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Tribes 2 Cheats

Tribes 2

Cheat Codes: 
------------
Submitted by: rickHH

All Weapons and Ammo (Host only): 
---------------------------------
While playing a game, press ~ to display the debug menu, then type "$testcheats=1;".
Then, open the debug menu again and type "giveall();" to get all weapons with 999
ammunition.


The Homestead:
--------------
Submitted by: Dj Simo

In Siege and CTF missions, your base is the key position, if you have a good
base defense you can have every one on your team attack without worry. 

-=Turrets=-
The main problem with turrets is that you canŽt place them to close to one 
another, thus turrets supporting turrets is hard to get. 

-=Land Spike=-
The basic turret, you can have four and they shoot hard, if the base only has
one real eantrance then thats the plase to put them, make sure the turrets can
se each other so they can support them, two or three hits from these turrets 
should knock Žem.

-=Spider Klamp=-
Ther spider klamp can be put on walls and roofs, place them high to get the 
plus in killing, just trust me!


What Role to Play: 
------------------
Submitted by: Dj Simo

Tribes 2 is a game where you are supposed to work as a team and with the help
of your teammates, win the game. But during the fast and furious gaming on the
net its hard to get orginized. But Tribes 2 is still a team game. A team game 
doesn't mean you must attack all at once with syncronized plans and advanced 
tactics. A team game is "helping out" and "doing what you think is best for 
the team" knowing what you are good at is the only thing you need to know, 
do that thing and give it your best. If you can pilot do just that, is you 
are a good sniper, be one or bomber. Or maybe you're good at defending a post
then do that, just remember to help out if someone needs help.


Turbo Grav Cover:
-----------------
Submitted by: Dj Simo

If you are running a bot game you will find it difficult to get any cover fire
from your friend bots when piloting a bomber or transport. But if you get near
to one and press "v" to bring up the speech box you can say "Cover me". 
Now just get into a Turbo Grav and they will automatically become a tailgunner.


Flag Carriers:
--------------
Submitted by: Dj Simo

Be carefull when carrying a flag when on stealth mode. The enemys can't see you
but they will shoot at the flag.


Shielded Flag Carrier:
----------------------
Submitted by: Dj Simo

When making a break for the enemy flag do not underestimate the shields of the
Mobile Base. You can drive right in, get the flag and drive out again without 
the shields even faltering.


Be An Editor..No Really!:
-------------------------
Submitted by: Dj Simo

The way into the editor that is stated in the instruction book is WRONG! The 
correct way can be found at the sierra webpage or: Push ~ and type open.editor();
and press enter. This is the Official way, off the sierra troubleshooting website.


Perfect Tailgunner: 
-------------------
Submitted by: Dj Simo

Want to help out a friendly bomber! Jump into the tailgunner seat with Juggernaut
armour and an repair pack. Make sure you have a rocket launcher, ELF gun, Shocklance
and flare grenades. When the pilot starts his bombing run you will probably hear a
loud tone indicating that some one shot a missile at you. Use the flares to distract
the missiles, and if you do get hit, use the repair pack to repair the bomber your
in (in midair!!). Also, if a Shrike tries to shoot you down you can use the ELF to
slow him down, the rockets to blow him up or the Shocklance to shock him (do this
right and you will sent the Shrike spinning out of control).

 
Invincibility:
--------------
Press the ~ button to bring up the console. Then type "nogutsnoglory" without any
spaces. 


999 Ammo:
---------
Press ~ to display the debug menu, type $testcheats=1; Then, open the debug menu 
again and type giveall(); to get all weapons with 999 ammo.


Lots of Points:
---------------
It's more of a hint instead of a cheat but if you want to get alot of points in the
game go and repair the enemy generator (but not all the way) and then blow it up 
and keep doing that, have fun.

 
Easy Kills:
-----------
There are easy ways to kill people with a Spider Clamp Turret and there are good
hiding places for them and I will tell you the hiding places for them on Tombstone
Behind your flag in the flag room so you can't see it. Above the main doorway for 
your main base, and cameras in the hall for the doorway. And behind the brick 
supports for your main base.


Standard Weapon:
----------------
The blaster may not be the strongest weapon or the best to hit with, but it will
never run out of ammo and while indoors, it almost always hits something (sometimes
that's something is you).


Classes:
-------- 
Scout armour: When in scout armour you can pilot all tanks and planes, therefore
you should take the role of a pilot, take a blaster and spinfusor and a energy 
pack so if you get shot down you will be able to get back to the base for another
plane or tank. Suggestion: Mine laying is also a good idea, as is sniper or stealth
operative (ala the cloak pak.)


Assault Armour:
---------------
Is the best, you can pilot almost everything and carry almost any weapon and you
have medium speed. Suggestion: Use the Blaster, Plasma rifle, Granade launcher and
machine gun.


Juggernaught Armour:
--------------------
The turret armour, only use it if you plan to defend or have a buddy to trasport you,
its best to be with two or more other units. Suggestion: Always have fusion mortar
as it is one of the best weapons in the game. 


Wildcat/Shrike Charge:
----------------------
This is a suicide move that isn't for the faint of heart. Equip yourself with scout
armor and energy pack, plasma rilfe, chaingun, whiteout granades & mines then take 
a Shrike or wildcat depending on what you want and how good you are and the terrain.
when you are really close to the base, make sure you have some turbo, aim beside 
the entrance and then charge as if satan was chasing you. Jump off before you hit
the wall and the defense turrets sould go for the Wildcat/shrike. Grab the flag 
and when you hit the entrance again turn round and run backwards, lay the mines,
and finaly throw the granades, now use the jetpack to get back to the base.


Use the Mobile Base:
--------------------
Spawn the moblie base building and drive it to a key lockation. Example: If the
flag is away from the base you place the mobile base as close to the flag as you
can. If there is only a thin road or canyon that leads to the flag put the base 
there and make sure there is at least one unit that is at the base, with a repair
pack as it is gonna take a lot of punisment. 


Sniper Team:
------------
As a little dose of real life, snipers always work better in teams of 2's. This 
holds true in Tribes 2, as the scout is the only one that can use the sniper rifle
but isn't that good in close quarters, it would be good to have someone to back 
him up. Example: One scout armour with energy pack, mines whiteout granade, laser
rifle, blaster and spinfusor. And one assault armour with ammo pack, mines standard
grenades, plasmagun, chaingun, blaster and missile launcher. Get to a distant point
so you can avoid cross-fire. Make sure you are well elavated, then lay all the mines
you have in front of you. Now have the scout start sniping, and sometimes use the
laser designator so the assault armour can use his missle launcher. If the enemy 
gets to close you should try to hold your ground, but after five or seven sniper 
kills you should change position so they dont find you.


Chat in color:
--------------
The game's chat is IRC-based, so it is possible to talk in color. Press ~ to open 
the console window, and type ircclient::send2("\c5[message text]"); you can replace
"5" with other numbers for different colors. 


Hint:
-----
Submitted by: vaibhav

Games played in classic and new version are different.in katabatic(ctf) you can drive
wildcat at 300km/hr.so try a roadkill in that In any game in classic load yourself an
assault armor and throw the pack and redress yourself a scout one even now throw the 
pack and pickup the pack of assault hey you can move faster now.


Personal message box:
---------------------
You can also pop up a message box to yourself. This does not do anything special, 
and no one else can see it. Press ~ to open the console window, then type 
messageboxok("[subject text]","[message text]"); 


Defense self-building:
------------------------
Get a tank, go to the base and try to go up it. Then, go out and go to the other seat
to shoot. Make sure you are not on the edge on the roof (press [Tab] to see). This 
works best on Kasbtic.


More than two people on vehicles: 
---------------------------------
First, get the maximum people on the vehicle. After that, other people can jump on 
but will not go inside. Note: This will not work with turbo-grav vehicles.


Disk-jumping:
----------
When you have a disk gun, point it downwards and jet pack a little. Then shoot the
floor. You will go above the clouds and the you can get away safely.


Console Commands while you are a HOST:
--------------------------------------
Submitted by: SHANKAR J

"Functions defined in the default Tribes 2 scripts"

AABarrelPack::onPickup(%this, %obj, %shape, %amount)
AABarrelPackImage::onActivate(%data, %obj, %slot)
AABarrelPackImage::onDeactivate(%data, %obj, %slot)
abs(%val)
AcceptChannelOptions()
acceptChatOptions()
ActionMap::blockBind( %this, %otherMap, %command )
ActionMap::copyBind( %this, %otherMap, %command )
activateCamera(%position, %rotation, %sourceObj, %team)
activateChatMenu( %filename )
activateChatMenuHud( %make )
activateDeploySensorGrn(%pl)
activateDeploySensorRed(%pl)
activateskillSpecificTrainingSettings()
addAIObjective(%team, %objective)
addBots(%count)
addChat(%keyDesc, %command)
addCreditsLine(%text, %lastLine)
addEnemies()
addGameType( %type )
addGreenVoiceLine(%client, %line)
addLine(%tag, %lineNum, %a0, %a1, %a2, %a3)
addMessageCallback(%msgType, %func)
addMessageHudLine(%text)
addMissionType(%type)
addNewObjective(%type)
addNoVote(%msgType, %msgString)
addPlayersTeam(%num)
addQuickPackFavorite( %pack, %item )
addRedVoiceLine(%client, %line)
AddressDlg::AddBuddylist(%this)
AddressDlg::AddCC(%this)
AddressDlg::AddTo(%this)
AddressDlg::Cancel(%this)
AddressDlg::GoList(%this)
AddressDlg::GoSearch(%this)
AddressDlg::OK(%this)
AddressDlg::onClick(%this, %sender)
AddressDlg::onDatabaseQueryResult(%this,%status,%resultString,%key)
AddressDlg::onDatabaseRow(%this,%row,%isLastRow,%key)
AddressDlg::onDblClick(%this,%caller)
AddressDlg::onWake(%this)
addToAdminList( %client )
addToDeployGroup(%object)
addToQueueEnd(%name)
addToQueueNext(%name)
addToServerGuidList( %guid )
addToSuperAdminList( %client )
addTraining3Waypoints()
addWebLink( %name, %address )
addYesVote(%msgType, %msgString)
AdminAddPlayerToGame(%client)
AdvancedHostDlg::accept( %this )
AdvancedHostDlg::onWake( %this )
adviseHealthKit()
adviseHealthKit()
affectAllCommandPulldown(%open)
AH_RespawnText::update( %this )
AH_VotePassText::update( %this )
AH_VoteTimeText::update( %this )
AH_WarmupText::update( %this )
AIAcknowledgeObjective(%client, %objective)
aiAddHumanObjective(%client, %objective, %targetClient, %fromCmdMap)
AIAddTableObjective(%objective, %weight, %level, %bump, %position)
AIAimingTurretBarrel::onFire(%this,%obj,%slot)
aiAlreadyControlled(%aiClient)
AIAttackLocation::assume(%task, %client)
AIAttackLocation::initFromObjective(%task, %objective, %client)
AIAttackLocation::monitor(%task, %client)
AIAttackLocation::retire(%task, %client)
AIAttackLocation::weight(%task, %client)
AIAttackObject::assume(%task, %client)
AIAttackObject::initFromObjective(%task, %objective, %client)
AIAttackObject::monitor(%task, %client)
AIAttackObject::retire(%task, %client)
AIAttackObject::weight(%task, %client)
AIAttackPlayer::assume(%task, %client)
AIAttackPlayer::initFromObjective(%task, %objective, %client)
AIAttackPlayer::monitor(%task, %client)
AIAttackPlayer::retire(%task, %client)
AIAttackPlayer::weight(%task, %client)
aiAttemptHumanControl(%humanClient, %aiClient)
aiB()
aiBotAlreadyConnected(%name)
AIBountyEngageTask::assume(%task, %client)
AIBountyEngageTask::monitor(%task, %client)
AIBountyEngageTask::retire(%task, %client)
AIBountyEngageTask::weight(%task, %client)
AIBountyPatrolTask::assume(%task, %client)
AIBountyPatrolTask::init(%task, %client)
AIBountyPatrolTask::monitor(%task, %client)
AIBountyPatrolTask::retire(%task, %client)
AIBountyPatrolTask::weight(%task, %client)
aiBreakHumanControl(%humanClient, %aiClient)
AIBuildObjectives()
aibump()
aibump2()
AIBuyInventory(%client, %requiredEquipment, %equipmentSets, %buyInvTime)
AICanPickupWeapon(%client, %weapon)
AIChooseEngageWeapon(%client, %targetClient, %distToTarg, %canUseEnergyStr, %environmentStr)
AIChooseObjective(%client, %useThisObjectiveQ)
AIChooseObjectWeapon(%client, %targetObject, %distToTarg, %mode, %canUseEnergyStr, %environmentStr)
AIClearObjective(%objective)
AIClientIsAlive(%client, %duration)
aicnh()
aiCome(%from, %to)
aiConnectByIndex(%index, %team)
aiConnectByName(%name, %team)
AIConnection::endMission(%client)
AIConnection::onAIConnect(%client, %name, %team, %skill, %offense, %voice, %voicePitch)
AIConnection::onAIDrop(%client)
AIConnection::startMission(%client)
aiConnectMultiple(%numToConnect, %minSkill, %maxSkill, %team)
AICorpseAdded(%corpse)
AICouldUseItem(%client, %item)
AICountObjectives(%team)
AICreateObjectives()
aics()
aiDebug(%client)
aiDebugClearLines(%client)
aiDebugLine(%client, %startPt, %endPt, %color)
aiDebugQ(%team, %showTasks)
aiDebugText(%client, %line, %text)
AIDefendLocation::assume(%task, %client)
AIDefendLocation::initFromObjective(%task, %objective, %client)
AIDefendLocation::monitor(%task, %client)
AIDefendLocation::retire(%task, %client)
AIDefendLocation::weight(%task, %client)
AIDeployEquipment::assume(%task, %client)
AIDeployEquipment::initFromObjective(%task, %objective, %client)
AIDeployEquipment::monitor(%task, %client)
AIDeployEquipment::retire(%task, %client)
AIDeployEquipment::weight(%task, %client)
AIDeployMine(%object)
AIDeployObject(%client, %object)
AIDetectMineTask::assume(%task, %client)
AIDetectMineTask::init(%task, %client)
AIDetectMineTask::monitor(%task, %client)
AIDetectMineTask::retire(%task, %client)
AIDetectMineTask::weight(%task, %client)
AIDisembarkVehicle(%client)
AIEButtonBarDlg::createLOSXref()
AIEButtonBarDlg::getPrefs(%this)
AIEButtonBarDlg::init(%this)
AIEButtonBarDlg::onSleep(%this)
AIEButtonBarDlg::onWake(%this)
AIEbuttonBarDlg::setPrefs(%this)
aiEchoObjective(%objective, %lineNum, %group)
AIEditorObjectivesTree1CheckBox::setTreeGui(%this, %team)
AIEditorObjectivesTree2CheckBox::setTreeGui(%this, %team)
AIEditorToolBar::init(%this)
AIEFrameSetDlg::addTool(%this, %tool)
AIEFrameSetDlg::getPrefs(%this)
AIEFrameSetDlg::init(%this)
AIEFrameSetDlg::onSleep(%this)
AIEFrameSetDlg::onWake(%this)
AIEFrameSetDlg::removeTool(%this, %tool)
AIEFrameSetDlg::resetFrames(%this)
AIEFrameSetDlg::setPrefs(%this)
AIEFrameSetDlg::update(%this)
AIEndMessageThread(%threadId)
AIEngageOutofAmmo(%client)
AIEngageTask::assume(%task, %client)
AIEngageTask::assume(%task, %client)
AIEngageTask::assume(%task, %client)
AIEngageTask::assume(%task, %client)
AIEngageTask::assume(%task, %client)
AIEngageTask::init(%task, %client)
AIEngageTask::monitor(%task, %client)
AIEngageTask::retire(%task, %client)
AIEngageTask::weight(%task, %client)
AIEngageTurretTask::assume(%task, %client)
AIEngageTurretTask::init(%task, %client)
AIEngageTurretTask::monitor(%task, %client)
AIEngageTurretTask::retire(%task, %client)
AIEngageTurretTask::weight(%task, %client)
AIEngageWeaponRating(%client)
AIEngageWhoWillWin(%client1, %client2)
AIEscortPlayer::assume(%task, %client)
AIEscortPlayer::initFromObjective(%task, %objective, %client)
AIEscortPlayer::monitor(%task, %client)
AIEscortPlayer::retire(%task, %client)
AIEscortPlayer::weight(%task, %client)
AIEStatusBarDlg::init(%this)
AIEStatusBarDlg::update(%this)
AIFindAIClientInView(%srcClient, %team, %radius)
AIFindClosestEnemy(%srcClient, %radius, %losTimeout)
AIFindClosestEnemyPilot(%client, %radius, %losTimeout)
AIFindClosestEnemyToLoc(%srcClient, %srcLocation, %radius, %losTimeout, %ignoreLOS, %distFromClient)
AIFindClosestFlag(%client, %radius)
AIFindClosestInventories(%client)
AIFindClosestInventory(%client, %armorChange)
AIFindCommanderAI(%omitClient)
AIFindSafeItem(%client, %needType)
AIFindSameArmorEquipSet(%equipmentSets, %client)
AIflagObjectiveInit(%flag)
AIflipflopObjectiveInit(%object)
AIForceObjective(%client, %newObjective, %useWeight)
aiga(%client)
AIgeneratorObjectiveInit(%object)
aiGetTaskDesc(%client)
aiGo(%count)
aiGoTest(%count, %team)
AIGrenadeThrown(%object)
aih()
aiHlist()
aiHumanHasControl(%humanClient, %aiClient)
AIHuntersTask::assume(%task, %client)
AIHuntersTask::init(%task, %client)
AIHuntersTask::monitor(%task, %client)
AIHuntersTask::retire(%task, %client)
AIHuntersTask::weight(%task, %client)
AIInit()
AIInitObjectives(%team, %game)
AIinventoryObjectiveInit(%object)
AILazeObject::assume(%task, %client)
AILazeObject::initFromObjective(%task, %objective, %client)
AILazeObject::monitor(%task, %client)
AILazeObject::retire(%task, %client)
AILazeObject::weight(%task, %client)
AIMessageThread(%msg, %clSpeaker, %clListener, %force, %index, %threadId)
AIMessageThreadTemplate(%type, %msg, %clSpeaker, %clListener)
AIMissionEnd()
AIMortarObject::assume(%task, %client)
AIMortarObject::initFromObjective(%task, %objective, %client)
AIMortarObject::monitor(%task, %client)
AIMortarObject::retire(%task, %client)
AIMortarObject::weight(%task, %client)
AIMustUseRegularInvStation(%equipmentList, %client)
AINeedEquipment(%equipmentList, %client)
AIOAttackLocation::assignClient(%this, %client)
AIOAttackLocation::unassignClient(%this, %client)
AIOAttackLocation::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIOAttackObject::assignClient(%this, %client)
AIOAttackObject::unassignClient(%this, %client)
AIOAttackObject::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIOAttackPlayer::assignClient(%this, %client)
AIOAttackPlayer::unassignClient(%this, %client)
AIOAttackPlayer::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIObjective::assignObjective(%this)
AIObjective::findTurretBase(%this)
AIObjective::objectRestore(%object)
AIObjectiveExists(%newObjective, %team)
AIObjectiveFindClients(%objective)
AIObjectiveGetClosestClient(%location, %team)
AIObjectivesLock(%lock)
AIODefault::QuickWeight(%objective, %client, %level, %minWeight)
AIODefault::weight(%objective, %client, %level, %inventoryStr)
AIODefendLocation::assignClient(%this, %client)
AIODefendLocation::unassignClient(%this, %client)
AIODefendLocation::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIODeployEquipment::assignClient(%this, %client)
AIODeployEquipment::unassignClient(%this, %client)
AIODeployEquipment::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIOEscortPlayer::assignClient(%this, %client)
AIOEscortPlayer::unassignClient(%this, %client)
AIOEscortPlayer::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIOLazeObject::assignClient(%this, %client)
AIOLazeObject::unassignClient(%this, %client)
AIOLazeObject::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIOMortarObject::assignClient(%this, %client)
AIOMortarObject::unassignClient(%this, %client)
AIOMortarObject::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIORepairObject::assignClient(%this, %client)
AIORepairObject::unassignClient(%this, %client)
AIORepairObject::weight(%this, %client, %level, %minWeight, %inventoryStr)
aioTest()
AIOTouchObject::assignClient(%this, %client)
AIOTouchObject::unassignClient(%this, %client)
AIOTouchObject::weight(%this, %client, %level, %minWeight, %inventoryStr)
AIPatrolTask::assume(%task, %client)
AIPatrolTask::init(%task, %client)
AIPatrolTask::monitor(%task, %client)
AIPatrolTask::retire(%task, %client)
AIPatrolTask::weight(%task, %client)
AIPickupItemTask::assume(%task, %client)
AIPickupItemTask::init(%task, %client)
AIPickupItemTask::monitor(%task, %client)
AIPickupItemTask::retire(%task, %client)
AIPickupItemTask::weight(%task, %client)
AIPilotVehicle(%client)
AIPlay3DSound(%client, %sound)
AIPlayAnimSound(%client, %location, %sound, %minCel, %maxCel, %index)
AIProcessBuyInventory(%client)
AIProcessEngagement(%client, %target, %type, %projectile)
AIProcessMessageTable(%threadId)
AIProcessVehicle(%client)
air()
AIRabbitTask::assume(%task, %client)
AIRabbitTask::init(%task, %client)
AIRabbitTask::monitor(%task, %client)
AIRabbitTask::retire(%task, %client)
AIRabbitTask::weight(%task, %client)
AIReassessHumanObjective(%objective)
AIReassessObjective(%client)
aiReleaseHumanControl(%humanClient, %aiClient)
AIRepairObject::assume(%task, %client)
AIRepairObject::initFromObjective(%task, %objective, %client)
AIRepairObject::monitor(%task, %client)
AIRepairObject::retire(%task, %client)
AIRepairObject::weight(%task, %client)
AIRespondToEvent(%client, %eventTag, %targetClient)
AISaveMissionObjectives()
AIsensorObjectiveInit(%object)
aiSetHumanControl(%humanClient, %aiClient)
AITauntCorpseTask::assume(%task, %client)
AITauntCorpseTask::init(%task, %client)
AITauntCorpseTask::monitor(%task, %client)
AITauntCorpseTask::retire(%task, %client)
AITauntCorpseTask::weight(%task, %client)
aiTest()
aiTestDeploys(%client, %objective)
AITestPilot::assume(%task, %client)
AITestPilot::monitor(%task, %client)
AITestPilot::weight(%task, %client)
AIThrowObject(%object)
AITouchObject::assume(%task, %client)
AITouchObject::initFromObjective(%task, %objective, %client)
AITouchObject::monitor(%task, %client)
AITouchObject::retire(%task, %client)
AITouchObject::weight(%task, %client)
AITraining1Pilot::assume(%task, %client)
AITraining1Pilot::monitor(%task, %client)
AITraining1Pilot::weight(%task, %client)
AIturretObjectiveInit(%object)
AIUnassignClient(%client)
AIUseInventoryTask::assume(%task, %client)
AIUseInventoryTask::init(%task, %client)
AIUseInventoryTask::monitor(%task, %client)
AIUseInventoryTask::retire(%task, %client)
AIUseInventoryTask::weight(%task, %client)
AIVehicleMounted(%vehicle)
AIworking(%working)
allocClientTarget(%client, %nameTag, %skinTag, %voiceTag, %typeTag, %sensorGroup, %datablock, %voicePitch)
altTrigger(%val)
Ammo::onCollision(%data, %obj, %col)
Ammo::onInventory(%this,%obj,%amount)
AmmoPack::onInventory(%this,%player,%value)
AmmoPack::onPickup(%this,%pack,%player,%amount)
AmmoPack::onThrow(%this,%pack,%player)
ARBMultitexture::onAction()
AreaEditor::init(%this)
AreaEditor::onUpdate(%this, %area)
AreaEditor::onWorldOffset(%this, %offset)
armDeployedMine(%mine)
Armor::AIonMount(%this, %obj, %vehicle, %node)
Armor::AIonMount(%this, %obj, %vehicle, %node)
Armor::AIonUnMount(%this, %obj, %vehicle, %node)
Armor::AIonUnMount(%this, %obj, %vehicle, %node)
Armor::animationDone(%data, %obj)
Armor::applyConcussion( %this, %dist, %radius, %sourceObject, %targetObject )
Armor::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType, %momVec)
Armor::doDismount(%this, %obj, %forced)
Armor::onAdd(%data,%obj)
Armor::onCollision(%this,%obj,%col)
Armor::onDamage(%data, %obj)
Armor::onDisabled(%this,%obj,%state)
Armor::onEnterLiquid(%data, %obj, %coverage, %type)
Armor::onEnterMissionArea(%data, %obj)
Armor::onForceUncloak(%this, %obj, %reason)
Armor::onImpact(%data, %playerObject, %collidedObject, %vec, %vecLen)
Armor::onLeaveLiquid(%data, %obj, %type)
Armor::onLeaveMissionArea(%data, %obj)
Armor::onMount(%this,%obj,%vehicle,%node)
Armor::onNewDataBlock(%this,%obj)
Armor::onRemove(%this, %obj)
Armor::onTrigger(%data, %player, %triggerNum, %val)
Armor::onUnmount( %this, %obj, %vehicle, %node )
Armor::shouldApplyImpulse(%data, %obj)
armSatchelCharge(%satchel)
armSatchelCharge(%satchel)
AssaultPlasmaTurret::damageObject(%this, %damageObj, %projectile, %amount, %damageType)
AssaultPlasmaTurret::onDamage()
AssaultPlasmaTurret::onTrigger(%data, %obj, %trigger, %state)
AssaultPlasmaTurret::playerDismount(%data, %obj)
AssaultVehicle::deleteAllMounted(%data, %obj)
AssaultVehicle::onAdd(%this, %obj)
AssaultVehicle::onDamage(%this, %obj)
AssaultVehicle::playerMounted(%data, %obj, %player, %node)
AssignName(%object)
AudioEmitter::onEditorRender(%this, %editor, %selected, %expanded)
audioIsEnvironmentProvider(%provider)
audioIsHardwareProvider(%provider)
audioMetrics()
audioUpdateProvider(%provider)
autoToggleHelpHud(%state)
BackToTopics()
ban( %client, %admin )
Beacon::onUse(%data, %obj)
beginDemoRecord()
beginTraining1Intro()
bindAction(%fromMap, %command, %bindCmd, %bind1, %bind2 )
bindJoystickAxis( %axisIndex, %cmdIndex )
blowoff()
BomberBombImage::onMount(%this, %obj, %slot)
BomberBombImage::onTriggerDown(%this, %obj, %slot)
BomberBombImage::onTriggerUp(%this, %obj, %slot)
BomberBombImage::onUnmount(%this,%obj,%slot)
BomberBombImage::onUnmount(%this,%obj,%slot)
BomberBombPairImage::onMount(%this, %obj, %slot)
BomberBombPairImage::onUnmount(%this,%obj,%slot)
BomberBombPairImage::onUnmount(%this,%obj,%slot)
BomberFlyer::deleteAllMounted(%data, %obj)
BomberFlyer::onAdd(%this, %obj)
BomberFlyer::onDamage(%this, %obj)
BomberFlyer::playerMounted(%data, %obj, %player, %node)
BomberTargetingImage::deconstruct(%data, %obj, %slot)
BomberTargetingImage::onFire(%data,%obj,%slot)
BomberTurret::damageObject(%this, %damageObj, %projectile, %amount, %damageType)
BomberTurret::onDamage()
BomberTurret::onTrigger(%data, %obj, %trigger, %state)
BomberTurret::playerDismount(%data, %obj)
BomberTurretBarrel::onMount(%this, %obj, %slot)
BomberTurretBarrel::onTriggerDown(%this, %obj, %slot)
BomberTurretBarrel::onTriggerUp(%this, %obj, %slot)
BomberTurretBarrelPair::onMount(%this, %obj, %slot)
bottomPrint( %client, %message, %time, %lines )
bottomPrintAll( %message, %time, %lines )
BottomPrintText::onResize(%this, %width, %height)
BountyGame::aiBountyAssignTarget(%game, %client, %target)
BountyGame::AIHasJoined(%game, %client)
BountyGame::AIInit(%game)
BountyGame::AlertPlayer(%game, %count, %player)
BountyGame::allowsProtectedStatics(%game)
BountyGame::announceCheater(%game, %client)
BountyGame::announceEminentWin(%game, %cl, %objRem)
BountyGame::applyConcussion(%game, %player)
BountyGame::assignClientTeam(%game, %client)
BountyGame::awardScoreBystanderKill(%game, %clVictim, %clKiller)
BountyGame::awardScoreCompletionBonus(%game, %cl)
BountyGame::awardScoreKillStreak(%game, %cl)
BountyGame::awardScorePredatorKill(%game, %clVictim, %clKiller)
BountyGame::awardScoreSuicide(%game, %clVictim, %damageType)
BountyGame::awardScoreTargetKill(%game,%clVictim, %clKiller, %victimSuicided)
BountyGame::buildListValidTargets(%game, %cl)
BountyGame::claimSpawn(%game, %obj, %newTeam, %oldTeam)
BountyGame::clientJoinTeam( %game, %client, %team, %respawn )
BountyGame::clientMissionDropReady(%game, %client)
BountyGame::enterMissionArea(%game, %playerData, %player)
BountyGame::equip(%game, %player)
BountyGame::forceRespawn(%game, %client)
BountyGame::gameOver(%game)
BountyGame::hideTargetWaypoint(%game, %client)
BountyGame::hudUpdateObjRem(%game, %client, %availTargets)
BountyGame::initGameVars(%game)
BountyGame::leaveMissionArea(%game, %playerData, %player)
BountyGame::MissionAreaDamage(%game, %player)
BountyGame::nextObjective(%game, %client)
BountyGame::onAIRespawn(%game, %client)
BountyGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
BountyGame::onClientEnterObserverMode(%game, %clientId)
BountyGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLoc)
BountyGame::onClientLeaveGame(%game, %clientId)
BountyGame::pickTeamSpawn(%game, %team)
BountyGame::playerSpawned(%game, %player, %armor)
BountyGame::recalcScore(%game, %cl)
BountyGame::resetScore(%game, %cl)
BountyGame::selectNewTarget(%game, %cl, %numValidTargets)
BountyGame::setUpTeams(%game)
BountyGame::showTargetWaypoint(%game, %client)
BountyGame::startMatch(%game)
BountyGame::testCheating(%game, %client)
BountyGame::testPredatorKill(%game, %clVictim, %clKiller)
BountyGame::testSuicide(%game, %victimID, %killerID, %damageType)
BountyGame::testTargetKill(%game, %clVictim, %clKiller)
BountyGame::timeLimitReached(%game)
BountyGame::updateColorMask(%game, %client)
BountyGame::updateHitLists(%game)
BountyGame::updateKillScores(%game, %clVictim, %clKiller, %damageType, %implement)
BountyGame::updateScoreHud(%game, %client, %tag)
bountyObjRem(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
bountyTargetDropped(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
bountyTargetIs(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
BrowserSearchDlg::onWake( %this )
BrowserSearchDone()
BrowserSearchMatchList::onSelect( %this, %id, %text )
BrowserSearchPane::onDatabaseQueryResult(%this, %status, %resultStatus, %key)
BrowserSearchPane::onDatabaseRow(%this, %row, %isLastRow, %key)
BrowserStartSearch()
buildAIObjective(%client, %command)
buildCDKey()
buildFullMapString( %index )
buildLoadInfo( %mission, %missionType )
buildMissionList()
buildMissionTypePopup( %popup )
BuildNavigationGraph(%type)
buildPassengerString(%vehicle)
buildTraining2Team2ObjectiveQs()
buyDeployableFavorites(%client)
buyFavorites(%client)
CacheForumTopic()
calcVotes(%typeName, %arg1, %arg2, %arg3, %arg4)
calcZoomFOV()
CameraGrenadeThrown::checkCameraDeploy(%this, %gren)
CameraGrenadeThrown::onStickyCollision(%data, %obj)
CameraGrenadeThrown::onThrow(%this, %camGren)
CameraGrenadeThrown::onThrow(%this, %gren)
cameraSpiel()
cameraSpielEnd()
CancelChannelOptions()
cancelChatMenu()
CancelChatOptions()
CancelCountdown()
cancelCredits()
CancelEndCountdown()
cannedChatMessageAll( %sender, %msgString, %name, %string, %keys )
cannedChatMessageClient( %client, %sender, %msgString, %name, %string, %keys )
cannedChatMessageTeam( %sender, %team, %msgString, %name, %string, %keys )
CDAudio::getTrackCount(%this)
CDAudio::play(%this)
CDAudio::playFinished(%this)
CDAudio::playTrack(%this, %track)
CDAudio::stop(%this)
centerPrint( %client, %message, %time, %lines )
centerPrintAll( %message, %time, %lines )
CenterPrintText::onResize(%this, %width, %height)
CF_FilterList::onSelect( %this, %id, %text )
changePlayersTeam(%client, %team)
ChannelBanList::onAdd(%this)
ChannelBannedList_refresh()
ChannelRemoveBan()
ChatAway_Timeout()
ChatGui::onAdd(%this)
ChatGui::onClose(%key)
ChatGui::onSleep(%this)
ChatGui::onWake(%this)
ChatGui::setKey(%this,%ignore)
ChatGuiMessageVector::urlClickCallback(%this,%type,%url,%content)
ChatMemberPopup::onSelect(%this,%id,%text)
chatMenuGuiTree::onRightMouseDown( %this, %item, %pos )
ChatMenuItemActionPopup::addEntry( %this, %text, %id )
ChatMenuItemActionPopup::awaken( %this, %item, %pos )
ChatMenuItemActionPopup::onCancel( %this )
ChatMenuItemActionPopup::onSelect( %this, %id, %text )
ChatMenuItemActionPopup::reset( %this )
chatMessageAll( %sender, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10 )
chatMessageClient( %client, %sender, %voiceTag, %voicePitch, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10 )
chatMessageTeam( %sender, %team, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10 )
ChatPrivate()
ChatRoomMemberList::onAdd(%this)
ChatRoomMemberList::onRightMouseDown(%this,%column,%row,%mousePos)
ChatRoomMemberList_refresh(%c)
ChatSendText()
ChatTabView::closeCurrentPane(%this)
ChatTabView::onAdd(%this)
ChatTabView::onSelect(%this,%obj,%name)
ChatTabView::openNewPane(%this)
CheckAllDuplicates(%player)
CheckEmail(%calledFromSched)
CheckEmailNames()
checkForAllDead()
checkForSequenceSkillCompletion(%victim)
checkForSequenceSkillCompletion(%victim)
checkForTraining1Intro()
checkForWin()
checkIntroDone()
checkInventory( %client, %text )
checkMissionStart()
checkNamesAndAliases()
checkObjectives()
checkPackValidity(%pack, %equipment, %item)
checkSiblings( %item )
checkSpawnPos(%MPB, %radius)
checkTeamLines(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
checkTourneyMatchStart()
checkTurretMount(%data, %obj, %slot)
ChooseFilterDlg::deleteFilter( %this )
ChooseFilterDlg::editFilter( %this )
ChooseFilterDlg::go( %this )
ChooseFilterDlg::newFilter( %this )
ChooseFilterDlg::onSleep( %this )
ChooseFilterDlg::onWake( %this )
ChooseFilterDlg::saveFilter( %this )
cinematicEvent(%num)
CleanUpAndGo()
cleanupAudio()
cleanUpFlyer()
cleanUpHuds()
clearBottomPrint( %client )
clearBottomPrintAll()
clearCenterPrint( %client )
clearCenterPrintAll()
clearGameTypes()
clearHud(%msgType, %msgString, %tag, %a0)
clearLoadInfo()
clearMapping( %actionMap, %cmd )
clearMissionTypes()
clearObjHudMSG(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
clearQueue()
clearVehicleCount(%team)
clearVoteHud(%msgType, %msgString)
clearVotes()
clientAcceptCurrentTask()
clientAcceptTask(%task)
clientCmdAcceptedTask(%description)
clientCmdBottomPrint( %message, %time, %lines )
clientCmdCameraAttachResponse(%attached)
clientCmdCannedChatMessage( %sender, %msgString, %name, %string, %keys, %voiceTag, %pitch )
clientCmdCenterPrint( %message, %time, %lines )
clientCmdChatMessage(%sender, %voice, %pitch, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
clientCmdCheckPassengers(%pString)
clientCmdClearBottomPrint()
clientCmdClearCenterPrint()
clientCmdClearPassengers()
clientCmdControlObjectReset()
clientCmdControlObjectResponse(%ack, %info)
ClientCmdDisplayHuds()
clientCmdEndBomberSight()
clientCMDgetManagerID(%client)
clientCmdGetTempSpeed()
clientCmdInitLoadClientFavorites()
clientCmdMissionEnd(%seq)
clientCmdMissionStartPhase1(%seq, %missionName, %musicTrack)
clientCmdMissionStartPhase2(%seq)
clientCmdMissionStartPhase3(%seq, %missionName)
clientCmdPickTeam()
clientCmdPickTeamMenu( %teamA, %teamB )
clientCmdPlayCDTrack(%track)
clientCmdPlayerStartTalking(%client, %success)
clientCmdPlayerStoppedTalking(%client, %success)
clientCmdPlayMusic(%trackname)
clientCmdPotentialTask(%from, %description)
clientCmdPotentialTeamTask(%description)
clientCmdProcessPickTeam( %option )
clientCmdProtectingStaticObjects(%val)
clientCmdResetCommandMap()
clientCmdResetHud()
clientCmdResetTaskList()
clientCmdServerMessage(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
clientCmdSetAmmoHudCount(%amount)
clientCmdSetBackpackHudItem(%num, %addItem)
clientCmdSetBeaconNames(%target, %marker, %vehicle)
clientCmdSetDefaultVehicleKeys(%inVehicle)
clientCmdSetFirstPerson(%value)
ClientCmdSetHudMode(%mode, %type, %node)
ClientCmdSetHudMode(%mode, %type, %node)
ClientCmdSetHudMode(%mode, %type, %node)
ClientCmdSetHudMode(%mode, %type, %node)
ClientCmdSetHudMode(%mode, %type, %node)
ClientCmdSetHudMode(%mode, %type, %node)
clientCmdSetInventoryHudAmount(%slot, %amount)
clientCmdSetInventoryHudBackGroundBmp(%name)
clientCmdSetInventoryHudBitmap(%slot, %name, %bitmap)
clientCmdSetInventoryHudClearAll()
clientCmdSetInventoryHudItem(%slot, %amount, %addItem)
clientCmdSetPassengerVehicleKeys()
clientCmdSetPilotVehicleKeys()
clientCmdSetPlayContent()
clientCmdSetPowerAudioProfiles(%up, %down)
clientCmdSetRepairReticle()
clientCmdSetStationKeys(%inStation)
clientCmdSetVoiceInfo(%channels, %decodingMask, %encodingLevel)
clientCmdSetVWeaponsHudActive(%num, %vType)
clientCmdSetVWeaponsHudClearAll()
clientCmdSetWeaponryVehicleKeys()
clientCmdSetWeaponsHudActive(%slot)
clientCmdSetWeaponsHudAmmo(%slot, %ammoAmount)
clientCmdSetWeaponsHudBackGroundBmp(%name)
clientCmdSetWeaponsHudBitmap(%slot, %name, %bitmap)
clientCmdSetWeaponsHudClearAll()
clientCmdSetWeaponsHudHighLightBmp(%name)
clientCmdSetWeaponsHudInfiniteAmmoBmp(%name)
clientCmdSetWeaponsHudItem(%slot, %ammoAmount, %addItem)
clientCmdShowPassenger(%slot, %full)
clientCmdShowVehicleGauges(%vehType, %node)
clientCmdStartBomberSight()
clientCmdStartEffect( %effect )
clientCmdStationVehicleHideHud()
clientCmdStationVehicleShowHud()
clientCmdStopCD()
clientCmdStopEffect( %effect )
clientCmdStopMusic()
clientCmdSyncHudClock(%time)
clientCmdTaskAccepted(%from, %description)
clientCmdTaskCompleted(%from, %description)
clientCmdTaskDeclined(%from, %description)
clientCmdTaskInfo(%client, %aiObjtive, %team, %description)
clientCmdToggleDashHud(%val)
clientCmdTogglePlayHuds(%val)
clientCmdToggleSpeed(%client, %toggle)
clientCmdUpdatePackText(%num)
clientCmdVehicleDismount()
clientCmdVehicleMount()
clientCmdVehicleMount()
clientCmdVehicleMount()
ClientCmdVoteSubmitted(%type)
clientDeclineCurrentTask()
clientDeclineTask(%task)
clientDeploySensorGrn()
clientDeploySensorOff()
clientDeploySensorRed()
ClientHasAffinity(%objective, %client)
ClientHasRequiredEquipment(%objective, %client)
clientPackIconOff()
clientReadyMSG(%msgType, %msgString, %gameType, %a2, %a3, %a4, %a5, %a6)
ClientReceivedDataBlock(%index, %total)
clientResetTargets(%client, %tasksOnly)
ClientTarget::onAdd(%this, %type)
ClientTarget::onDie(%this, %type)
clientTaskCompleted()
CloakingPack::onPickup(%this, %obj, %shape, %amount)
CloakingPackImage::onActivate(%data, %obj, %slot)
CloakingPackImage::onDeactivate(%data, %obj, %slot)
CloakingPackImage::onMount(%data, %obj, %node)
CloakingPackImage::onUnmount(%data, %obj, %node)
cloakingUnitAdded()
closeHud(%msgType, %msgString, %tag)
CloseMessagePopup()
CloseVoteHud(%msgType, %msgString)
CMContextPopup::addEntry(%this, %key, %text, %command)
CMContextPopup::display(%this)
CMContextPopup::onCancel( %this )
CMContextPopup::onKeySelect(%this, %index)
CMContextPopup::onSelect(%this, %index, %value)
CMContextPopup::reset(%this)
CMDCameraButton::onAction(%this)
CMDCenterButton::onAction(%this)
CMDDeployedMiscButton::onAction(%this)
CMDDeployedTacticalButton::onAction(%this)
CMDMiscButton::onAction(%this)
CMDMoveSelectButton::onAction(%this)
CMDObjectivesButton::onAction(%this)
CMDPlayersButton::onAction(%this)
CMDShowSensorsButton::onAction(%this)
CMDTacticalButton::onAction(%this)
CMDTextButton::onAction(%this)
CMDWaypointsButton::onAction(%this)
CMDZoomButton::onAction(%this)
cnhAddTeam(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
CnHGame::AIInit(%game)
CnHGame::AIplayerCaptureFlipFlop(%game, %player, %flipFlop)
CnHGame::applyConcussion(%game, %player)
CnHGame::assignClientTeam(%game, %client, %respawn)
CnHGame::awardScorePlayerFFCap(%game, %cl, %this)
CnHGame::awardScorePlayerFFDefend(%game, %cl, %this)
CnHGame::awardScoreTeamFFCap(%game, %team, %this)
CnHGame::awardScoreTeamFFHold(%game, %team, %this)
CnHGame::checkScoreLimit(%game, %team)
CnHGame::clientMissionDropReady(%game, %client)
CnHGame::countFlips(%game)
CnHGame::countFlipsHeld(%game, %team)
CnHGame::equip(%game, %player)
CnHGame::gameOver(%game)
CnHGame::genOnRepaired(%game, %obj, %objName)
CnHGame::getNumFlipFlops()
CnHGame::getScoreLimit(%game)
CnHGame::initGameVars(%game)
CnHGame::onAIDamaged(%game, %clVictim, %clAttacker, %damageType, %implement)
CnHGame::onAIFriendlyFire(%game, %clVictim, %clAttacker, %damageType, %implement)
CnHGame::onAIKilled(%game, %clVictim, %clAttacker, %damageType, %implement)
CnHGame::onAIKilledClient(%game, %clVictim, %clAttacker, %damageType, %implement)
CnHGame::onAIRespawn(%game, %client)
CnHGame::recalcScore(%game, %cl)
CnHGame::resetScore(%game, %client)
CnHGame::scoreLimitReached(%game)
CnHGame::sensorOnRepaired(%game, %obj, %objName)
CnHGame::setUpTeams(%game)
CnHGame::startMatch(%game)
CnHGame::startTimerPlayerFFCap(%game, %cl, %this)
CnHGame::startTimerTeamFFCap(%game, %team, %this, %time)
CnHGame::stationOnRepaired(%game, %obj, %objName)
CnHGame::stopScoreTimers(%game)
CnHGame::testPlayerFFDefend(%game, %victimID, %killerID)
CnHGame::testValidRepair(%game, %obj)
CnHGame::timeLimitReached(%game)
CnHGame::turretOnRepaired(%game, %obj, %objName)
CnHGame::updateKillScores(%game, %clVictim, %clKiller, %damageType, %implement)
CnHGame::vStationOnRepaired(%game, %obj, %objName)
cnhTeamCap(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
CommanderMapGui::close(%this)
CommanderMapGui::onAdd(%this)
CommanderMapGui::onSleep(%this)
CommanderMapGui::onWake(%this)
CommanderMapGui::onWake(%this)
CommanderMapGui::open(%this)
CommanderMapGui::openCameraControl(%this, %open)
CommanderMapGui::reset(%this)
CommanderMapGui::toggle(%this)
CommanderTree::controlObject(%this, %targetId)
CommanderTree::onAdd(%this)
CommanderTree::onCategoryOpen(%this, %category, %open)
CommanderTree::onCategoryOpen(%this, %category, %open)
CommanderTree::processCommand(%this, %command, %target, %typeTag)
CommanderTV::watchTarget(%this, %targetId)
CommanderTV_ButtonPress(%val)
CommanderTVScreen::onMouseEnter(%this, %mod, %pos, %count)
CommanderTVScreen::onMouseLeave(%this, %mod, %pos, %count)
compTest()
ConcussionGrenadeThrown::onThrow(%this, %gren)
ConsoleEntry::eval()
convertPassedEnemies()
Countdown(%timeMS)
countTurretsAllowed(%type)
countTurretsAllowed(%type)
countTurretsAllowed(%type)
countTurretsAllowed(%type)
countTurretsAllowed(%type)
countTurretsAllowed(%type)
CreateAccount()
CreateAccountCDKey1::process( %this )
CreateAccountCDKey2::process( %this )
CreateAccountCDKey3::process( %this )
CreateAccountCDKey4::process( %this )
CreateAccountCDKey5::process( %this )
CreateAccountDlg::onCancel()
CreateAccountDlg::onSleep( %this )
CreateAccountDlg::onSubmit()
CreateAccountDlg::onWake( %this )
createAIDebugDlg()
createCommanderKeyMap()
createDefaultAttack(%object, %weight1, %weight2)
createDefaultDefend(%object, %weight1, %weight2)
createDefaultMortar(%object, %weight1, %weight2)
createDefaultRepair(%object, %weight1, %weight2)
createDefaultTouch(%object, %weight1, %weight2)
createDroppedFlag(%data, %value, %player, %game)
createInterior(%name)
createInvBanCount()
CreateMission()
CreateServer(%mission, %missionType)
createTarget(%obj, %nameTag, %skinTag, %voiceTag, %typeTag, %sensorGroup, %voicePitch)
createTeleporter(%data, %obj)
createText(%who)
createTrainingSpecificBanList()
CreateTribe()
CreateTribeDlg::Cancel(%this)
CreateTribeDlg::CreateTribe(%this)
CreateTribeDlg::onDatabaseQueryResult(%this,%status,%resultString,%key)
CreateTribeDlg::onDatabaseRow(%this,%row,%isLastRow,%key)
CreateTribeDlg::onWake( %this )
CreateTribeProcess()
createVehicle(%client, %station, %blockName, %team , %pos, %rot, %angle)
CreateVoiceServerTask(%client, %cmdCode)
CreateWarriorDlg::connectionTerminated( %this, %key )
CreateWarriorDlg::onAdd( %this )
CreateWarriorDlg::onLine( %this, %line, %key )
CreateWarriorDlg::onWake( %this )
CreateWarriorNameEdit::checkValidPlayerName( %this )
Creator::create(%this, %sel)
Creator::init(%this)
Creator::onAction(%this)
CreditsGui::onWake(%this)
creditsNextPic()
ctfAddTeam(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
ctfFlagCapped(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
ctfFlagDropped(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
ctfFlagReturned(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
ctfFlagTaken(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
CTFGame::AIflagCap(%game, %player, %flag)
CTFGame::AIflagReset(%game, %flag)
CTFGame::AIInit(%game)
CTFGame::AIplayerCaptureFlipFlop(%game, %player, %flipFlop)
CTFGame::AIplayerDroppedFlag(%game, %player, %flag)
CTFGame::AIplayerTouchEnemyFlag(%game, %player, %flag)
CTFGame::AIplayerTouchOwnFlag(%game, %player, %flag)
CTFGame::applyConcussion(%game, %player)
CTFGame::assignClientTeam(%game, %client, %respawn)
CTFGame::awardScoreCarrierKill(%game, %killerID)
CTFGame::awardScoreEscortAssist(%game, %killerID)
CTFGame::awardScoreFlagCap(%game, %cl, %flag)
CTFGame::awardScoreFlagDefend(%game, %killerID)
CTFGame::awardScoreFlagReturn(%game, %cl)
CTFGame::awardScoreGenDefend(%game, %killerID)
CTFGame::awardScoreGenDestroy(%game,%cl)
CTFGame::awardScoreGenRepair(%game, %cl)
CTFGame::beginStalemate(%game)
CTFGame::boundaryLoseFlag(%game, %player)
CTFGame::checkScoreLimit(%game, %team)
CTFGame::clientMissionDropReady(%game, %client)
CTFGame::dropFlag(%game, %player)
CTFGame::endStalemate(%game)
CTFGame::enterMissionArea(%game, %playerData, %player)
CTFGame::flagCap(%game, %player)
CTFGame::flagReset(%game, %flag)
CTFGame::flagReturn(%game, %flag, %player)
CTFGame::flagReturnFade(%game, %flag)
CTFGame::gameOver(%game)
CTFGame::genOnRepaired(%game, %obj, %objName)
CTFGame::hideStalemateTargets(%game)
CTFGame::initGameVars(%game)
CTFGame::leaveMissionArea(%game, %playerData, %player)
CTFGame::missionLoadDone(%game)
CTFGame::notifyMineDeployed(%game, %mine)
CTFGame::onAIDamaged(%game, %clVictim, %clAttacker, %damageType, %implement)
CTFGame::onAIFriendlyFire(%game, %clVictim, %clAttacker, %damageType, %implement)
CTFGame::onAIKilled(%game, %clVictim, %clAttacker, %damageType, %implement)
CTFGame::onAIKilledClient(%game, %clVictim, %clAttacker, %damageType, %implement)
CTFGame::onAIRespawn(%game, %client)
CTFGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %implement, %damageLoc)
CTFGame::playerDroppedFlag(%game, %player)
CTFGame::playerGotFlagTarget(%game, %player)
CTFGame::playerLostFlagTarget(%game, %player)
CTFGame::playerTouchEnemyFlag(%game, %player, %flag)
CTFGame::playerTouchFlag(%game, %player, %flag)
CTFGame::playerTouchOwnFlag(%game, %player, %flag)
CTFGame::recalcScore(%game, %cl)
CTFGame::resetScore(%game, %client)
CTFGame::scoreLimitReached(%game)
CTFGame::sensorOnRepaired(%game, %obj, %objName)
CTFGame::showStalemateTargets(%game)
CTFGame::stationOnRepaired(%game, %obj, %objName)
CTFGame::testCarrierKill(%game, %victimID, %killerID)
CTFGame::testEscortAssist(%game, %victimID, %killerID)
CTFGame::testFlagDefend(%game, %victimID, %killerID)
CTFGame::testGenDefend(%game, %victimID, %killerID)
CTFGame::testGenDestroyed(%game, %obj)
CTFGame::testValidRepair(%game, %obj)
CTFGame::timeLimitReached(%game)
CTFGame::turretOnRepaired(%game, %obj, %objName)
CTFGame::updateKillScores(%game, %clVictim, %clKiller, %damageType, %implement)
CTFGame::vStationOnRepaired(%game, %obj, %objName)
CursorOff()
CursorOn()
CVArray::onAction()
cycleDebugRenderMode()
CycleMissions()
cycleMouseMode()
cycleNextVehicleWeaponOnly( %val )
cycleNextWeaponOnly( %val )
cycleVehicleWeapon( %val )
cycleWeaponAxis( %val )
damagePlayersInBlast(%minDist)
DatabaseQuery(%ordinal, %args, %proxyObject, %key)
DatabaseQueryArray(%ordinal, %maxRows, %args, %proxyObject, %key)
DatabaseQueryCancel(%id)
DatabaseQueryi(%astr, %args, %proxyObject, %key)
dataProgress()
DateStrCompare(%date1,%date2)
DB_ChatDlg::onWake( %this )
DB_ChatEntry::onEscape( %this )
DB_ChatEntry::sendChat( %this )
DbgBreakConditionSet()
DbgClearWatches()
DbgConnect()
DbgConsoleEntryReturn()
DbgConsolePrint(%status)
dbgContinue()
DbgDeleteSelectedBreak()
DbgDeleteSelectedWatch()
DbgFileBreakPoints(%file, %points)
DbgFileViewFind()
DbgOpenFile(%file, %line, %selectLine)
DbgRefreshWatches()
DbgRemoveBreakPoint(%file, %line)
DbgSetBreakPoint(%file, %line, %clear, %passct, %expr)
DbgSetCursorWatch(%expr)
DbgSetWatch(%expr)
DbgStackAddFrame(%file, %line, %funcName)
DbgStackClear()
DbgStackGetFrame()
dbgStepIn()
dbgStepOut()
dbgStepOver()
DbgWatchDialogAdd()
DbgWatchDialogEdit()
deactivateDeploySensor(%pl)
deadArmor::onAdd(%data, %obj)
DeadZoneText::update( %this )
debriefContinue()
debriefDisconnect()
DebriefGui::onSleep( %this )
DebriefGui::onWake( %this )
DebriefResultText::onResize( %this, %width, %height )
Debugger()
DebuggerBreakPoints::addBreak(%this, %file, %line, %clear, %passct, %expr)
DebuggerBreakPoints::clearBreaks(%this)
DebuggerBreakPoints::onAction(%this)
DebuggerBreakPoints::removeBreak(%this, %file, %line)
DebuggerCallStack::onAction(%this)
DebuggerConsoleView::print(%this, %line)
DebuggerFilePopup::onSelect(%this, %id, %text)
DebuggerFileView::onRemoveBreakPoint(%this, %line)
DebuggerFileView::onSetBreakPoint(%this, %line)
DebugMetrics()
dedCheckLoginDone()
DefaultGame::activatePackages(%game)
DefaultGame::AIChangeTeam(%game, %client, %newTeam)
DefaultGame::AIChooseGameObjective(%game, %client)
DefaultGame::allowsProtectedStatics(%game)
DefaultGame::assignClientTeam(%game, %client, %respawn )
DefaultGame::awardScoreDeath(%game, %victimID)
DefaultGame::awardScoreKill(%game, %killerID)
DefaultGame::awardScoreSuicide(%game, %victimID)
DefaultGame::awardScoreTeamkill(%game, %victimID, %killerID)
DefaultGame::awardScoreTurretKill(%game, %victimID, %implement)
DefaultGame::awardScoreTurretTeamKill(%game, %victimID, %killerID)
DefaultGame::checkObjectives(%game)
DefaultGame::checkTimeLimit(%game, %forced)
DefaultGame::claimFlipflopResources(%game, %flipflop, %team)
DefaultGame::claimSpawn(%game, %obj, %newTeam, %oldTeam)
DefaultGame::cleanWord(%game, %this)
DefaultGame::clearDeployableMaxes(%game)
DefaultGame::clearTeamRankArray(%game, %team)
DefaultGame::clearWaitRespawn(%game, %client)
DefaultGame::clientChangeTeam(%game, %client, %team, %fromObs)
DefaultGame::clientJoinTeam( %game, %client, %team, %respawn )
DefaultGame::clientMissionDropReady(%game, %client)
DefaultGame::createPlayer(%game, %client, %spawnLoc, %respawn)
DefaultGame::deactivatePackages(%game)
DefaultGame::displayDeathMessages(%game, %clVictim, %clKiller, %damageType, %implement)
DefaultGame::enterMissionArea(%game, %playerData, %player)
DefaultGame::equip(%game, %player)
DefaultGame::findProjector(%game, %flipflop)
DefaultGame::flagStandCollision(%game, %dataBlock, %obj, %colObj)
DefaultGame::forceObserver( %game, %client, %reason )
DefaultGame::formatTime(%game, %tStr, %includeHundredths)
DefaultGame::friendlyFireMessage(%game, %damaged, %damager)
DefaultGame::gameOver( %game )
DefaultGame::getServerStatusString(%game)
DefaultGame::HandInvOnUse(%game, %data, %obj)
DefaultGame::initGameVars(%game)
DefaultGame::leaveMissionArea(%game, %playerData, %player)
DefaultGame::missionLoadDone(%game)
DefaultGame::notifyMineDeployed(%game, %mine)
DefaultGame::objectRepaired(%game, %obj, %objName)
DefaultGame::ObserverOnTrigger(%game, %data, %obj, %trigger, %state)
DefaultGame::onAIDamaged(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
DefaultGame::onAIFriendlyFire(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
DefaultGame::onAIKilled(%game, %clVictim, %clKiller, %damageType, %implement)
DefaultGame::onAIKilledClient(%game, %clVictim, %clAttacker, %damageType, %implement)
DefaultGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
DefaultGame::onClientEnterObserverMode( %game, %client )
DefaultGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLocation)
DefaultGame::onClientLeaveGame(%game, %client)
DefaultGame::onEnterTrigger(%game, %triggerName, %data, %obj, %colobj)
DefaultGame::onLeaveTrigger(%game, %triggerName, %data, %obj, %colobj)
DefaultGame::onTickTrigger(%game, %triggerName, %data, %obj)
DefaultGame::OptionsDlgSleep( %game )
DefaultGame::pickObserverSpawn(%game, %client, %next)
DefaultGame::pickPlayerSpawn(%game, %client, %respawn)
DefaultGame::pickTeamSpawn(%game, %team)
DefaultGame::playerDroppedFlag(%game, %player, %flag)
DefaultGame::playerSpawned(%game, %player)
DefaultGame::playerTouchFlag(%game, %player, %flag)
DefaultGame::populateTeamRankArray(%game, %client)
DefaultGame::processGameLink(%game, %client, %arg1, %arg2, %arg3, %arg4, %arg5)
DefaultGame::recalcScore(%game, %cl)
DefaultGame::recalcTeamRanks(%game, %client)
DefaultGame::removeFromTeamRankArray(%game, %client)
DefaultGame::selectSpawnFacing(%game, %src, %target, %zone)
DefaultGame::selectSpawnSphere(%game, %team)
DefaultGame::selectSpawnZone(%game, %sphere)
DefaultGame::sendClientTeamList(%game, %client)
DefaultGame::sendDebriefing( %game, %client )
DefaultGame::sendGamePlayerPopupMenu( %game, %client, %targetClient, %key )
DefaultGame::sendGameTeamList( %game, %client, %key )
DefaultGame::sendGameVoteMenu( %game, %client, %key )
DefaultGame::sendTimeLimitList( %game, %client, %key )
DefaultGame::setupClientHuds(%game, %client)
DefaultGame::setUpTeams(%game)
DefaultGame::ShapeThrowWeapon(%game, %this)
DefaultGame::spawnPlayer( %game, %client, %respawn )
DefaultGame::startMatch(%game)
DefaultGame::stationOnEnterTrigger(%game, %data, %obj, %colObj)
DefaultGame::testDrop( %game, %client )
DefaultGame::testKill(%game, %victimID, %killerID)
DefaultGame::testOOBDeath(%game, %damageType)
DefaultGame::testSuicide(%game, %victimID, %killerID, %damageType)
DefaultGame::testTeamKill(%game, %victimID, %killerID)
DefaultGame::testTurretKill(%game, %implement)
DefaultGame::updateScoreHud(%game, %client, %tag)
DefaultGame::voteAdminPlayer(%game, %admin, %client)
DefaultGame::voteBanPlayer(%game, %admin, %client)
DefaultGame::voteChangeMission(%game, %admin, %missionDisplayName, %typeDisplayName, %missionId, %missionTypeId)
DefaultGame::voteChangeTimeLimit( %game, %admin, %newLimit )
DefaultGame::voteFFAMode( %game, %admin, %client )
DefaultGame::voteKickPlayer(%game, %admin, %client)
DefaultGame::voteMatchStart( %game, %admin)
DefaultGame::voteResetServer( %game, %admin, %client )
DefaultGame::voteTeamDamage(%game, %admin)
DefaultGame::voteTournamentMode( %game, %admin, %missionDisplayName, %typeDisplayName, %missionId, %missionTypeId )
DefaultGame::WeaponOnInventory(%game, %this, %obj, %amount)
DefaultGame::WeaponOnUse(%game, %data, %obj)
defaultMessageCallback(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
defaultTeamTrigger::onEnterTrigger(%this, %trigger, %triggeringObject)
defaultTeamTrigger::onLeaveTrigger(%this, %trigger, %triggeringObject)
defaultTeamTrigger::onTickTrigger(%this, %trigger)
demoPlaybackComplete()
Deployables::displayErrorMsg(%item, %plyr, %slot, %error)
Deployables::searchView(%obj, %searchRange, %mask)
DeployedBeacon::onDestroyed(%data, %obj, %prevState)
DeployedMotionSensor::onDestroyed(%this, %obj, %prevState)
DeployedPulseSensor::onDestroyed(%this, %obj, %prevState)
DeployedStationInventory::getSound(%data, %forward)
DeployedStationInventory::onDestroyed(%data, %obj, %prevState)
DeployedStationInventory::onEndSequence(%data, %obj, %thread)
DeployedStationInventory::setPlayersPosition(%data, %obj, %trigger, %colObj)
DeployedStationInventory::stationFinished(%data, %obj)
DeployedStationInventory::stationReady(%data, %obj)
DeployedTurret::onAdd(%data, %obj)
DeployedTurret::onDestroyed(%this, %obj, %prevState)
deployMineCheck(%mineObj)
DestroyServer()
DestroyWave(%wave)
DetailMenu::onSelect(%this, %row)
DetailSetDgl::onCleanup(%close)
DetailSetDialog()
detonateBase()
detonateFlashGrenade(%hg)
detonateGrenade(%obj)
detonateSatchelCharge(%player)
detonationSequence()
Disconnect()
DisconnectedCleanup()
dismountPlayers()
DispatchLaunchMode()
displayMode(%bool)
displayObserverHud(%client, %targetClient, %potentialClient)
displayTargetManagerInfo()
DMGame::AIHasJoined(%game, %client)
DMGame::AIInit(%game)
DMGame::allowsProtectedStatics(%game)
DMGame::applyConcussion(%game, %player)
DMGame::assignClientTeam(%game, %client)
DMGame::checkScoreLimit(%game, %client)
DMGame::clientJoinTeam( %game, %client, %team, %respawn )
DMGame::clientMissionDropReady(%game, %client)
DMGame::createPlayer(%game, %client, %spawnLoc, %respawn)
DMGame::DMAlertPlayer(%game, %count, %player)
DMGame::enterMissionArea(%game, %playerData, %player)
DMGame::equip(%game, %player)
DMGame::gameOver(%game)
DMGame::initGameVars(%game)
DMGame::leaveMissionArea(%game, %playerData, %player)
DMGame::MissionAreaDamage(%game, %player)
DMGame::onAIRespawn(%game, %client)
DMGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLoc)
DMGame::pickPlayerSpawn(%game, %client, %respawn)
DMGame::recalcScore(%game, %client)
DMGame::resetScore(%game, %client)
DMGame::scoreLimitReached(%game)
DMGame::setUpTeams(%game)
DMGame::timeLimitReached(%game)
DMGame::updateKillScores(%game, %clVictim, %clKiller, %damageType, %implement)
DMGame::updateScoreHud(%game, %client, %tag)
dmKill(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
dmPlayerDies(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
dndAddTeam(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
DnDGame::allObjectivesDestroyed(%game)
DnDGame::checkObjectives(%game)
DnDGame::clientMissionDropReady(%game, %client)
DnDGame::computeScore(%game, %client)
DnDGame::computeTeamScore(%game, %team)
DnDGame::gameOver(%game)
DnDGame::missionLoadDone(%game)
DnDGame::resetScore(%game, %client)
DnDGame::scoreObjective(%game, %object, %client)
DnDGame::setUpTeams(%game)
DnDGame::startMatch(%game)
DnDGame::timeLimitReached(%game)
DnDGame::updateObjectives(%game)
dndTeamObjLeft(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6)
doDeleteWarrior()
doEditChatCommand( %key, %text, %command )
doEditChatMenu( %key, %text )
DoEmailDelete(%qnx, %mid, %owner, %key, %row)
dogKillerSpeaks(%line)
doLoadChatMenu( %filename )
doNewChatCommand( %key, %text, %command )
doNewChatMenu( %key, %text )
doSaveChatMenu( %filename )
doScreenShot(%val)
doTablebuildOffline()
doText(%name, %extraTime, %priority)
DriverInfoDlg::onWake( %this )
dropAmmoPack(%packObj, %player)
dropCameraAtPlayer(%val)
dropPlayerAtCamera(%val)
dropPlayerAtCamera(%val)
DropTypeMenu::onSelect(%this, %id, %text)
dumpFile(%fileName)
dumpGameString()
dumpLoadInfo()
echoQueue()
EditAccountDlg::onDontUpdate(%this)
EditAccountDlg::onUpdate(%this)
EditChannelOptions()
editChatCommand( %key, %text, %command, %callback )
EditChatCommandDlg::onWake( %this )
EditChatCommandList::onSelect( %this, %index, %value )
editChatMenu( %key, %text, %callback )
EditChatMenuDlg::onWake( %this )
EditChatMenuGui::onSleep( %this )
EditChatMenuGui::onWake( %this )
EditChatOptions()
EditDescriptionApply()
Editor::close(%this)
Editor::getPrefs(%this)
Editor::init(%this)
Editor::onSleep(%this)
Editor::onWake(%this)
Editor::open(%this)
Editor::popDialogs(%this)
Editor::pushDialog(%this, %name)
Editor::setEditor(%this, %editor)
Editor::setPrefs(%this)
EditorSaveMissionDlg::doSave(%this)
EditorSaveMissionDlg::onWake(%this)
EditorSaveMissionDlg::updateTextFields(%this)
EditorTree::init(%this)
EditorTree::onContextMenu(%this, %mousePos, %obj)
EditorTree::onInspect(%this, %obj)
EditorTree::onSelect(%this, %obj)
EditorTree::onUnselect(%this, %obj)
editSelectedChatMenuItem()
ELFBarrelPack::onPickup(%this, %obj, %shape, %amount)
ELFBarrelPackImage::onActivate(%data, %obj, %slot)
ELFBarrelPackImage::onDeactivate(%data, %obj, %slot)
ElfGunImage::onFire(%data, %obj, %slot)
ELFProjectile::checkELFStatus(%this, %data, %target, %targeter)
ELFProjectileData::targetDestroyedCancel(%data, %projectile, %target, %targeter)
ELFProjectileData::unzapTarget(%data, %projectile, %target, %targeter)
ELFProjectileData::zapTarget(%data, %projectile, %target, %targeter)
EM_Browser::onAdd( %this )
EM_Browser::onColumnResize( %this, %column, %newSize )
EM_Browser::onSelect( %this, %id )
EM_Browser::onSetSortKey( %this, %sortKey, %isIncreasing )
EMailBlockDlg::onDatabaseQueryResult(%this,%status,%ResultString,%key)
EMailBlockDlg::onDatabaseRow(%this,%row,%isLastRow,%key)
EmailBlockRemove()
EmailBlockSender()
EmailComposeDlg::Cancel(%this)
EMailComposeDlg::onDatabaseQueryResult(%this, %status, %RowCount_Result, %key)
EmailComposeDlg::SendMail(%this)
EmailEditBlocks()
EmailGetBody(%text)
EmailGetTextDisplay(%text)
EmailGui::ButtonClick(%this,%ord)
EmailGui::dumpCache( %this )
EmailGui::getCache(%this)
EMailGui::getEmail(%this,%fromSchedule)
EmailGui::loadCache( %this )
EMailGui::onDatabaseQueryResult(%this, %status, %RowCount_Result, %key)
EMailGui::onDatabaseRow(%this, %row,%isLastRow,%key)
EmailGui::onSleep( %this )
EmailGui::onWake(%this)
EmailGui::outputVector(%this)
EmailGui::setKey( %this, %key )
EmailMessageAddRow(%text, %tag)
EmailMessageDelete()
EmailMessageForward()
EmailMessageNew()
EmailMessageReply()
EmailMessageReplyAll()
EmailNewMessageArrived(%message, %seq)
EmailSend()
endChatMenu()
EndCountdown(%timeMS)
enemyNameIsUsed(%name)
enemyWaveMemberKilled(%client)
EnergyPack::onCollision(%data,%obj,%col)
EnergyPack::onPickup(%this, %obj, %shape, %amount)
EnergyPackImage::onMount(%data, %obj, %node)
EnergyPackImage::onUnmount(%data, %obj, %node)
escapeFromGame()
ETContextPopup::onSelect(%this, %index, %value)
EULADlg::accepted( %this )
EULADlg::onWake( %this )
ExecuteSearch(%id)
explodeMine(%mo, %noDamage)
ExportHeightfield::onAction()
ExteriorCheckBox::updateCheckBox()
ExteriorFlagStand::onAdd(%this, %obj)
ExteriorFlagStand::onCollision(%this, %obj, %colObj)
ExteriorFlagStand::onFlagReturn(%this, %obj)
ExteriorFlagStand::onFlagTaken(%this, %obj)
fillChatMenuTree()
fillFileList(%filespec, %ctrl)
fillLoadSaveList( %ctrl, %fileSpec, %validate, %isSave )
fillLobbyMissionMenu( %type, %typeName )
fillLobbyMissionTypeMenu()
fillLobbyTeamMenu()
fillLobbyTimeLimitMenu()
fillLobbyVoteMenu()
fillPlayerPopupMenu()
FilterEditDlg::checkRegionMasks( %this, %lastIndex )
FilterEditDlg::setMaxPing( %this )
FilterEditDlg::setMaxPlayers( %this )
FilterEditDlg::setMinPlayers( %this )
FilterEditUsePingTgl::onAction( %this )
findAIEmptySeat(%vehicle, %player)
findBotWithInv(%item)
findClientInView(%client, %maxDist)
findClientWithMostFlags(%srcClient, %losTimeout)
findEmptySeat(%vehicle, %player)
findFirstHeavyNode(%data)
findNextCycleMission()
findNextObserveClient(%client)
findObjbyDescription(%desc, %team)
findPrevObserveClient(%client)
findRemapCmdIndex( %command )
findTargetInView(%client, %maxDist)
findTrainingControlButtons( %name )
findTurretDeployPoint(%client, %location, %attempt)
findVictimSet(%victim)
findVictimSet(%victim)
finishedMusicStream(%stopped)
finishMission()
fireNextGun(%obj)
firstPersonQuickPan()
Flag::AIMissionInit(%data, %object)
Flag::AIobjectiveInit(%data, %object)
Flag::objectiveInit(%data, %flag)
Flag::objectiveInit(%data, %flag)
Flag::onAdd(%this, %obj)
Flag::onCollision(%data,%obj,%col)
Flag::onThrow(%data,%obj,%src)
Flag::shouldApplyImpulse(%data, %obj)
FlareGrenade::onUse(%this, %obj)
flashButton(%buttonName)
flashCompass()
flashEnergy()
FlashGrenadeThrown::onThrow(%this, %gren)
flashHealth()
flashInventory()
flashMessage()
flashObjective()
flashPack()
flashSensor()
flashWeapon(%slot)
flashWeaponsHud()
FlipFlop::AIobjectiveInit(%data, %object)
Flipflop::objectiveInit(%data, %flipflop)
FlipFlop::objectiveInit(%data, %flipflop)
FlipFlop::objectiveInit(%data, %flipflop)
FlipFlop::objectiveInit(%data, %flipflop)
FlipFlop::objectiveInit(%data, %flipflop)
FlipFlop::objectiveInit(%data, %flipflop)
FlipFlop::objectiveInit(%data, %flipflop)
FlipFlop::objectiveInit(%data, %flipflop)
FlipFlop::onCollision(%data,%obj,%col)
FlipFlop::playerTouch(%data, %flipFlop, %player )
FlipFlop::playerTouch(%data, %flipflop, %player)
FlipFlop::playerTouch(%data, %flipflop, %player)
FlipFlop::playerTouch(%data, %flipflop, %player)
FlipFlop::playerTouch(%data, %flipflop, %player)
FlipFlop::playerTouch(%data, %flipFlop, %player)
FlipFlop::playerTouch(%data, %flipFlop, %player)
FlipFlop::playerTouch(%data,%obj,%col)
flipFlopFlipped()
FloorPlan::gameBaseListConstruct(%this)
FloorPlan::staticShapeListConstruct(%this)
FlyingVehicle::liquidDamage(%obj, %data, %damageAmount, %damageType)
FlyingVehicleData::create(%data, %team, %oldObj)
FlyingVehicleData::switchSidesSetPos(%data, %oldObj)
fnAcceptTask( %val )
fnDeclineTask( %val )
fnResetTaskList( %val )
fnTaskCompleted( %val )
FogCoord::onAction()
forcedCinematicPlayerDismount()
ForceFieldBare::damage()
ForceFieldBare::objectRestore(%this)
ForceFieldBare::onTrigger(%this, %triggerId, %on)
ForceFieldBareData::gainPower(%data, %obj)
ForceFieldBareData::losePower(%data, %obj)
ForceFieldBareData::onAdd(%data, %obj)
forceFinish()
forceToObserver( %client )
forceTourneyMatchStart()
ForumsAcceptPost()
ForumsEditPost()
ForumsGetTextDisplay(%text, %offSet)
ForumsGoTopics(%direction)
ForumsGui::onAdd( %this )
ForumsGui::onClose( %this, %key )
ForumsGui::onDatabaseQueryResult(%this,%status,%resultString,%key)
ForumsGui::onDatabaseRow(%this,%row,%isLastRow,%key)
ForumsGui::onSleep(%this)
ForumsGui::onWake(%this)
ForumsGui::setKey( %this, %key )
ForumsList::connectionTerminated( %this, %key )
ForumsList::onSelect(%this)
ForumsList::selectForum( %this, %forum )
ForumsMessageAddRow(%text)
ForumsMessageList::connectionTerminated(%this, %key)
ForumsMessageList::loadCache( %this, %forumTID)
ForumsMessageList::onAdd( %this )
ForumsMessageList::onColumnResize( %this, %column, %newSize )
ForumsMessagelist::onDatabaseQueryResult(%this,%status,%resultString,%key)
ForumsMessageList::onSelect(%this, %id, %text)
ForumsNewTopic()
ForumsNext()
ForumsOpenThread(%tid)
ForumsPost()
ForumsPrevious()
ForumsRefreshTopics()
ForumsRejectPost()
ForumsReply()
ForumsTopicsList::AddTopic(%this, %id, %topicname, %date, %mid, %slevel, %vline)
ForumsTopicsList::ClearList()
ForumsTopicsList::onAdd( %this )
ForumsTopicsList::onColumnResize( %this, %column, %newSize )
ForumsTopicsList::onRightMouseDown( %this, %column, %row, %mousePos )
ForumsTopicsList::onSelect(%this)
ForumsTopicsList::onSetSortKey( %this, %sortKey, %isIncreasing )
ForumsTopicsList::selectTopic( %this, %topic )
ForumsTopicsList::updateReadStatus( %this )
fpEnd()
fpStart(%useSpecial)
frameCounter()
freeClientTarget(%client)
ga(%pack)
GameBase::AIMissionInit(%this)
GameBase::AIobjectiveInit(%this)
GameBase::clearPower(%this)
GameBase::clearSelfPowered(%this)
GameBase::decPowerCount(%this)
GameBase::findGameBaseItems(%this, %floorPlan)
GameBase::findStaticShapes(%this, %floorPlan)
GameBase::findTurretBase(%this)
GameBase::findTurretThreats(%this)
GameBase::getGameName(%this)
GameBase::incPowerCount(%this)
GameBase::isPowered(%this)
GameBase::objectiveInit(%this)
GameBase::powerCheck(%this, %powerCount)
GameBase::powerInit(%this, %powerCount)
GameBase::setSelfPowered(%this)
GameBase::swapTeams(%this)
GameBase::swapVehiclePads(%this)
GameBaseData::gainPower(%data, %obj)
GameBaseData::losePower(%data, %obj)
GameBaseData::onAdd(%data, %obj)
GameBaseData::onRemove(%data, %obj)
GameBaseData::shouldApplyImpulse(%data, %obj)
GameConnection::clearBackpackIcon(%client)
GameConnection::dataBlocksDone( %client, %missionSequence )
GameConnection::endMission(%this)
GameConnection::initialControlSet(%this)
GameConnection::onConnect( %client, %name, %raceGender, %skin, %voice, %voicePitch )
GameConnection::onDrop(%client, %reason)
GameConnection::onHomeWarning( %con, %state )
GameConnection::onLockWarning( %con, %state )
GameConnection::onTargetLocked( %con, %state )
GameConnection::onTrackingTarget( %con, %state )
GameConnection::sensorJammed(%this, %jam)
GameConnection::sensorPing(%this, %ping)
GameConnection::setAmmoHudCount(%client, %amount)
GameConnection::setBackpackHudItem(%client, %name, %addItem)
GameConnection::setInventoryHudAmount(%client, %name, %amount)
GameConnection::setInventoryHudBackGroundBmp(%client, %name)
GameConnection::setInventoryHudBitmap(%client, %slot, %name, %bitmap)
GameConnection::setInventoryHudClearAll(%client)
GameConnection::setInventoryHudItem(%client, %name, %amount, %addItem)
GameConnection::setLagIcon(%conn, %state)
GameConnection::setVWeaponsHudActive(%client, %slot)
GameConnection::setVWeaponsHudClearAll(%client)
GameConnection::setWeaponsHudActive(%client, %name, %clearActive)
GameConnection::setWeaponsHudAmmo(%client, %name, %ammoAmount)
GameConnection::setWeaponsHudBackGroundBmp(%client, %name)
GameConnection::setWeaponsHudBitmap(%client, %slot, %name, %bitmap)
GameConnection::setWeaponsHudClearAll(%client)
GameConnection::setWeaponsHudHighLightBmp(%client, %name)
GameConnection::setWeaponsHudInfiniteAmmoBmp(%client, %name)
GameConnection::setWeaponsHudItem(%client, %name, %ammoAmount, %addItem)
GameConnection::spamMessageTimeout(%this)
GameConnection::spamReset(%this)
GameConnection::startMission(%this)
GameConnection::syncHudClock(%client, %time)
GameConnection::updateSensorPackText(%client, %num)
GameConnection::updateTempSpeed(%client)
GameGui::onClose( %this, %key )
GameGui::onSleep( %this )
GameGui::onWake( %this )
GameGui::setKey( %this, %key )
gameTrigger::onEnterTrigger(%data, %obj, %colObj)
gameTrigger::onLeaveTrigger(%data, %obj, %colObj)
gameTrigger::onTickTrigger(%data, %obj)
Generator::AIobjectiveInit(%data, %object)
Generator::isPowering(%data, %obj)
Generator::onDestroyed(%data, %destroyedObj)
Generator::onDestroyed(%data, %destroyedObj, %prevState)
Generator::onDestroyed(%data, %obj)
Generator::onDisabled(%data, %obj, %prevState)
Generator::onDisabled(%data, %obj, %prevState)
Generator::onEnabled(%data, %obj, %prevState)
Generator::onEnabled(%data, %obj, %prevState)
GeneratorLarge::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType)
GeneratorLarge::onDestroyed(%dataBlock, %destroyedObj, %prevState)
getAdmin()
getArmorDatablock(%client, %size)
getCenterPos(%tag)
getControlObjectType(%obj)
getDamagePercent(%maxDmg, %dmgLvl)
GetEMailBtnClick()
GetForumsList()
getLinkName(%line, %offset)
getLinkNameList(%line)
getLinkNameOnly(%line)
getLoadFilename(%filespec, %callback)
getMapDisplayName( %device, %action )
getMissionTypeDisplayNames()
getMouseAdjustAmount(%val)
getNameList(%line)
getNextMission( %misName, %misType )
getPlayerPrefs( %player )
getPlayersOnTeam(%team)
getPrefSetting(%pref, %default)
GetProfileHdr(%type, %line)
GetQuotedText()
getRandomTrack()
getSaveFilename(%filespec, %callback, %currentFile)
getServerStatusString()
getTeammateGlobals()
getTeammateGlobals()
getTeammateGlobals()
getTeammateGlobals()
getTeammateGlobals()
getTerrainAngle(%point)
getTextName(%line, %offset)
GetTopicPosts()
GetTopicsList()
getTrainingPacifistMap()
getTribeLinkName(%text, %offset)
getTribeMember(%tribeName)
getTribeName(%text, %offset)
getUniqueEnemyName()
getValidVoicePitch(%voice, %voicePitch)
getVector(%string, %num)
getZoomCenter(%power)
getZoomExtent(%power)
ghostAlwaysObjectReceived()
ghostAlwaysStarted(%ghostCount)
giveAll()
giveall()
giveall()
giveall()
giveall()
giveall()
giveEscortTask(%bot, %player)
GM_HostPane::onActivate( %this )
GM_HostPane::onDeactivate( %this )
GM_JoinPane::onActivate( %this )
GM_JoinPane::onDeactivate( %this )
GM_TabView::onAdd( %this )
GM_TabView::onSelect( %this, %id, %text )
GM_WarriorPane::createNewAlias( %this )
GM_WarriorPane::deleteWarrior( %this )
GM_WarriorPane::gotoPlayerPage( %this )
GM_WarriorPane::onActivate( %this )
GM_WarriorPane::onDeactivate( %this )
GMH_BotsEnabledTgl::onAction( %this )
GMH_BotsEnabledTgl::onAction( %this )
GMH_MissionList::onSelect( %this, %id, %text )
GMH_MissionType::onSelect( %this, %id, %text )
GMJ_Browser::addFavorite( %this, %name, %address )
GMJ_Browser::onAdd( %this )
GMJ_Browser::onColumnRepositioned( %this, %oldColumn, %newColumn )
GMJ_Browser::onColumnResize( %this, %column, %newSize, %key )
GMJ_Browser::onDatabaseQueryResult( %this, %status, %resultString, %key )
GMJ_Browser::onDatabaseRow( %this, %row, %isLastRow, %key )
GMJ_Browser::onSelect( %this, %address )
GMJ_Browser::onSetSortKey( %this, %sortKey, %isIncreasing )
GMJ_Browser::refreshSelectedServer( %this )
GMJ_Browser::removeFavorite( %this, %address )
GMJ_Browser::runQuery( %this )
GMVControl::urlClickCallback(%this, %url)
GMW_PlayerModel::update( %this )
GMW_RaceGenderPopup::fillList( %this )
GMW_RaceGenderPopup::onSelect( %this, %id, %text )
GMW_SkinPopup::fillList( %this, %raceGender )
GMW_SkinPopup::onSelect( %this, %id, %text )
GMW_VoicePitchSlider::setPitch(%this)
GMW_VoicePopup::fillList( %this, %raceGender )
GMW_VoicePopup::onSelect( %this, %id, %text )
GMW_VoicePopup::test( %this )
GMW_WarriorPopup::onAdd( %this )
GMW_WarriorPopup::onSelect( %this, %id, %text )
GrenadeThrown::onCollision(%data, %obj, %col)
GrenadeThrown::onThrow(%this, %gren)
GuiButtonCtrl::hudSetValue(%obj, %text)
GuiCanvas::popGameDialog(%this, %dialog)
GuiCanvas::pushGameDialog(%this, %dialog)
GuiCanvas::setGameMode(%this, %on)
GuiCommanderMap::buildPopupCommands(%this, %taskType, %sensorGroup)
GuiCommanderMap::getCommandType(%this, %typeTag)
GuiCommanderMap::issueCommand(%this, %target, %typeTag, %nameTag, %sensorGroup, %mousePos)
GuiCommanderMap::onAdd(%this)
GuiCommanderMap::onSelect(%this, %targetId, %nameTag, %typeTag, %select)
GuiCommanderMap::openAllCategories(%this)
GuiCommanderMap::openCategory(%this, %ctrl, %name, %open)
GuiControl::updateAltitude(%this)
GuiControl::updateSpeed(%this)
GuiEdit(%val)
GuiEditor::onSelect(%this, %ctrl)
GuiEditorClassPopup::onSelect(%this, %id)
GuiEditorContentList::onSelect(%this, %id)
GuiEditorCreate()
GuiEditorInspectApply()
GuiEditorOpen(%content)
GuiEditorSaveGui()
GuiEditorStartCreate()
GuiEditorTreeView::onSelect(%this, %obj)
GuiInspector::addDynamicField(%this, %obj)
GuiMLTextCtrl::hudSetValue(%obj, %text)
GuiMLTextCtrl::onURL(%this, %url)
GuiPopUpMenuCtrl::hudSetValue(%obj, %text, %textOverFlow)
GuiTextCtrl::hudSetValue(%obj, %text)
HandInventory::onCollision(%data, %obj, %col)
HandInventory::onInventory(%this,%obj,%amount)
HandInventory::onUse(%data, %obj)
HandInventoryImage::onMount(%this,%obj,%slot)
handleAdminAdminPlayerMessage( %msgType, %msgString, %client )
handleAdminForceMessage()
handleAdminPlayerMessage( %msgType, %msgString, %client )
HandleBountyStreakMessage(%msgType, %msgString, %client, %streak, %award)
handleCanListenMessage( %msgType, %msgString, %canListen,
 
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