float Abs( float f ) void ActivateInterface( const gpstring& sInterfacePath, bool bShow ) bool ActorAutoDefendsOthers( void ) const bool ActorAutoHealsOthersLife( void ) const bool ActorAutoHealsOthersMana( void ) const bool ActorAutoHealsSelfLife( void ) const bool ActorAutoHealsSelfMana( void ) const bool ActorAutoPicksUpItems( void ) const bool ActorAutoReanimatesFriends( void ) const bool ActorAutoSwitchesToKarate( void ) const bool ActorAutoSwitchesToMagic( void ) const bool ActorAutoSwitchesToMelee( void ) const bool ActorAutoSwitchesToRanged( void ) const bool ActorAutoUsesStoredItems( void ) const bool ActorAutoXfersMana( void ) const float ActorBalancedAttackPreference( void ) const bool ActorPrefersMagic( void ) const bool ActorPrefersMelee( void ) const bool ActorPrefersRanged( void ) const void Add( eQueryTrait qt ) void Add( Go* go ) void Add( Goid goid ) void Add( UIWindow* wnd ) void AddActiveItem( UIWindow* pItem ) void AddAnimToBlendGroup( DWORD i, float relw ) void AddAnimToBlendGroup( DWORD i, float relw, bool f ) void AddBlankInterface( const gpstring& sName ) void AddChild( Go* child ) void AddChild( UIWindow* pWindow ) AuditorDb* AddDb( const char* name, bool xferDb ) void AddDelayedPcontent( void ) void AddElement( const gpstring& sText, int tag ) void AddElement( const gpstring& sText, int tag, DWORD dwColor ) void AddEquipRequirements( const gpstring& requirements ) void AddIcon( const gpstring& texture, int icon ) void AddMemberNow( Go* member ) void AddNewSinkToContext( const char* context, const char* name, const char* sinkFactory ) void AddNewSinkToContext( const char* context, const char* name, const char* sinkFactory, const char* sinkParams ) void AddNewSinkToContext( const char* context, const char* sinkFactory ) void AddNewSinkToSink( const char* sink, const char* name, const char* sinkFactory ) void AddNewSinkToSink( const char* sink, const char* sinkFactory ) void AddRapiFader( bool bFadeIn, float duration ) void AddReportFilters( const gpstring& filter ) bool AddSkritBot( const char* skritName ) float AddTimerSeconds( int id, float extraTime ) bool AddToGroup( Blender* b, DWORD c, DWORD s, DWORD i, float w, bool fc ) bool AddToHotGroup( Goid goid ) bool AddToHotGroup( Goid goid, bool add ) UINT32 AddVariable( SiegePos& position, Goid owner ) void AddWindowToInterface( UIWindow* pWindow, const gpstring& sInterface, bool bExistFail ) void AlertRangedAttack( Goid target ) bool AliveEnemiesVisible( void ) bool AliveFriendsVisible( void ) void All( void ) bool AmBusy( void ) const bool AmFacing( const SiegePos& target ) const bool AmFacing( Go* target ) const bool AmPatrolling( void ) const void AnimationCallback( DWORD msg ) bool AnimEventBitTest( DWORD dw, eAnimEvent ev ) gpstring& Append( gpstring& str, const char* extra ) gpstring& AppendF( gpstring& str, const char* format, ... ) void ApplyEnchantments( Goid target, Goid source ) bool AreHumanPartyMembersInNodes( int region, int section, int level, int object ) bool AreScreenPartyMembersInNodes( int region, int section, int level, int object ) void Assert( int testExpr ) void Assert( int testExpr, const char* msg ) void AssertF( int testExpr, const char* format, ... ) gpstring& Assign( gpstring& str, const char* extra ) gpstring& AssignF( gpstring& str, const char* format, ... ) bool AttachDeformableChild( HAspect hchild ) bool AttachReverseLinkedChild( HAspect hchild, const char* parentbone, const char* childbone ) bool AttachReverseLinkedChild( HAspect hchild, const char* parentbone, const char* childbone, const Quat& offsetrot, const vector_3& offsetpos ) bool AttachRigidLinkedChild( HAspect hchild, const char* parentbone, const char* childbone ) bool AttachRigidLinkedChild( HAspect hchild, const char* parentbone, const char* childbone, const Quat& offsetrot, const vector_3& offsetpos ) bool AutoSaveGame( void ) bool AutoSaveGameNow( void ) bool AutoSaveParty( void ) void AutoSize( UIWindow* pWindow, int index ) void AwardExperience( Goid Client, Goid Weapon, float experience_points ) float AzimuthAngleToTarget( Goid go, Goid target ) float BaseAnimDurationForStance( DWORD stance ) const void BeginReport( void ) bool BlenderIsIdle( void ) void Breakpoint( void ) eTargetTypeFlags BuildTargetTypeFlags( Go* caster, Go* target ) Go* CalcSecondTierTarget( const Go* attacker, const Go* target ) void CalculateAimingError( Goid Client, const char* szSkill, float& x_axis, float& y_axis ) float CalculateDamage( Goid Attacker, Goid Weapon, Goid Victim, float min_damage, float max_damage, float total_defense, bool bPiercing ) float CalculateExperience( Goid Attacker, Goid Weapon, Goid Victim, float damage ) float CalculateMagnitude( float mag_a, float damage ) void CalculateWeaponAimingError( Goid Weapon, float& x_axis, float& y_axis ) eCameraOrder CameraOrderFromString( const char* str ) bool CanAdd( const Go* item, eInventoryLocation il, bool autoPlace ) const bool CancelExpiration( Go* go, bool forced ) bool CanHit( Goid Attacker, Goid Victim, Goid AttackerWeapon, Goid VictimWeapon ) bool CanOperateOn( Go* go ) bool CanReachNextLevel( const Go* caster ) float Ceil( float f ) void CenterWindowToMousePos( void ) void ChangeLife( Goid Client, float Delta ) void ChangeLife( Goid Client, float Delta, DWORD rpcWhere ) void ChangeLifeLocal( Goid Client, float Delta ) void ChangeMana( Goid Client, float Delta ) void ChangeMana( Goid Client, float Delta, DWORD rpcWhere ) void ChangeManaLocal( Goid Client, float Delta ) void Chat( const gpwstring& sChatText ) bool CheckAutoSaveParty( bool ignoreMinTime ) bool CheckAutoSaveParty( void ) void CheckCommand( const char* command ) void CheckFile( const char* skritName ) bool CheckForCriticalHit( Goid Attacker, Goid Victim ) void Class( const char* className ) void Classes( bool includeHidden ) void Classes( void ) void Clear( eJobQ q ) void Clear( void ) void ClearActiveItems( void ) void ClearAndCommit( eJobQ q ) void ClearCameraPositionCache( void ) void ClearDebugHudOptions( eDebugHudOptions options ) void ClearExperienceBenefactor( void ) void ClearInstanceAttrFlags( DWORD newval ) void ClearOrders( void ) void ClearParent( void ) void ClearPosition( void ) void ClearSelection( void ) void ClearTimer( void ) void ClearToolTip( void ) void ClearVariables( Goid owner ) Goid CloneLocalGo( const GoCloneReq& cloneReq ) void CloseBlendGroup( bool merge ) void CloseBlendGroup( void ) void CloseBlendGroupWithTransition( float t, bool a ) void Command( const char* command ) float ComputeAimingAngle( const SiegePos& firingPos, const SiegePos& targetPos, float velocity ) float ComputeAimingAngle( Goid ammo, const SiegePos& firingPos, const SiegePos& targetPos, float velocity ) void ComputeAimingError( void ) SiegePos& ComputeFiringPos( void ) SiegePos& ComputeTargetPos( Goid target ) bool Contains( const Go* item ) const bool Contains( const gpstring& member ) const bool ContainsAll( const Membership& membership ) const bool ContainsAny( const Membership& membership ) const float ConvertRatioToAttackBlend( float x, float y, float deg0, float deg1 ) float ConvertRatioToWalkBlend( float x, float z ) static SiegePos& Copy( const SiegePos& obj ) static SiegeRot& Copy( const SiegeRot& obj ) bool CopyScreenShotToClipboard( void ) float Cos( float f ) void CreateCommonCtrl( const gpstring& sTemplate ) SimID CreateDamageVolume( const SiegePos& start_pos, const SiegePos& end_pos, float start_radius, float end_radius, float damage, float duration, Goid Owner, Goid OwnerWeapon ) SimID CreateDamageVolume( Goid source, Goid target, float length, float start_radius, float end_radius, float damage, float duration, Goid Owner, Goid OwnerWeapon ) UIWindow* CreateDefaultWindowOfType( const gpstring& sType ) SimID CreateExplosion( const SiegePos& position, float radius, float magnitude, float damage, Goid Owner, Goid OwnerWeapon ) int CreateFrameTimer( int framesFromNow ) void CreateFrameTimer( int id, int framesFromNow ) int CreateTimer( float timeFromNow ) void CreateTimer( int id, float timeFromNow ) bool DamageGo( Goid Victim, Goid Attacker, Goid AttackerWeapon, float amount, bool piercing_damage, bool explosive_damage ) void DamageGoMagic( Goid Attacker, Goid Spell, Goid Victim, SiegePos& damage_origin ) void DamageGoMelee( Goid Attacker, Goid Weapon, Goid Victim ) bool DamageGoParticle( Goid Victim, Goid Attacker, Goid AttackerWeapon, float min_damage, float max_damage, float exposure_time, bool award_xp, bool bIgnite, bool bCalcFireResist ) void DamageGoRanged( Goid Attacker, Goid Weapon, Goid Victim ) bool DamageGoTrap( Goid Victim, Goid Attacker, Goid AttackerWeapon, float min_damage, float max_damage ) bool DamageGoVolume( Goid Victim, Goid Attacker, Goid AttackerWeapon, float damage, float delta_t, bool explosive_damage ) void DeactivateInterface( const gpstring& interface_name ) void DeactivateInterfaceWindows( const gpstring& sInterface ) void DebugBreakOn( Goid breakGoid ) void Debugger( const char* msg ) void DebuggerF( const char* format, ... ) void DebugListPlayers( void ) void DebugSetShowHandleAccess( bool flag ) bool DebugShowHandleAccess( void ) float DecodeAttackDeviation( DWORD flags ) float DecodeAttackElevation( DWORD flags ) float DecodeAttackLoopDuration( DWORD flags ) float DegreesToRadians( float f ) bool DeleteWindow( UIWindow* pWindow ) bool Deselect( Goid goid ) bool Deselect( void ) void DeselectAll( void ) void DeselectElements( void ) void DestroyTimer( int id ) bool DetachAllChildren( void ) bool DetachChild( HAspect hchild ) eHitType DetermineHitType( float damage_done, float min_damage, float max_damage ) void Disable( const char* context ) void Disable( void ) void DisableAutoExpiration( void ) void DisableButton( void ) void Disassemble( const char* skritName ) void Disassemble( ReportSys::Context* ctx ) const void Disassemble( void ) const void DisassembleCommand( const char* command ) void DisassembleCurrent( ReportSys::Context* ctx ) const void DisassembleCurrent( void ) const Goid DoesActivePartyHaveTemplate( const char* sTemplate, Goid target ) bool DoesSphereHaveHumanControlledOccupants( const SiegePos& center, float radius ) bool DoesSphereHaveOccupants( const SiegePos& center, float radius ) bool DoingJobOriginatingFrom( eJobQ q, Go* origin ) bool DoWindowsOverlap( const char* szWindow1, const char* szInterface1, const char* szWindow2, const char* szInterface2 ) bool DoWindowsOverlap( UIWindow* pWindow1, UIWindow* pWindow2 ) void DragWindow( int delta_x, int delta_y ) void DrawDebugArc( const SiegePos& PosA, const SiegePos& PosB, DWORD color, const gpstring& sName, bool drawticks ) void DrawDebugBoxStack( const SiegePos& pos, float size, DWORD color, float duration, const matrix_3x3& orient ) void DrawDebugCircle( const SiegePos& Center, float Radius, DWORD Color, const gpstring& sName ) void DrawDebugDashedLine( const SiegePos& PosA, const SiegePos& PosB, DWORD Color, const gpstring& sName ) void DrawDebugDirectedLine( const SiegePos& PosA, const SiegePos& PosB, DWORD Color, const gpstring& sName ) void DrawDebugLine( const SiegePos& PosA, const SiegePos& PosB, DWORD Color, const gpstring& sName ) void DrawDebugLine( const SiegePos& PosA, const SiegePos& PosB, DWORD Color, const gpstring& sName, float duration ) void DrawDebugLinkedTerrainPoints( const SiegePos& PosA, const SiegePos& PosB, DWORD Color, const gpstring& sName ) void DrawDebugPoint( const SiegePos& Center, float Radius, DWORD Color, const gpstring& sName ) void DrawDebugPoint( const SiegePos& Center, float Radius, DWORD Color, float height, const gpstring& sName, DWORD labelColor ) void DrawDebugPulsePolygon( const SiegePos& Center, float MinRadius, float MaxRadius, float PulsePeriod, unsigned int Sides, DWORD Color, const gpstring& sName ) void DrawDebugScreenLabel( const SiegePos& Pos, const gpstring& name ) void DrawDebugScreenLabelColor( const SiegePos& Pos, const gpstring& name, DWORD color ) void DrawDebugSphere( const SiegePos& Center, float Radius, DWORD Color, const gpstring& sName ) void DrawDebugSphereConeSection( const SiegePos& Position, const vector_3& Direction, float Angle, float Radius, DWORD Color, const gpstring& sName ) void DrawDebugSphereOffsetAngle( const SiegePos& Center, float Radius, float OffsetAngle, DWORD Color, const gpstring& sName ) void DrawDebugTriangle( const SiegePos& Center, float Radius, DWORD Color, const gpstring& sName ) void DrawDebugWedge( const SiegePos& Center, float Radius, const SiegePos& Direction, float ArcLength, DWORD Color, bool filled ) void DrawDebugWedge( const SiegePos& Center, float Radius, const vector_3& Direction, float ArcLength, DWORD Color, bool filled ) void DrawDebugWorldLabelScroll( const SiegePos& Pos, const gpstring& name, DWORD color, float duration, bool scroll ) void DropItemsAroundBody( void ) void DropItemsFor( Goid killerGoid ) void Dump( bool verbose, ReportSys::Context* ctx ) void Dump( const char* skritName ) void Dump( Goid go, ReportSys::Context* ctx ) void Dump( ReportSys::Context* ctx ) void Dump( ReportSys::Context* ctx ) const void Dump( void ) void Dump( void ) const void Dump2( bool verbose, ReportSys::Context* ctx ) void DumpActorStats( const Go* go, ReportSys::Context* ctx ) static void DumpBinders( void ) void DumpCommand( const char* command ) void DumpFile( const char* fileName ) void DumpGameStack( void ) void DumpPathVars( void ) void DumpPContentDb( void ) void DumpPContentDbStats( void ) void DumpPerformanceSummary( bool footerMode, ReportSys::Context* ctx ) void DumpPrototypes( void ) void DumpStateMachine( ReportSys::Context* ctx ) const void DumpStateMachine( void ) const void DumpStatistics( void ) const void DumpStrings( void ) float DurationOfCurrentTimeWarp( void ) const bool Empty( void ) const void Enable( bool enable ) void Enable( const char* context ) void EnableAutoExpiration( bool set ) void EnableAutoExpiration( void ) void EnableButton( void ) void EnableIme( bool bSet ) bool EncodeAttackParameters( float loopdur, float elevation, float deviation, DWORD& flags ) void EndReport( void ) bool EndRequested( void ) void EnterAtomicState( float duration ) void Enum( const char* enumName ) void Enums( bool includeConstants ) void Enums( void ) void Error( const char* msg ) void ErrorBox( const char* msg ) void ErrorBoxF( const char* format, ... ) void ErrorF( const char* format, ... ) bool EvalBoolFormula( const char* formula ) bool EvalBoolFormula( const char* formula, bool defValue ) float EvalFloatFormula( const char* formula ) float EvalFloatFormula( const char* formula, float defValue ) int EvalIntFormula( const char* formula ) int EvalIntFormula( const char* formula, int defValue ) float EvaluateAttackDamageModifierMax( const Go* caster, const Go* target ) const float EvaluateAttackDamageModifierMin( const Go* caster, const Go* target ) const float EvaluateCastExperience( const Go* caster, const Go* target ) const float EvaluateEffectDuration( const Go* caster, const Go* target ) const float EvaluateManaCost( const Go* caster, const Go* target ) const bool Execute( const gpstring& line ) void Execute( const char* skritName ) void Execute( const char* skritName, const char* funcName ) void ExitGame( void ) bool ExplodeGoWithDamage( Goid Object, Goid Owner, Goid OwnerWeapon ) void FadeMoodVolume( float fadeTime, DWORD volume ) void Fatal( const char* msg ) void Fatal( void ) void FatalF( const char* format, ... ) float FilterSmoothStep( float a, float b, float x ) float FilterSmoothStep( float x ) bool FindClearLosPoint( const Go* from, const Go* to, float maxDist, float maxAngle, SiegePos& out ) bool FindClearLosPoint( const Go* from, const SiegePos& to, float maxDist, float maxAngle, SiegePos& out ) AuditorDb* FindDb( const char* name ) Goid FindGoidByScid( Scid scid ) const int FindNodalTextureIndex( SiegeId node, const gpstring& texName ) bool FindSpotForDrop( Go* dropper, Go* dropFor, Go* dropItem, float diagLength, float maxDegreesAngularDeviance, float verticalDeltaConstraint, SiegePos& pos, bool bDropSame ) bool FindSpotRelativeToSource( const SiegePos* source, const SiegePos* target, siege::eLogicalNodeFlags nodeFlags, float pointBufferRadius, bool awayFromTarget, float minDistance, float maxDistance, float minDegreesAngularDeviance, float maxDegreesAngularDeviance, float verticalDistanceConstraint, bool showHuds, SiegePos& pos, bool bDropSame ) bool FindSpotRelativeToSource( const SiegePos* source, const SiegePos* target, siege::eLogicalNodeFlags nodeFlags, float pointBufferRadius, bool awayFromTarget, float minDistance, float maxDistance, float minDegreesAngularDeviance, float maxDegreesAngularDeviance, float verticalDistanceConstraint, bool showHuds, SiegePos& pos, bool bDropSame, bool bProjectBothSides ) bool FindSpotRelativeToSource( const SiegePos* source, float pointBufferRadius, float minDistance, float maxDistance, float verticalDistanceConstraint, bool showHuds, SiegePos& pos ) bool FindSpotRelativeToSource( Go* source, float minDistance, float maxDistance, float verticalDistanceConstraint, SiegePos& pos ) bool FindSpotRelativeToSource( Go* source, Go* target, bool awayFromTarget, float minDistance, float maxDistance, float minDegreesAngularDeviance, float maxDegreesAngularDeviance, float verticalDistanceConstraint, SiegePos& pos, bool bDropSame ) bool FindSpotRelativeToSource( Go* source, Go* target, bool awayFromTarget, float minDistance, float maxDistance, float minDegreesAngularDeviance, float maxDegreesAngularDeviance, float verticalDistanceConstraint, SiegePos& pos, bool bDropSame, bool bProjectBothSides ) UIWindow* FindUIWindow( const char* window_name, const char* sInterface ) void FinishScript( SFxSID id ) void FlashElementIcon( int tag, float duration ) float Floor( float f ) bool Flush( Goid owner ) bool Flush( Goid owner, float delay ) void ForceUpdate( void ) void ForceUpdateFog( float transTime ) void ForceUpdateMusic( float transTime ) void ForceUpdateRain( float transTime ) void ForceUpdateSnow( float transTime ) void ForceUpdateWind( float transTime ) const char* Format( const char* format, ... ) float FromPercent( float f ) bool FromString( const char* str, eAlteration& e ) bool FromString( const char* str, eAxisHint& val ) bool FromString( const char* str, eCameraInterpolate& val ) bool FromString( const char* str, eJobAbstractType& Type ) bool FromString( const char* str, eMoodRoomType& val ) bool FromString( const char* str, eWorldEvent& val ) bool FromString( const char* str, FADETYPE& val ) bool FromString( const char* str, MCP::eOrientMode& x ) bool FromString( const char* str, MCP::eReqRetCode& x ) bool FromString( const char* str, MCP::eRequest& x ) bool FromString( const char* str, MCP::eRID& x ) static bool FromString( const char* str, Type& obj ) ReportSys::Context* GamePlayContext( void ) void GenerateDocs( ReportSys::Context* ctx ) const void GenerateDocs( void ) const void Generic( const char* msg ) void GenericF( const char* format, ... ) bool Get( Go* reference, const QtColl& qtc, const GopColl& in, GopColl& out ) const bool Get( Go* reference, eQueryTrait qt, const GopColl& in, GopColl& out ) const Go* Get( int index ) const Goid Get( int index ) const UIWindow* Get( int index ) const float Get2DDistance( Go* pTo ) const bool GetActive( void ) const DWORD GetActiveColor( void ) const UICursor* GetActiveCursor( void ) Goid GetActiveFogGo( void ) const gpstring& GetActiveIcon( void ) const Goid GetActiveMusicGo( void ) Goid GetActiveRainGo( void ) Goid GetActiveSnowGo( void ) Goid GetActiveSunGo( void ) Goid GetActiveWindGo( void ) bool GetActorAutoFidgets( void ) float GetAimingErrorX( void ) const float GetAimingErrorY( void ) const eActorAlignment GetAlignment( void ) const int GetAllignedTeam( void ) const bool GetAllowInput( void ) const bool GetAllowUserPress( void ) const BYTE GetAlpha( void ) const float GetAlpha( DWORD intColor ) float GetAlpha( void ) const float GetAlterationSum( const Go* client, eAlteration Alteration ) const bool GetAltKey( void ) const bool GetAmmoAppearsJIT( void ) const const gpstring& GetAmmoAttachBone( void ) const bool GetAmmoAttachesToWeapon( void ) const Goid GetAmmoCloneSource( void ) const Goid GetAmmoReady( void ) const float GetAmountDamageToType( void ) const const vector_3& GetAngularVelocity( void ) const eAnimStance GetAnimStance( void ) int GetAnimStanceInt( void ) static Goid GetAnyGoid( void ) bool GetApplyEnchantmentsOnCast( void ) const float GetAreaDamageRadius( void ) const nema::HAspect GetAspectHandle( void ) const nema::Aspect* GetAspectPtr( void ) const float GetAspectTextureSpeed( int texIndex ) eAttackClass GetAttackClass( void ) const const gpstring& GetAttackDamageModifierMax( void ) const const gpstring& GetAttackDamageModifierMin( void ) const float GetAttackRange( void ) const const gpstring& GetAutoExpirationClass( void ) const bool GetAutoItems( eQueryTrait itemTrait, GopColl& out ) const bool GetAutoItems( GopColl& out ) const bool GetAutoItems( QtColl& qtc, GopColl& out ) const bool GetAutoPlaceNotify( void ) const bool GetAutoTransfer( void ) const float GetAvgMoveVelocity( void ) bool GetBackgroundFill( void ) const float GetBaseDuration( eAnimChore c, eAnimStance s ) const float GetBaseDuration( void ) const eJobAbstractType GetBaseJat( eJobAbstractType in ) Go* GetBestArmor( void ) Go* GetBestArmor( void ) const Go* GetBestFocusEnemy( void ) const const gpstring& GetBlendedPRSDebugName( DWORD i ) Blender* GetBlender( void ) float GetBlendGroupAnimWeight( DWORD g, DWORD i ) float GetBlendGroupWeight( DWORD g ) float GetBlockCombatMagicChance( void ) const float GetBlockCombatMagicChanceAmount( void ) const float GetBlockCombatMagicDamage( void ) const float GetBlockCustomDamage( const char* damageType ) const float GetBlockDamage( void ) const bool GetBlockMCP( void ) const float GetBlockMeleeDamage( void ) const float GetBlockMeleeDamageChance( void ) const float GetBlockMeleeDamageChanceAmount( void ) const float GetBlockNatureMagicChance( void ) const float GetBlockNatureMagicChanceAmount( void ) const float GetBlockNatureMagicDamage( void ) const float GetBlockPartCombatMagicDamage( void ) const float GetBlockPartCustomDamage( const char* damageType ) const float GetBlockPartDamage( void ) const float GetBlockPartMeleeDamage( void ) const float GetBlockPartNatureMagicDamage( void ) const float GetBlockPartPiercingDamage( void ) const float GetBlockPartRangedDamage( void ) const float GetBlockPiercingDamage( void ) const float GetBlockRangedDamage( void ) const float GetBlockRangedDamageChance( void ) const float GetBlockRangedDamageChanceAmount( void ) const float GetBlue( DWORD intColor ) DWORD GetBoneFrozenState( const char* bonename ) const bool GetBoneIndex( const char* bone_name, int& bone_index ) const int GetBoneIndex( const gpstring& bone_name ) const bool GetBoneOrientation( const char* bone_name, vector_3& bone_position, Quat& bone_rotation ) const bool GetBool( const char* key ) bool GetBool( const char* key ) const bool GetBool( const char* key, bool def ) const bool GetBool( int tag, const char* key ) bool GetBorder( void ) const DWORD GetBorderColor( void ) const int GetBorderPadding( void ) const double GetBottom( void ) const float GetBoundingSphereRadius( void ) const int GetBoxHeight( void ) const int GetBoxWidth( void ) const bool GetBrainActive( void ) bool GetButtonDown( void ) const const siege::SiegeCamera& GetCamera( void ) const eCameraMode GetCameraMode( void ) const const vector_3& GetCameraPosition( void ) const const SiegePos& GetCameraSiegePos( void ) const bool GetCanBePickedUp( void ) bool GetCanLevelUp( void ) const bool GetCanSell( void ) bool GetCanShowHealth( void ) const const gpstring& GetCasterStateName( void ) const const gpstring& GetCastExperience( void ) const float GetCastRange( void ) const float GetCastReloadDelay( void ) const UINT32 GetCastSubAnimation( void ) const float GetChanceToDodgeHit( void ) const float GetChanceToDodgeHitMelee( void ) const float GetChanceToDodgeHitRanged( void ) const float GetChanceToHitBonus( void ) const float GetChanceToHitBonusMelee( void ) const float GetChanceToHitBonusRanged( void ) const bool GetCheck( void ) const bool GetCheckState( void ) const HAspect GetChild( DWORD k ) UIListbox* GetChildListbox( void ) const const GopColl& GetChildren( void ) const UIWindowVec& GetChildren( void ) eAnimStance GetChoreStance( void ) bool GetChoreWasRepeated( void ) float GetClickDelay( void ) const bool GetClosestVisible( eQueryTrait trait, GopColl& out ) const bool GetClosestVisible( QtColl& qtc, GopColl& out ) const Go* GetClosestVisible( eQueryTrait trait ) const Go* GetClosestVisible( QtColl& qtc ) const eUIMessage GetCode( void ) const DWORD GetColor( void ) const unsigned int GetColor( void ) const int GetColumns( void ) const eCombatOrders GetCombatOrders( void ) const float GetComfort( void ) const gpstring& GetCommonTemplate( void ) const GoComponent* GetComponent( const char* name ) bool GetComponentBool( const char* componentName, const char* propertyName ) bool GetComponentBool( const char* componentName, const char* propertyName, bool defBool ) float GetComponentFloat( const char* componentName, const char* propertyName ) float GetComponentFloat( const char* componentName, const char* propertyName, float defFloat ) int GetComponentInt( const char* componentName, const char* propertyName ) int GetComponentInt( const char* componentName, const char* propertyName, int defInt ) Scid GetComponentScid( const char* componentName, const char* propertyName ) Scid GetComponentScid( const char* componentName, const char* propertyName, Scid defScid ) const gpstring& GetComponentString( const char* componentName, const char* propertyName ) const gpstring& GetComponentString( const char* componentName, const char* propertyName, const gpstring& defString ) Player* GetComputerPlayer( void ) bool GetConsumesItems( void ) const bool GetContinuePickup( void ) const bool GetControlKey( void ) const ePlayerController GetController( void ) const int GetCount( Go* reference, const QtColl& qtc, const GopColl& in ) const int GetCount( Go* reference, eQueryTrait qt, const GopColl& in ) const float GetCriticalHitChance( void ) const bool GetCrowdingMCP( void ) const const char* GetCurrentAspectTexture( int texIndex ) eAnimChore GetCurrentChore( void ) const int GetCurrentFlags( void ) const float GetCurrentLife( void ) const int GetCurrentLine( void ) const float GetCurrentMana( void ) const float GetCurrentNormalizedTime( void ) const SiegeRot GetCurrentOrientationGoal( void ) const MCP::eOrientMode GetCurrentOrientMode( void ) const Goid GetCurrentOrientTarget( void ) const SiegePos GetCurrentOrientTargPos( void ) const DWORD GetCurrentReqBlock( void ) const eAnimStance GetCurrentStance( void ) const eWorldState GetCurrentState( void ) const int GetCurrentState( void ) const const char* GetCurrentStateName( void ) const int GetCurrentSubAnim( void ) const const float GetCurrentVelocity( void ) const float GetCurrentVelocity( void ) const float GetCurrPositionX( int t ) const float GetCurrPositionY( int t ) const float GetCurrPositionZ( int t ) const float GetCurrRotationW( int t ) const float GetCurrRotationX( int t ) const float GetCurrRotationY( int t ) const float GetCurrRotationZ( int t ) const int GetCursorX( void ) const int GetCursorY( void ) const float GetCustomDamageChance( const char* damageType ) const float GetCustomDamageMax( const char* damageType ) const float GetCustomDamageMin( const char* damageType ) const float GetDamageMax( void ) const float GetDamageMin( void ) const bool GetDamageRange( Goid Client, Goid Weapon, float& min_damage, float& max_damage ) bool GetDamageRange( Goid Client, Goid Weapon, float& min_damage, float& max_damage, bool bUseDifficulty ) const gpstring& GetDamageToType( void ) const float GetDamageToUndead( void ) const const GoDataComponent* GetData( void ) const int GetData1( void ) const AuditorDb* GetDb( void ) bool GetDeactivateOverlapped( void ) const bool GetDebugMCP( void ) const const char* GetDebugName( void ) const const gpstring& GetDebugNameString( void ) const bool GetDebugState( void ) const float GetDefense( void ) const bool GetDelimitedBool( const char* in, int index ) bool GetDelimitedBool( const char* in, int index, char delimiter ) bool GetDelimitedBool( const char* in, int index, char delimiter, bool defValue ) float GetDelimitedFloat( const char* in, int index ) float GetDelimitedFloat( const char* in, int index, char delimiter ) float GetDelimitedFloat( const char* in, int index, char delimiter, float defValue ) int GetDelimitedInt( const char* in, int index ) int GetDelimitedInt( const char* in, int index, char delimiter ) int GetDelimitedInt( const char* in, int index, char delimiter, int defValue ) gpstring& GetDelimitedString( const char* in, int index ) gpstring& GetDelimitedString( const char* in, int index, char delimiter ) gpstring& GetDelimitedString( const char* in, int index, char delimiter, const char* defValue ) eDifficulty GetDifficulty( void ) const float GetDifficultyFloat( void ) const DWORD GetDiffuseColor( void ) vector_3 const& GetDirection( void ) bool GetDisabled( void ) const bool GetDisableUpdate( void ) const eActorDisposition GetDispositionOrders( void ) const float GetDistance( const SiegePos& begin, const SiegePos& end ) float GetDistance( Go* pTo ) const float GetDistanceAtPlanEnd( Go* pGo ) const const gpstring& GetDockGroup( void ) const bool GetDoesBlockCamera( void ) const bool GetDoesBlockPath( void ) const bool GetDoesDamagePerSecond( void ) const double GetDouble( const char* key ) double GetDouble( int tag, const char* key ) bool GetDragAllowed( void ) const bool GetDraggable( void ) const int GetDragGridX( void ) const int GetDragGridY( void ) const double GetDragTime( void ) const double GetDragTimeElapsed( void ) const int GetDrawOrder( void ) const bool GetDrawSelectionIndicator( void ) const bool GetDrawText( void ) const eDropInvOption GetDropInvOption( void ) const bool GetDropsSpellbook( void ) const float GetDuration( DWORD i ) const float GetDuration( eAnimChore c, eAnimStance s, DWORD i ) const float GetDuration( void ) const bool GetDynamicallyLit( void ) const const gpstring& GetEffectDuration( void ) const int GetElementHeight( void ) bool GetEnemiesInSphere( float r, GopColl* output ) const bool GetEngagedMe( GopColl& out ) const int GetEngagedMeAttackerCount( void ) const bool GetEngagedMeEnemies( GopColl& out ) const int GetEngagedMeMeleeAttackerCount( void ) const int GetEngagedMeRangedAttackerCount( void ) const Goid GetEngagedObject( void ) Go* GetEquipped( eEquipSlot slot ) const eEquipSlot GetEquippedSlot( const Go* item ) const eEquipSlot GetEquippedSlot( Goid item ) const const gpstring& GetEquipRequirements( void ) const eEquipSlot GetEquipSlot( void ) const eWorldEvent GetEvent( void ) const bool GetExpanded( void ) const float GetExperienceBonus( void ) const float GetExplosionMagnitude( void ) const bool GetFarthestVisible( eQueryTrait trait, GopColl& out ) const bool GetFarthestVisible( QtColl& qtc, GopColl& out ) const Go* GetFarthestVisible( eQueryTrait trait ) const Go* GetFarthestVisible( QtColl& qtc ) const float GetFieldOfView( void ) const gpstring& GetFileNameOnly( const gpstring& str ) bool GetFirstN( Go* reference, const QtColl& qtc, unsigned int N, const GopColl& in, GopColl& out ) const bool GetFirstN( Go* reference, eQueryTrait qt, unsigned int N, const GopColl& in, GopColl& out ) const bool GetFixedLocation( void ) const int GetFleeCount( void ) const float GetFleeDistance( void ) const float GetFloat( const char* key ) float GetFloat( const char* key ) const float GetFloat( const char* key, float def ) const float GetFloat( int tag, const char* key ) float GetFloat1( void ) const Goid GetFocusGo( PlayerId playerId ) const Goid GetFocusGo( void ) const eFocusOrders GetFocusOrders( void ) const bool GetFollowMode( void ) int GetFontHeight( void ) const siege::Console& GetFooterConsole( void ) const gpstring& GetForcedExpirationClass( void ) const bool GetForceGet( void ) bool GetForceNoRender( void ) const Formation* GetFormation( void ) bool GetFreezeMeshFlag( void ) bool GetFriendsInSphere( float r, GopColl& output ) const eJobAbstractType GetFrontActionJat( void ) const Job* GetFrontJob( eJobQ Q ) const float GetFullRatio( void ) float GetFullRatio( void ) const float GetGameSpeed( void ) int GetGameStat( const char* stat ) double GetGameTimeElapsed( void ) double GetGameTimeRemaining( void ) Goid GetGenericStateSpellGoid( const char* sName ) const float GetGenericStateSpellLevel( const char* sName ) const Go* GetGo( void ) const bool GetGoalMCP( void ) const Goid GetGoalModifier( void ) Goid GetGoalObject( void ) Quat const& GetGoalOrientation( void ) const SiegePos const& GetGoalPosition( void ) const eEquipSlot GetGoalSlot( void ) const const Goid GetGoid( void ) const Goid GetGoid( void ) Goid GetGoid( void ) const int GetGold( void ) const int GetGoldValue( void ) const const MoodSetting& GetGoMoodSetting( Goid go ) const gpstring& GetGoRequestedMood( Goid go ) float GetGravity( void ) const float GetGreen( DWORD intColor ) int GetGridAreaFree( void ) const int GetGridAreaMax( void ) const int GetGridAreaUsed( void ) const UIGridbox* GetGridbox( void ) const int GetGridHeight( void ) const const gpstring& GetGridType( void ) const int GetGridWidth( void ) const const gpstring& GetGroup( void ) const bool GetGuiDisabled( void ) const const DWORD GetHandleValue( void ) WorldMessage* GetHandlingMessage( void ) bool GetHasBlockedPath( void ) const bool GetHasFocus( void ) const bool GetHasTexture( void ) const bool GetHasToolTip( void ) const int GetHeight( void ) const const gpstring& GetHelpBoxName( void ) const bool GetHidden( void ) const bool GetHideMeshFlag( void ) float GetHighestSkillLevel( void ) const bool GetHitSelect( void ) const unsigned int GetHour( void ) const bool GetHudMCP( void ) const bool GetHumanPartyMembersInNodes( int region, int section, int level, int object, GopColl& out ) static int GetHumanPlayerCount( void ) Player* GetHumanPlayerOnMachine( DWORD machineId ) DWORD GetId( void ) const PlayerId GetId( void ) const static const Quat& GetIDENTITY( void ) bool GetIgnoreItem( void ) DWORD GetImeColor( void ) const static const Quat& GetINDEFINITE( void ) int GetIndex( void ) const DWORD GetIndexedBoneFrozenState( DWORD bone_index ) const bool GetIndexedBoneOrientation( int bone_index, vector_3& bone_position, Quat& bone_rotation ) const bool GetIndexedBonePosition( int bone_index, vector_3& bone_position ) const bool GetIndexedCornerPosNorm( DWORD sm, DWORD index, vector_3& pos, vector_3& norm ) const Scid GetInitialCommand( void ) SiegePos const& GetInitPosition( void ) float GetInnerComfortZoneRange( void ) const UI_INPUT_TYPE GetInputType( void ) const DWORD GetInstanceAttrFlags( void ) int GetInt( const char* key ) int GetInt( const char* key ) const int GetInt( const char* key, int def ) const int GetInt( int tag, const char* key ) int GetInt1( void ) const int GetInt2( void ) const float GetIntensity( void ) const bool GetInterestOnly( void ) const const gpstring& GetInterfaceParent( void ) const eCameraInterpolate GetInterpolationMode( void ) const static const Quat& GetINVALID( void ) bool GetInvalid( void ) const DWORD GetInvalidColor( void ) const static DecalId GetInvalidDecalId( void ) static GenericId GetInvalidGenericId( void ) static Goid GetInvalidGoid( void ) static LightId GetInvalidLightId( void ) static PlayerId GetInvalidPlayerId( void ) static Scid GetInvalidScid( void ) static SiegeId GetInvalidSiegeId( void ) int GetInventoryHeight( void ) const const gpstring& GetInventoryIcon( void ) const int GetInventoryMaxStackable( void ) const int GetInventoryWidth( void ) const bool GetIsCharmable( void ) const bool GetIsCollidable( void ) const bool GetIsCommandCast( void ) const bool GetIsCommonControl( void ) const bool GetIsGagged( void ) const bool GetIsGhostUsable( void ) const bool GetIsHero( void ) const bool GetIsIdentified( void ) const bool GetIsInvincible( void ) const bool GetIsInVisibleNode( void ) const bool GetIsMale( void ) const bool GetIsMelee( void ) const bool GetIsNodeInAnyWorldFrustum( void ) const bool GetIsOneShot( void ) const bool GetIsOneUse( void ) const bool GetIsPossessable( void ) const bool GetIsProjectile( void ) const bool GetIsRepeater( void ) const bool GetIsRespawningAsGhost( void ) const bool GetIsSelectable( void ) const bool GetIsTwoHanded( void ) const bool GetIsUsable( void ) const bool GetIsValid( void ) bool GetIsVisible( void ) const bool GetIsWeapon( void ) const Go* GetItem( eInventoryLocation il ) const Go* GetItemFromTemplate( const gpstring& sTemplate ) const float GetItemMarkup( void ) float GetItemPower( void ) const eJobAbstractType GetJobAbstractType( void ) const eJobResult GetJobResult( void ) bool GetJobSuccessful( void ) float GetJobTravelDistance( void ) float GetJobTravelDistanceLimit( void ) const JUSTIFICATION GetJustification( void ) const int GetKey( void ) const bool GetLabelMCP( void ) const float GetLagMCP( void ) const bool GetLastChoreRequestedIsStillValid( Goid owner, eAnimChore ch, eAnimStance st ) SiegePos& GetLastExecutedUserAssignedActionPosition( void ) const gpstring& GetLastInventoryIcon( void ) const float GetLastRequestTimeRemaining( Goid owner ) bool GetLButton( void ) const bool GetLButtonDown( void ) const int GetLeadElement( void ) double GetLeft( void ) const float GetLifeBonusAmount( void ) const float GetLifeRatio( void ) const float GetLifeRecoveryPeriod( void ) const float GetLifeRecoveryUnit( void ) const eLifeState GetLifeState( void ) const float GetLifeStealAmount( void ) const float GetLimitedMovementRange( void ) const int GetLineSpacer( void ) const const vector_3& GetLinkOffsetPosition( void ) const const Quat& GetLinkOffsetRotation( void ) const siege::eLogicalNodeFlags GetLiquidFlags( void ) const float GetLiquidHeight( void ) const Player* GetLocalHumanPlayer( void ) bool GetLocalPlace( void ) const eInventoryLocation GetLocation( const Go* item ) const bool GetLockMeshFlag( void ) float GetLongestAlteration( Goid goid, Goid target, Goid source, Goid item ) float GetLongestAlteration( Goid target, Goid source ) const bool GetLoopAtEnd( void ) const const gpstring& GetLoreKey( void ) const void GetLOSPoint( const Go* go, SiegePos& point ) const void GetLOSPoint( const Go* go, vector_3& point ) const DWORD GetMachineId( void ) const eMagicClass GetMagicClass( void ) const float GetMagicLevel( const Go* caster ) float GetManaBonusAmount( void ) const float GetManaCost( void ) const const gpstring& GetManaCostModifier( void ) const const gpstring& GetManaCostUI( void ) const const gpstring& GetManaCostUIModifier( void ) const float GetManaRatio( void ) const float GetManaRecoveryPeriod( void ) const float GetManaRecoveryUnit( void ) const float GetManaShield( void ) const float GetManaStealAmount( void ) const bool GetMarkedForDeletion( void ) const const char* GetMaterial( void ) const const matrix_3x3& GetMatrixOrientation( void ) bool GetMax( Go* reference, const QtColl& qtc, const GopColl& in, GopColl& out ) const bool GetMax( Go* reference, eQueryTrait qt, const GopColl& in, GopColl& out ) const Go* GetMax( Go* reference, eQueryTrait qt, const GopColl& in ) const unsigned int GetMaxActiveElements( void ) float GetMaxAzimuth( void ) float GetMaxCastLevel( void ) const float GetMaxDistance( void ) float GetMaxLevel( void ) const float GetMaxLevelUber( void ) const float GetMaxLife( void ) const float GetMaxMana( void ) const float GetMaxMoveVelocity( void ) bool GetMaxN( Go* reference, const eQueryTrait* qt, unsigned int qtCount, unsigned int N, const GopColl& in, GopColl& out ) const bool GetMaxN( Go* reference, const QtColl& qtc, unsigned int N, const GopColl& in, GopColl& out ) const bool GetMaxN( Go* reference, eQueryTrait qt, unsigned int N, const GopColl& in, GopColl& out ) const int GetMaxStringSize( void ) const bool GetMayAttack( void ) const bool GetMayBeAttacked( void ) const bool GetMButton( void ) const bool GetMegamapOrient( void ) const bool GetMegamapOverride( void ) const float GetMeleeAimPiTime( void ) const int GetMeleeAttackerCountLimit( void ) float GetMeleeEngageRange( void ) const float GetMeleeFidgetTime( void ) const float GetMeleeRecoverTime( void ) const float GetMeleeSwingTime( void ) const vector_3 const& GetMemberDirection( void ) Membership const& GetMembership( void ) const const gpstring& GetMessage( const char* messageName ) bool GetMin( Go* reference, const QtColl& qtc, const GopColl& in, GopColl& out ) const bool GetMin( Go* reference, eQueryTrait qt, const GopColl& in, GopColl& out ) const Go* GetMin( Go* reference, eQueryTrait qt, const GopColl& in ) const float GetMinAzimuth( void ) GoMind* GetMind( void ) const float GetMinDistance( void ) int GetMinDurationAnim( eAnimChore c, eAnimStance s ) const float GetMinMoveVelocity( void ) bool GetMinN( Go* reference, const eQueryTrait* qt, unsigned int qtCount, unsigned int N, const GopColl& in, GopColl& out ) const bool GetMinN( Go* reference, const QtColl& qtc, unsigned int N, const GopColl& in, GopColl& out ) const bool GetMinN( Go* reference, eQueryTrait qt, unsigned int N, const GopColl& in, GopColl& out ) const unsigned int GetMinute( void ) const eDebugProbe GetMode( void ) float GetModifierMax( const char* templateName, const char* variationName ) const float GetModifierMin( const char* templateName, const char* variationName ) const float GetModifierPower( const char* modifierName ) const const MoodSetting& GetMoodSetting( const gpstring& moodName ) int GetMouseX( void ) const int GetMouseY( void ) const eMovementOrders GetMovementOrders( void ) const const gpstring& GetMpWorldName( void ) const const gpstring& GetName( void ) const void GetName( gpstring& name ) const void GetNet( gpstring& out ) eAnimChore GetNextChore( void ) const int GetNextFlags( void ) const double GetNextLevelXP( float current_level ) const eAnimStance GetNextStance( void ) const int GetNextSubAnim( void ) const float GetNodalTextureAnimationSpeed( SiegeId node, int tex_index ) bool GetNodalTextureAnimationState( SiegeId node, int tex_index ) SiegeGuid& GetNode( void ) static Goid GetNoneGoid( void ) float GetNormalizedCursorX( void ) const float GetNormalizedCursorY( void ) const const UINormalizedRect& GetNormalizedRect( void ) const bool GetNormalizeResize( void ) const int GetNumActiveItems( const gpstring& sInterface ) int GetNumberOfChildren( void ) DWORD GetNumberOfEvents( eAnimEvent ev ) const int GetNumCorners( DWORD sm ) int GetNumDelimitedValues( const char* in ) int GetNumDelimitedValues( const char* in, char delimiter ) unsigned int GetNumElements( void ) int GetNumHires( void ) int GetNumSubAnims( eAnimChore c, eAnimStance s ) const int GetNumSubAnims( void ) const int GetNumTracks( void ) const float GetObjectDetailLevel( void ) const bool GetOccupantsInSphere( const SiegePos& center, float radius, GopColl& out ) bool GetOccupantsInSphere( float r, GopColl& output ) const bool GetOptimizeMCP( void ) const Blender* GetOrCreateBlender( void ) const Quat& GetOrientation( void ) const eActionOrigin GetOrigin( void ) const MoodSetting& GetOriginalMoodSetting( const gpstring& moodName ) float GetOuterComfortZoneRange( void ) const siege::Console& GetOutputConsole( void ) Go* GetOwningParty( void ) const Go* GetParent( void ) const HAspect GetParent( void ) UIWindow* GetParentWindow( void ) const bool GetPartyMembersInSphere( float r, GopColl* output ) const float GetPContentLevel( void ) const eWorldState GetPendingState( void ) const int GetPendingState( void ) const const char* GetPendingStateName( void ) const bool GetPermanentFocus( void ) const float GetPersonalSpaceRange( void ) const float GetPiercingDamageChance( void ) const float GetPiercingDamageChanceAmount( void ) const float GetPiercingDamageChanceAmountMelee( void ) const float GetPiercingDamageChanceAmountRanged( void ) const float GetPiercingDamageChanceMelee( void ) const float GetPiercingDamageChanceRanged( void ) const float GetPiercingDamageMax( void ) const float GetPiercingDamageMeleeMax( void ) const float GetPiercingDamageMeleeMin( void ) const float GetPiercingDamageMin( void ) const float GetPiercingDamageRangedMax( void ) const float GetPiercingDamageRangedMin( void ) const Player* GetPlayer( const gpwstring& sName ) Player* GetPlayer( PlayerId playerId ) Player* GetPlayer( void ) const PlayerId GetPlayerId( void ) const int GetPlayerStat( const char* stat, PlayerId player ) float GetPollPeriod( void ) const vector_3& GetPos( void ) const SiegePos& GetPosition( void ) const SiegePos const& GetPosition( void ) void GetPosition( SiegePos& pos ) const bool GetPositionBehind( Go* target, SiegePos* pos ) const float GetPotionFullRatio( void ) const const gpstring& GetPrefixModifierName( void ) const bool GetPressedState( void ) const eAnimChore GetPreviousChore( void ) const int GetPreviousFlags( void ) const eCameraMode GetPreviousMode( void ) const eAnimStance GetPreviousStance( void ) const eWorldState GetPreviousState( void ) const int GetPreviousSubAnim( void ) const bool GetPrimaryBoneOrientation( vector_3& bone_position, Quat& bone_rotation ) const Goid GetProjectileLauncher( void ) const int GetPromptIndex( void ) const int GetPulloutOffset( void ) const const Quat& GetQuatOrientation( void ) bool GetQuestBool( Goid goid, const char* mapName, const char* keyName ) const bool GetQuestBool( Goid goid, const char* mapName, const char* keyName, bool defBool ) const float GetQuestFloat( Goid goid, const char* mapName, const char* keyName ) const float GetQuestFloat( Goid goid, const char* mapName, const char* keyName, float defFloat ) const int GetQuestInt( Goid goid, const char* mapName, const char* keyName ) const int GetQuestInt( Goid goid, const char* mapName, const char* keyName, int defInt ) const int GetQuestOrder( const gpstring& name ) const gpstring& GetQuestString( Goid goid, const char* mapName, const char* keyName ) const const gpstring& GetQuestString( Goid goid, const char* mapName, const char* keyName, const gpstring& defString ) const Goid GetQueueIconGoid( void ) const gpstring& GetRadioGroup( void ) const bool GetRandomizeVelocity( void ) const void GetRandomOrientation( Quat& q ) float GetRangedEngageRange( void ) const DWORD GetRank( void ) const SiegePos& GetRawPosition( void ) const bool GetRButton( void ) const bool GetRButtonDown( void ) const double GetRealTime( void ) const DWORD GetRecentEvents( void ) const UIRect& GetRect( void ) float GetRed( DWORD intColor ) float GetReflectDamageAmount( void ) const float GetReflectDamageChance( void ) const float GetReflectPiercingDamageAmount( void ) const float GetReflectPiercingDamageChance( void ) const const gpstring& GetRegionNameForNode( database_guid guid ) const float GetReloadDelay( void ) const float GetRenderScale( void ) const float GetRequiredCastLevel( void ) const bool GetRequiresLineOfSight( void ) const bool GetRequireStateCheck( void ) const double GetRight( void ) const bool GetRollover( void ) const const gpstring& GetRolloverKey( void ) const Go* GetRoot( void ) Quat& GetRot( void ) int GetRows( void ) const float GetScalarVelocity( DWORD i ) const float GetScalarVelocity( eAnimChore c, eAnimStance s, DWORD i ) const float GetScalarVelocity( void ) const float GetScale( void ) const Scid GetScid( void ) const bool GetScidBit( Scid scid, int index ) const bool GetScidBit( Scid scid, int index, bool defValue ) const DWORD GetScidBits( Scid scid ) const DWORD GetScidBits( Scid scid, DWORD defValue ) const int GetScreenHeight( void ) const Go* GetScreenHero( void ) void GetScreenName( gpstring& name ) const Go* GetScreenParty( void ) bool GetScreenPartyMembersInNodes( int region, int section, int level, int object, GopColl& out ) int GetScreenWidth( void ) const bool GetScrolling( void ) float GetScrollRate( void ) const bool GetScrollThrough( void ) const float GetSecondsElapsed( void ) const const gpstring& GetSelectedConversation( void ) Go* GetSelectedItem( void ) const eInventoryLocation GetSelectedLocation( void ) const Go* GetSelectedMeleeWeapon( void ) const Go* GetSelectedRangedWeapon( void ) const Go* GetSelectedSpell( void ) const int GetSelectedTag( void ) int GetSelectedTag( void ) const void GetSelectedText( gpstring& text ) Go* GetSelectedWeapon( void ) const Goid GetSendFrom( void ) const Goid GetSendTo( void ) const Scid GetSendToScid( void ) const float GetSensorScanPeriod( void ) const DWORD GetSharedAttrFlags( void ) Go* GetShield( void ) const bool GetShiftKey( void ) const Go* GetShooter( void ) bool GetShouldDrawShadow( void ) const bool GetShowMCP( void ) const bool GetShowPathsMCP( void ) const bool GetShowSpatialQueries( void ) bool GetShowTriggerSys( void ) const bool GetShowTriggerSysHits( void ) const void GetSiegeDifference( vector_3& ret_diff, const SiegePos& pos_orig, const SiegePos& pos_dest ) float GetSiegeDistance( const SiegePos& pos_orig, const SiegePos& pos_dest ) float GetSightOriginHeight( void ) const float GetSightRange( void ) const unsigned int GetSimCount( void ) const SimID GetSimID( Goid object ) const gpstring& GetSkillClass( void ) const float GetSkillCoefficientA( void ) const float GetSkillCoefficientB( void ) const float GetSkillLevel( const char* skill ) const bool GetSound( void ) const static Scid GetSpawnedScid( void ) bool GetSpecialKey( void ) const float GetSpeedBias( void ) const int GetState( void ) const const char* GetStateName( int state ) const const gpstring& GetStateName( void ) const bool GetStore( void ) const const gpstring& GetString( const char* key ) const gpstring& GetString( const char* key ) const const gpstring& GetString( const char* key, const char* def ) const const gpstring& GetString( int tag, const char* key ) int GetSubAnimIndex( DWORD fourCC ) const int GetSubAnimIndex( eAnimChore c, DWORD fourCC ) const bool GetSubAnimsAreLoaded( eAnimChore chore, eAnimStance stance ) const const gpstring& GetSuffixModifierName( void ) const int GetTabStop( void ) const long GetTag( void ) const const vector_3& GetTargetPosition( void ) const const SiegePos& GetTargetSiegePos( void ) const eTargetTypeFlags GetTargetTypeFlags( void ) const eTargetTypeFlags GetTargetTypeFlagsNot( void ) const int GetTeam( void ) int GetTeamStat( const char* stat, int team ) GopColl& GetTempGopColl1( void ) GopColl& GetTempGopColl2( void ) GopColl& GetTempGopColl3( void ) GopColl& GetTempGopCollA( void ) GopColl& GetTempGopCollB( void ) GopColl& GetTempGopCollC( void ) bool GetTemplateBool( const char* templatePath ) bool GetTemplateBool( const char* templatePath, bool defBool ) float GetTemplateFloat( const char* templatePath ) float GetTemplateFloat( const char* templatePath, float defFloat ) int GetTemplateInt( const char* templatePath ) int GetTemplateInt( const char* templatePath, int defInt ) const char* GetTemplateName( void ) const Scid GetTemplateScid( const char* templatePath ) Scid GetTemplateScid( const char* templatePath, Scid defScid ) const gpstring& GetTemplateString( const char* templatePath ) const gpstring& GetTemplateString( const char* templatePath, const gpstring& defString ) SiegePos& GetTempPos1( void ) QtColl& GetTempQtColl1( void ) vector_3& GetTempVector1( void ) bool GetTerrainPosition( const SiegePos& c, float r, SiegePos& pos ) void GetTerrainPosition( const SiegePos& c, float r, float angle, SiegePos& out ) bool GetTerrainPositionAtEnd( const SiegePos& begin, const SiegePos& end, float r, float alpha, SiegePos& out ) bool GetTerrainPositionAtEnd( const SiegePos& begin, const SiegePos& end, float r, float minAngle, float maxAngle, SiegePos& out ) bool GetTestMCP( void ) const void GetText( gpstring& text ) const UITextBox* GetTextBox( void ) DWORD GetTextColor( void ) const unsigned int GetTextColor( void ) const unsigned int GetTextureIndex( void ) const bool GetTiledTexture( void ) const double GetTime( void ) const float GetTimeElapsedSinceLastEnemySpotted( void ) const UITextBox* GetToolTipBox( void ) const DWORD GetToolTipColor( void ) const const gpstring& GetToolTipColorName( void ) const double GetTop( void ) const bool GetTopmost( void ) const float GetTotalDefense( Goid Client ) float GetTotalFireResistance( Goid Client ) float GetTraitValue( const Go* reference, const Go* go, eQueryTrait qt ) const UI_CONTROL_TYPE GetType( void ) const static const SiegeGuid& GetUndefinedSiegeGuid( void ) static const SiegePos& GetUndefinedSiegePos( void ) static const SiegeRot& GetUndefinedSiegeRot( void ) const vector_3& GetUpVector( void ) const eUsageContextFlags GetUsageContextFlags( void ) const bool GetUseAimingError( void ) const float GetUseRange( void ) const const UINormalizedRect& GetUVRect( void ) const UINT32 GetValue( void ) const SiegePos& GetVariable( UINT32 index, Goid owner ) const gpstring& GetVariation( void ) const const vector_3& GetVectorOrientation( void ) const vector_3& GetVelocity( void ) const float GetVelocity( void ) const float GetVelocityX( void ) const float GetVelocityY( void ) const float GetVelocityZ( void ) const bool GetVerbose( void ) int GetVictoryConditionValue( const char* condition ) unsigned int GetViewportHeight( void ) float GetViewportNormalizedHeight( void ) float GetViewportNormalizedWidth( void ) unsigned int GetViewportWidth( void ) float GetVisibilityMemoryDuration( void ) const bool GetVisible( eQueryTrait trait, GopColl& out ) const bool GetVisible( eQueryTrait trait, GopColl& out, float range ) const bool GetVisible( QtColl& qtc, GopColl& out ) const bool GetVisible( QtColl& qtc, GopColl& out, float range ) const bool GetVisible( void ) const Go* GetVisible( eQueryTrait trait ) const Go* GetVisible( eQueryTrait trait, float range ) const Go* GetVisible( QtColl& qtc ) const Go* GetVisible( QtColl& qtc, float range ) const float GetW( void ) const int GetWaitingToJoinCount( void ) siege::Console& GetWatchConsole( void ) float GetWeaponErrorRangeX( void ) const float GetWeaponErrorRangeY( void ) const float GetWeaponRange( void ) const int GetWidth( void ) const unsigned int GetWorldSimCount( void ) float GetX( void ) const bool GetXButton1( void ) const bool GetXButton2( void ) const float GetY( void ) const float GetZ( void ) const static const Quat& GetZERO( void ) const vector_3& GetZeroVector( void ) void GiveFocus( void ) void Global( const char* globalName ) void Globals( void ) bool HandleInputMessage( UIMessage& msg ) bool HasBlender( void ) const bool HasChild( const Go* child ) const bool HasChild( Goid child ) const bool HasComponent( const char* name ) const bool HasEnchantment( Goid goid, const gpstring& sEnchantmentDescription ) bool HasEnchantmentNamed( Goid goid, const gpstring& sEnchantmentName ) bool HasEnchantments( Goid goid ) bool HasEnemiesInSphere( float r ) const bool HasEvent( eWorldEvent Event ) const bool HasFocus( void ) const bool HasGenericState( const char* sName ) const bool HasGold( void ) const bool HasGoWithScid( Scid scid ) const bool HasGridbox( void ) const bool HasNonInnateEnchantments( void ) bool HasPartyMembersInSphere( float r ) const bool HasPlayer( PlayerId playerId ) bool HaveOccupantsInSphere( float r ) const void Hide( const char* properties ) void HideInterface( const gpstring& interface_name ) void HideToolTip( void ) bool InAtomicState( void ) void Indent( void ) bool Is( const Go* reference, const Go* go, const eQueryTrait* qt, unsigned int qtCount ) const bool Is( const Go* reference, const Go* go, const QtColl& qtColl ) const bool Is( const Go* reference, const Go* go, eQueryTrait qt ) const bool Is( const Go* reference, const Go* go, eQueryTrait qt, float& pNormAdjVal ) const bool IsActiveSpell( const Go* item ) const bool IsActiveSpell( void ) const bool IsActor( void ) const bool IsAlive( eLifeState ls ) bool IsAmbientTrackPlaying( void ) bool IsAmmo( void ) const bool IsAnyHumanParty( void ) const bool IsAnyHumanPartyMember( void ) const bool IsAnyWeaponEquipped( void ) const bool IsAreaWalkable( siege::eLogicalNodeFlags nodeFlags, const SiegePos& center, DWORD numSamples, float radius ) bool IsArmor( void ) const bool IsAttackJat( eJobAbstractType jat ) bool IsAutoExpirationEnabled( void ) const bool IsBattleTrackPlaying( void ) bool IsBeingWatched( Goid watched ) const bool IsBreakable( void ) const bool IsCapturingMovie( void ) const bool IsCastableOn( Go* target ) bool IsCastableOn( Go* target, bool CheckMana ) bool IsCastJat( eJobAbstractType jat ) bool IsChad( void ) const bool IsCleaningUp( void ) bool IsCommand( void ) const bool IsConscious( eLifeState ls ) bool IsConstructingStandaloneGo( void ) const bool IsConsumable( void ) const bool IsContainer( void ) const bool IsCurrentActionHumanInterruptable( void ) const bool IsDead( eLifeState ls ) bool IsDefensive( void ) bool IsDroppable( void ) const bool IsEditMode( void ) const bool IsEmpty( const char* str ) bool IsEnabled( const char* context ) bool IsEnabled( void ) const bool IsEndGame( eWorldState e ) bool IsEnemy( const Go* target ) const bool IsEquipped( const Go* item ) const bool IsEquipped( void ) const bool IsExpiring( Go* go ) const bool IsFireImmune( void ) const bool IsFocused( void ) const bool IsFriend( const Go* target ) const bool IsGameStarting( eWorldState e ) bool IsGhost( eLifeState ls ) bool IsGhost( void ) const bool IsGhostUsable( void ) const bool IsGlobalGo( void ) const bool IsGold( void ) const bool IsHeroSpecReady( void ) const bool IsHuded( void ) const bool IsIdle( void ) bool IsIn2DRange( Go* target, float range ) const bool IsInActiveScreenWorldFrustum( void ) const bool IsInActiveWorldFrustum( void ) const bool IsInAnyScreenWorldFrustum( void ) const bool IsInAnyWorldFrustum( void ) const bool IsInEngageRange( Go* target, Go* weapon ) const bool IsInFrontend( eWorldState e ) bool IsInGame( eWorldState e ) bool IsInHotGroup( Goid goid ) bool IsInHotGroup( void ) const bool IsInMeleeEngageRange( Go* target ) const bool IsInProjectileRange( float firing_velocity, const SiegePos& target_position ) bool IsInRange( const Go* a, const Go* b, float range ) bool IsInRange( const SiegePos& PosA, const SiegePos& PosB, float Range ) bool IsInRange( Go* target, float range ) const bool IsInRange( Go* target, Go* weapon, eRangeLimit limit ) const bool IsInRangedEngageRange( Go* target ) const bool IsInReport( void ) const bool IsInsideInventory( void ) const bool IsInSpellRange( Go* target, Go* spell ) const bool IsInStagingArea( eWorldState e ) bool IsInstance( void ) const bool IsInterfaceVisible( const gpstring& interface_name ) bool IsInterruptable( void ) const bool IsInViewFrustum( void ) const bool IsInVisibilityCone( Go* target ) const bool IsItem( void ) const bool IsJames( void ) const bool IsLeafAttackJat( eJobAbstractType jat ) bool IsLifeHigh( void ) const bool IsLifeLow( void ) const bool IsLoading( eWorldState e ) bool IsLocalGo( void ) const bool IsLoreBook( void ) const bool IsLosClear( const Go* from, const Go* to ) const bool IsLosClear( const Go* from, const SiegePos& to ) const bool IsLosClear( const SiegePos& from, const SiegePos& to ) const bool IsLosClear( const SiegePos& target ) const bool IsLosClear( Go* target ) const bool IsManaHigh( void ) const bool IsManaLow( void ) const bool IsMarkedForDeletion( void ) bool IsMeleeWeapon( void ) const bool IsMeleeWeaponEquipped( void ) const bool IsMeleeWeaponSelected( void ) const bool IsMouseShadowed( Goid goid ) const bool IsMouseShadowed( void ) const bool IsMultiPlayer( void ) bool IsMultiPlayer( void ) const bool IsNodalPathingConnected( SiegeId targetNode, SiegeId connectNode ) bool IsNodeInAnyFrustum( void ) const bool IsNoStartupFx( void ) const bool IsOffensive( void ) bool IsOmni( void ) const bool IsOrientModeDefined( void ) const bool IsPackOnly( void ) const bool IsPassThrough( void ) const bool IsPotion( void ) const bool IsPrimaryThread( void ) bool IsProbed( void ) const bool IsProcessingMessage( void ) const bool IsQuestActive( const gpstring& name ) bool IsQuestCompleted( const gpstring& name ) bool IsRangedWeapon( void ) const bool IsRangedWeaponEquipped( void ) const bool IsRangedWeaponSelected( void ) const bool IsReadyToPlay( void ) bool IsRejuvenationPotion( void ) const bool IsRidingElevator( void ) const bool IsScreenParty( void ) const bool IsScreenPartyMember( void ) const bool IsScreenPlayer( void ) const bool IsScreenPlayerOwned( void ) const bool IsSelectable( void ) const bool IsSelected( Goid goid ) const bool IsSelected( void ) const bool IsSendLocalOnly( DWORD machineId ) bool IsServerLocal( void ) bool IsServerRemote( void ) bool IsShield( void ) const bool IsShuttingDown( void ) bool IsSinglePlayer( void ) bool IsSinglePlayer( void ) const bool IsSlotEquipped( eEquipSlot slot ) const bool IsSpawned( void ) const bool IsSpell( void ) const bool IsSpellBook( void ) const bool IsSpellInProgress( const gpstring& templateName ) const bool IsSpellSelected( void ) const bool IsStagingArea( eWorldState e ) bool IsStandardTrackPlaying( void ) bool IsStateChangePending( void ) bool IsStateChangePending( void ) const bool IsTeamMember( Goid object ) const bool IsToolTipVisible( void ) const bool IsUsable( void ) const bool IsUserAssigned( void ) bool IsUserPaused( void ) bool IsValid( void ) const bool IsValidMp( void ) const bool IsVictoryConditionMet( const char* condition ) bool IsVictoryConditionMet( const char* condition, int team ) bool IsWatching( Goid watcher ) const bool IsWeapon( void ) const bool IsWorldEditMode( void ) bool IsZero( void ) const bool ItemsVisible( void ) const bool JobRecentlyFailedToPathTo( Go* target ) bool JoinLanGame( const char* playerName, const char* password ) bool JoinLanGame( const char* playerName, const char* password, bool errorOnFail ) void LeaveAtomicState( void ) gpstring& Left( gpstring& str, int len ) float Length( const vector_3& v ) float Length2( const vector_3& v ) double LevelToXP( float level ) const bool ListItems( eInventoryLocation il, GopColl& items ) const bool ListItems( eQueryTrait qt, eInventoryLocation il, GopColl& items ) const bool ListItems( QtColl& qtc, eInventoryLocation il, GopColl& items ) const void LoadCheckTexture( const gpstring& texture ) void LoadSelectionTexture( const gpstring& texture ) void LoadTexture( const gpstring& texture, bool bResizeWindow ) void LoadTexture( unsigned int texture ) UICursor* LoadUICursor( const gpstring& name, const gpstring& sInterface ) bool LocationContainsTemplate( eInventoryLocation il, const gpstring& sTemplate ) void MainAssert( void ) void MainCrash( void ) void MainFatal( void ) void MainWatson( void ) static SiegeGuid& Make( const char* guidText ) static SiegeGuid& Make( unsigned int guidInt ) static SiegePos& Make( float x, float y, float z, const SiegeGuid& guid ) static SiegePos& Make( float x, float y, float z, unsigned int guidInt ) static SiegeRot& Make( float x, float y, float z, float w, const SiegeGuid& guid ) static SiegeRot& Make( float x, float y, float z, float w, unsigned int guidInt ) eAnimChore MakeAnimChore( DWORD x ) AnimReq& MakeAnimReq( eAnimChore chore ) CameraPosition& MakeCameraPosition( const SiegePos& siegePos, const Quat& quat, float distance ) CameraQuatPosition& MakeCameraPosition( const SiegePos& siegePos, const Quat& quat ) DWORD MakeColor( const vector_3& color ) DWORD MakeColor( const vector_3& color, float alpha ) DWORD MakeColor( float red, float green, float blue ) DWORD MakeColor( float red, float green, float blue, float alpha ) eCombatOrders MakeCombatOrders( DWORD x ) const char* MakeCurrentLocationText( void ) const const char* MakeCurrentLocationTextFull( void ) const const char* MakeCurrentSourceFile( void ) const DecalId MakeDecalId( DWORD d ) static SiegePos& MakeDefault( void ) static SiegeRot& MakeDefault( void ) const char* MakeFourCcString( int fourCc ) const char* MakeFourCcString( int fourCc, bool reverse ) GoCloneReq& MakeGoCloneReq( const char* templateName ) GoCloneReq& MakeGoCloneReq( const char* templateName, PlayerId playerId ) GoCloneReq& MakeGoCloneReq( Goid cloneSource ) GoCloneReq& MakeGoCloneReq( Goid cloneSource, PlayerId playerId ) GoCloneReq& MakeGoCloneReq( Goid parent, const char* templateName ) GoCloneReq& MakeGoCloneReq( Goid parent, const char* templateName, PlayerId playerId ) GoCloneReq& MakeGoCloneReq( Goid parent, Goid cloneSource ) GoCloneReq& MakeGoCloneReq( Goid parent, Goid cloneSource, PlayerId playerId ) GoCloneReq& MakeGoCloneReq( void ) Goid MakeGoid( DWORD intGoid ) DWORD MakeInt( DecalId d ) DWORD MakeInt( Goid g ) DWORD MakeInt( LightId l ) DWORD MakeInt( PlayerId p ) DWORD MakeInt( Scid s ) DWORD MakeInt( SiegeId s ) int MakeInt( eAnimChore x ) int MakeInt( eCombatOrders co ) int MakeInt( eMovementOrders mo ) JobReq& MakeJobReq( eJobAbstractType type, eJobQ q, eQPlace place, eActionOrigin origin ) JobReq& MakeJobReq( eJobAbstractType type, eJobQ q, eQPlace place, eActionOrigin origin, const SiegePos& pos ) JobReq& MakeJobReq( eJobAbstractType type, eJobQ q, eQPlace place, eActionOrigin origin, const SiegePos& pos, Goid modifier ) JobReq& MakeJobReq( eJobAbstractType type, eJobQ q, eQPlace place, eActionOrigin origin, eEquipSlot slot ) JobReq& MakeJobReq( eJobAbstractType type, eJobQ q, eQPlace place, eActionOrigin origin, Goid goal ) JobReq& MakeJobReq( eJobAbstractType type, eJobQ q, eQPlace place, eActionOrigin origin, Goid goal, const SiegePos& pos ) JobReq& MakeJobReq( eJobAbstractType type, eJobQ q, eQPlace place, eActionOrigin origin, Goid goal, Goid modifier ) JobReq& MakeJobReq( eJobAbstractType type, eJobQ q, eQPlace place, eActionOrigin origin, Goid goal, Goid modifier, const SiegePos& pos ) JobReq& MakeJobReq( eJobAbstractType type, eJobQ q, eQPlace place, eActionOrigin origin, Goid item, eEquipSlot slot ) LightId MakeLightId( DWORD d ) eMovementOrders MakeMovementOrders( DWORD x ) PlayerId MakePlayerId( DWORD d ) Quat& MakeQuat( float x, float y, float z, float w ) eReqRetCode MakeRequest( Goid owner, eRequest type ) eReqRetCode MakeRequest( Goid owner, eRequest type, const SiegePos& targetPos ) eReqRetCode MakeRequest( Goid owner, eRequest type, const SiegePos& targetPos, eReqFlag flags ) eReqRetCode MakeRequest( Goid owner, eRequest type, const SiegePos& targetPos, float range ) eReqRetCode MakeRequest( Goid owner, eRequest type, const SiegePos& targetPos, float range, eReqFlag flags ) eReqRetCode MakeRequest( Goid owner, eRequest type, const SiegeRot& targetRot ) eReqRetCode MakeRequest( Goid owner, eRequest type, const SiegeRot& targetRot, eReqFlag flags ) eReqRetCode MakeRequest( Goid owner, eRequest type, DWORD subanim ) eReqRetCode MakeRequest( Goid owner, eRequest type, DWORD subanim, const SiegePos& targetPos, float range ) eReqRetCode MakeRequest( Goid owner, eRequest type, DWORD subanim, const SiegePos& targetPos, float range, eReqFlag flags ) eReqRetCode MakeRequest( Goid owner, eRequest type, DWORD subanim, eReqFlag flags ) eReqRetCode MakeRequest( Goid owner, eRequest type, DWORD subanim, float range ) eReqRetCode MakeRequest( Goid owner, eRequest type, DWORD subanim, float range, eReqFlag flags ) eReqRetCode MakeRequest( Goid owner, eRequest type, DWORD subanim, Goid targetGo, float look_ahead, float max_time, float range ) eReqRetCode MakeRequest( Goid owner, eRequest type, DWORD subanim, Goid targetGo, float look_ahead, float max_time, float range, eReqFlag flags ) eReqRetCode MakeRequest( Goid owner, eRequest type, eAnimChore ch, DWORD subanim, DWORD flags ) eReqRetCode MakeRequest( Goid owner, eRequest type, eReqFlag flags ) eReqRetCode MakeRequest( Goid owner, eRequest type, float duration, const SiegePos& targetPos, float range ) eReqRetCode MakeRequest( Goid owner, eRequest type, float duration, const SiegePos& targetPos, float range, eReqFlag flags ) eReqRetCode MakeRequest( Goid owner, eRequest type, float duration, DWORD subanim, const SiegePos& targetPos, float range ) eReqRetCode MakeRequest( Goid owner, eRequest type, float duration, DWORD subanim, const SiegePos& targetPos, float range, eReqFlag flags ) eReqRetCode MakeRequest( Goid owner, eRequest type, float duration, DWORD subanim, Goid targetGo, float look_ahead, float max_time, float range ) eReqRetCode MakeRequest( Goid owner, eRequest type, float duration, DWORD subanim, Goid targetGo, float look_ahead, float max_time, float range, eReqFlag flags ) eReqRetCode MakeRequest( Goid owner, eRequest type, float duration, Goid targetGo, float look_ahead, float max_time, float range ) eReqRetCode MakeRequest( Goid owner, eRequest type, float duration, Goid targetGo, float look_ahead, float max_time, float range, eReqFlag flags ) eReqRetCode MakeRequest( Goid owner, eRequest type, Goid targetGo ) eReqRetCode MakeRequest( Goid owner, eRequest type, Goid targetGo, eReqFlag flags ) eReqRetCode MakeRequest( Goid owner, eRequest type, Goid targetGo, float look_ahead, float max_time, float range ) eReqRetCode MakeRequest( Goid owner, eRequest type, Goid targetGo, float look_ahead, float max_time, float range, eReqFlag flags ) Scid MakeScid( DWORD intScid ) SiegeId MakeSiegeId( DWORD d ) const char* MakeSiegePosString( const SiegePos& pos ) gpstring& MakeStringF( const char* format, ... ) TTMessages& MakeTTMessages( void ) UIMessage& MakeUIMessage( eUIMessage code ) vector_3& MakeVector( float x, float y, float z ) void MarkCleaningUp( void ) void MarkForDeletion( eJobResult jr ) void MarkForDeletion( void ) void MarkInterfaceForActivation( const gpstring& interface_name, bool bShow ) void MarkInterfaceForDeactivation( const gpstring& interface_name ) float MaxFloat( float a, float b ) int MaxInt( int a, int b ) bool MayAutoCastLifeDamagingSpell( void ) bool MayAutoCastLifeHealingSpell( void ) bool MayAutoUseMeleeWeapon( void ) bool MayAutoUseRangedWeapon( void ) bool MaySDoJob( eJobAbstractType jat ) void MessageBox( const char* msg ) void MessageBoxF( const char* format, ... ) bool MessagesAreInSync( Goid owner, eRID reqblock, eWorldEvent evt ) gpstring& Mid( gpstring& str, int pos ) gpstring& Mid( gpstring& str, int pos, int len ) float MinFloat( float a, float b ) int MinInt( int a, int b ) bool Move( eQPlace place, eActionOrigin origin, bool followMode ) void Notify( const gpstring& message, UIWindow* ui_window ) DWORD NumActiveAnims( void ) const int NumSubAnimsForStance( DWORD stance ) const bool OnAlertProjectileNearMissedAttack( void ) const bool OnAlertProjectileNearMissedFlee( void ) const void OnCCWorldMessage( Skrit::Object* skrit, eWorldEvent, const WorldMessage* ) bool OnEnemyEnteredICZAttack( void ) const bool OnEnemyEnteredICZFlee( void ) const bool OnEnemyEnteredICZSwitchToMelee( void ) const bool OnEnemyEnteredOCZAttack( void ) const bool OnEnemyEnteredOCZFlee( void ) const bool OnEnemyEnteredWeaponEngageRangeAttack( void ) const bool OnEnemySpottedAlertFriends( void ) const bool OnEnemySpottedAttack( void ) const bool OnEnemySpottedFlee( void ) const bool OnEngagedFleedAbortAttack( void ) const bool OnEngagedLostConsciousnessAbortAttack( void ) const bool OnEngagedLostLoiter( void ) const bool OnEngagedLostReturnToJobOrigin( void ) const bool OnFriendEnteredICZAttack( void ) const bool OnFriendEnteredICZFlee( void ) const bool OnFriendEnteredOCZAttack( void ) const bool OnFriendEnteredOCZFlee( void ) const void OnJobInit( Skrit::Object* skrit, Job* ) void OnJobInitPointers( Skrit::Object* skrit, Job* ) bool OnJobReachedTravelDistanceAbortAttack( void ) const bool OnLifeRatioLowFlee( void ) const bool OnManaRatioLowFlee( void ) const void OnProjectileCollision( Goid Projectile, Goid Collided ) void OnResetChore( Skrit::HObject skrit ) void OnStartChore( Skrit::HObject skrit, int subanim, int flags ) void OnUpdate( Skrit::HObject skrit, float delta_t ) void OnWorldMessage( Skrit::Object* skrit, eWorldEvent, const WorldMessage* ) DWORD OpenBlendGroup( void ) float OrbitAngleToTarget( Goid go, Goid target ) void Outdent( void ) bool Output( const char* data ) bool Output( const char* data, int len ) bool Output( const gpstring& data ) bool OutputEol( void ) bool OutputF( const char* format, ... ) bool OutputRaw( const char* data ) bool OutputRaw( const char* data, int len ) bool Pause( void ) void Perf( const char* msg ) void PerfF( const char* format, ... ) void PerfLog( const char* msg ) ReportSys::Context* PerfLogContext( void ) void PerfLogF( const char* format, ... ) float Pi( void ) bool PickSafeSpotAwayFrom( Go* target, float distance, SiegePos& pos ) const float PiHalf( void ) void PlaceInterfaceOnTop( const char* interface_name ) void PlayAmbientTrack( float fadeTime ) void PlayBattleTrack( float fadeTime ) DWORD PlayMaterialSound( const char* eventName, const char* dstMaterial, bool local3d ) DWORD PlayMaterialSound( const char* eventName, Goid dstGoid, bool local3d ) DWORD PlaySound( const char* soundName, bool local3d, GPGSound::eSampleType sType ) DWORD PlaySound( const char* soundName, GPGSound::eSampleType sType, float minDist, float maxDist, bool bLoop ) void PlayStandardTrack( float fadeTime ) DWORD PlayVoiceSound( const char* eventName, bool local3d ) DWORD PlayVoiceSound( const char* eventName, float minDist, float maxDist, bool bLoop ) void PostWorldMessage( eWorldEvent event, Goid from, Goid to, DWORD data, float delay ) void PostWorldMessage( eWorldEvent event, Goid from, Goid to, float delay ) void PostWorldMessage( eWorldEvent event, Goid from, Scid to, DWORD data, float delay ) void PostWorldMessage( eWorldEvent event, Goid from, Scid to, float delay ) void PreloadCloneSource( Go* client, const char* templateName ) bool PreloadFuelBlock( const char* address, bool recurse ) void PrepareToDrawNow( bool includeTextures ) void PrepareToDrawNow( void ) void Print( const char* name ) void PrintDbList( void ) bool ProcessAction( UI_ACTION action, const gpstring& parameter ) void ProcessChatMessage( gpwstring chatText, const char* sInterface ) void ProcessChatMessage( UIEditBox* eb, const char* sInterface ) bool ProcessMessage( UIMessage& msg ) void ProfilePContentDb( const char* query, int repeat ) GoComponent* QueryComponent( const char* name, bool mustExist ) float RadiansToDegrees( float f ) float RandomFloat( float maxFloat ) float RandomFloat( float minFloat, float maxFloat ) int RandomInt( int maxInt ) int RandomInt( int minInt, int maxInt ) bool ReceiveMessage( const UIMessage& msg ) bool ReconstructDependancy( Goid src, Goid tgt, float reqrange ) int ReformatTooltip( const gpstring& sText, int lineNum, DWORD dwColor ) void Reload( void ) bool ReloadContentDb( void ) bool ReloadObjects( void ) bool ReloadWorld( bool fullRestart ) void RemoveActiveItem( UIWindow* pItem ) void RemoveAllChildren( void ) void RemoveAllElements( void ) void RemoveAllFromHotGroup( void ) void RemoveCameraPosition( const gpstring& point_name ) void RemoveChild( Go* child ) void RemoveChild( UIWindow* pWindow ) void RemoveElement( const gpstring& element ) void RemoveElement( int tag ) bool RemoveFromHotGroup( Goid goid ) void RemoveMemberNow( Go* member ) void ReplaceHotGroup( const GopColl& coll ) void Report( const char* contextName, const char* msg ) void Report( ReportSys::Context* context, const char* msg ) void ReportF( const char* contextName, const char* format, ... ) void ReportF( ReportSys::Context* context, const char* format, ... ) void ReportItemSwitching( Go* pToEquip ) void ReqResetSensorsSelfAndVisible( void ) int Request( eWorldState next ) int Request( eWorldState next, float time ) bool RequestBeyondRange( MCP::eReqRetCode code ) void RequestEnd( void ) bool RequestFailed( MCP::eReqRetCode code ) bool RequestOk( MCP::eReqRetCode code ) void RequestProcessHitEngaged( void ) bool RequestQuit( bool force ) void ResetBlender( void ) void ResetButtonStatus( void ) void ResetMoodVolume( float fadeTime ) void ResetSensors( void ) void ResetTimerSeconds( int id, float timeFromBase ) void ResetTimeWarp( void ) void Resize( int width, int height ) void ResizeSlider( void ) void RestoreLastMembership( void ) void RestoreWorldViewport( float duration ) bool Resume( void ) gpstring& Right( gpstring& str, int len ) bool Rotate( float rad ) void RotateBoneX( const char* b, float a ) void RotateBoneX( const char* bonename, float anginradians, bool relative ) void RotateBoneY( const char* b, float a ) void RotateBoneY( const char* bonename, float anginradians, bool relative ) void RotateBoneZ( const char* b, float a ) void RotateBoneZ( const char* bonename, float anginradians, bool relative ) void RotateIndexedBoneX( int b, float a ) void RotateIndexedBoneX( int bonenum, float anginradians, bool relative ) void RotateIndexedBoneY( int b, float a ) void RotateIndexedBoneY( int bonenum, float anginradians, bool relative ) void RotateIndexedBoneZ( int b, float a ) void RotateIndexedBoneZ( int bonenum, float anginradians, bool relative ) bool RotateMembers( float rad ) int Round( float f ) float RoundToFloat( float f ) void RSAckLatency( float serverTime ) void RSActivateChapter( const char* name, int state ) FuBiCookie RSActivateDialogue( void ) void RSActivateQuest( const char* name, int state ) FuBiCookie RSAdd( Go* item, eInventoryLocation il, eActionOrigin origin, bool autoPlace ) FuBiCookie RSAddGold( int gold ) void RSAddMemberNow( Go* member ) FuBiCookie RSAddPackmule( Go* pHire, Go* pBuyer ) void RSAddShopper( Goid shopper ) void RSAddToDestGridbox( GridItem item, Goid destTrade, Goid sourceTrade ) void RSAddToStore( Goid item, Goid member, int value ) void RSAttemptTradeCompletion( Go* pSource, Go* pDest ) FuBiCookie RSAutoEquip( eEquipSlot slot, Goid item, eActionOrigin origin ) FuBiCookie RSAutoEquip( eEquipSlot slot, Goid item, eActionOrigin origin, bool bAutoplace ) void RSCancelTrade( Go* pSource, Go* pDest ) void RSCastLifeHealingSpell( eActionOrigin jo ) FuBiCookie RSCastLifeHealingSpells( const_mem_ptr ptr, eActionOrigin jo ) void RSChat( const gpwstring& sChat ) void RSChat( const gpwstring& sChatText ) void RSChatPlayer( const gpwstring& sChat, Player* player ) void RSChatPlayer( const gpwstring& sChatText, Player* player ) FuBiCookie RSClearFocusGo( PlayerId playerId ) FuBiCookie RSCloneGo( const GoCloneReq& cloneReq ) FuBiCookie RSCloneGo( const GoCloneReq& cloneReq, const char* templateName ) FuBiCookie RSCollectLoot( const_mem_ptr ptr ) FuBiCookie RSCollectLootMp( Goid member, const_mem_ptr ptr ) FuBiCookie RSCombinePotions( Go* pSource, Go* pDest, Go* pMember, float fillAmount, float amountLeft ) void RSCompletedQuest( const char* name, Goid activator ) void RSCompleteTrade( Go* pSource, Go* pDest ) FuBiCookie RSCreateAddItem( eInventoryLocation il, const gpstring& templateName ) FuBiCookie RSCreatePlayer( const wchar_t* name, ePlayerController controller ) FuBiCookie RSCreateTombstone( Goid member ) void RSDeactivateQuest( const char* name ) FuBiCookie RSDisplayImportCharacter( const gpstring& templateName, DWORD machineId ) void RSDisplayMessage( const gpwstring& message, DWORD color ) void RSDoJob( const JobReq& req ) FuBiCookie RSDoJobPacker( const_mem_ptr packola ) void RSDoJobPacker( const_mem_ptr packola ) void RSDrinkLifeHealingPotion( eActionOrigin jo ) FuBiCookie RSDrinkLifeHealingPotions( const_mem_ptr ptr, eActionOrigin jo ) void RSDrinkManaHealingPotion( eActionOrigin jo ) FuBiCookie RSDrinkManaHealingPotions( const_mem_ptr ptr, eActionOrigin jo ) void RSDrop( Go* item, SiegePos Pos, eQPlace QPlace, eActionOrigin origin ) void RSDropGold( int gold, SiegePos Pos, eQPlace QPlace, eActionOrigin origin ) FuBiCookie RSEquip( eEquipSlot slot, Goid item, eActionOrigin origin ) FuBiCookie RSGeneratePortrait( PlayerId playerId ) void RSGet( Go* item, eQPlace place, eActionOrigin origin ) void RSGive( Go* target, Go* item, eQPlace place, eActionOrigin origin ) void RSGoldTransferComplete( Go* pMember, int gold ) void RSGuard( Go* target, eQPlace place, eActionOrigin origin ) void RSImportCharacter( const gpstring& spec, int characterIndex ) FuBiCookie RSJoinTeam( TeamId team, PlayerId player ) void RSKeepMeAlive( void ) FuBiCookie RSLeaveStagingArea( PlayerId playerId ) void RSMarkForDeletion( Go* go, bool retire, bool fadeOut, bool mpdelayed ) void RSMarkForDeletion( Goid goid, bool retire, bool fadeOut, bool mpdelayed ) void RSMarkForDeletion( Scid scid, bool retire, bool fadeOut, bool mpdelayed ) void RSMarkGoAndChildrenForDeletion( Go* go, bool retire, bool fadeOut, bool mpdelayed ) void RSMarkGoAndChildrenForDeletion( Goid goid, bool retire, bool fadeOut, bool mpdelayed ) void RSMarkGoAndChildrenForDeletion( Scid scid, bool retire, bool fadeOut, bool mpdelayed ) void RSMove( const SiegePos& Pos, eQPlace place, eActionOrigin origin ) void RSPaperDollHandleItem( Goid member, eEquipSlot slot, Goid inventory_item ) void RSPauseAllClients( bool pause, PlayerId requestingPlayer ) FuBiCookie RSRemove( Go* item, bool drop ) FuBiCookie RSRemove( Go* item, bool drop, Go* dropFor ) void RSRemoveFromDestGridbox( int item, Player* destPlayer ) void RSRemoveFromStore( Goid item, Goid member, int cost, bool bAutoPlace ) void RSRemoveMemberNow( Go* member ) void RSRemoveShopper( Goid shopper ) void RSReqInitiateTrade( Go* pSource, Go* pDest, Go* pItem ) void RSResetUnconsciousDuration( float duration ) FuBiCookie RSReviveCharacter( Goid member ) void RSRotateSpells( bool bPrimarySlot, Goid member ) FuBiCookie RSSelect( eInventoryLocation il, eActionOrigin origin ) FuBiCookie RSSelectConversation( const char* sConversation ) FuBiCookie RSSelectNextTeam( PlayerId player, bool reverse ) FuBiCookie RSSelectTeam( PlayerId player, const gpstring& texture ) void RSSendReqTalkEnd( Goid member, Goid talker ) void RSSetButtonValue( const gpstring& sValue ) void RSSetCombatOrders( eCombatOrders Order ) void RSSetCurrentAspectTexture( int texIndex, const char* textureName ) void RSSetDispositionOrders( eActorDisposition Order ) FuBiCookie RSSetFocusGo( Goid goid ) void RSSetFocusOrders( eFocusOrders Order ) void RSSetForceGet( bool bSet ) FuBiCookie RSSetGameEnded( bool bSet ) void RSSetGameSpeed( float x ) FuBiCookie RSSetGold( int gold ) FuBiCookie RSSetGoldValue( int value ) FuBiCookie RSSetHeroCloneSourceTemplate( const gpstring& name ) FuBiCookie RSSetHeroHead( const gpstring& name ) void RSSetHeroName( const gpwstring& name ) FuBiCookie RSSetHeroSkin( ePlayerSkin skin, const gpstring& name ) FuBiCookie RSSetHeroUberLevel( float level ) FuBiCookie RSSetIsOnZone( bool flag ) void RSSetLoadProgress( float ratio ) FuBiCookie RSSetLocation( Go* item, eInventoryLocation il, bool autoPlace ) void RSSetMainCampaignWon( bool bSet ) void RSSetMovementOrders( eMovementOrders Order ) FuBiCookie RSSetName( const gpwstring& name ) FuBiCookie RSSetReadyToPlay( bool flag ) FuBiCookie RSSetStartingGroup( const gpstring& sGroup ) FuBiCookie RSSetTeamSign( PlayerId player, const gpstring& teamSign ) FuBiCookie RSSetTradeGoldAmount( int gold ) void RSSetTradeInvalid( Go* pSource ) void RSSetTradeValid( Go* pSource ) FuBiCookie RSSetWorldState( eWorldState state ) void RSStop( eActionOrigin origin ) void RSTalk( Go* pObject, Go* pMember, bool noqueueclear ) void RSTradeAccept( bool bAccept, Player* sourcePlayer, Player* destPlayer ) void RSTradeFailed( Go* pSource, Go* pDest ) void RSTradeZeroGold( Go* pSource, Go* pDest ) FuBiCookie RSTransfer( Go* item, Go* dest, eInventoryLocation il, eActionOrigin origin, bool autoPlace ) FuBiCookie RSUnequip( eEquipSlot slot, eActionOrigin origin ) void RSUpdateQuestCompletion( const char* name, Goid activator ) void RSUse( Go* item, eQPlace place, eActionOrigin origin ) void RSUserPause( bool pause, PlayerId requestingPlayer ) SFxSID RunScript( const char* sName, Goid target, Goid source, const char* sParams, Goid Owner, eWorldEvent type ) bool RunScriptSpecial( const char* sName, const char* sParams, Goid Owner, eWorldEvent type, const SiegePos& target_pos, float radius, float x_offset, float y_offset, float z_offset ) void SActivateTip( const gpstring& sTip, Goid target ) void SAddGenericState( const char* sName, const char* sDescription, float timeout, Goid caster, Goid spell, float spell_level ) bool SameNoCase( const char* l, const char* r ) bool SameNoCase( const char* l, const char* r, int len ) bool SameWithCase( const char* l, const char* r ) bool SameWithCase( const char* l, const char* r, int len ) void SAnimate( const AnimReq& animReq ) void SApplyEnchantments( Goid target, Goid source ) void SApplyEnchantmentsByName( Goid target, Goid source, const char* sName ) FuBiCookie SAssignFrustumToGo( FrustumId frustumId, Goid goid ) bool SAutoGet( Goid item, eActionOrigin origin ) bool SAutoGive( Goid actor, Goid item, eActionOrigin origin ) bool SAutoUse( Goid item, eActionOrigin origin, bool bDeleteExpendedItem ) bool SaveGame( const char* saveName ) void SBanPlayer( PlayerId playerId ) bool SBeginGive( Goid actor, eActionOrigin origin ) void SBeginUse( Goid item ) bool Scale( float scale ) bool SCast( Go* target ) Goid SCloneGo( const GoCloneReq& cloneReq ) Goid SCloneGo( const GoCloneReq& cloneReq, const char* templateName ) void SCopyMembership( Goid go ) FuBiCookie SCreateFrustumForGo( Goid goid ) Goid SCreateGo( const GoCreateReq& createReq ) void Screen( const char* msg ) void ScreenF( const char* format, ... ) bool ScreenShot( const char* fileName ) bool ScreenShot( const wchar_t* fileName ) void SDeactivateGuiItems( void ) void SDeactivateTrigger( Goid owngoid, WORD trignum ) void SDisplayMessage( const char* msgName ) void SDisplayMessage1Party( const char* msgName, Go* party ) void SDisplayMessage2Party( const char* msgName, Go* party1, Go* party2 ) Job* SDoJob( const JobReq& req ) bool Select( bool select ) bool Select( Goid goid ) bool Select( Goid goid, bool select ) bool Select( void ) bool SelectAllPartyMembers( void ) void SelectElement( const gpstring& sElement ) void SelectElement( int tag ) void SelectFirstElement( void ) void SelectLastElement( void ) bool SelectLastPlayer( void ) void SelectNextElement( void ) void SelectNextPage( void ) bool SelectNextPlayer( void ) void SelectPreviousElement( void ) void SelectPreviousPage( void ) bool Send( const WorldMessage& msg ) bool SendDelayed( const WorldMessage& msg, float delay ) bool SEndGive( Goid actor, Goid item, eActionOrigin origin ) bool SendUIMessage( eUIMessage code, const char* window_name ) bool SendUIMessage( eUIMessage code, const char* window_name, const char* sInterface ) void SEndUse( Goid item ) void SendWorldMessage( eWorldEvent event, Goid from, Goid to ) void SendWorldMessage( eWorldEvent event, Goid from, Goid to, DWORD data ) void SendWorldMessage( eWorldEvent event, Goid from, Scid to ) void SendWorldMessage( eWorldEvent event, Goid from, Scid to, DWORD data ) void Set( int index, Go* g ) void Set( int index, Goid g ) void Set( int index, UIWindow* wnd ) void SetAbortScriptID( Goid goid, const gpstring& sEnchantmentName, SFxSID id ) void SetActive( bool active ) void SetActive( void ) void SetActiveColor( DWORD dwColor ) void SetActiveCursor( UICursor* pCursor ) void SetActiveFogGo( Goid go, float transTime ) void SetActiveMusicGo( Goid go, float transTime ) void SetActiveRainGo( Goid go, float transTime ) void SetActiveSnowGo( Goid go, float transTime ) void SetActiveSunGo( Goid go, float transTime ) void SetActiveWindGo( Goid go, float transTime ) void SetActorAutoFidgets( bool flag ) void SetActorWeaponPreference( eWeaponPreference value ) void SetAICaching( bool value ) void SetAllignedTeam( int team ) void SetAllowInput( bool bInput ) void SetAllowUserPress( bool bAllow ) void SetAlpha( BYTE alpha ) void SetAlpha( float alpha ) void SetAutoPlaceNotify( bool bSet ) void SetAutoSize( bool autosize ) void SetAutoTransfer( bool bTransfer ) float SetAvgMoveVelocity( float v ) void SetBackgroundColor( unsigned int color ) void SetBackgroundFill( bool fill ) void SetBlendGroupAnimWeight( DWORD g, DWORD i, float relw ) void SetBlendGroupWeight( DWORD g, float gw ) void SetBlockMCP( bool Flag ) DWORD SetBoneFrozenState( const char* bonename, eBoneFreeze f, bool recursive ) void SetBool( const char* key, bool value ) void SetBool( int tag, const char* key, bool value ) void SetBorder( bool bBorder ) void SetBorderColor( unsigned int color ) void SetBorderPadding( int padding ) void SetBoxHeight( int height ) void SetBoxWidth( int width ) void SetButtonDown( bool bButtonDown ) void SetCameraMode( eCameraMode mode ) void SetCameraMode( eCameraMode mode, bool bClearOldOrders ) void SetCanBePickedUp( bool bSet ) void SetCanSell( bool bCanSell ) void SetCheck( bool bCheck ) void SetCheckState( bool bChecked ) void SetChildListbox( UIListbox* pListbox ) void SetClickDelay( float delay ) void SetCode( eUIMessage msg ) void SetColor( DWORD color ) void SetColor( unsigned int color ) void SetColumns( int columns ) void SetCommonTemplate( const gpstring& sTemplate ) bool SetComponentBool( const char* componentName, const char* propertyName, bool valBool ) bool SetComponentFloat( const char* componentName, const char* propertyName, float valFloat ) bool SetComponentInt( const char* componentName, const char* propertyName, int valInt ) bool SetComponentScid( const char* componentName, const char* propertyName, Scid valScid ) bool SetComponentString( const char* componentName, const char* propertyName, const gpstring& valString ) void SetConsumable( bool bConsumable ) void SetConsumesItems( bool bSet ) void SetContinuePickup( bool bPickup ) void SetCrowdingMCP( bool Flag ) bool SetDamageAll( SimID id, bool state ) void SetDamageMaxNatural( float damage ) void SetDamageMinNatural( float damage ) void SetDeactivateOverlapped( bool bSet ) void SetDebugHudOptions( eDebugHudOptions options, bool set ) void SetDebugMCP( bool Flag ) void SetDebugState( bool state ) void SetDiffuseColor( DWORD c ) void SetDirection( const vector_3& dir ) void SetDisableUpdate( bool bSet ) void SetDockGroup( const gpstring& group ) void SetDoesBlockPath( bool set ) void SetDouble( const char* key, float value ) void SetDouble( int tag, const char* key, float value ) void SetDragAllowed( bool bAllowed ) void SetDraggable( bool bDraggable ) void SetDragGridX( int x ) void SetDragGridY( int y ) void SetDragTime( float time ) void SetDragTimeElapsed( float time ) void SetDrawOrder( int order ) void SetDrawSelectionIndicator( bool set ) void SetDrawText( bool bDrawText ) void SetElementHelpBox( const gpstring& helpBox ) void SetElementIcon( const gpstring& text, int icon ) void SetElementIcon( int tag, int icon ) void SetElementSelectable( int tag, bool bSelectable ) void SetElementTagToolTip( int tag, const gpwstring& tip ) void SetElementText( int tag, int line, const gpstring& sText, DWORD dwColor ) void SetElementTextToolTip( gpwstring textName, const gpwstring& tip ) void SetEnabled( bool bEnabled ) void SetEnchantmentDoneMessage( Goid goid, const gpstring& sEnchantmentName, Goid send_to, eWorldEvent event ) void SetEquipRequirements( const gpstring& requirements ) void SetEscNisToFrontEnd( bool bSet ) void SetExpanded( bool bExpanded ) void SetExperienceBenefactor( Goid go ) void SetExperienceBenefactorSkill( const char* s ) void SetFadeIn( bool set ) void SetFixedLocation( bool bSet ) void SetFloat( const char* key, float value ) void SetFloat( int tag, const char* key, float value ) void SetFont( const gpstring& sFont ) void SetFontHeight( int height ) void SetForceCheck( bool bCheck ) void SetForceClientAllowed( bool set ) void SetForcePosition( bool set ) void SetForceServerOnly( bool set ) void SetFreezeMeshFlag( bool flag ) void SetGameSpeed( float x ) void SetGameSpeed( float x, bool printToScreen ) void SetGoalMCP( bool Flag ) void SetGoldValue( int value ) void SetGridbox( UIGridbox* box ) void SetGridType( const gpstring& type ) void SetGroup( const gpstring& group ) void SetGuiDisabled( bool bDisable ) void SetHasFocus( bool bSet ) void SetHasTexture( bool bTexture ) void SetHeight( int height ) void SetHelpBoxName( const gpstring& helpTextBox ) void SetHideMeshFlag( bool flag ) void SetHitSelect( bool bSelect ) void SetHudMCP( bool Flag ) void SetIgnoreItem( bool bSet ) bool SetIgnorePartyMembers( SimID id ) void SetImeColor( DWORD dwColor ) void SetIndex( int index ) DWORD SetIndexedBoneFrozenState( DWORD bone_index, eBoneFreeze f, bool recursive ) void SetInitialCommand( Scid command ) void SetInputType( UI_INPUT_TYPE type ) void SetInstanceAttrFlags( DWORD newval ) void SetInt( const char* key, int value ) void SetInt( int tag, const char* key, int value ) void SetIntensity( float intensity ) void SetInterfaceParent( const gpstring& parent_name ) void SetInterpolationMode( eCameraInterpolate interpolate ) void SetInvalid( bool bSet ) void SetInvalidColor( DWORD dwColor ) void SetInventoryHeight( int height ) void SetInventoryIcon( const gpstring& icon ) void SetInventoryWidth( int width ) void SetIsCollidable( bool set ) void SetIsCommonControl( bool bSet ) void SetIsIdentified( bool bSet ) void SetIsInvincible( bool set ) void SetIsRepeater( bool repeater ) void SetIsVisible( bool set ) void SetItemDetect( bool bDetect ) void SetItemMarkup( float markup ) void SetItemPower( float power ) void SetJustification( JUSTIFICATION justify ) void SetKey( int key ) void SetLabelMCP( bool Flag ) void SetLagMCP( float val ) void SetLatencyQueryFrequency( int f ) void SetLButtonDown( bool lbutton ) void SetLeadElement( int lead ) void SetLifeState( eLifeState state ) void SetLineSpacer( int set ) int SetLineText( int lineNum, const gpstring& sText, DWORD dwColor ) void SetLinkOffsetPosition( const vector_3& v ) void SetLinkOffsetRotation( const Quat& q ) void SetLocalPlace( bool bSet ) void SetLocalRetryDuration( float duration ) void SetLockMeshFlag( bool flag ) void SetMarkForDeletion( bool bDelete ) void SetMaxDistance( float max_dist ) void SetMaxStringSize( int size ) void SetMayAttack( bool flag ) void SetMayBeAttacked( bool flag ) void SetMemberDirection( const vector_3& dir ) void SetMidState( bool bSet ) void SetMinDistance( float min_dist ) void SetMode( eDebugProbe mode ) void SetMood( const gpstring& moodName, float transTime ) void SetMouseX( int x ) void SetMouseY( int y ) void SetMPSendFrequency( int Hz ) void SetMPSleep( int sleep ) void SetMsgState( int state ) void SetName( const gpstring& name ) void SetNewTimerSeconds( int id, float timeFromNow ) void SetNode( const SiegeGuid& g ) void SetNormalizedRect( float left, float right, float top, float bottom ) void SetNormalizeResize( bool bSet ) void SetNoStartupFx( bool set ) void SetOmni( bool omni ) void SetOptimizeMCP( bool Flag ) void SetPackMemberStats( Goid party_member ) void SetParent( Go* parent ) void SetParentWindow( UIWindow* parent ) void SetPartyDirty( void ) void SetPassThrough( bool bPass ) void SetPermanentFocus( bool bFocus ) void SetPollPeriod( float period ) void SetPos( const vector_3& v ) void SetPosition( const SiegePos& pos ) void SetPosition( float x, float y ) void SetPrepareToDrawNow( bool set ) void SetPressedState( bool pressed ) void SetProbeObject( Goid object ) void SetProbeObject( Scid object ) void SetProjectileLauncher( Goid id ) void SetPromptIndex( int index ) void SetPulloutOffset( int offset ) void SetQuestBool( Goid goid, const char* mapName, const char* keyName, bool valBool ) void SetQuestFloat( Goid goid, const char* mapName, const char* keyName, float valFloat ) void SetQuestInt( Goid goid, const char* mapName, const char* keyName, int valInt ) void SetQuestString( Goid goid, const char* mapName, const char* keyName, const gpstring& valString ) void SetRadioGroup( const gpstring& sGroup ) void SetRank( DWORD rank ) void SetRButtonDown( bool rbutton ) void SetRect( int left, int right, int top, int bottom, bool bAnimation ) void SetReportFilters( const gpstring& filter ) void SetRollover( bool bRollover ) void SetRolloverKey( const gpstring& sKey ) void SetRot( const Quat& q ) void SetRows( int rows ) void SetScale( float scale ) bool SetScidBit( Scid scid, int index, bool value ) DWORD SetScidBits( Scid scid, DWORD value ) void SetScreenName( const gpstring& name ) void SetScrolling( bool bScrolling ) void SetScrollRate( float scrollRate ) void SetScrollThrough( bool bSet ) void SetSelectedTag( int tag ) void SetSendDelay( float t ) void SetShape( const gpstring& name ) void SetShowMCP( bool Flag ) void SetShowPathsMCP( bool Flag ) void SetShowSpatialQueries( bool flag ) void SetShowTriggerSys( bool Flag ) void SetShowTriggerSysHits( bool Flag ) void SetSize( float width, float height ) void SetSnapToTerrain( bool snap ) void SetStartedBySECommand( Scid scid ) void SetStartingOrient( const Quat& quat ) void SetStartingPos( const SiegePos& siegePos ) void SetStore( bool bStore ) void SetString( const char* key, const gpstring& value ) void SetString( int tag, const char* key, const gpstring& value ) void SetTag( long tag ) void SetTargetTypeFlags( eTargetTypeFlags flags ) void SetTestMCP( bool Flag ) void SetText( const gpstring& sText ) void SetText( const gpstring& text ) void SetText( const gpstring& text, bool bReset ) void SetTextColor( unsigned int color ) void SetTextPosition( int x, int y ) void SetTextureIndex( unsigned int id ) void SetTiledTexture( bool bTiled ) void SetTimer( float Delay ) void SetTimerGlobal( int id, bool global ) void SetTimerRepeatCount( int id, int count ) void SetToolTip( const gpwstring& HelpText, const gpstring& HelpTextBox, bool bIsToolTip ) void SetToolTipText( const gpstring& sText ) void SetTopmost( bool bSet ) void SetTraitInterruptable( bool flag ) void SetTraitUseSpatialSensors( bool flag ) void SetType( UI_CONTROL_TYPE type ) void SetUncachingEnabled( bool flag ) void SetUVRect( float left, float right, float top, float bottom ) void SetValue( UINT32 guid ) void SetVariable( UINT32 index, SiegePos& position, Goid owner ) void SetVariation( const gpstring& name ) void SetVerbose( bool verbose ) bool SetVictoryConditionValue( const char* condition, int value ) void SetVisible( bool bVisible ) void SetW( float f ) void SetWorldViewport( float width, float height, float fovDegrees, float duration ) void SetX( float f ) void SetY( float f ) void SetZ( float f ) bool SExplodeGo( Goid Object, float magnitude, const vector_3& initial_velocity ) void SFadeInterface( const char* szInterface, float duration, Goid target ) void ShiftGroup( const gpstring& sInterface, const gpstring& sGroup, int xShift, int yShift ) void ShiftInterface( const gpstring& sInterface, int xShift, int yShift ) void Show( const char* properties ) void ShowGroup( const char* szGroup, bool bShow, bool bMessage, const char* szInterface ) void ShowHiddenText( bool flag ) void ShowInterface( const gpstring& interface_name ) void ShowOnly( const char* properties ) float Sin( float f ) void SIncrementStat( const char* stat, Player* player, int value ) float SinWave( float a, float b, float c, float d, float t, float frequency, float amplitude ) int Size( void ) const void SKickPlayer( PlayerId playerId ) void SLaunchAmmo( float velocity, const SiegePos& firingPos, const SiegePos& targetPos, float x_error, float y_error, Goid intended_target ) void SLeaderMessage( eGameStat stat, const char* msgName ) void SMarkForDeletion( Go* go ) void SMarkForDeletion( Go* go, bool retire ) void SMarkForDeletion( Go* go, bool retire, bool fadeOut ) void SMarkForDeletion( Go* go, bool retire, bool fadeOut, bool mpdelayed ) void SMarkForDeletion( Goid goid ) void SMarkForDeletion( Goid goid, bool retire ) void SMarkForDeletion( Goid goid, bool retire, bool fadeOut ) void SMarkForDeletion( Goid goid, bool retire, bool fadeOut, bool mpdelayed ) void SMarkForDeletion( Scid scid ) void SMarkForDeletion( Scid scid, bool retire ) void SMarkForDeletion( Scid scid, bool retire, bool fadeOut ) void SMarkForDeletion( Scid scid, bool retire, bool fadeOut, bool mpdelayed ) void SMarkGoAndChildrenForDeletion( Go* go ) void SMarkGoAndChildrenForDeletion( Go* go, bool retire ) void SMarkGoAndChildrenForDeletion( Go* go, bool retire, bool fadeOut ) void SMarkGoAndChildrenForDeletion( Go* go, bool retire, bool fadeOut, bool mpdelayed ) void SMarkGoAndChildrenForDeletion( Goid goid ) void SMarkGoAndChildrenForDeletion( Goid goid, bool retire ) void SMarkGoAndChildrenForDeletion( Goid goid, bool retire, bool fadeOut ) void SMarkGoAndChildrenForDeletion( Goid goid, bool retire, bool fadeOut, bool mpdelayed ) void SMarkGoAndChildrenForDeletion( Scid scid ) void SMarkGoAndChildrenForDeletion( Scid scid, bool retire ) void SMarkGoAndChildrenForDeletion( Scid scid, bool retire, bool fadeOut ) void SMarkGoAndChildrenForDeletion( Scid scid, bool retire, bool fadeOut, bool mpdelayed ) void SPlayChapterSound( const char* szSample, Goid target ) void SPlayMaterialSound( const char* eventName, const char* dstMaterial, bool local3d ) void SPlayMaterialSound( const char* eventName, Goid dstGoid, bool local3d ) void SPlayVoiceSound( const char* eventName, bool local3d ) void SPostWorldMessage( eWorldEvent event, Goid from, Scid to, DWORD data, float delay ) void SPostWorldMessage( eWorldEvent event, Goid from, Scid to, float delay ) Goid SPrepareAmmo( void ) FuBiCookie SReleaseFrustumFromGo( Goid goid, bool eraseFrustum ) void SRemoveGenericState( const char* sName ) void SReplaceNodalTexture( SiegeId node, int tex_index, const gpstring& newTexName ) void SRequestNodeConnection( SiegeId targetNode, DWORD targetDoor, SiegeId connectNode, DWORD connectDoor, bool bConnect, bool bForceComplete ) void SRequestNodeTransition( SiegeId targetNode, DWORD targetDoor, SiegeId connectNode, DWORD connectDoor, float duration, eAxisHint ahint, Goid owner, bool bConnect, bool bForceComplete ) void SRequestNodeTransition( SiegeId targetNode, DWORD targetDoor, SiegeId connectNode, DWORD connectDoor, float duration, eAxisHint ahint, Goid owner, bool bConnect, bool bForceComplete, TTMessages* msg ) void SResetGhostTimeout( void ) void SRestoreLastMembership( void ) SFxSID SRunMpScript( const char* sName, Goid target, Goid source, const char* sParams, Goid Owner, eWorldEvent type ) SFxSID SRunScript( const char* sName, Goid target, Goid source, const char* sParams, Goid Owner, eWorldEvent type ) bool SRunScriptSpecial( const char* sName, const char* sParams, Goid Owner, eWorldEvent type, const SiegePos& target_pos, float radius, float x_offset, float y_offset, float z_offset ) void SScreen( const char* msg ) void SScreen( DWORD machineId, const char* msg ) void SScreenF( const char* format, ... ) void SScreenF( DWORD machineId, const char* format, ... ) void SSend( WorldMessage& message, MESSAGE_DISPATCH_FLAG flags ) bool SSendActionToPartyMembersRemainingInNode( SiegeId node, const gpstring& fadereq ) void SSendDelayed( WorldMessage& message, MESSAGE_DISPATCH_FLAG flags ) void SSendWorldMessage( eWorldEvent event, Goid from, Scid to ) void SSendWorldMessage( eWorldEvent event, Goid from, Scid to, DWORD data ) void SSetAlignment( eActorAlignment alignment ) void SSetAllowRespawn( bool bSet ) void SSetAspectTextureSpeed( int texIndex, float texSpeed ) void SSetCanShowHealth( bool bSet ) void SSetCanTalk( bool bCanTalk ) void SSetCurrentAspectTexture( int texIndex, const char* textureName ) void SSetCurrentLife( float life ) void SSetCurrentMana( float mana ) void SSetCustomHead( const gpstring& ch ) void SSetDropInvOption( eDropInvOption option ) void SSetDynamicTexture( ePlayerSkin skin, const char* name ) void SSetFreezeMeshFlag( bool set ) void SSetGhostTimeout( float timeout ) void SSetGoldValue( int value, bool bForceRC ) void SSetInventoryDirty( bool set ) void SSetIsGhostUsable( bool set ) void SSetIsSelectable( bool set ) void SSetIsUsable( bool set ) void SSetIsVisible( bool set ) void SSetLifeState( eLifeState state ) void SSetLifeState( eLifeState state, bool forceUpdate ) void SSetLockMeshFlag( bool set ) void SSetMaxLife( float life ) void SSetMaxMana( float maxMana ) void SSetNaturalMaxLife( float maxLife ) void SSetNaturalMaxMana( float maxMana ) void SSetNodalTextureAnimationSpeed( SiegeId node, int tex_index, float speed ) void SSetNodalTextureAnimationState( SiegeId node, int tex_index, bool bState ) void SSetOrientation( const Quat& quat ) void SSetParent( Go* parent ) void SSetPlacement( const SiegePos& pos, const Quat& quat, bool snapToTerrain ) void SSetPlayer( PlayerId id ) void SSetPosition( const SiegePos& pos, bool snapToTerrain ) void SSetQuestBool( Goid goid, const char* mapName, const char* keyName, bool valBool ) void SSetQuestFloat( Goid goid, const char* mapName, const char* keyName, float valFloat ) void SSetQuestInt( Goid goid, const char* mapName, const char* keyName, int valInt ) void SSetQuestString( Goid goid, const char* mapName, const char* keyName, const gpstring& valString ) bool SSetScidBit( Scid scid, int index, bool value ) DWORD SSetScidBits( Scid scid, DWORD value ) void SSetScreenName( const gpstring& name ) void SSetTeamVictoryConditionMet( const char* condition, bool met, int team ) void SSetVictoryConditionMet( const char* condition, bool met ) void SStopScript( Goid id, const char* sName ) void SStopScript( SFxSID id ) void SSyncRevivedPartyGold( void ) bool StartCameraFx( const char* name ) bool StartCameraFx( const char* name, const char* params ) void StartCaptureMovie( const char* fileName, float fps, float secondsFromNow, float durationSeconds ) bool StartDecalFx( DecalId siegeDecal, const char* name ) bool StartDecalFx( DecalId siegeDecal, const char* name, const char* params ) void StartDropAnimation( Goid item, const SiegePos& dropPos, const Quat& dropQuat ) bool StartExpiration( Go* go, bool forced ) bool StartLightFx( LightId siegeLight, const char* name ) bool StartLightFx( LightId siegeLight, const char* name, const char* params ) void StartWatching( Goid watcher, Goid watched ) void StopAmbientTrack( float fadeTime ) void StopBattleTrack( float fadeTime ) void StopCaptureMovie( void ) void StopScript( Goid id, const char* sName ) void StopScript( SFxSID id ) void StopSound( DWORD soundId ) void StopStandardTrack( float fadeTime ) void StopWatching( Goid watcher, Goid watched ) float SubAnimDurationForStance( DWORD stance, DWORD index ) const void SubmitCameraOffset( const SiegePos& offset ) void SubmitCameraOffset( const vector_3& offset ) void SubmitCameraPosition( const gpstring& point_name, const CameraEulerPosition& point ) void SubmitCameraPosition( const gpstring& point_name, const CameraMatrixPosition& point ) void SubmitCameraPosition( const gpstring& point_name, const CameraPosition& point ) void SubmitCameraPosition( const gpstring& point_name, const CameraQuatPosition& point ) void SubmitCameraPosition( const gpstring& point_name, const CameraVectorToCameraPosition& point ) void SubmitCameraPosition( const gpstring& point_name, const CameraVectorToTargetPosition& point ) void SubmitOrder( const gpstring& point_name, eCameraOrder order, float time, bool bPersist, Scid scid ) void SUnprepareAmmo( void ) void TakesOver( Job* oldJob ) void TestAssert2( void ) bool TestBits( eLogicalNodeFlags l, eLogicalNodeFlags r ) void TestCrash2( void ) bool TestDebugHudOptions( eDebugHudOptions options ) const bool TestDebugHudOptionsEq( eDebugHudOptions options ) const bool TestEquip( Goid item, eEquipSlot slot ) const bool TestEquipPassive( Goid item ) const void TestExit2( void ) void TestFatal2( void ) bool TestGet( Goid item ) const bool TestGet( Goid item, bool silent ) const void TestLog( const char* msg ) void TestLogF( const char* format, ... ) float TimeOfCurrentTimeWarp( void ) float ToFloat( int i ) void Toggle( const char* context ) void Toggle( void ) void ToggleDebugHudOptions( eDebugHudOptions options ) void ToggleMode( eDebugProbe mode ) bool ToggleSelected( void ) int ToInt( float f ) SiegePos& ToSiegePosRef( int siegePosRef ) const char* ToString( eAlteration e ) const char* ToString( eAxisHint val ) const char* ToString( eCameraInterpolate val ) const char* ToString( eCameraOrder val ) const char* ToString( eJobAbstractType Type ) const char* ToString( eMoodRoomType val ) const char* ToString( eUIMessage e ) const char* ToString( eWorldEvent val ) const char* ToString( eWorldState e ) const char* ToString( FADETYPE val ) const char* ToString( JUSTIFICATION e ) const char* ToString( MCP::eOrientMode x ) const char* ToString( MCP::eReqRetCode x ) const char* ToString( MCP::eRequest x ) const char* ToString( MCP::eRID x ) const char* ToString( UI_ACTION e ) const char* ToString( UI_CONTROL_TYPE e ) const char* ToString( UI_INPUT_TYPE e ) static void ToString( gpstring& out, const Type& obj, FuBi::eXfer ) static void ToString( gpstring& out, const Type& obj, FuBi::eXfer xfer ) const char* Translate( const char* message ) void TranslateBoneX( const char* b, float o ) void TranslateBoneX( const char* bonename, float offset, bool relative ) void TranslateBoneY( const char* b, float o ) void TranslateBoneY( const char* bonename, float offset, bool relative ) void TranslateBoneZ( const char* b, float o ) void TranslateBoneZ( const char* bonename, float offset, bool relative ) void TranslateIndexedBoneX( int b, float o ) void TranslateIndexedBoneX( int bonenum, float offset, bool relative ) void TranslateIndexedBoneY( int b, float o ) void TranslateIndexedBoneY( int bonenum, float offset, bool relative ) void TranslateIndexedBoneZ( int b, float o ) void TranslateIndexedBoneZ( int bonenum, float offset, bool relative ) const char* TranslateMsg( const char* message ) bool UnderstandsJob( eJobAbstractType eType ) const void Unload( void ) void UnMarkInterfaceForDeactivation( const gpstring& sInterface ) bool UpdateAbsolute( float t, float min_t ) DWORD UpdateBlender( float deltat ) void UpdateClassDesignation( Goid Client ) bool UpdateTimeWarp( void ) void UserPause( bool pause ) void Warning( const char* msg ) void WarningF( const char* format, ... ) bool WasInViewFrustumRecently( void ) const float XPToLevel( float xp ) const