate.deAcceleration Math::Vec3 -> Math::Vec3
objectTemplate.debugAutoRotate bool -> bool
objectTemplate.debugForceGearUp bool -> bool
objectTemplate.decalTextureName std::string -> std::string
objectTemplate.decreaseAngleToZero bool -> bool
objectTemplate.decreaseAngleToZeroSpeed float -> float
objectTemplate.decreaseAngleToZeroVerticalVel float -> float
objectTemplate.defaultAngleOfAttack float -> float
objectTemplate.defaultWeaponIndex int -> int
objectTemplate.degradeDropStrength float -> float
objectTemplate.degradeThrowStrength float -> float
objectTemplate.degradeThrowStrength2 float -> float
objectTemplate.delay RandomDistribution -> RandomDistribution
objectTemplate.delayBeforeCycle float -> float
objectTemplate.delayBeforeEnd float -> float
objectTemplate.delayBeforeStart float -> float
objectTemplate.delayToUse float -> float
ObjectTemplate.delete world::IObjectTemplate_ptrproxy -> void
objectTemplate.deleteComponent std::string -> void
objectTemplate.deployAnimationTime float -> float
objectTemplate.destroyableWindowsTemplate std::string -> std::string
objectTemplate.destroyOnExit bool -> bool
objectTemplate.destroyWhenEmptyStorage bool -> bool
objectTemplate.detonateAfterProjectileStopped bool -> bool
objectTemplate.detonateAfterProjectileStoppedMinSpeed float -> float
objectTemplate.detonation.allowFriendlyFireDetonation bool -> bool
objectTemplate.detonation.detectionRadius float -> float
objectTemplate.detonation.detonateDistanceToTarget float -> float
objectTemplate.detonation.detonateOnWaterCollision bool -> bool
objectTemplate.detonation.effectRotation Vec3 -> Vec3
objectTemplate.detonation.endEffectTemplate std::string -> std::string
objectTemplate.detonation.explosionConeAngle float -> float
objectTemplate.detonation.explosionDamage float -> float
objectTemplate.detonation.explosionForce float -> float
objectTemplate.detonation.explosionInnerConeRadius float -> float
objectTemplate.detonation.explosionLineOfSightMinimumDamage float -> float
objectTemplate.detonation.explosionMaterial int -> int
objectTemplate.detonation.explosionRadius float -> float
objectTemplate.detonation.explosionSoldierLineOfSight float -> float
objectTemplate.detonation.explosionSoldierLineOfSightHealRate float -> float
objectTemplate.detonation.explosionSoldierLineOfSightTimer float -> float
objectTemplate.detonation.explosionYMod float -> float
objectTemplate.detonation.flashbangAdditiveGlowMaxAlpha float -> float
objectTemplate.detonation.flashbangAdditiveGlowMaxHealTime float -> float
objectTemplate.detonation.flashbangAdditiveGlowMaxHoldTime float -> float
objectTemplate.detonation.flashbangAdditiveGlowMaxRampTime float -> float
objectTemplate.detonation.flashbangAdditiveGlowMinAlpha float -> float
objectTemplate.detonation.flashbangAdditiveGlowMinHealTime float -> float
objectTemplate.detonation.flashbangAdditiveGlowMinHoldTime float -> float
objectTemplate.detonation.flashbangBillboardMaxAlpha float -> float
objectTemplate.detonation.flashbangBillboardMaxHealTime float -> float
objectTemplate.detonation.flashbangBillboardMaxHoldTime float -> float
objectTemplate.detonation.flashbangBillboardMaxRampTime float -> float
objectTemplate.detonation.flashbangBillboardMinAlpha float -> float
objectTemplate.detonation.flashbangBillboardMinHealTime float -> float
objectTemplate.detonation.flashbangBillboardMinHoldTime float -> float
objectTemplate.detonation.flashbangMotionBlurMaxAlpha float -> float
objectTemplate.detonation.flashbangMotionBlurMaxHealTime float -> float
objectTemplate.detonation.flashbangMotionBlurMaxHoldTime float -> float
objectTemplate.detonation.flashbangMotionBlurMaxRampTime float -> float
objectTemplate.detonation.flashbangMotionBlurMinAlpha float -> float
objectTemplate.detonation.flashbangMotionBlurMinHealTime float -> float
objectTemplate.detonation.flashbangMotionBlurMinHoldTime float -> float
objectTemplate.detonation.flashbangRadiusWithNightVision float -> float
objectTemplate.detonation.invisibleAtEndEffect bool -> bool
objectTemplate.detonation.maxDepthForExplosion float -> float
objectTemplate.detonation.minDetonationSpeed float -> float
objectTemplate.detonation.playMaterialEffectAtSurface bool -> bool
objectTemplate.detonation.radiusDetonateWithAirVehicles bool -> bool
objectTemplate.detonation.replenishingStrength float -> float
objectTemplate.detonation.replenishingType ReplenishingType -> ReplenishingType
objectTemplate.detonation.showMineIndicationIcon bool -> bool
objectTemplate.detonation.stopAtEndEffect bool -> bool
objectTemplate.detonation.timeUntilCanDetonate float -> float
objectTemplate.detonation.triggerAngle float -> float
objectTemplate.detonation.triggerRadius float -> float
objectTemplate.detonation.triggerTime float -> float
objectTemplate.detonation.triggerType RadiusTriggerType -> RadiusTriggerType
objectTemplate.detonation.triggerVictimMinSpeed float -> float
objectTemplate.detonation.useCollisionNormal bool -> bool
objectTemplate.detonation.useMMOnEndEffect bool -> bool
objectTemplate.deviation.devModCrouch float -> float
objectTemplate.deviation.devModLie float -> float
objectTemplate.deviation.devModStand float -> float
objectTemplate.deviation.devModZoom float -> float
objectTemplate.deviation.fireDevAdd float -> float
objectTemplate.deviation.fireDevAdd float -> float
objectTemplate.deviation.fireDevMax float -> float
objectTemplate.deviation.fireDevMax float -> float
objectTemplate.deviation.fireDevSub float -> float
objectTemplate.deviation.fireDevSub float -> float
objectTemplate.deviation.minDev float -> float
objectTemplate.deviation.miscDevAddJump float -> float
objectTemplate.deviation.miscDevMax float -> float
objectTemplate.deviation.miscDevSub float -> float
objectTemplate.deviation.radius float -> float
objectTemplate.deviation.setFireDev float float float -> void
objectTemplate.deviation.setMiscDev float float float -> void
objectTemplate.deviation.setSpeedDev float float float -> void
objectTemplate.deviation.setTurnDev float float float -> void
objectTemplate.deviation.speedDevAddForward float -> float
objectTemplate.deviation.speedDevAddStrafe float -> float
objectTemplate.deviation.speedDevMax float -> float
objectTemplate.deviation.speedDevSub float -> float
objectTemplate.deviation.subProjectileDev float -> float
objectTemplate.deviation.turnDevAddPitch float -> float
objectTemplate.deviation.turnDevAddYaw float -> float
objectTemplate.deviation.turnDevMax float -> float
objectTemplate.deviation.turnDevSub float -> float
objectTemplate.differential float -> float
objectTemplate.direction Vec3 -> Vec3
objectTemplate.directionalScale float -> float
objectTemplate.disableIfEnemyInsideRadius bool -> bool
objectTemplate.disableInputWhileDucking bool -> bool
objectTemplate.disableSpawnPointsOnEnter bool -> bool
objectTemplate.disableWhenEmptyVehicle bool -> bool
objectTemplate.disableWhenEmptyVehicleDelay float -> float
objectTemplate.disableWhenLosingControl bool -> bool
objectTemplate.disableWhenWreck bool -> bool
objectTemplate.dismountAngle float -> float
objectTemplate.dismountCheckOffset float -> float
objectTemplate.distance float -> float
objectTemplate.distanceCannotEnter float -> float
objectTemplate.distToMinDamage float -> float
objectTemplate.distToStartLoseDamage float -> float
objectTemplate.dontAllowExit bool -> bool
objectTemplate.dontClearTeamOnExit bool -> bool
objectTemplate.drag float -> float
objectTemplate.drag RandomDistribution -> RandomDistribution
objectTemplate.dragModifier Vec3 -> Vec3
objectTemplate.dragModifier float -> float
objectTemplate.dragOffset Vec3 -> Vec3
objectTemplate.dragOffset Vec3 -> Vec3
objectTemplate.dragOverTime OverTimeDistribution -> OverTimeDistribution
objectTemplate.drawOrder std::string -> std::string
objectTemplate.drawOrder std::string -> std::string
objectTemplate.dropHeadwear std::string -> std::string
objectTemplate.dropStrength float -> float
objectTemplate.effectChangeWaterHeight float -> float
objectTemplate.effectOnSpawn std::string -> std::string
objectTemplate.effectTemplateBaseName std::string -> std::string
objectTemplate.elasticity float -> float
objectTemplate.emitDelay float -> float
objectTemplate.emitDirection Vec3 -> Vec3
objectTemplate.emitDirectionZFromSpeedDof bool -> bool
objectTemplate.emitFrequency float -> float
objectTemplate.emitFrequencyScaleFactorLowerBound float -> float
objectTemplate.emitPrio std::string -> std::string
objectTemplate.emitRadius Vec3 -> Vec3
objectTemplate.emitRangeX RandomDistribution -> RandomDistribution
objectTemplate.emitRangeY RandomDistribution -> RandomDistribution
objectTemplate.emitRangeZ RandomDistribution -> RandomDistribution
objectTemplate.emitScaleFactorFromAcceleration Vec2 -> Vec2
objectTemplate.emitScaleFactorFromAltitude Vec2 -> Vec2
objectTemplate.emitScaleFactorFromEngine Vec2 -> Vec2
objectTemplate.emitScaleFactorFromRotationalSpeed Vec2 -> Vec2
objectTemplate.emitScaleFactorFromSpeed Vec2 -> Vec2
objectTemplate.emitScaleFactorFromSpeedInDof Vec2 -> Vec2
objectTemplate.emitScaleFactorRange Vec2 -> Vec2
objectTemplate.emitScaleFactorUsed bool -> bool
objectTemplate.emitSpeed float -> float
objectTemplate.emitSpeedGraph Vec4 -> Vec4
objectTemplate.emitSpeedScaleFromAcceleration Vec2 -> Vec2
objectTemplate.emitSpeedScaleFromAltitude Vec2 -> Vec2
objectTemplate.emitSpeedScaleFromEngine Vec2 -> Vec2
objectTemplate.emitSpeedScaleFromRotationalSpeed Vec2 -> Vec2
objectTemplate.emitSpeedScaleFromSpeed Vec2 -> Vec2
objectTemplate.emitSpeedScaleFromSpeedInDof Vec2 -> Vec2
objectTemplate.emitSpeedScaleRange Vec2 -> Vec2
objectTemplate.emitSpeedScaleUsed bool -> bool
objectTemplate.emitterSpeedScale float -> float
objectTemplate.emitterType std::string -> std::string
objectTemplate.emitTime float -> float
objectTemplate.enabled bool -> bool
objectTemplate.enemyTicketLossWhenCaptured int -> int
objectTemplate.engineInfluence float -> float
objectTemplate.engineName std::string -> std::string
objectTemplate.engineName std::string -> std::string
objectTemplate.engineType int -> int
objectTemplate.entryRadius float -> float
objectTemplate.EntryRadius float -> float
objectTemplate.events int -> int
objectTemplate.events int -> int
objectTemplate.exitSpeedMod float -> float
objectTemplate.fadeInFactor float -> float
objectTemplate.fadeOutFactor float -> float
objectTemplate.fire.addBarrelName std::string -> void
objectTemplate.fire.addFireRate int -> void
objectTemplate.fire.addTimeEvent WeaponTrigger WeaponAction float -> void
objectTemplate.fire.altFireInput io::PlayerInputMap -> io::PlayerInputMap
objectTemplate.fire.batchSize int -> int
objectTemplate.fire.burstSize int -> int
objectTemplate.fire.busyUntilButtonRelease bool -> bool
objectTemplate.fire.detonatorObject std::string -> std::string
objectTemplate.fire.dropLod int -> int
objectTemplate.fire.dropWeaponAfterFiringDelay float -> float
objectTemplate.fire.dropWeaponAfterReloadDelay float -> float
objectTemplate.fire.fireInCameraDof bool -> bool
objectTemplate.fire.fireInCameraDofLocked bool -> bool
objectTemplate.fire.fireInput io::PlayerInputMap -> io::PlayerInputMap
objectTemplate.fire.fireLaunchDelay float -> float
objectTemplate.fire.fireLaunchDelaySoft float -> float
objectTemplate.fire.fireStartDelay RandomDistribution -> RandomDistribution
objectTemplate.fire.hideLod int -> int
objectTemplate.fire.hideWeaponAfterFiringDelay float -> float
objectTemplate.fire.hideWeaponAfterReloadDelay float -> float
objectTemplate.fire.ignoreFireButton io::PlayerInputMap -> io::PlayerInputMap
objectTemplate.fire.isBarrel std::string -> bool
objectTemplate.fire.maxProjectilesInWorld int -> int
objectTemplate.fire.onlyFireWhenProne bool -> bool
objectTemplate.fire.projectileStartPosition Vec3 -> Vec3
objectTemplate.fire.projectileStartRotation Vec3 -> Vec3
objectTemplate.fire.pullbackTime float -> float
objectTemplate.fire.radioMessageDelay float -> float
objectTemplate.fire.randomRotationSpeed float -> float
objectTemplate.fire.removeBarrelName std::string -> void
objectTemplate.fire.roundsPerMinute int -> int
objectTemplate.fire.showWeaponAfterReloadDelay float -> float
objectTemplate.fire.showWeaponAfterReloadDelay float -> float
objectTemplate.fire.showWeaponAfterReloadDelay float -> float
objectTemplate.fire.timeToReachMaxStrengthSlow float -> float
objectTemplate.fire.toggleWeaponTime float -> float
objectTemplate.fire.triggerChargesTime float -> float
objectTemplate.fire.useDummyProjectiles bool -> bool
objectTemplate.fixAxisSpring bool -> bool
objectTemplate.flagTemplateTeam0 std::string -> std::string
objectTemplate.flagTemplateTeam1 std::string -> std::string
objectTemplate.flagTemplateTeam2 std::string -> std::string
objectTemplate.flapLift float -> float
objectTemplate.flicker float -> float
objectTemplate.floaterMod float -> float
objectTemplate.floaterMod float -> float
objectTemplate.floatMaxLift float -> float
objectTemplate.floatMinLift float -> float
objectTemplate.follow.changePitch float -> float
objectTemplate.follow.changeYaw float -> float
objectTemplate.follow.maxPitch float -> float
objectTemplate.follow.maxYaw float -> float
objectTemplate.follow.minDist float -> float
objectTemplate.followStiffness float -> float
objectTemplate.force float -> float
objectTemplate.forceSustainedFire bool -> bool
objectTemplate.forceToWaterSurface bool -> bool
objectTemplate.ForSoldierOnly bool -> bool
objectTemplate.fOV float -> float
objectTemplate.fov float -> float
objectTemplate.gasCloudDamage float -> float
objectTemplate.gasCloudRadiusTime float -> float
objectTemplate.gasCloudType geom::GasCloudType -> geom::GasCloudType
objectTemplate.gasMaskSprintFactor float -> float
objectTemplate.gearChangeTime float -> float
objectTemplate.gearDown float -> float
objectTemplate.gearDownDelay float -> float
objectTemplate.gearDownHeight float -> float
objectTemplate.gearDownSpeed float -> float
objectTemplate.gearUp float -> float
objectTemplate.gearUpDelay float -> float
objectTemplate.gearUpHeight float -> float
objectTemplate.gearUpSpeed float -> float
objectTemplate.geometry std::string -> std::string
objectTemplate.geometry std::string -> std::string
objectTemplate.geometry std::string -> std::string
objectTemplate.geometry std::string -> std::string
objectTemplate.geometry.dropGeom int -> int
objectTemplate.geometry.kit int -> int
objectTemplate.geometry1P std::string -> void
objectTemplate.geometry3P std::string -> void
objectTemplate.geometryPart int -> int
objectTemplate.geometryPart int -> int
objectTemplate.getHeatBarType -> int
objectTemplate.getPosition int -> Math::Vec3
objectTemplate.getRotation int -> Math::Vec3
objectTemplate.getTemplate int -> std::string
objectTemplate.globalEffectLevel float -> float
objectTemplate.gravity float -> float
objectTemplate.gravityGraph Vec4 -> Vec4
objectTemplate.gravityModifier float -> float
objectTemplate.gravityModifier RandomDistribution -> RandomDistribution
objectTemplate.gravityModifierOverTime OverTimeDistribution -> OverTimeDistribution
objectTemplate.grip PhysicsGripFlags -> PhysicsGripFlags
objectTemplate.groundContactVolume float -> float
objectTemplate.group U32 -> U32
objectTemplate.halfVolumeDistance float -> float
objectTemplate.handleCollisionSpeed float -> float
objectTemplate.hasAltEffect bool -> bool
objectTemplate.hasCollisionPhysics bool -> bool
objectTemplate.hasCollisionPhysics bool -> bool
objectTemplate.HasGreyCapturingState bool -> bool
objectTemplate.hasMobilePhysics bool -> bool
objectTemplate.hasMobilePhysics bool -> bool
objectTemplate.hasOnTimeEffect bool -> bool
objectTemplate.hasOverDamage bool -> bool
objectTemplate.hasPartner bool -> bool
objectTemplate.hasPointPhysics bool -> void
objectTemplate.hasPointPhysics bool -> void
objectTemplate.hasRelativeOffset bool -> bool
objectTemplate.hasResponsePhysics bool -> void
objectTemplate.hasResponsePhysics bool -> void
objectTemplate.hasRestrictedExit bool -> bool
objectTemplate.hasRotationalPointPhysics bool -> void
objectTemplate.hasRotationalPointPhysics bool -> void
objectTemplate.HDRIntensity float -> float
objectTemplate.healSpeed float -> float
objectTemplate.healStorageSize float -> float
objectTemplate.heatAddWhenFire float -> float
objectTemplate.heatIncrement float -> float
objectTemplate.height float -> float
objectTemplate.heightOffset float -> float
objectTemplate.helpHud.altHelpSoundKey std::string -> std::string
objectTemplate.helpHud.altHelpStringKey std::string -> std::string
objectTemplate.helpHud.closeToDistance int -> int
objectTemplate.helpHud.closeToHelpSoundKeyEnemy std::string -> std::string
objectTemplate.helpHud.closeToHelpSoundKeyFriendly std::string -> std::string
objectTemplate.helpHud.closeToHelpSoundKeyNeutral std::string -> std::string
objectTemplate.helpHud.closeToHelpStringKeyEnemy std::string -> std::string
objectTemplate.helpHud.closeToHelpStringKeyFriendly std::string -> std::string
objectTemplate.helpHud.closeToHelpStringKeyNeutral std::string -> std::string
objectTemplate.helpHud.helpSoundKey std::string -> std::string
objectTemplate.helpHud.helpStringKey std::string -> std::string
objectTemplate.helpHud.lowAmmoHelpSoundKey std::string -> std::string
objectTemplate.helpHud.lowAmmoHelpStringKey std::string -> std::string
objectTemplate.helpHud.lowArmorHelpSoundKey std::string -> std::string
objectTemplate.helpHud.lowArmorHelpStringKey std::string -> std::string
objectTemplate.hideFirstPerson bool -> bool
objectTemplate.hoistFlag bool -> bool
objectTemplate.hoistMinMax Vec2 -> Vec2
objectTemplate.holdObject bool -> bool
objectTemplate.horizontalDampAngle float -> float
objectTemplate.horizontalDampAngleFactor float -> float
objectTemplate.horizontalSpeedMagnifier float -> float
objectTemplate.hullHeight float -> float
objectTemplate.ik.poleVectorLeft Vec3 -> Vec3
objectTemplate.ik.poleVectorRight Vec3 -> Vec3
objectTemplate.ik.positionLeft Vec3 -> Vec3
objectTemplate.ik.positionRight Vec3 -> Vec3
objectTemplate.ik.rotationLeft Vec3 -> Vec3
objectTemplate.ik.rotationRight Vec3 -> Vec3
objectTemplate.inertiaModifier Vec3 -> Vec3
objectTemplate.inertiaModifier Vec3 -> Vec3
ObjectTemplate.info world::IObjectTemplate_ptrproxy -> std::string
objectTemplate.inheritHeatFromPrimary bool -> bool
objectTemplate.initiallyWalkable bool -> bool
objectTemplate.input io::PlayerInputMap -> io::PlayerInputMap
objectTemplate.inputToPitch io::PlayerInputMap -> io::PlayerInputMap
objectTemplate.inputToRoll io::PlayerInputMap -> io::PlayerInputMap
objectTemplate.inputToYaw io::PlayerInputMap -> io::PlayerInputMap
objectTemplate.insideDamageFrequency float -> float
objectTemplate.insideDamageThreshold float -> float
objectTemplate.insideFOV float -> float
objectTemplate.insideFOV float -> float
objectTemplate.insideStaticSunAmbientColor Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
objectTemplate.insideStaticSunColor Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
objectTemplate.insideStaticSunDamageColor Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
objectTemplate.insideStaticSunDirection Vec3 -> Vec3
objectTemplate.intensity float -> float
objectTemplate.intensity RandomDistribution -> RandomDistribution
objectTemplate.intensityAtSpeed float -> float
objectTemplate.intensityOverTime OverTimeDistribution -> OverTimeDistribution
objectTemplate.inventorySize U32 -> U32
objectTemplate.inverseHeatBar bool -> bool
objectTemplate.invertGear bool -> bool
objectTemplate.invisible bool -> bool
objectTemplate.is3dSound bool -> bool
objectTemplate.isCounterForce bool -> bool
objectTemplate.isDestructable bool -> bool
objectTemplate.isDynamic bool -> bool
objectTemplate.isGasMask bool -> bool
objectTemplate.isHemisphere bool -> bool
objectTemplate.isLocalSystem bool -> bool
objectTemplate.isLooping bool -> bool
objectTemplate.isNightVision bool -> bool
objectTemplate.isNotSaveable bool -> bool
objectTemplate.isOpenVehicle bool -> bool
objectTemplate.isOvergrowth bool -> bool
objectTemplate.isPortalPassing bool -> bool
objectTemplate.isSelectable bool -> bool
objectTemplate.isSleeping bool -> bool
objectTemplate.isSleeping bool -> bool
objectTemplate.isStatic bool -> bool
objectTemplate.isStatic bool -> bool
objectTemplate.isStaticSystem bool -> bool
objectTemplate.isUnderwaterEffect bool -> bool
objectTemplate.isUnstrategicControlPoint bool -> bool
objectTemplate.itemIndex int -> int
objectTemplate.itemType int -> int
objectTemplate.itemType int -> int
objectTemplate.keepProjectiles float -> float
objectTemplate.killHeatSeekingMissile bool -> bool
objectTemplate.kitTeam int -> int
objectTemplate.kitType hfe::KitType -> hfe::KitType
objectTemplate.lesserYawAtSpeed float -> float
objectTemplate.liftRegulated bool -> bool
objectTemplate.LightAffectionFactor float -> float
objectTemplate.lightMapIntensityOffset float -> float
objectTemplate.lightType std::string -> std::string
objectTemplate.linkAttachMovement float -> float
objectTemplate.linkAttachTime float -> float
objectTemplate.linkedEffectContainer std::string -> std::string
ObjectTemplate.list std::string -> std::string
objectTemplate.listenerObstruction float -> float
ObjectTemplate.listTemplateClasses -> std::string
objectTemplate.listTemplates -> std::string
objectTemplate.listTemplates -> std::string
ObjectTemplate.loadAll -> bool
objectTemplate.localPredictOnClient bool -> bool
objectTemplate.lodDistance float -> float
objectTemplate.LodDistance std::string -> std::string
objectTemplate.lodDistance float -> float
objectTemplate.loopCount int -> int
objectTemplate.looping bool -> bool
objectTemplate.loseControlWhenEnemyClose bool -> bool
objectTemplate.loseControlWhenNotClose bool -> bool
objectTemplate.lowSamples int -> int
objectTemplate.maintainCameraOnEnter bool -> bool
objectTemplate.maintainCameraOnExit bool -> bool
objectTemplate.manDownCameraOffsetInDof float -> float
objectTemplate.manDownCameraOffsetInUp float -> float
objectTemplate.mapMaterial uint std::string uint -> void
objectTemplate.mapMaterial uint std::string uint -> void
objectTemplate.maskOffset Vec3 -> Vec3
objectTemplate.maskType hfe::MaskObjectType -> hfe::MaskObjectType
objectTemplate.mass float -> float
objectTemplate.mass float -> float
objectTemplate.material int -> int
objectTemplate.maxAngleOfAttack float -> float
objectTemplate.maxCorner Vec3 -> Vec3
objectTemplate.maxDistance float -> float
objectTemplate.maxDistanceUnderWaterSurface float -> float
objectTemplate.maxGasCloudRadius float -> float
objectTemplate.maxNrOfObjectSpawned U32 -> U32
objectTemplate.maxResetSpeed Math::Vec3 -> Math::Vec3
objectTemplate.MaxRopeLength float -> float
objectTemplate.maxRotation Math::Vec3 -> Math::Vec3
objectTemplate.maxSpawnDelay float -> float
objectTemplate.maxSpeed Math::Vec3 -> Math::Vec3
objectTemplate.maxSpeed float -> float
objectTemplate.maxTracerScaler float -> float
objectTemplate.maxTriggerDistance float -> float
objectTemplate.maxVertRegAngle float -> float
objectTemplate.MaxZiplineLength float -> float
objectTemplate.mediumSamples int -> int
objectTemplate.minCorner Vec3 -> Vec3
objectTemplate.minDamage float -> float
objectTemplate.minDistance float -> float
objectTemplate.minDistanceUnderWaterSurface float -> float
objectTemplate.minGasCloudRadius float -> float
objectTemplate.minimapNameOffset Vec2 -> Vec2
objectTemplate.minimumTimeBetweenTriggering float -> float
objectTemplate.minimumTimeBetweenTriggering float -> float
objectTemplate.minNrToTakeControl U32 -> U32
objectTemplate.minRotation Math::Vec3 -> Math::Vec3
objectTemplate.minSpawnDelay float -> float
objectTemplate.minTimeBetweenActivation float -> float
objectTemplate.minTracerScaler float -> float
objectTemplate.minTrailVelocity float -> float
objectTemplate.minYNormal float -> float
objectTemplate.movementSpeed float -> float
objectTemplate.movementType int -> int
objectTemplate.moveToWaterSurface bool -> bool
objectTemplate.name -> std::string
objectTemplate.nameTagOffset Vec3 -> Vec3
objectTemplate.nearCullingEnable bool -> bool
objectTemplate.networkableInfo std::string -> std::string
objectTemplate.neverDrawAs1p bool -> bool
objectTemplate.newCar2.brakeTorque float -> float
objectTemplate.newCar2.engineBrakeTorque float -> float
objectTemplate.newCar2.engineFeedbackMod float -> float
objectTemplate.newCar2.frictionMod float -> float
objectTemplate.newCar2.frictionTorque float -> float
objectTemplate.newCar2.maxRpm float -> float
objectTemplate.newCar2.minRpm float -> float
objectTemplate.newCar2.slopeTorqueMod float -> float
objectTemplate.newCar2.useClutchedTorque bool -> bool
objectTemplate.newCar2.wheelInertia float -> float
objectTemplate.newCar2.wheelLatDriveFrictionMod float -> float
objectTemplate.newCar2.wheelLatFrictionMod float -> float
objectTemplate.newCar2.wheelLatMinDynamicFriction float -> float
objectTemplate.newCar2.wheelLatPeakAt float -> float
objectTemplate.newCar2.wheelLatScale float -> float
objectTemplate.newCar2.wheelLongDriveFrictionMod float -> float
objectTemplate.newCar2.wheelLongFrictionMod float -> float
objectTemplate.newCar2.wheelLongMinDynamicFriction float -> float
objectTemplate.newCar2.wheelLongPeakAt float -> float
objectTemplate.newCar2.wheelLongScale float -> float
objectTemplate.noEffectAtPerpSpeed float -> float
objectTemplate.noPassengerTimeToLive int -> int
objectTemplate.noPhysics bool -> bool
objectTemplate.noPropellerEffectAtSpeed float -> float
objectTemplate.nosePos Vec3 -> Vec3
objectTemplate.notCycledIfOccupied bool -> bool
objectTemplate.noVertRegAngle float -> float
objectTemplate.nrOfObjectToSpawn int -> int
objectTemplate.nrOfRespawns int -> int
objectTemplate.numberOfGears int -> int
objectTemplate.NumberOfLinks int -> int
objectTemplate.numNetworkedEffects int -> int
objectTemplate.numPlanes int -> int
objectTemplate.objectShadows bool -> bool
objectTemplate.objectTemplate std::string -> std::string
objectTemplate.onlyTakeableByTeam U32 -> U32
objectTemplate.onlyWhenOccupied bool -> bool
objectTemplate.otherCollisionLod int -> int
objectTemplate.otherCollisionLod int -> int
objectTemplate.overheatPenalty float -> float
objectTemplate.pan float -> float
objectTemplate.ParticleMaxSize float -> float
objectTemplate.particleSystemTemplate std::string -> std::string
objectTemplate.particleType std::string -> std::string
objectTemplate.pcoFlags int -> int
objectTemplate.pcoId int -> int
objectTemplate.pcoId int -> int
objectTemplate.penetrate.allowLiquidPenetration bool -> bool
objectTemplate.penetrate.allowSolidPenetration bool -> bool
objectTemplate.penetrate.neverPenetrate bool -> bool
objectTemplate.physicsFrequency int -> int
objectTemplate.physicsType PhysicsType -> PhysicsType
objectTemplate.physicsType PhysicsType -> PhysicsType
objectTemplate.pitch float -> float
objectTemplate.pitchEnvelope std::string -> std::string
objectTemplate.pitchOffset float -> float
objectTemplate.pivotOffset Vec2 -> Vec2
objectTemplate.pivotOffset Vec2 -> Vec2
objectTemplate.PivotPosition Math::Vec3 -> Math::Vec3
objectTemplate.playAtEventPosition bool -> bool
objectTemplate.playAtPlayerPosition bool -> bool
objectTemplate.portalPassingPosition Vec3 -> Vec3
objectTemplate.poseCameraPosition int Vec3 -> void
objectTemplate.position Vec3 -> Vec3
objectTemplate.positionalSpeedInDof RandomDistribution -> RandomDistribution
objectTemplate.positionalSpeedInRight RandomDistribution -> RandomDistribution
objectTemplate.positionalSpeedInUp RandomDistribution -> RandomDistribution
objectTemplate.positionOffset Math::Vec3 -> Math::Vec3
objectTemplate.postProcess.tvDistortionFreq float -> float
objectTemplate.postProcess.tvDistortionRoll float -> float
objectTemplate.postProcess.tvDistortionScale float -> float
objectTemplate.postProcess.tvInterference float -> float
objectTemplate.preCacheObject bool -> bool
objectTemplate.preWarmTime float -> float
ObjectTemplate.printScript world::IObjectTemplate_ptrproxy -> std::string
objectTemplate.projectileTemplate std::string -> std::string
objectTemplate.projectOnHeightmap bool -> bool
objectTemplate.projectorApplyMask bool -> bool
objectTemplate.projectorAspect float -> float
objectTemplate.projectorFar float -> float
objectTemplate.projectorFov float -> float
objectTemplate.projectorNear float -> float
objectTemplate.projectorTexture std::string -> std::string
objectTemplate.propRotAxis int -> int
objectTemplate.pureRotational bool -> bool
objectTemplate.QualityLevel std::string -> std::string
objectTemplate.radialDirection float -> float
objectTemplate.radio.destroyedMessage std::string -> std::string
objectTemplate.radio.failMessage std::string -> std::string
objectTemplate.radio.repairedMessage std::string -> std::string
objectTemplate.radio.spottedMessage std::string -> std::string
objectTemplate.radio.useMessage std::string -> std::string
objectTemplate.radius float -> float
objectTemplate.radius float -> float
objectTemplate.radius float -> float
objectTemplate.radius float -> float
objectTemplate.radius float -> float
objectTemplate.radius float -> float
objectTemplate.radiusOffset Vec3 -> Vec3
objectTemplate.ragdollLandedDelay float -> float
objectTemplate.randomAgeFactor RandomDistribution -> RandomDistribution
objectTemplate.randomColorIntensity float -> float
objectTemplate.randomDirectionAngle Vec3 -> Vec3
objectTemplate.randomIntensity float -> float
objectTemplate.randomizeGeomPart bool -> bool
objectTemplate.randomRadialDirection float -> float
objectTemplate.randomRotation float -> float
objectTemplate.randomRotation Vec3 -> Vec3
objectTemplate.randomRotation Vec3 -> Vec3
objectTemplate.randomRotation float -> float
objectTemplate.randomRotation float -> float
objectTemplate.randomRotationSpeed Vec3 -> Vec3
objectTemplate.randomRotationSpeed Vec3 -> Vec3
objectTemplate.randomRotationSpeed float -> float
objectTemplate.randomRotationSpeed float -> float
objectTemplate.randomSize float -> float
objectTemplate.randomSize float -> float
objectTemplate.randomSpeed float -> float
objectTemplate.randomTimeToLive float -> float
objectTemplate.rcType RemoteControlledObjectType -> RemoteControlledObjectType
objectTemplate.readBinary std::string -> void
objectTemplate.recoil.cameraRecoilSize float -> float
objectTemplate.recoil.cameraRecoilSpeed float -> float
objectTemplate.recoil.goBackOnRecoil bool -> bool
objectTemplate.recoil.hasRecoilForce bool -> bool
objectTemplate.recoil.recoilForce float -> float
objectTemplate.recoil.recoilForceLeftRight RandomDistribution -> RandomDistribution
objectTemplate.recoil.recoilForceUp RandomDistribution -> RandomDistribution
objectTemplate.recoil.recoilGraphExponent float -> float
objectTemplate.recoil.recoilGraphFrameCount int -> int
objectTemplate.recoil.recoilGraphTotalMovement float -> float
objectTemplate.recoil.recoilSize float -> float
objectTemplate.recoil.recoilSpeed float -> float
objectTemplate.recoil.recoilSpeedGB float -> float
objectTemplate.recoil.zoomModifier float -> float
objectTemplate.refillAmmoSpeed float -> float
objectTemplate.regulatePitch Vec2 -> Vec2
objectTemplate.regulatePitch Vec2 -> Vec2
objectTemplate.regulatePitchInput io::PlayerInputMap -> io::PlayerInputMap
objectTemplate.regulateRoll Vec2 -> Vec2
objectTemplate.regulateRoll Vec2 -> Vec2
objectTemplate.regulateRollInput io::PlayerInputMap -> io::PlayerInputMap
objectTemplate.regulateToLift float -> float
objectTemplate.regulateVerticalPos Vec2 -> Vec2
objectTemplate.regulateVerticalPosInput io::PlayerInputMap -> io::PlayerInputMap
objectTemplate.regulateYaw Vec2 -> Vec2
objectTemplate.regulateYaw Vec2 -> Vec2
objectTemplate.regulateYawInput io::PlayerInputMap -> io::PlayerInputMap
objectTemplate.regWhenMinInput float -> float
objectTemplate.relativePositionInDof RandomDistribution -> RandomDistribution
objectTemplate.relativePositionInRight RandomDistribution -> RandomDistribution
objectTemplate.relativePositionInUp RandomDistribution -> RandomDistribution
objectTemplate.relativePositionOffset Vec3 -> Vec3
objectTemplate.rememberExcessInput bool -> bool
objectTemplate.remoteEngineInput int -> int
objectTemplate.removeTemplate int -> void
objectTemplate.replaceItem std::string -> void
objectTemplate.respawnDelay float -> float
objectTemplate.respawnDelay float -> float
objectTemplate.respawnDelay float -> float
objectTemplate.restoreRotationOnExit bool -> bool
objectTemplate.restoreSpeed float -> float
objectTemplate.reverbLevel float -> float
objectTemplate.ropeScaleFactor float -> float
objectTemplate.rotateAsAnimatedUV bool -> bool
objectTemplate.rotateAsAnimatedUVObject std::string -> std::string
objectTemplate.rotateAsAnimatedUVReverse bool -> bool
objectTemplate.rotateUV bool -> bool
objectTemplate.rotation float -> float
objectTemplate.rotationalForce Vec3 -> Vec3
objectTemplate.rotationalSpeedInDof RandomDistribution -> RandomDistribution
objectTemplate.rotationalSpeedInRight RandomDistribution -> RandomDistribution
objectTemplate.rotationalSpeedInUp RandomDistribution -> RandomDistribution
objectTemplate.rotationAxle int -> int
objectTemplate.rotationGraph Vec4 -> Vec4
objectTemplate.rotationSpeed Vec3 -> Vec3
objectTemplate.rotationSpeed Vec3 -> Vec3
objectTemplate.rotationSpeed float -> float
objectTemplate.rotationSpeed float -> float
objectTemplate.rotationSpeedMod float -> float
objectTemplate.rotationSpeedModBlur float -> float
ObjectTemplate.save world::IObjectTemplate_ptrproxy -> bool
ObjectTemplate.saveAll -> bool
objectTemplate.saveInSeparateFile bool -> bool
objectTemplate.scale Vec3 -> Vec3
objectTemplate.seatAnimationSystem std::string -> std::string
objectTemplate.seatAnimationSystem std::string -> std::string
objectTemplate.seatInformation std::string Vec3 Vec3 -> void
objectTemplate.seatInformation std::string Vec3 Vec3 -> void
objectTemplate.seatLeftRotationLimit float -> float
objectTemplate.seatParent std::string -> std::string
objectTemplate.seatPosition Vec3 -> Vec3
objectTemplate.seatRightRotationLimit float -> float
objectTemplate.seatRotation Vec3 -> Vec3
objectTemplate.secondaryProjectileTemplate std::string -> std::string
objectTemplate.seek.directionBonus float -> float
objectTemplate.seek.maxAngleLock float -> float
objectTemplate.seek.maxDistLock float -> float
objectTemplate.seek.reLockTime float -> float
objectTemplate.seek.targetType TargetType -> TargetType
objectTemplate.seek.targetType TargetType -> TargetType
objectTemplate.seek.trackingDelay float -> float
objectTemplate.seek.trackingDelay float -> float
objectTemplate.selfLights bool -> bool
objectTemplate.selfShadowIntensity float -> float
objectTemplate.selfShadowIntensity float -> float
objectTemplate.selfShadows bool -> bool
objectTemplate.setActiveTemplate int -> void
objectTemplate.setAIEnterOnSpawn bool -> void
objectTemplate.setAllowSpawnCloseToVehicle bool -> void
objectTemplate.setAnimationFrameHeightRelative float -> void
objectTemplate.setAnimationFrameHeightRelative float -> void
objectTemplate.setAnimationFrameHeightRelative float -> void
objectTemplate.setAnimationFrameHeightRelative float -> void
objectTemplate.setAnimationFrameWidthRelative float -> void
objectTemplate.setAnimationFrameWidthRelative float -> void
objectTemplate.setAnimationFrameWidthRelative float -> void
objectTemplate.setAnimationFrameWidthRelative float -> void
objectTemplate.setAxisFixation Math::Vec3 -> void
objectTemplate.setCollisionMesh std::string -> void
objectTemplate.setEnterOnSpawn bool -> void
objectTemplate.setExplodePartAtDestroy bool -> void
objectTemplate.setGearRatios float float float -> void
objectTemplate.setHasTarget bool -> void
objectTemplate.setHealth int float float -> void
objectTemplate.setHeatBarType heatBarType -> void
objectTemplate.setMinSpawnHeight float -> void
objectTemplate.setMinSpawnHeight float -> void
objectTemplate.setNumWindows int -> void
objectTemplate.setObjectTemplate int std::string -> void
objectTemplate.setOnlyForAI bool -> void
objectTemplate.setOnlyForHuman bool -> void
objectTemplate.setPosition Math::Vec3 int -> void
objectTemplate.setPositionalFixation Math::Vec3 -> void
objectTemplate.setRotation Math::Vec3 int -> void
objectTemplate.setScatterSpawnPositions bool -> void
objectTemplate.setSkeletonCollisionBone std::string int Vec3 -> void
objectTemplate.setSoldierExitLocation Vec3 Vec3 -> void
objectTemplate.setSpawnAsParaTroper bool -> void
objectTemplate.setSpawnDelay float -> void
objectTemplate.setSpawnPositionOffset Math::Vec3 -> void
objectTemplate.setSpawnPreventionDelay float -> void
objectTemplate.setSpawnRotation Math::Vec3 -> void
objectTemplate.setTeamGeometry int std::string -> void
objectTemplate.setToolTipType dice::hfe::world::ToolTipType -> void
objectTemplate.setVehicleType dice::hfe::world::VehicleType -> void
objectTemplate.shadowIntensity float -> float
objectTemplate.shakeFactor float -> float
objectTemplate.sharedStorageSize float -> float
objectTemplate.showInFirstPerson bool -> bool
objectTemplate.showInFirstPerson bool -> bool
objectTemplate.showInThirdPerson bool -> bool
objectTemplate.showInThirdPerson bool -> bool
objectTemplate.showOnMinimap bool -> bool
objectTemplate.signalTriggerId int -> int
objectTemplate.sinkingSpeedMod float -> float
objectTemplate.size float -> float
objectTemplate.size RandomDistribution -> RandomDistribution
objectTemplate.sizeGraph Vec4 -> Vec4
objectTemplate.sizeModifier Vec3 -> Vec3
objectTemplate.sizeModifierX float -> float
objectTemplate.sizeModifierY float -> float
objectTemplate.sizeModifierZ float -> float
objectTemplate.sizeOverTime OverTimeDistribution -> OverTimeDistribution
objectTemplate.skeleton std::string -> void
objectTemplate.skeleton1P std::string -> void
objectTemplate.skeleton3P std::string -> void
objectTemplate.snapToZeroOnNoInput bool -> bool
objectTemplate.softness float -> float
objectTemplate.soldierExitPosition Vec3 -> Vec3
objectTemplate.soldierExitRotation Vec3 -> Vec3
objectTemplate.sound.maxSoundsPerBurst int -> int
objectTemplate.sound.noisy bool -> bool
objectTemplate.soundFilename std::string -> std::string
objectTemplate.soundFilter std::string -> std::string
objectTemplate.soundFilter std::string -> std::string
objectTemplate.soundIntensityFromAcceleration Vec2 -> Vec2
objectTemplate.soundIntensityFromAltitude Vec2 -> Vec2
objectTemplate.soundIntensityFromEngine Vec2 -> Vec2
objectTemplate.soundIntensityFromRotationalSpeed Vec2 -> Vec2
objectTemplate.soundIntensityFromSpeed Vec2 -> Vec2
objectTemplate.soundIntensityFromSpeedInDof Vec2 -> Vec2
objectTemplate.soundIntensityRange Vec2 -> Vec2
objectTemplate.soundIntensityUsed bool -> bool
objectTemplate.soundRadius float -> float
objectTemplate.spawnDelay float -> void
objectTemplate.spawnDelayAtStart bool -> bool
objectTemplate.spawnOffset Vec3 -> Vec3
objectTemplate.speccolor Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
objectTemplate.specialToggleWeaponInput io::PlayerInputMap -> io::PlayerInputMap
objectTemplate.speed float -> float
objectTemplate.speedFromParticle float -> float
objectTemplate.speedFromPhysics bool -> bool
objectTemplate.spinWhenNoEngineInAir float -> float
objectTemplate.sprintDissipationTime float -> float
objectTemplate.sprintDissipationTime float -> float
objectTemplate.sprintFactor float -> float
objectTemplate.sprintGear1Dampen float -> float
objectTemplate.sprintGear2Dampen float -> float
objectTemplate.sprintGear3Dampen float -> float
objectTemplate.sprintGear4Dampen float -> float
objectTemplate.sprintGear5Dampen float -> float
objectTemplate.sprintLimit float -> float
objectTemplate.sprintLimit float -> float
objectTemplate.sprintLossAtJump float -> float
objectTemplate.sprintRecoverTime float -> float
objectTemplate.sprintRecoverTime float -> float
objectTemplate.sprintStaminaDissipationFactor float -> float
objectTemplate.startAgeFromAcceleration Vec2 -> Vec2
objectTemplate.startAgeFromAltitude Vec2 -> Vec2
objectTemplate.startAgeFromEngine Vec2 -> Vec2
objectTemplate.startAgeFromRotationalSpeed Vec2 -> Vec2
objectTemplate.startAgeFromSpeed Vec2 -> Vec2
objectTemplate.startAgeFromSpeedInDof Vec2 -> Vec2
objectTemplate.startAgeRange Vec2 -> Vec2
objectTemplate.startAgeUsed bool -> bool
objectTemplate.startAtCreation bool -> bool
objectTemplate.startAtCreation bool -> bool
objectTemplate.startAutoRotateOnEnter bool -> bool
objectTemplate.startDelay float -> float
objectTemplate.startDelay float -> float
objectTemplate.startDelay float -> float
objectTemplate.startDistance float -> float
objectTemplate.startLodPercentageOfLodDistance float -> float
objectTemplate.startOnEffects int -> int
objectTemplate.startProbability float -> float
objectTemplate.startRotation RandomDistribution -> RandomDistribution
objectTemplate.startTeam int -> int
objectTemplate.stopOnEffects int -> int
objectTemplate.stopType int -> int
objectTemplate.strategicObject.3dMapIcon int -> int
objectTemplate.strategicObject.destroyedIcon std::string -> std::string
objectTemplate.strategicObject.intactIcon std::string -> std::string
objectTemplate.strategicObject.isOnePiece bool -> bool
objectTemplate.strategicObject.part int -> int
objectTemplate.strategicObject.strategicObjectName std::string -> std::string
objectTemplate.strength float -> float
objectTemplate.supplyGroupId int -> int
objectTemplate.supplyGroupNeeded int int bool -> void
objectTemplate.supplyValueNeededTeam1 int -> int
objectTemplate.supplyValueNeededTeam2 int -> int
objectTemplate.supplyValueTeam1 int -> int
objectTemplate.supplyValueTeam2 int -> int
objectTemplate.supportsEmitter bool -> bool
objectTemplate.supportsGlow bool -> bool
objectTemplate.supportsPerPixel bool -> bool
objectTemplate.supportsPerVertex bool -> bool
objectTemplate.target.connectionEffect std::string -> std::string
objectTemplate.target.connectionEffectOnlyWhenZoomed bool -> bool
objectTemplate.target.disableFireWhenActiveMissile bool -> bool
objectTemplate.target.disableGuidanceOnReload bool -> bool
objectTemplate.target.lockAngle float -> float
objectTemplate.target.lockDelay float -> float
objectTemplate.target.loseLockDelay float -> float
objectTemplate.target.maxDistance float -> float
objectTemplate.target.maxVelocity float -> float
objectTemplate.target.minVelocity float -> float
objectTemplate.target.onLockChangeToWeapon bool std::string -> void
objectTemplate.target.sendVehicleLockWarning bool -> bool
objectTemplate.target.setTargetAtMaxDistance bool -> bool
objectTemplate.target.targetInput io::PlayerInputMap -> io::PlayerInputMap
objectTemplate.target.targetObjectTemplate std::string -> std::string
objectTemplate.target.targetSystem TargetSystem -> TargetSystem
objectTemplate.target.updateInterval float -> float
objectTemplate.target.useCameraDirectionToTarget bool -> bool
objectTemplate.target.useDynamicVelocity bool -> bool
objectTemplate.target.velocityModifier float -> float
objectTemplate.targetType TargetType -> TargetType
objectTemplate.team int -> int
objectTemplate.team U32 -> U32
objectTemplate.team int -> int
objectTemplate.team int -> int
objectTemplate.team int -> void
objectTemplate.teamChange bool -> bool
objectTemplate.teamFromClosestCP bool -> bool
objectTemplate.teamOnVehicle bool -> bool
objectTemplate.template std::string -> std::string
objectTemplate.templateHasBeenUsed bool -> bool
objectTemplate.textureName std::string -> std::string
objectTemplate.textureName std::string -> std::string
objectTemplate.textureName std::string -> std::string
objectTemplate.textureOffsetVelocity float -> float
objectTemplate.textureTileFactor float -> float
objectTemplate.throwStrength float -> float
objectTemplate.throwStrength2 float -> float
objectTemplate.Timeout float -> float
objectTemplate.timeout float -> float
objectTemplate.timeToGetControl float -> float
objectTemplate.timeToLive RandomDistribution -> RandomDistribution
objectTemplate.timeToLive RandomDistribution -> RandomDistribution
objectTemplate.timeToLive float -> float
objectTemplate.timeToLive RandomDistribution -> RandomDistribution
objectTemplate.timeToLive RandomDistribution -> RandomDistribution
objectTemplate.timeToLive float -> float
objectTemplate.timeToLive float -> float
objectTemplate.timeToLiveAfterDeath float -> float
objectTemplate.timeToLoseControl float -> float
objectTemplate.timeToRemoveTK float -> float
objectTemplate.toggleMouseLook bool -> bool
objectTemplate.toggleWeapon bool -> bool
objectTemplate.tolerance float -> float
objectTemplate.torque float -> float
objectTemplate.tracerConvergeDistance float -> float
objectTemplate.tracerInterval int -> int
objectTemplate.tracerScaler float -> float
objectTemplate.tracerSizeModifier float -> float
objectTemplate.tracerTemplate std::string -> std::string
objectTemplate.trackTurnAcceleration float -> float
objectTemplate.trackTurnHighAmplitude float -> float
objectTemplate.trackTurnHighOffset float -> float
objectTemplate.trackTurnLowAmplitude float -> float
objectTemplate.trackTurnLowOffset float -> float
objectTemplate.trackTurnSpeed float -> float
objectTemplate.trailEffectTemplate std::string -> std::string
objectTemplate.Transparency RandomDistribution -> RandomDistribution
objectTemplate.transparencyGraph Vec4 -> Vec4
objectTemplate.transparencyGraph Vec4 -> Vec4
objectTemplate.transparencyGraph Vec4 -> Vec4
objectTemplate.treeCollisionDiameter float -> float
objectTemplate.triggerForEachActivatingPlayer bool -> bool
objectTemplate.triggerForEachActivatingPlayer bool -> bool
objectTemplate.triggerId int -> int
objectTemplate.triggerId int -> int
objectTemplate.triggerId int -> int
objectTemplate.triggerRadius float -> float
objectTemplate.turnVelocity float -> float
ObjectTemplate.type world::IObjectTemplate_ptrproxy -> std::string
objectTemplate.type int -> int
objectTemplate.uavVehicleFlightHeight float -> float
objectTemplate.uavVehicleRadius float -> float
objectTemplate.uavVehicleSampleResolution float -> float
objectTemplate.uavVehicleSpeed float -> float
objectTemplate.uavVehicleTemplate std::string -> std::string
objectTemplate.unableToChangeTeam bool -> bool
objectTemplate.unlockIndex int -> int
objectTemplate.unlockLevel int -> int
ObjectTemplate.update world::IObjectTemplate_ptrproxy -> void
ObjectTemplate.updateAll -> void
objectTemplate.upDropBoost float -> float
objectTemplate.upThrowBoost float -> float
objectTemplate.upThrowBoost2 float -> float
objectTemplate.useAbsoluteDirection bool -> bool
objectTemplate.useButtonRadius float -> float
objectTemplate.useCameraOrientation bool -> bool
objectTemplate.usedByAi bool -> bool
objectTemplate.useDeAcceleration bool -> bool
objectTemplate.usedOnTransparentMaterials bool -> bool
objectTemplate.usedOnTransparentSurface bool -> bool
objectTemplate.useGeomPart int -> int
objectTemplate.useProjectileCamera bool -> bool
objectTemplate.vehicleCameraShake CameraShakeTriggers -> CameraShakeTriggers
objectTemplate.vehicleCategory dice::hfe::world::VehicleCategory -> dice::hfe::world::VehicleCategory
objectTemplate.vehicleFov float -> float
objectTemplate.vehicleHud.AbilityIcon std::string -> std::string
objectTemplate.vehicleHud.addAbilityIcon std::string -> void
objectTemplate.vehicleHud.addShowOnCamMode int -> void
objectTemplate.vehicleHud.addVehicleIcon std::string -> void
objectTemplate.vehicleHud.disableOnSprint bool -> bool
objectTemplate.vehicleHud.displaySelectionOnEnter bool -> bool
objectTemplate.vehicleHud.enablePostProcessingOnGuiIndex bool -> bool
objectTemplate.vehicleHud.getShowOnCamMode int -> bool
objectTemplate.vehicleHud.guiIndex int -> int
objectTemplate.vehicleHud.hasTurretIcon bool -> bool
objectTemplate.vehicleHud.hudName std::string -> std::string
objectTemplate.vehicleHud.injurySound std::string -> std::string
objectTemplate.vehicleHud.isCoDriver bool -> bool
objectTemplate.vehicleHud.maxClimbSpeed int -> int
objectTemplate.vehicleHud.miniMapIcon std::string -> std::string
objectTemplate.vehicleHud.miniMapIconLeaderSize std::string -> std::string
objectTemplate.vehicleHud.miniMapIconSize int -> int
objectTemplate.vehicleHud.pantingSound std::string -> std::string
objectTemplate.vehicleHud.showCrossHair bool -> bool
objectTemplate.vehicleHud.showInfo bool -> bool
objectTemplate.vehicleHud.showOnCamMode int -> int
objectTemplate.vehicleHud.spottedIcon std::string -> std::string
objectTemplate.vehicleHud.spottedIconSize int -> int
objectTemplate.vehicleHud.standardHelpEnabled bool -> bool
objectTemplate.vehicleHud.typeIcon std::string -> std::string
objectTemplate.vehicleHud.useChildHud bool -> bool
objectTemplate.vehicleHud.usePlayerIcon bool -> bool
objectTemplate.vehicleHud.useSelectionIcons bool -> bool
objectTemplate.vehicleHud.useVehicleCommRose bool -> bool
objectTemplate.vehicleHud.vehicleIcon std::string -> std::string
objectTemplate.vehicleHud.vehicleIconPos Vec2 -> Vec2
objectTemplate.vehicleHud.vehicleType int -> int
objectTemplate.velocity float -> float
objectTemplate.visibleOn3dMap bool -> bool
objectTemplate.visibleOn3dMap bool -> bool
objectTemplate.volume float -> float
objectTemplate.volumeEnvelope std::string -> std::string
objectTemplate.volumeGroup int -> int
objectTemplate.warningHud.firstWarningSound std::string -> std::string
objectTemplate.warningHud.secondWarningSound std::string -> std::string
objectTemplate.warningHud.warningIcon std::string -> std::string
objectTemplate.warningHud.warningType int -> int
objectTemplate.waterHeight float -> float
objectTemplate.waterSurfaceOffset float -> float
objectTemplate.weaponHud.addShowOnCamMode int -> void
objectTemplate.weaponHud.altCrosshairIcon std::string -> std::string
objectTemplate.weaponHud.altGuiIndex int -> int
objectTemplate.weaponHud.altWeaponIcon std::string -> std::string
objectTemplate.weaponHud.ammoBarBackIcon std::string -> std::string
objectTemplate.weaponHud.ammoBarFrontIcon std::string -> std::string
objectTemplate.weaponHud.ammoIcon std::string -> std::string
objectTemplate.weaponHud.clipIcon std::string -> std::string
objectTemplate.weaponHud.crosshairIcon std::string -> std::string
objectTemplate.weaponHud.crosshairIconSize int -> int
objectTemplate.weaponHud.deviationFactor int -> int
objectTemplate.weaponHud.disableOnSprint bool -> bool
objectTemplate.weaponHud.displaySelectOnActivation bool -> bool
objectTemplate.weaponHud.enableMouse bool -> bool
objectTemplate.weaponHud.enablePostProcessingOnGuiIndex int -> int
objectTemplate.weaponHud.firstLockSound std::string -> std::string
objectTemplate.weaponHud.getShowOnCamMode int -> bool
objectTemplate.weaponHud.guiIndex int -> int
objectTemplate.weaponHud.hasFireRate bool -> bool
objectTemplate.weaponHud.hasMag bool -> bool
objectTemplate.weaponHud.hasRangeFinder bool -> bool
objectTemplate.weaponHud.hudName std::string -> std::string
objectTemplate.weaponHud.maxVisualDeviation int -> int
objectTemplate.weaponHud.minVisualDeviation int -> int
objectTemplate.weaponHud.overheatSound std::string -> std::string
objectTemplate.weaponHud.secondLockSound std::string -> std::string
objectTemplate.weaponHud.selectIcon std::string -> std::string
objectTemplate.weaponHud.showAmmo bool -> bool
objectTemplate.weaponHud.ShowClips bool -> bool
objectTemplate.weaponHud.showInfo bool -> bool
objectTemplate.weaponHud.showOnCamMode int -> int
objectTemplate.weaponHud.specialAbilityIcon std::string -> std::string
objectTemplate.weaponHud.switchGuiOnCamera bool -> bool
objectTemplate.weaponHud.weaponIcon std::string -> std::string
objectTemplate.weaponType int -> int
objectTemplate.widnBlowTime float -> float
objectTemplate.windAffectionFactor float -> float
objectTemplate.windAgingFactor float -> float
objectTemplate.windBlowTime float -> float
objectTemplate.windDirection Vec3 -> Vec3
objectTemplate.windFalloff float -> float
objectTemplate.windIsDynamic bool -> bool
objectTemplate.windowSizeVector Vec3 -> Vec3
objectTemplate.windRadialFalloff float -> float
objectTemplate.windSpeed float -> float
objectTemplate.windSpeedAgeDistance float -> float
objectTemplate.windType std::string -> std::string
objectTemplate.wingLift float -> float
objectTemplate.wingToRegulatorRatio float -> float
objectTemplate.workOnSoldiers bool -> bool
objectTemplate.workOnSoldiers bool -> bool
objectTemplate.workOnVehicles bool -> bool
objectTemplate.workOnVehicles bool -> bool
objectTemplate.worldFOV float -> float
objectTemplate.worldFOV float -> float
objectTemplate.writeBinary std::string -> void
objectTemplate.writeZ bool -> bool
objectTemplate.yawSpeed float -> float
objectTemplate.ziplineSoldierHeight float -> float
objectTemplate.zoom.addZoomFactor float -> void
objectTemplate.zoom.allowUntoggledFire bool -> bool
objectTemplate.zoom.changeCameraId int -> int
objectTemplate.zoom.changeCameraViewMode CameraViewMode -> CameraViewMode
objectTemplate.zoom.changeFovDelay float -> float
objectTemplate.zoom.disableMuzzleWhenZoomed bool -> bool
objectTemplate.zoom.mouseSpeedMod float -> float
objectTemplate.zoom.onlyZoomWhenProne bool -> bool
objectTemplate.zoom.startCameraId int -> int
objectTemplate.zoom.startCameraViewMode CameraViewMode -> CameraViewMode
objectTemplate.zoom.useProjectileCamera bool -> bool
objectTemplate.zoom.zoomDelay float -> float
objectTemplate.zoom.zoomInput io::PlayerInputMap -> io::PlayerInputMap
objectTemplate.zoom.zoomLod int -> int
objectTemplate.zoom.zoomOutAfterFire bool -> bool
objectTemplate.zRotation RandomDistribution -> RandomDistribution
objectTemplate.zRotationSnap float -> float
object.togglePause -> void
overgrowth.addMaterial std::string uint -> bool
overgrowth.addType std::string -> bool
overgrowth.closeDistFade float -> float
overgrowth.closeDistPercentage float -> float
overgrowth.editorEnable float -> float
overgrowth.exportToTerrainTexture -> void
overgrowth.generateAll -> void
overgrowth.generateAtlas -> void
overgrowth.getActiveMaterialName -> std::string
overgrowth.getGeometryList -> std::string
overgrowth.getLodDistance -> float
overgrowth.getMaterialList -> std::string
overgrowth.getTypeList -> std::string
overgrowth.lodTimer float -> float
overgrowth.paintMaterial float float float -> void
overgrowth.paintShadowmap float float float -> void
overgrowth.path std::string -> std::string
overgrowth.postLoad -> void
overgrowth.preLoad -> void
overgrowth.removeActiveMaterial -> bool
overgrowth.removeActiveType -> bool
overgrowth.save -> void
overgrowth.setActiveMaterial std::string -> void
overgrowth.setActiveType std::string -> void
overgrowthType.density float -> float
overgrowthType.geometry std::string -> std::string
overgrowthType.minRadiusToOthers float -> float
overgrowthType.minRadiusToSame float -> float
overgrowthType.normalScale float -> float
overgrowthType.randomScale Vec2 -> Vec2
overgrowthType.rotationScale float -> float
overgrowth.viewDistance float -> float
overgrowth.viewDistance float -> float
overgrowth.viewDistanceScale float -> float
Particles.enableOldParticles bool -> bool
Particles.enableParticles bool -> bool
particleSystemManager.affectedByWind bool -> bool
particleSystemManager.drawBoundingBoxEnable bool -> bool
particleSystemManager.drawStats bool -> bool
particleSystemManager.drawStats bool -> bool
particleSystemManager.generateTexture -> bool
particleSystemManager.overdrawScale float -> float
particleSystemManager.particleSystemShaderQuality uint -> uint
particleSystemManager.qualityLevel int -> int
particleSystemManager.resetStats -> void
particleSystemManager.startFadePercentageOfViewDistance float -> float
particleSystemManager.startLodPercentageOfLodDistance float -> float
particleSystemManager.viewDistance float -> float
physics.airDensityZeroAtHeight float -> float
physics.gravity float -> float
physics.listProperties -> std::string
physics.wind Vec3 -> Vec3
Player.active IPlayer* -> IPlayer*
Player.create std::string std::string -> IPlayer*
player.isAi bool -> bool
player.isAlive bool -> bool
player.isNetwork bool -> bool
player.kit int -> int
Player.list -> std::string
Player.listPlayerClasses -> std::string
player.moveTo Vec3 -> std::string
player.name -> std::string
player.pickup std::string -> void
Player.saveAll std::string -> bool
player.setFov float float -> void
player.setVehicleWithInputId IObject_ptrproxy int -> bool
player.spawnGroup int -> int
player.team int -> int
player.vehicle IObject_ptrproxy -> IObject_ptrproxy
portal.debugLevel int -> int
portal.showStats bool -> bool
profile.activateCharacterProfile std::string -> bool
profile.activatePlayerProfile std::string -> bool
profile.activeCharacterProfile std::string -> std::string
profile.activeMod std::string -> std::string
profile.activePlayerProfile std::string -> std::string
profile.addCharacterProfile std::string -> bool
profile.addModSetting std::string -> bool
profile.applySettings -> void
profile.createPlayerProfile std::string -> bool
profile.defaultKit int -> int
profile.getIndexForKit std::string int -> void
profile.playerName std::string -> std::string
profile.rank int -> int
profile.setIndexForKit std::string int int -> void
profile.tagIcon std::string -> std::string
profile.tagText std::string -> std::string
profile.visualUnlockLevel int -> int
pythonHost.reinitialize -> bool
pythonHost.sendCommand std::string std::string std::string -> bool
radio.answer bool -> void
radio.callForAmmo -> void
radio.callForMedic -> void
radio.callForRepair -> void
radioInterface.selectOrder std::string -> bool
radioInterface.setStringMap std::string std::string std::string -> void
radio.sendKitMessage -> void
radio.sendSpottedMessage bool world::VehicleType -> void
radio.setSpottedMenuActive -> void
radioVehicleInterface.selectOrder std::string -> bool
radioVehicleInterface.setStringMap std::string std::string std::string -> void
ragDoll.active bool -> void
ragDoll.addAngularConstraint int int int -> void
ragDoll.addBone int int -> void
ragDoll.addCapsuleCollision int int -> void
ragDoll.addConstraint int int -> void
ragDoll.addDihedralAngleConstraint int int int -> void
ragDoll.addDistanceLessThanConstraint int int float -> void
ragDoll.addForce int Vec3 -> void
ragDoll.addJointConstraint int int -> void
ragDoll.addParticle int float -> void
ragDoll.drawConstraints bool -> void
ragDoll.gravity float -> void
ragDoll.linkMode int int -> void
ragDoll.lockBone int int -> void
ragDoll.removeConstraint int int -> void
ragDoll.reset -> void
ragDoll.save -> void
ragDoll.setParticleCollisionCriteria float float -> void
ragDoll.skeleton std::string -> void
ragDoll.toSkeleton int int int -> void
renderer.allowA2M bool -> bool
renderer.allowOnDemandPostProcessing bool -> bool
renderer.ambientIlluminationRange Vec4 -> Vec4
renderer.ambientSun bool -> bool
renderer.clearColor BaseVector3<int> -> BaseVector3<int>
renderer.coronaFadeSpeed float -> float
renderer.disableFadeOnRoads bool -> bool
renderer.distanceCullConst float -> float
renderer.distanceCullConstPCO float -> float
renderer.divAccum float -> float
renderer.draw1pMeshes bool -> bool
renderer.draw1pZOnly bool -> bool
renderer.drawBundledMeshes bool -> bool
renderer.drawConsole bool -> bool
renderer.drawDeferred bool -> bool
renderer.drawFps int -> int
renderer.drawGraphs bool -> bool
renderer.drawHud bool -> bool
renderer.drawNametags bool -> bool
renderer.drawObjects bool -> bool
renderer.drawOvergrowth bool -> bool
renderer.drawParticles bool -> bool
renderer.drawPostProduction bool -> bool
renderer.drawRoads bool -> bool
renderer.drawSkinnedMeshes bool -> bool
renderer.drawSkyDome bool -> bool
renderer.drawStaticMeshes bool -> bool
renderer.drawSunFlare bool -> bool
renderer.drawTerrain bool -> bool
renderer.drawTrees bool -> bool
renderer.drawUndergrowth bool -> bool
renderer.drawWatermark bool -> bool
renderer.dumpScreen std::string -> void
renderer.enableHWOcclusion bool -> bool
renderer.fakeHDRBlendingFactor float -> float
renderer.fakeHDRBlendingTimeDark double -> double
renderer.fakeHDRBlendingTimeLight double -> double
renderer.fakeHDREnabled bool -> bool
renderer.fakeHDRHorizWeights std::string -> std::string
renderer.fakeHDRPassGate float -> float
renderer.fakeHDRVertWeights std::string -> std::string
renderer.fakeHDRWeights std::string -> std::string
Renderer.fieldOfView1p float -> float
renderer.fogColor Vec3 -> Vec3
renderer.fogStartEndAndBase Vec4 -> Vec4
renderer.forceBundledMeshLod int -> int
renderer.forceSkinnedMeshLod int -> int
renderer.forceStaticMeshMaxPolyPercentage int -> int
renderer.forceStaticMeshSkipLod int -> int
renderer.getQualityLodDistanceBM int -> float
renderer.getQualityLodDistanceSKM int -> float
renderer.getQualityLodDistanceSTM int -> float
renderer.globalBundleMeshLodDistanceScale float -> float
renderer.globalSkinnedMeshLodDistanceScale float -> float
renderer.globalStaticMeshLodDistanceScale float -> float
renderer.glowEnabled bool -> bool
renderer.glowStrength float -> float
renderer.isNightMap bool -> bool
renderer.lightBlurStrength float -> float
renderer.listScreenModes -> void
renderer.makeTopWorldScreen U32 std::string Vec3 -> void
renderer.minCullDistance float -> float
renderer.nightMode uint -> uint
renderer.nightVisionEnabled bool -> bool
renderer.nightVisionGradient std::string -> std::string
renderer.nightVisionMaxPower float -> float
renderer.nightVisionRegenRPS float -> float
renderer.occlusionObjectsMaxFrames int -> int
renderer.occlusionTerrainMaxFrames int -> int
renderer.presentAsync bool -> bool
renderer.presentSpinIfBusy bool -> bool
renderer.qualityLodEnabled bool -> bool
renderer.renderAheadLimit uint -> uint
renderer.roadDepthBias float -> float
renderer.roadLodDistMod float -> float
renderer.roadSlopeScaleDepthBias float -> float
renderer.screenDumpPath std::string -> std::string
renderer.screenMode int -> int
renderer.setQualityLodDistanceALL int float -> void
renderer.setQualityLodDistanceBM int float -> void
renderer.setQualityLodDistanceSKM int float -> void
renderer.setQualityLodDistanceSTM int float -> void
Renderer.soldier.debugCharacterMode int -> int
Renderer.soldier.debugDrawCollision bool -> bool
Renderer.soldier.debugDrawSkeletons bool -> bool
renderer.stopRenderMovie -> void
renderer.tearGasStrength float -> float
renderer.tvAmbient float -> float
renderer.tvColor Vec3 -> Vec3
renderer.tvEnabled bool -> bool
renderer.tvGranularity float -> float
renderer.tvInterference float -> float
renderer.tweakFarPlane1p float -> float
renderer.tweakNearPlane float -> float
renderer.tweakNearPlane1p float -> float
renderer.vsync bool -> bool
renderer.waterAnimSpeed float -> float
renderer.waterColor Vec3 -> Vec3
renderer.waterFogColor Vec3 -> Vec3
renderer.waterFogStartEndAndBase Vec4 -> Vec4
renderer.watermarkFilename std::string -> std::string
renderer.watermarkPos Vec2 -> Vec2
renderer.watermarkScale float -> float
renderer.waterNormalMap std::string -> std::string
renderer.waterScroll Vec2 -> Vec2
renderer.waterSpecularColor Vec4 -> Vec4
renderer.waterSpecularPower float -> float
renderer.xpPerfFlags int -> int
renderer.xpPerfFlags2 int -> int
reservedSlots.addNick std::string -> void
reservedSlots.clear -> void
reservedSlots.configFile std::string -> std::string
reservedSlots.list -> std::string
reservedSlots.load -> bool
reservedSlots.removeNick std::string -> void
reservedSlots.save -> bool
scoreboard.setToggleShow int -> void
scoreboard.singleClick int -> void
scoreManager.ammo int -> int
scoreManager.ammoScoreLimit float -> float
scoreManager.assistKill int -> int
scoreManager.controlPointCapture int -> int
scoreManager.death int -> int
scoreManager.driverPassenger int -> int
scoreManager.flagCapture int -> int
scoreManager.flagReturn int -> int
scoreManager.heal int -> int
scoreManager.healScoreLimit float -> float
scoreManager.inDirectKill int -> int
scoreManager.kill int -> int
scoreManager.objective int -> int
scoreManager.repair int -> int
scoreManager.repairScoreLimit float -> float
scoreManager.soldierRevive int -> int
scoreManager.teamDamage int -> int
scoreManager.teamDamageLimit float -> float
scoreManager.teamVehicleDamage int -> int
scoreManager.teamVehicleDamageLimit float -> float
scoreManager.TK int -> int
scoreManager.vehicleRevive int -> int
SettingsManager.boolGet std::string -> bool
SettingsManager.boolSet std::string bool -> bool
SettingsManager.floatGet std::string -> float
SettingsManager.floatSet std::string float -> bool
SettingsManager.intGet std::string -> int
SettingsManager.intSet std::string int -> bool
SettingsManager.stringGet std::string -> std::string
SettingsManager.stringSet std::string std::string -> bool
SettingsManager.U32Get std::string -> U32
SettingsManager.U32Set std::string U32 -> bool
shadermanager.byPassDiceStates bool -> bool
shadermanager.compileDebugTerrain bool -> bool
shadermanager.compilePartialPrecisionTypes bool -> bool
shadermanager.compileSkipOptimizations bool -> bool
shadermanager.compileUsePartialPrecision bool -> bool
shadermanager.compileUsePreShaders bool -> bool
shadermanager.compileUsePS2A bool -> bool
shadermanager.compileWithDebug bool -> bool
shadermanager.listEffects -> void
shadermanager.reloadAllEffects -> void
shadermanager.reloadEffect std::string -> void
shadowManager.allowAlphaShadows bool -> bool
shadowManager.alphaShadowThreshold float -> float
shadowManager.dropShadowClipHeightOffset float -> float
shadowManager.dynamic1pShadowsEnabled bool -> bool
shadowManager.dynamicShadowsEnabled bool -> bool
shadowManager.dynamicStaticMeshShadowsEnabled bool -> bool
shadowManager.lightmapIntensityBias float -> float
shadowManager.occludedSkyNightIntensity float -> float
shadowManager.shadow80Line float -> float
shadowManager.shadowFromBundledMeshLod int -> int
shadowManager.shadowFromSkinnedMeshLod int -> int
shadowManager.shadowFromStaticMeshLod int -> int
shadowManager.shadowFromTerrainLod int -> int
shadowManager.shadowIntensityBias float -> float
shadowManager.shadowMapBitDepth int -> int
shadowManager.shadowMapDepthBias float -> float
shadowManager.shadowMapDepthDistance float -> float
shadowManager.shadowMapIncludeStaticMeshes bool -> bool
shadowManager.shadowMapObjectSize int -> int
shadowManager.shadowMapSize int -> int
shadowManager.shadowMapSlopeBias float -> float
shadowManager.shadowMergeDynamicShadowFrustums bool -> bool
shadowManager.shadowOccluderOversizeFactor float -> float
shadowManager.shadowOverrideQuality int -> int
shadowManager.shadowPSMFovY float -> float
shadowManager.shadowPSMUseSlideback bool -> bool
shadowManager.shadowPSMUseUnitCubeClipping bool -> bool
shadowManager.shadowPSMZFarOffset float -> float
shadowManager.shadowPSMZMinInfinityZ float -> float
shadowManager.shadowPSMZNearOffset float -> float
shadowManager.shadowShowFrustums bool -> bool
shadowManager.shadowSunExtrusionLength float -> float
shadowManager.shadowSunHeightOverFade Vec2 -> Vec2
shadowManager.shadowSunScalePower float -> float
shadowManager.shadowTestBelowRayLenght float -> float
shadowManager.shadowTSMFocus float -> float
shadowManager.shadowUpdateFactor float -> float
shadowManager.shadowUpdatesEnabled bool -> bool
shadowManager.shadowUseSweepTest bool -> bool
shadowManager.useLSSMOptimizations bool -> bool
shadowManager.usePSMOptimizations bool -> bool
skinnedMeshRenderer.shaderQuality ShaderQuality -> ShaderQuality
skyDome.cloudLerpFactors Vec2 -> Vec2
skyDome.cloudTemplate std::string -> std::string
skyDome.cloudTexture std::string -> std::string
skyDome.cloudTexture2 std::string -> std::string
skyDome.domePosition Vec3 -> Vec3
skyDome.domeRotation float -> float
skyDome.domeSize float -> float
skyDome.fadeCloudsDistances Vec2 -> Vec2
skyDome.flareDirection Vec3 -> Vec3
skyDome.flareFadeAdd float -> float
skyDome.flareFadeMul float -> float
skyDome.flareTemplate std::string -> std::string
skyDome.flareTexture std::string -> std::string
skyDome.hasCloudLayer bool -> bool
skyDome.hasCloudLayer2 bool -> bool
skyDome.lightingBlend float -> float
skyDome.lightingColor Vec3 -> Vec3
skyDome.scrollDirection Vec2 -> Vec2
skyDome.scrollDirection2 Vec2 -> Vec2
skyDome.skyTemplate std::string -> std::string
skyDome.skyTexture std::string -> std::string
sound.addMenuSound std::string std::string float -> void
sound.addSound std::string -> void
sound.addTrigger std::string -> void
sound.dopplerEffect float -> float
sound.getAllSoundTemplates -> std::string
sound.getProperty std::string -> std::string
sound.getVolumeForGroup int -> float
sound.initialize int std::string int -> SoundInitResult
sound.interactiveMode bool -> bool
sound.listenerReverb float -> float
sound.loadMusic std::string -> bool
sound.masterVolume float -> float
sound.playMusic -> bool
sound.playSound std::string -> void
sound.removeAllTriggers -> void
sound.setProperty std::string float -> void
sound.setReverb std::string -> void
sound.setVolumeForGroup int float -> void
sound.showSoundSources bool -> bool
sound.showStats bool -> bool
Sound.startEngines bool -> bool
sound.stopMusic float -> bool
sound.stopSound std::string -> void
sound.tinnitusSetup std::string float float -> void
sound.tweakTemplate std::string float float -> void
sound.windSetup std::string float -> void
spawnManager.commitSuicide -> void
spawnManager.listSpawnGroups -> void
spawnManager.selectNextUnlock int -> void
spawnManager.setPlayerKit int -> void
spawnManager.setPlayerTeam int -> void
spawnManager.toggleMembers bool -> void
squadInterface.selectOrder std::string -> bool
squadInterface.setStringMap std::string std::string std::string -> void
squadLeaderInterface.selectOrder std::string -> bool
squadLeaderInterface.setStringMap std::string std::string std::string -> void
squadLeader.sendOrder int bool -> void
squadLeader.sendRequest int bool -> void
squadLeader.sendRequestForOrder -> void
squad.leaveSquad -> void
squadManager.changeSquadName std::string bool -> void
squadManager.joinSquad int -> void
squadManager.leaveSquad int -> void
squadManager.listSquadMembers int int -> std::string
squadManager.listSquads int -> std::string
squadManager.makeMeCommander -> void
squadManager.popNextCommanderApplicant int -> void
squadMenu.applyInviteList -> void
squadMenu.createSquad -> void
squadMenu.doubleClickInvite -> void
squadMenu.doubleClickNew -> void
squadMenu.setShowInviteList bool -> void
squadMenu.setSquadCreateSelect bool -> void
squadMenu.setSquadNameSelect -> void
squadMenu.singleClickInvite -> void
squadMenu.singleClickNew -> void
squadMenu.squadCreateLockToggle -> void
staticMeshRenderer.allowAnisoFiltering bool -> bool
staticMeshRenderer.convertLightmapName std::string -> std::string
staticMeshRenderer.enableLightIndexes bool -> bool
staticMeshRenderer.enableLightMapAtlas bool -> bool
staticMeshRenderer.enableNewLightmapNames bool -> bool
staticMeshRenderer.enableRendering bool -> bool
staticMeshRenderer.enableUnifiedIndexlist bool -> bool
staticMeshRenderer.loadAllLightMapFiles std::string std::string -> bool
staticMeshRenderer.loadAllLightMapFilesDLL std::string std::string -> bool
staticMeshRenderer.materialCullingEnabled bool -> bool
staticMeshRenderer.maxLightMappedLod int -> int
staticMeshRenderer.noLods bool -> bool
sv.adminScript std::string -> std::string
sv.allowExternalViews bool -> bool
sv.allowFreeCam bool -> bool
sv.allowNATNegotiation bool -> bool
sv.allowNoseCam bool -> bool
sv.autoBalanceTeam bool -> bool
sv.autoDemoHook std::string -> std::string
sv.autoRecord bool -> bool
sv.communityLogoURL std::string -> std::string
sv.configFile std::string -> std::string
sv.coopBotCount int -> int
sv.coopBotDifficulty float -> float
sv.coopBotRatio float -> float
sv.demoDownloadURL std::string -> std::string
sv.demoIndexURL std::string -> std::string
sv.demoQuality int -> int
sv.endDelay int -> int
sv.endOfRoundDelay int -> int
sv.friendlyFireWithMines bool -> bool
sv.gameSpyPort int -> int
sv.hitIndicator bool -> bool
sv.interfaceIP std::string -> std::string
sv.internet bool -> std::string
sv.load -> bool
sv.manDownTime float -> float
sv.maxConnectionType ConnectionType -> ConnectionType
sv.maxPlayers int -> std::string
sv.minPlayersForVoting int -> int
sv.notEnoughPlayersRestartDelay float -> float
sv.noVehicles float -> float
sv.numPlayersNeededToStart int -> int
sv.numReservedSlots int -> std::string
sv.password std::string -> std::string
sv.punkBuster bool -> bool
sv.radioBlockedDurationTime int -> int
sv.radioMaxSpamFlagCount int -> int
sv.radioSpamInterval int -> int
sv.ranked bool -> bool
sv.roundsPerMap int -> int
sv.save -> bool
sv.scoreLimit int -> int
sv.serverIP std::string -> std::string
sv.serverName std::string -> std::string
sv.serverPort int -> std::string
sv.soldierFriendlyFire int -> int
sv.soldierSplashFriendlyFire int -> int
sv.spawnTime float -> float
sv.sponsorLogoURL std::string -> std::string
sv.sponsorText std::string -> std::string
sv.startDelay int -> int
sv.teamRatioPercent float -> float
sv.teamVoteOnly bool -> bool
sv.ticketRatio int -> int
sv.timeBeforeRestartMap float -> float
sv.timeLimit int -> int
sv.tkNumPunishToKick int -> int
sv.tkPunishByDefault bool -> bool
sv.tkPunishEnabled bool -> bool
sv.useGlobalRank bool -> bool
sv.useGlobalUnlocks bool -> bool
sv.vehicleFriendlyFire int -> int
sv.vehicleSplashFriendlyFire int -> int
sv.voipBFClientPort int -> int
sv.voipBFServerPort int -> int
sv.voipEnabled bool -> bool
sv.voipQuality int -> int
sv.voipServerPort int -> int
sv.voipServerRemote bool -> bool
sv.voipServerRemoteIP std::string -> std::string
sv.voipSharedPassword std::string -> std::string
sv.voteTime int -> int
sv.votingEnabled bool -> bool
sv.welcomeMessage std::string -> std::string
swiffHost.addAward int int int -> void
swiffHost.addCredit std::string int -> void
swiffHost.addGameMode std::string std::string -> void
swiffHost.addRank int int int -> void
swiffHost.enableScroller bool -> void
swiffHost.loadImage std::string -> bool
swiffHost.serverBrowserFrameSkips int -> int
swiffHost.setScrollerRect int int int -> void
swiffHost.setScrollFadeSpeed int -> void
swiffHost.setScrollSpeed float -> void
terrain.ambientColor Vec3 -> Vec3
terrain.create std::string -> void
terrainCuller.baseCellSize int -> int
terrainCuller.checkInside bool -> bool
terrainCuller.cullerType int -> int
terrainCuller.detailCullMaxLevel int -> int
terrainCuller.lod0SwitchStart float -> float
terrainCuller.lod0SwitchStop float -> float
terrainCuller.lod1SwitchStart float -> float
terrainCuller.lod1SwitchStop float -> float
terrainCuller.lod2Start float -> float
terrainCuller.lodSwitchDistance int -> int
terrainCuller.updateLodLevel bool -> bool
terrainCuller.useStitchedLods bool -> bool
terrain.forceRenderStyle int -> int
terrain.GIColor Vec3 -> Vec3
terrain.GIColorHigh Vec3 -> Vec3
terrain.GIColorLow Vec3 -> Vec3
terrain.init -> void
terrain.load std::string -> void
terrain.refreshTerrainSampling -> void
terrain.sunColor Vec3 -> Vec3
terrain.terrainWaterColor Vec3 -> Vec3
terrain.waterAlphaAdd float -> float
terrain.waterAlphaHeightMul float -> float
terrain.waterAnimSpeed float -> float
terrain.waterColor Vec3 -> Vec3
terrain.waterNormalMap std::string -> std::string
terrain.waterQuality int -> int
terrain.waterReflectivity float -> float
terrain.waterScroll Vec2 -> Vec2
terrain.waterSpecularColor Vec4 -> Vec4
terrain.waterSpecularPower float -> float
terrain.waterSunIntensity float -> float
terrain.waterTransparency float -> float
texturemanager.customTextureSuffix std::string -> std::string
undergrowth.dynamicShadowsEnable bool -> bool
undergrowth.enabled bool -> bool
undergrowth.load std::string -> void
undergrowth.reload -> void
undergrowth.simpleShaderEnable bool -> bool
undergrowth.test uint -> uint
undergrowth.test2 float -> float
undergrowth.viewDistanceFade float -> float
undergrowth.viewDistanceScale float -> float
undergrowth.zPassPatchCount uint -> uint
Vars.set std::string std::string -> void
videoSettings.setAntialiasing std::string -> void
videoSettings.setDynamicLightingQuality int -> void
videoSettings.setDynamicShadowsQuality int -> void
videoSettings.setEffectsQuality int -> void
videoSettings.setGeometryQuality int -> void
videoSettings.setLightingQuality int -> void
videoSettings.setResolution std::string -> void
videoSettings.setTerrainQuality int -> void
videoSettings.setTextureFilteringQuality int -> void
videoSettings.setTextureQuality int -> void
videoSettings.setVideoOptionScheme int -> void
videoSettings.setViewDistanceScale float -> void
weatherManager.doubleStrikeMaxDelay float -> float
weatherManager.doubleStrikeMinDelay float -> float
weatherManager.doubleStrikeProbability float -> float
weatherManager.inFadeSegments float -> float
weatherManager.lightningBlendOutTime float -> float
weatherManager.lightningColor Vec4 -> Vec4
weatherManager.lightningDuration float -> float
weatherManager.lightningGroundPenetration float -> float
weatherManager.lightningMaxInterval float -> float
weatherManager.lightningMaxPos Vec3 -> Vec3
weatherManager.lightningMinInterval float -> float
weatherManager.lightningMinPos Vec3 -> Vec3
weatherManager.lightningPertubation float -> float
weatherManager.lightningScale Vec2 -> Vec2
weatherManager.lightningSegments int -> int
weatherManager.lightningSFXDelay float -> float
weatherManager.lightningSFXName std::string -> std::string
weatherManager.outFadeSegments float -> float
weatherManager.skyBlendOutTime float -> float
weatherManager.stormEnabled bool -> bool
windManager.globalWindDirection Vec3 -> Vec3
windManager.globalWindSpeed float -> float






Will Stahl aka "Merlin" in the Squad community
Sniperdog is offline
Last edited by [R-DEV]Arab; 2018-06-07 at 10:00..
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