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Tribes 2 Codes, Hints & Tricks

Tribes 2

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).


All Weapons and Ammo (Host only): 
---------------------------------
Submitted by: rickHH

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.
 
Lots of points:
---------------
Destroy an ennemi generator, then repair it
only a bit and destroy it again...

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

Cheat mode (for host only):
---------------------------
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.

Easy points:
------------
Partially repair an enemy generator, attack it, 
then repeat. 

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]"); 

Easy points:
------------
Partially repair an enemy generator, attack it, then repeat. 

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.



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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