callback |
true |
|
5 |
call_function_on_each_member |
true |
17game_lib.lua, line 1082
game_lib.lua, line 1091
m03.lua, line 2167
m08.lua, line 727
m08.lua, line 730
m08.lua, line 735
m08.lua, line 739
m08.lua, line 820
m08.lua, line 823
m08.lua, line 855
m08.lua, line 859
m14.lua, line 500
m14.lua, line 901
m14.lua, line 961
m14.lua, line 1860
m14.lua, line 1864
m20.lua, line 519
|
|
camera_end_look_through |
true |
|
11dlc2_m01.lua, line 3229: camera_end_look_through(false)
dlc2_m01.lua, line 3263: camera_end_look_through(true)
dlc2_m02.lua, line 1180: camera_end_look_through( true )
dlc2_m02.lua, line 2867: camera_end_look_through( true )
m01.lua, line 1222: -- camera_end_look_through( SNAP_CAMERA )
m06.lua, line 1599: ----camera_end_look_through( SNAP_CAMERA )
m14.lua, line 2240: camera_end_look_through(false)
m16.lua, line 1374: camera_end_look_through()
m16.lua, line 1945: camera_end_look_through()
m21.lua, line 1876: camera_end_look_through(false)
m21.lua, line 3102: camera_end_look_through(false)
|
camera_look_through |
true |
1 |
11dlc2_m01.lua, line 3180: camera_look_through("nav_camera_look_through", 1.0)
dlc2_m02.lua, line 1520: camera_look_through( Dlc2_m02_navpoints.hanger_camera, 2 )
dlc2_m02.lua, line 2862: camera_look_through( "nav_hanger_camera_2", 7, true )
dlc2_m02.lua, line 2863: camera_look_through( "nav_hanger_camera_3", 1, true )
dlc2_m02.lua, line 2864: camera_look_through( "nav_hanger_camera_4", 3, true )
dlc2_m02.lua, line 2865: camera_look_through( "nav_hanger_camera_5", 1, true )
game_lib.lua, line 1108: -- camera_look_through("$npc000", 5.0, true)
m14.lua, line 2236: camera_look_through(M14_cam_nav.jane, 2, true)
m14.lua, line 2238: camera_look_through(M14_cam_nav.deckers, 2, true)
m16.lua, line 1854: camera_look_through(M16_navpoints.tank_combat_camera, 0, false, false)
m21.lua, line 3078: camera_look_through(M21_navpoints.lookat_angel, 0.6)
|
camera_look_through_do |
true |
|
1 |
camera_restrict_set_active |
true |
|
38_a_ga_dt_03.lua, line 659: camera_restrict_set_active(ENABLE)
_a_ga_nw_01.lua, line 1203: camera_restrict_set_active(DISABLE)
m01.lua, line 1221: camera_restrict_set_active(DISABLE)
m01.lua, line 2070: camera_restrict_set_active(DISABLE)
m01.lua, line 2076: camera_restrict_set_active(ENABLE)
m01.lua, line 2236: camera_restrict_set_active(DISABLE)
m01.lua, line 2251: camera_restrict_set_active(ENABLE)
m01.lua, line 3833: camera_restrict_set_active(DISABLE)
m01.lua, line 3838: camera_restrict_set_active(ENABLE)
m01.lua, line 5586: camera_restrict_set_active(ENABLE)
m02.lua, line 2255: camera_restrict_set_active(true)
m02.lua, line 2335: camera_restrict_set_active(false)
m06.lua, line 969: camera_restrict_set_active(DISABLE)
m06.lua, line 1533: camera_restrict_set_active(ENABLE)
m06.lua, line 1561: camera_restrict_set_active(DISABLE)
m06.lua, line 1571: --camera_restrict_set_active(ENABLE)
m06.lua, line 1603: camera_restrict_set_active(ENABLE)
m06.lua, line 1631: camera_restrict_set_active(DISABLE)
m06.lua, line 1634: -- camera_restrict_set_active(ENABLE)
m06.lua, line 1649: camera_restrict_set_active(ENABLE)
m06.lua, line 1688: camera_restrict_set_active(DISABLE)
m06.lua, line 1893: camera_restrict_set_active(ENABLE)
m06.lua, line 1901: camera_restrict_set_active(DISABLE)
m06.lua, line 2108: camera_restrict_set_active(ENABLE)
m13.lua, line 2012: camera_restrict_set_active(true, LOCAL_PLAYER)
m13.lua, line 2024: camera_restrict_set_active(true, REMOTE_PLAYER)
m13.lua, line 2034: camera_restrict_set_active(false, LOCAL_PLAYER)
m13.lua, line 2043: camera_restrict_set_active(false, REMOTE_PLAYER)
m18.lua, line 1212: camera_restrict_set_active(false)
m18.lua, line 2398: -- camera_restrict_set_active(true)
m18.lua, line 2443: camera_restrict_set_active(false)
m18.lua, line 2491: -- camera_restrict_set_active(true)
m18.lua, line 2521: camera_restrict_set_active(false)
m18.lua, line 2565: camera_restrict_set_active(true)
m18.lua, line 2622: camera_restrict_set_active(false)
m18.lua, line 2740: camera_restrict_set_active(true)
m18.lua, line 2864: camera_restrict_set_active(false, LOCAL_PLAYER)
m18.lua, line 2890: camera_restrict_set_active(false, REMOTE_PLAYER)
|
camera_restrict_set_limits |
true |
|
21_a_ga_dt_03.lua, line 657: camera_restrict_set_limits(-25, 20, -30, 30)
m01.lua, line 1994: camera_restrict_set_limits( M01_MIN_PITCH, 90, M01_MIN_HEADING, M01_MAX_HEADING )
m01.lua, line 2074: camera_restrict_set_limits( M01_MIN_PITCH, M01_MAX_PITCH, M01_MIN_HEADING, M01_MAX_HEADING )
m01.lua, line 2249: camera_restrict_set_limits( 0.0, 0.0, 0.0, 0.0)
m01.lua, line 2256: camera_restrict_set_limits( M01_MIN_PITCH, M01_MAX_PITCH, M01_MIN_HEADING, M01_MAX_HEADING )
m01.lua, line 3836: camera_restrict_set_limits( 0.0, 0.0, 0.0, 0.0)
m01.lua, line 3848: camera_restrict_set_limits( M01_MIN_PITCH, M01_MAX_PITCH, M01_MIN_HEADING, M01_MAX_HEADING )
m01.lua, line 5584: camera_restrict_set_limits( look_here_pitch, look_here_pitch, 0.0, 0.0 )
m02.lua, line 2253: camera_restrict_set_limits(-3, 3, -3, 3)
m06.lua, line 1527: camera_restrict_set_limits( -20, 23, -60, 60 )
m06.lua, line 1595: camera_restrict_set_limits( -15, 25, -15, 15, nil, ignore_pitch )
m06.lua, line 1891: camera_restrict_set_limits( 0.0, 0.0, 0.0, 0.0)
m06.lua, line 2105: camera_restrict_set_limits( -20, 23, -60, 60 )
m13.lua, line 2011: camera_restrict_set_limits(-10, 10, -35, 30, LOCAL_PLAYER)
m13.lua, line 2023: camera_restrict_set_limits(-10, 10, -35, 30, REMOTE_PLAYER)
m18.lua, line 2396: -- camera_restrict_set_limits( -5, 5, -5, 5 )
m18.lua, line 2401: -- camera_restrict_set_limits( -25, 25, -35, 35 )
m18.lua, line 2489: -- camera_restrict_set_limits( -5, 5, -5, 5 )
m18.lua, line 2494: -- camera_restrict_set_limits( -25, 25, -35, 35 )
m18.lua, line 2563: camera_restrict_set_limits( -20, 20, -20, 20 )
m18.lua, line 2738: camera_restrict_set_limits(-20, 20, -20, 20)
|
camera_restrict_target_object |
true |
|
28_a_ga_dt_03.lua, line 658: camera_restrict_target_object(_A_GA_DT_03_navs.camera_pos)
m01.lua, line 2075: camera_restrict_target_object(CAMERA_TARGET3)
m01.lua, line 2162: camera_restrict_target_object(CAMERA_TARGET3)
m01.lua, line 2248: camera_restrict_target_object()
m01.lua, line 2255: camera_restrict_target_object(CAMERA_TARGET3, 500)
m01.lua, line 3835: camera_restrict_target_object()
m01.lua, line 3842: camera_restrict_target_object(heli_name, 500)
m01.lua, line 3847: camera_restrict_target_object(CAMERA_TARGET4, 500)
m01.lua, line 5585: camera_restrict_target_object(CAMERA_TARGET3) -- target we will rise to
m02.lua, line 2254: camera_restrict_target_object(M02_groups.plane.vehicle, 0, nil, -4.0, -48.0, 0.0)
m06.lua, line 1532: camera_restrict_target_object("top_floor_lookat")
m06.lua, line 1570: --camera_restrict_target_object("stop2_lookat", 5000)
m06.lua, line 1597: camera_restrict_target_object(M06_group.ball_stop2.brute, 0, nil, -2.0, 1.0, 0.0)
m06.lua, line 1598: --camera_restrict_target_object(LOCAL_PLAYER, 0, nil, -2.0, 1.0, 0.0)
m06.lua, line 1890: camera_restrict_target_object()
m06.lua, line 1896: camera_restrict_target_object(lookat_nav, 500)
m06.lua, line 1899: camera_restrict_target_object(lookat_nav)
m06.lua, line 2107: camera_restrict_target_object("top_floor_lookat")
m13.lua, line 2010: camera_restrict_target_object(M13_groups.penthouse_stag.vtols[1].name, 0, LOCAL_PLAYER)
m13.lua, line 2022: camera_restrict_target_object(M13_groups.penthouse_stag.vtols[1].name, 0, REMOTE_PLAYER)
m18.lua, line 2397: -- camera_restrict_target_object()
m18.lua, line 2400: -- camera_restrict_target_object(M18_groups.stag_vtol_flyby_01.restricted_camera, 2000)
m18.lua, line 2490: -- camera_restrict_target_object()
m18.lua, line 2493: -- camera_restrict_target_object(M18_groups.stag_vtol_flyby_02.restricted_camera, 2000)
m18.lua, line 2564: camera_restrict_target_object()
m18.lua, line 2566: camera_restrict_target_object(M18_groups.stag_dive_bombers_01.restricted_camera, 2000)
m18.lua, line 2739: camera_restrict_target_object(nil, 0)
m18.lua, line 2741: camera_restrict_target_object(M18_groups.stag_cargo_plane.planes[1].plane, 2000)
|
camera_script_disable |
true |
|
2 |
camera_script_enable |
true |
|
2 |
camera_shake_play |
true |
|
15dlc2_m02.lua, line 1093: camera_shake_play( "m24_marsquake", 6 )
dlc2_m02.lua, line 1412: camera_shake_play( "m24_marsquake", 6 )
dlc2_m02.lua, line 1422: camera_shake_play( "m24_marsquake", 6 )
dlc2_m02.lua, line 3086: camera_shake_play( "m24_marsquake", 6 )
m01.lua, line 2025: camera_shake_play("explosion_large", 4.0)
m01.lua, line 2282: camera_shake_play("explosion_large", 4.0)
m01.lua, line 3139: camera_shake_play("explosion_large", 4.0)
m01.lua, line 3443: camera_shake_play("explosion_large", 4.0)
m07.lua, line 3317: camera_shake_play("anim_shake_medium")
m18.lua, line 1938: camera_shake_play("explosion_very_large", M18_tweak_values.escape_initial_cam_shake_amount)
m18.lua, line 2424: camera_shake_play("explosion_very_large", M18_tweak_values.skydive_collision_cam_shake_amount)
m18.lua, line 2515: camera_shake_play("explosion_very_large", M18_tweak_values.skydive_collision_cam_shake_amount)
m18.lua, line 2615: camera_shake_play("explosion_very_large", M18_tweak_values.skydive_collision_cam_shake_amount)
m24.lua, line 1939: camera_shake_play(M24_MARSQUAKE_SHAKE, intensity)
m24.lua, line 1949: camera_shake_play(M24_MARSQUAKE_SHAKE, intensity)
|
camera_shake_play_looping |
true |
|
11m01.lua, line 2031: camera_shake_play_looping(M01_vault_camera_shake)
m02.lua, line 1241: camera_shake_play_looping(M02_tweak_values.plane_interior_camera_shake)
m09.lua, line 1876: camera_shake_play_looping(M09_cargo_ship_camera_shake, M09_cargo_ship_camera_shake_amt)
m09.lua, line 2975: camera_shake_play_looping(M09_cargo_ship_camera_shake, M09_cargo_ship_camera_shake_amt)
m09.lua, line 3357: camera_shake_play_looping(M09_cargo_ship_camera_shake, M09_cargo_ship_camera_shake_amt)
m18.lua, line 1539: camera_shake_play_looping("cargo_plane_interior", M18_tweak_values.escape_looping_cam_shake_amount)
m18.lua, line 1547: camera_shake_play_looping(M18_tweak_values.ambient_plane_camera_shake, M18_tweak_values.ambient_plane_camera_shake_intensity)
m18.lua, line 1939: camera_shake_play_looping("m18_plane_crash", M18_tweak_values.escape_looping_cam_shake_amount)
m18.lua, line 2319: camera_shake_play_looping("cargo_plane_interior", M18_tweak_values.skydive_looping_cam_shake_amount)
m23.lua, line 2678: camera_shake_play_looping("cargo_plane_interior", M23_tweak_values.fight_looping_cam_shake_amount)
m23.lua, line 2771: camera_shake_play_looping("cargo_plane_interior", M23_tweak_values.escape_looping_cam_shake_amount)
|
camera_shake_stop |
true |
|
11m01.lua, line 1163: camera_shake_stop()
m01.lua, line 2356: camera_shake_stop()
m02.lua, line 1744: camera_shake_stop()
m09.lua, line 1898: camera_shake_stop()
m09.lua, line 2019: camera_shake_stop()
m09.lua, line 2963: camera_shake_stop()
m18.lua, line 1903: camera_shake_stop()
m18.lua, line 2176: camera_shake_stop()
m18.lua, line 2757: camera_shake_stop()
m23.lua, line 2537: camera_shake_stop()
m23.lua, line 2884: camera_shake_stop()
|
cash_add |
true |
|
10m03.lua, line 1300: cash_add(M03_DEBUG.large_cash_sum)
m03.lua, line 1302: cash_add(M03_DEBUG.large_cash_sum, "#PLAYER2#")
m04.lua, line 676: cash_add(M04_clothes_cash)
m04.lua, line 678: cash_add(M04_clothes_cash, REMOTE_PLAYER)
m04.lua, line 1281: cash_add(M04_mechanic_cash)
m04.lua, line 1283: cash_add(M04_mechanic_cash, REMOTE_PLAYER)
mm_p_03.lua, line 328: cash_add(store_cost)
mm_p_03.lua, line 331: cash_add(store_cost, "#PLAYER2#")
mm_p_03.lua, line 363: cash_add(property_cost)
mm_p_03.lua, line 366: cash_add(property_cost, "#PLAYER2#")
|
cat_mouse_results_select |
true |
|
3 |
cellphone_animate_start_do |
true |
|
3 |
cellphone_animate_stop_do |
true |
|
2 |
cellphone_choose_vehicle |
true |
|
3 |
cellphone_dial |
true |
|
1 |
cell_allow_camera |
true |
|
1 |
cell_camera_enable |
true |
|
2 |
cell_camera_is_enabled |
true |
|
1 |
cell_cheats_activate_cheat |
true |
|
1 |
cell_cheats_cancel_cheat |
true |
|
1 |
cell_cheats_confirm_cheat |
true |
|
1 |
cell_cheats_unlock_cheat |
true |
|
1 |
cell_debug_all_enabled |
true |
|
1 |
cell_is_closing |
true |
|
1 |
cell_is_map_disabled |
true |
|
1 |
cell_is_mission_complete |
true |
|
3 |
cell_machinima_is_recording |
true |
|
1 |
cell_playlist_save_list |
true |
|
1 |
cell_rewards_button_a |
true |
|
1 |
Cell_transition_cb_func |
true |
|
1 |
change_mission_enemy_team |
true |
|
7 |
character_add_prop |
true |
|
10m01.lua, line 2660: character_add_prop(homie_table.gat, "bobblehead_gat")
m01.lua, line 2661: character_add_prop(homie_table.gat, "voice_modulator_gat")
m01.lua, line 2673: character_add_prop(homie_table.shaundi, "bobblehead_shaundi")
m01.lua, line 2674: character_add_prop(homie_table.shaundi, "voice_modulator_shaundi")
m01.lua, line 2685: character_add_prop(homie_table.josh, "bobblehead_josh")
m01.lua, line 2686: character_add_prop(homie_table.josh, "voice_modulator_josh")
m01.lua, line 2688: character_add_prop(homie_table.josh, "Josh_DuffelBag")
m19.lua, line 920: character_add_prop("m19_cte_suko", "gasmask")
m19.lua, line 1101: character_add_prop(Current_Suko, "gasmask")
m19.lua, line 1583: character_add_prop(Current_Suko, "gasmask")
|
character_allow_ragdoll |
true |
|
70dlc2_m01.lua, line 3888: character_allow_ragdoll(Dlc2_m01_characters.kwilanna, false)
dlc2_m02.lua, line 3041: character_allow_ragdoll( homie, false )
dlc2_m02.lua, line 3082: character_allow_ragdoll( homie, true )
m01.lua, line 2513: character_allow_ragdoll(M01_group.start_homies.gat, false)
m01.lua, line 2514: character_allow_ragdoll(M01_group.start_homies.captive, false)
m01.lua, line 3594: character_allow_ragdoll(M01_group.autograph.guy, false)
m01.lua, line 3670: character_allow_ragdoll(M01_group.autograph.guy, true)
m01.lua, line 4130: character_allow_ragdoll(M01_group.start_homies.captive, true)
m01.lua, line 4151: character_allow_ragdoll(M01_group.start_homies.gat, true)
m01.lua, line 5553: character_allow_ragdoll(M01_group.vault_attackers2.gat, false)
m01.lua, line 5554: character_allow_ragdoll(M01_group.vault_attackers2.shaundi, false)
m02.lua, line 1915: character_allow_ragdoll(M02_groups.sky_goons_01.grapple_enemy, false)
m02.lua, line 1924: character_allow_ragdoll(M02_groups.sky_goons_01_a.grapple_enemy, false)
m02.lua, line 3437: character_allow_ragdoll(M02_groups.sky_goons_01.grapple_enemy, false)
m02.lua, line 3458: character_allow_ragdoll(M02_groups.sky_goons_01_a.grapple_enemy, false)
m05.lua, line 561: character_allow_ragdoll(LOCAL_PLAYER, true)
m05.lua, line 566: character_allow_ragdoll(REMOTE_PLAYER, true)
m05.lua, line 915: character_allow_ragdoll(target.npcs[1], false)
m05.lua, line 991: character_allow_ragdoll( char, false )
m05.lua, line 992: character_allow_ragdoll( target, false )
m05.lua, line 1019: character_allow_ragdoll( char, true )
m05.lua, line 1020: character_allow_ragdoll( target, true )
m05.lua, line 1022: character_allow_ragdoll(target, true)
m05.lua, line 1476: character_allow_ragdoll(M05_groups.chase_host.target, false)
m07.lua, line 1200: character_allow_ragdoll(M07_char.kinzie, false)
m07.lua, line 1465: character_allow_ragdoll(player, false)
m07.lua, line 1475: character_allow_ragdoll(victim, false)
m07.lua, line 1487: character_allow_ragdoll(player, true)
m07.lua, line 1497: character_allow_ragdoll(victim, true)
m07.lua, line 2814: character_allow_ragdoll(npc, true)
m09.lua, line 1947: character_allow_ragdoll(LOCAL_PLAYER, true)
m09.lua, line 1948: character_allow_ragdoll(REMOTE_PLAYER, true)
m09.lua, line 3756: character_allow_ragdoll(girl, false)
m09.lua, line 4640: character_allow_ragdoll(LOCAL_PLAYER, true)
m09.lua, line 4649: character_allow_ragdoll(REMOTE_PLAYER, true)
m10.lua, line 1653: character_allow_ragdoll(M10_characters.viola, false)
m10.lua, line 2209: character_allow_ragdoll(M10_characters.viola, true)
m12.lua, line 850: character_allow_ragdoll(LOCAL_PLAYER, false)
m12.lua, line 856: character_allow_ragdoll(NPC_JOSH, false)
m12.lua, line 894: character_allow_ragdoll(NPC_JOSH, true)
m12.lua, line 903: character_allow_ragdoll(LOCAL_PLAYER, true)
m13.lua, line 3202: character_allow_ragdoll(pierce, false)
m16.lua, line 2858: character_allow_ragdoll(M16_characters.matt, false)
m21.lua, line 903: character_allow_ragdoll(M21_characters.killbane, false) -- Killbane should never ragdoll
m21.lua, line 911: character_allow_ragdoll(M21_characters.angel, false)
m21.lua, line 2124: character_allow_ragdoll(M21_characters.killbane, false) -- Killbane should never ragdoll
m21.lua, line 2926: character_allow_ragdoll(player_in_ring, false)
m21.lua, line 3262: character_allow_ragdoll(player_in_ring, true)
m22.lua, line 2798: character_allow_ragdoll(M22_characters.Kia, false)
m22.lua, line 3233: character_allow_ragdoll(hostage_name, DISABLE)
m22.lua, line 4283: character_allow_ragdoll(M22_groups.Statue.saints[i], ENABLE)
m23.lua, line 2247: character_allow_ragdoll(character, false)
m23.lua, line 2267: character_allow_ragdoll(character, true)
m24.lua, line 1698: character_allow_ragdoll(triggerer_name, false)
m24.lua, line 1725: character_allow_ragdoll(triggerer_name, true)
sh03.lua, line 1110: character_allow_ragdoll(KINZIE, false)
sh03.lua, line 1569: character_allow_ragdoll( player, false )
sh03.lua, line 1576: character_allow_ragdoll( player, true )
sh03.lua, line 1600: character_allow_ragdoll( player, false )
sh03.lua, line 1608: character_allow_ragdoll( player, true )
sh03.lua, line 1705: character_allow_ragdoll(KINZIE, false)
sh03.lua, line 1738: character_allow_ragdoll(KINZIE, true)
sh04.lua, line 1336: character_allow_ragdoll(SH04_INTERROGATE_PLAYER, false)
sh04.lua, line 1337: character_allow_ragdoll(SH04_group.casino_manager.members, false)
sh04.lua, line 1382: character_allow_ragdoll(SH04_INTERROGATE_PLAYER, true)
sh04.lua, line 1383: character_allow_ragdoll(SH04_group.casino_manager.members, true)
sh04.lua, line 1416: character_allow_ragdoll(SH04_INTERROGATE_PLAYER, false)
sh04.lua, line 1417: character_allow_ragdoll(SH04_group.casino_manager.members, false)
sh04.lua, line 1457: character_allow_ragdoll(SH04_INTERROGATE_PLAYER, true)
sh04.lua, line 1458: character_allow_ragdoll(SH04_group.casino_manager.members, true)
|
character_clear_combat_move |
true |
|
4 |
character_collision_enable |
true |
|
14m21.lua, line 1338: character_collision_enable(npc_name, false)
m21.lua, line 1340: character_collision_enable(npc_name, true)
m21.lua, line 1931: character_collision_enable(player_in_ring, false)
m21.lua, line 1934: character_collision_enable(player_in_ring, true)
m21.lua, line 2340: character_collision_enable(M21_characters.killbane, false)
m21.lua, line 2343: character_collision_enable(M21_characters.killbane, true)
m21.lua, line 3037: character_collision_enable(npc_name, true)
m21.lua, line 3391: character_collision_enable(player_outside_ring, false)
m21.lua, line 3435: character_collision_enable(player_outside_ring, false)
m21.lua, line 3436: character_collision_enable(player_in_ring, false)
m21.lua, line 3458: character_collision_enable(player_outside_ring, true)
m21.lua, line 3517: character_collision_enable(player_outside_ring, true)
m21.lua, line 3566: character_collision_enable(npc, false)
m21.lua, line 3576: character_collision_enable(npc, true)
|
character_damage |
true |
|
3 |
character_disable_human_downed_interactions |
true |
|
5m21.lua, line 786: character_disable_human_downed_interactions(LOCAL_PLAYER, false)
m21.lua, line 806: character_disable_human_downed_interactions(REMOTE_PLAYER, false)
m21.lua, line 1998: character_disable_human_downed_interactions(player_outside_ring, true)
m21.lua, line 3426: character_disable_human_downed_interactions(player_in_ring, true)
m21.lua, line 3475: character_disable_human_downed_interactions(player_outside_ring, false)
|
character_disable_revival |
true |
|
4 |
character_dont_regenerate |
true |
|
4 |
character_evacuate_from_all_vehicles |
true |
|
3 |
character_exists |
true |
|
41dlc2_m02.lua, line 1215: if character_exists( member ) == true then
dlc2_m02.lua, line 2205: if character_exists( npc ) == true and character_is_dead( npc ) == false then
dlc2_m02.lua, line 2320: if character_exists( npc ) == true and character_is_dead( npc ) == false then
dlc2_m02.lua, line 2335: if character_exists( npc ) == true and character_is_dead( npc ) == false then
dlc2_m02.lua, line 2600: if character_exists( npc ) == true then
game_lib.lua, line 428: if (not character_exists(speaking_character)) then
m03.lua, line 3226: if (character_exists(npc) and not character_is_dead(npc)) then
m03.lua, line 3248: until (not character_exists(npc) or character_is_dead(npc))
m05.lua, line 926: if character_exists(npc) then
m05.lua, line 1387: if character_exists( npc ) then
m05.lua, line 1403: if (character_exists(guard) and not character_is_dead(guard)) then
m05.lua, line 2012: if (character_exists(guard) and not character_is_dead(guard)) then
m05.lua, line 2029: if (character_exists(guard) and not character_is_dead(guard)) then
m07.lua, line 1805: if (character_exists(npc) and not character_is_dead(npc)) then
m07.lua, line 1894: if (character_exists(npc) and not character_is_dead(npc)) then
m07.lua, line 2356: while not character_exists(M07_char.brute_minigun) do
m07.lua, line 2422: while not character_exists(M07_char.brute_flamer_1) do
m07.lua, line 2431: while not character_exists(M07_char.brute_flamer_2) do
m07.lua, line 3032: if (character_exists(npc) and not character_is_dead(npc)) then
m07.lua, line 3114: if (character_exists(npc) and not character_is_dead(npc)) then
m08.lua, line 980: if character_exists( sniper ) == true and character_is_dead( sniper ) == false then
m08.lua, line 1642: if M08_status.mark_snipers == true and character_exists( sniper ) == true and character_is_dead( sniper ) == false then
m08.lua, line 1672: if character_exists( speaker ) == true and character_is_dead( speaker ) == false then
m09.lua, line 4938: while character_exists(baddie) and not character_is_dead(baddie) do
m09.lua, line 5013: if character_exists(baddie) and not character_is_dead(baddie) then
m09.lua, line 5048: while character_exists(baddie) and not character_is_dead(baddie) do
m10.lua, line 2285: if (character_exists(M10_characters.oleg)) then
m14.lua, line 1386: if (character_exists(npc) and not character_is_dead(npc)) then
m16.lua, line 1404: if character_exists(REMOTE_PLAYER) then
m16.lua, line 2187: while not character_exists(M16_characters.matt) do
m16.lua, line 2380: if character_exists(member) and not character_is_dead(member) then
m16.lua, line 3113: if (not character_is_in_vehicle(npc_name) and character_exists(npc_name) and not character_hidden(npc_name)) then
m16.lua, line 3404: while not character_exists(M16_characters.matt) do
m16.lua, line 3724: if character_exists(member) and not character_is_dead(member) then
m18.lua, line 1852: if (character_exists(grunt)) then
m19.lua, line 2212: if (character_exists(M19_group.chem_03_brute.brute)) then
m19.lua, line 2227: if (character_exists(M19_group.chem_02_brute.brute)) then
m21.lua, line 726: if (character_exists(enemy)) then
m21.lua, line 2298: if (character_exists(enemy)) then
m24.lua, line 2044: if character_exists( chatterer ) == true and character_is_dead( chatterer ) == false then
m24.lua, line 2073: if character_exists( M24_characters.killbane ) == true and character_is_dead( M24_characters.killbane ) == false then
|
character_fake_revival_end |
true |
|
2 |
character_fake_revival_start |
true |
|
1 |
character_get_gender |
true |
|
3 |
character_has_human_shield |
true |
|
4 |
character_has_specific_human_shield |
true |
|
11game_lib.lua, line 2898: return character_has_specific_human_shield( player, victim )
m05.lua, line 966: if character_has_specific_human_shield(LOCAL_PLAYER, target) then
m05.lua, line 968: elseif (M05_in_coop and character_has_specific_human_shield(REMOTE_PLAYER, target)) then
m05.lua, line 1208: while (character_has_specific_human_shield(LOCAL_PLAYER, M05_groups.targets.npcs[1]) or (M05_in_coop and character_has_specific_human_shield(REMOTE_PLAYER, M05_groups.targets.npcs[1]))) do
m05.lua, line 1208: while (character_has_specific_human_shield(LOCAL_PLAYER, M05_groups.targets.npcs[1]) or (M05_in_coop and character_has_specific_human_shield(REMOTE_PLAYER, M05_groups.targets.npcs[1]))) do
m05.lua, line 1821: while (character_has_specific_human_shield(LOCAL_PLAYER, target) or (M05_in_coop and character_has_specific_human_shield(REMOTE_PLAYER, target))) do
m05.lua, line 1821: while (character_has_specific_human_shield(LOCAL_PLAYER, target) or (M05_in_coop and character_has_specific_human_shield(REMOTE_PLAYER, target))) do
m12.lua, line 1351: if character_has_specific_human_shield(LOCAL_PLAYER, NPC_JOSH) then
m12.lua, line 1356: if character_has_specific_human_shield(REMOTE_PLAYER, NPC_JOSH) then
m12.lua, line 2384: while character_has_specific_human_shield(LOCAL_PLAYER, NPC_JOSH) do
sh04.lua, line 1330: while character_has_specific_human_shield(SH04_INTERROGATE_PLAYER, SH04_group.casino_manager.members) == false do
|
character_hidden |
true |
|
2m16.lua, line 2927: if (not character_is_dead(member) and not character_hidden(member)) then
m16.lua, line 3113: if (not character_is_in_vehicle(npc_name) and character_exists(npc_name) and not character_hidden(npc_name)) then
|
character_hide |
true |
|
24dlc2_m01.lua, line 2536: character_hide("npc_armory_take2_19")
dlc2_m03.lua, line 2275: character_hide(DLC2_M03_character.actress)
m01.lua, line 4834: character_hide(char)
m01.lua, line 4837: character_hide(pilots)
m07.lua, line 1358: character_hide( M07_char.pierce )
m07.lua, line 1778: character_hide(M07_char.pierce)
m09.lua, line 2500: character_hide(M09_group.girls_in_heli_crate.members[i])
m16.lua, line 2423: character_hide(M16_characters.matt)
m16.lua, line 2463: character_hide(M16_characters.matt)
m16.lua, line 2817: character_hide(M16_characters.matt)
m16.lua, line 3116: character_hide(npc_name)
m16.lua, line 3237: character_hide(LOCAL_PLAYER)
m16.lua, line 3252: character_hide(REMOTE_PLAYER)
m16.lua, line 3267: character_hide(M16_characters.tank_combat_tank_npc_one) -- hide the npc
m16.lua, line 3281: character_hide(M16_characters.tank_combat_tank_npc_two) -- hide the npc
m16.lua, line 3339: character_hide(M16_characters.matt)
m16.lua, line 3347: character_hide(M16_characters.matt)
m16.lua, line 3667: character_hide(LOCAL_PLAYER)
m16.lua, line 3669: character_hide(REMOTE_PLAYER)
m18.lua, line 3918: character_hide(char)
m23.lua, line 1152: character_hide(char)
sh04.lua, line 794: character_hide( ANGEL_NO_MASK )
sh04.lua, line 1549: character_hide( ANGEL_WITH_MASK )
sh04.lua, line 1569: character_hide( ANGEL_NO_MASK )
|
character_ignite |
true |
|
5 |
character_is_combat_ready |
true |
|
1 |
character_is_dead |
true |
|
223_a_ga_dt_03.lua, line 551: if (not character_is_dead(_A_GA_DT_03_groups.roadblock1.chars[i])) then
_a_ga_dt_03.lua, line 585: if (not character_is_dead(_A_GA_DT_03_groups.roadblock2.chars[i])) then
_a_ga_nw_01.lua, line 1171: -- if not character_is_dead(_A_GA_NW_01_groups.protectees.chars[i])then
dlc2_m01.lua, line 4777: if (character_is_dead(npc_table.npc) == true or dist > Dlc2_m01_chase_vehicle_cleanup_dist) then
dlc2_m02.lua, line 2205: if character_exists( npc ) == true and character_is_dead( npc ) == false then
dlc2_m02.lua, line 2320: if character_exists( npc ) == true and character_is_dead( npc ) == false then
dlc2_m02.lua, line 2335: if character_exists( npc ) == true and character_is_dead( npc ) == false then
dlc2_m02.lua, line 2966: while get_dist( brutina, "nav_brutina_mark_1" ) > 1 and character_is_dead( brutina ) == false do
dlc2_m02.lua, line 2974: while character_is_dead( brutina ) == false do
dlc2_m03.lua, line 1505: if not character_is_dead(pilot) then
dlc2_m03.lua, line 2018: if character_is_dead(npc_name) then
dlc2_m03.lua, line 2066: if character_is_dead(npc_name) then
dlc2_m03.lua, line 2256: if not character_is_dead(pilot) and group.is_hostile[j] then
game_lib.lua, line 432: if (character_is_dead(speaking_character)) then
game_lib.lua, line 681: if ( ( not character_is_dead( npc_name ) ) and ( ( not character_is_dead( target ) ) ) ) then
game_lib.lua, line 681: if ( ( not character_is_dead( npc_name ) ) and ( ( not character_is_dead( target ) ) ) ) then
game_lib.lua, line 906: if (character_is_dead(human_name)) then
game_lib.lua, line 1036: if (character_is_dead(human_name)) then
game_lib.lua, line 1138: while ( character_is_dead( character ) == false and
game_lib.lua, line 1139: character_is_dead( victim ) == false and
game_lib.lua, line 1321: if ( character_is_dead(LOCAL_PLAYER) ) then
game_lib.lua, line 2359: while ( character_is_dead( name ) == false and
game_lib.lua, line 2373: while ( character_is_dead( name ) == false and
game_lib.lua, line 2383: return (not character_is_dead( name ))
game_lib.lua, line 2399: if ( character_is_dead( name ) == true ) then
game_lib.lua, line 2437: if (character_is_dead(name) or character_is_in_vehicle( name )) then
game_lib.lua, line 2460: if (character_is_dead(name) or character_is_in_vehicle( name )) then
game_lib.lua, line 2477: if (character_is_dead(name) or character_is_in_vehicle( name )) then
game_lib.lua, line 2892: while ( character_is_dead( player ) == false and
game_lib.lua, line 2893: character_is_dead( victim ) == false and
m01.lua, line 3217: if(not alive) and (not character_is_dead(enemy)) then
m01.lua, line 3356: while not inv_item_is_firearm_equipped(npc_name) and not character_is_dead(npc_name) do
m01.lua, line 3367: if not character_is_dead(npc_name) then
m01.lua, line 4003: while not character_is_dead(name) do
m01.lua, line 4007: if not character_is_dead(name) then
m01.lua, line 4671: -- if vehicle_is_destroyed(group_table.vehicle) or character_is_dead(group_table.members[1]) then
m01.lua, line 4728: while not character_is_dead(pair_table.members[1]) do
m01.lua, line 4732: while not character_is_dead(pair_table.members[2]) do
m01.lua, line 4925: if (character_is_dead(char) == false) then
m02.lua, line 1363: if (character_is_dead(enemy) == false) then
m02.lua, line 1451: if (character_is_dead(M02_groups.cargo_plane_goons_03.move_up_chars[1]) == true) then
m02.lua, line 1546: if (character_is_dead(char) == false) then
m02.lua, line 3054: if (character_is_dead(char.name) == false) then
m03.lua, line 2510: if (not character_is_dead(guard)) then
m03.lua, line 2530: if (not character_is_dead(wave_table.members[i])) then
m03.lua, line 3150: if (not character_is_dead(guard)) then
m03.lua, line 3226: if (character_exists(npc) and not character_is_dead(npc)) then
m03.lua, line 3248: until (not character_exists(npc) or character_is_dead(npc))
m04.lua, line 1138: if (character_is_dead(enemy) == false) then
m04.lua, line 1156: if (character_is_dead(enemy) == false) then
m04.lua, line 1168: if (character_is_dead(enemy) == false) then
m04.lua, line 1180: if (character_is_dead(enemy) == false) then
m04.lua, line 1226: if (character_is_dead(enemy) == false) then
m05.lua, line 872: if not character_is_dead(saint) then
m05.lua, line 882: if not character_is_dead(saint) then
m05.lua, line 893: if not character_is_dead(saint) then
m05.lua, line 1216: if not character_is_dead(M05_groups.targets.npcs[1]) then
m05.lua, line 1403: if (character_exists(guard) and not character_is_dead(guard)) then
m05.lua, line 1590: until get_dist( M05_groups.chase_host.target, M05_nav.chase_end ) < 2 or character_is_dead( M05_groups.chase_host.target ) == true
m05.lua, line 1592: if character_is_dead( M05_groups.chase_host.target ) == false then
m05.lua, line 1685: while not character_is_dead(M05_groups.chase_host.target) do
m05.lua, line 1829: if not character_is_dead(target) then
m05.lua, line 1855: if not character_is_dead(npc) then
m05.lua, line 1860: if not character_is_dead(npc) then
m05.lua, line 1865: if not character_is_dead(npc) then
m05.lua, line 2012: if (character_exists(guard) and not character_is_dead(guard)) then
m05.lua, line 2029: if (character_exists(guard) and not character_is_dead(guard)) then
m07.lua, line 1805: if (character_exists(npc) and not character_is_dead(npc)) then
m07.lua, line 1894: if (character_exists(npc) and not character_is_dead(npc)) then
m07.lua, line 2083: if not character_is_dead(npc) then
m07.lua, line 2091: if not character_is_dead(M07_group.luchadores_outside.brute) then
m07.lua, line 2100: while (not character_is_dead(M07_group.luchadores_outside.brute)) do
m07.lua, line 2300: while not character_is_dead(M07_char.brute_melee) do
m07.lua, line 3032: if (character_exists(npc) and not character_is_dead(npc)) then
m07.lua, line 3048: if not character_is_dead(npc) then
m07.lua, line 3057: if not character_is_dead(dancer) then
m07.lua, line 3066: while not character_is_dead(npc) do
m07.lua, line 3114: if (character_exists(npc) and not character_is_dead(npc)) then
m08.lua, line 767: if character_is_dead( m ) == false and move_to_check_done( g.path_idx[ j ], m, g.fee_nav, 2, true, false, false, 0 ) == false then
m08.lua, line 980: if character_exists( sniper ) == true and character_is_dead( sniper ) == false then
m08.lua, line 1642: if M08_status.mark_snipers == true and character_exists( sniper ) == true and character_is_dead( sniper ) == false then
m08.lua, line 1672: if character_exists( speaker ) == true and character_is_dead( speaker ) == false then
m09.lua, line 2583: if vehicle_is_destroyed(M09_group.player_rail.vehicle) and not character_is_dead(LOCAL_PLAYER) then
m09.lua, line 3496: if not character_is_dead(baddie) then
m09.lua, line 4208: if not character_is_dead(human) then
m09.lua, line 4884: if not character_is_dead(baddie) and character_is_in_vehicle(baddie) then
m09.lua, line 4918: if not character_is_dead(baddie) then
m09.lua, line 4927: if attacker.drive_boat_back and driver ~= nil and not character_is_dead(driver) and character_is_in_vehicle(driver) then
m09.lua, line 4938: while character_exists(baddie) and not character_is_dead(baddie) do
m09.lua, line 5013: if character_exists(baddie) and not character_is_dead(baddie) then
m09.lua, line 5048: while character_exists(baddie) and not character_is_dead(baddie) do
m10.lua, line 2144: if (character_is_dead(char)) then
m10.lua, line 3533: if (character_is_dead(char) == false) then
m10.lua, line 3542: if (character_is_dead(char) == false) then
m10.lua, line 3792: if (character_is_dead(char) == false and character_is_in_vehicle(char) == false) then
m11.lua, line 1775: if not character_is_dead(npc) then
m11.lua, line 1805: if not character_is_dead(npc) then
m12.lua, line 2342: if character_is_dead(npc.name) == false then
m12.lua, line 2388: if character_is_dead(NPC_JOSH) then
m13.lua, line 3749: if not character_is_dead( gunner ) then
m13.lua, line 3758: if not character_is_dead(npc) then
m13.lua, line 3782: if not character_is_dead( gunner ) then
m13.lua, line 4028: if not character_is_dead(driver) then
m13.lua, line 4105: if character_is_dead( member ) == false then
m14.lua, line 1386: if (character_exists(npc) and not character_is_dead(npc)) then
m15.lua, line 1431: if not character_is_dead(person) then
m15.lua, line 1936: if (character_is_dead(driver) or not character_is_in_vehicle(driver)) and not vehicle_is_destroyed(vehicle) then
m15.lua, line 2437: if (members_alive == 0) and not character_is_dead(npc) then
m15.lua, line 2450: if not character_is_dead(npc) then
m15.lua, line 2502: if not character_is_dead(npc) then
m15.lua, line 2514: if not character_is_dead(npc) then
m16.lua, line 2380: if character_exists(member) and not character_is_dead(member) then
m16.lua, line 2623: if not character_is_dead(member) then
m16.lua, line 2927: if (not character_is_dead(member) and not character_hidden(member)) then
m16.lua, line 3724: if character_exists(member) and not character_is_dead(member) then
m17.lua, line 2158: if not character_is_dead(group.npc) then
m17.lua, line 2635: if not character_is_dead(M17_group.ehall.script[1]) then
m17.lua, line 2647: if not character_is_dead(group.npc) then
m17.lua, line 2658: if not character_is_dead(group.npc) then
m18.lua, line 2959: if (character_is_dead(char) == false) then
m18.lua, line 3204: if (character_is_dead(skydive_char.name) == false) then
m18.lua, line 3281: if (character_is_dead(skydive_char.name) == false) then
m18.lua, line 3850: if (character_is_dead(char) == false) then
m19.lua, line 1952: if (character_is_dead(container_table.brute_group.brute) == false) then
m20.lua, line 1700: if character_is_dead( npc ) == false then
m20.lua, line 1720: if character_is_dead( M20_char.last_wrestler ) then
m20.lua, line 1725: until get_dist( M20_char.last_wrestler, M20_vehicle.lw_truck ) < 4 or character_is_dead( M20_char.last_wrestler )
m20.lua, line 1750: if character_is_dead( M20_char.last_wrestler ) or vehicle_is_destroyed( M20_vehicle.lw_truck ) then
m21.lua, line 1314: if (character_is_dead(npc_name)) then
m21.lua, line 1343: if (character_is_dead(npc_name) == false) then
m21.lua, line 1427: if not character_is_dead(npc_name) and character_is_ready(npc_name) then
m21.lua, line 1706: local is_dead = character_is_dead(human_name)
m21.lua, line 1752: if (member ~= "" and character_is_dead(member) == false) then
m21.lua, line 2267: if (not character_is_dead(enemy)) then
m21.lua, line 3590: if (character_is_dead(npc) == false and object_is_in_trigger(M21_triggers.ring_trigger, npc) == false) then
m21.lua, line 3602: if (character_is_dead(npc) == true) then
m21.lua, line 3637: if (distractor ~= "" and character_is_dead(distractor) == false and check_script_animation_state(distractor, M21_animation_state.luchadore_ring_stand)) then
m22.lua, line 2844: while not character_is_dead(M22_characters.Kia) do
m22.lua, line 3108: if (character_is_dead(member) == false) then
m22.lua, line 4280: if (character_is_dead(M22_groups.Statue.saints[i]) == false) then
m23.lua, line 2256: if character_is_dead(character) == false then
m23.lua, line 3311: if (vehicle_is_destroyed(tank) == false and character_is_dead(char) == false --[[and character_is_in_a_driver_seat(char) == true--]]) then
m23.lua, line 3499: if (character_is_dead(char) == false) then
m23.lua, line 3592: if (character_is_dead(char) == false) then
m24.lua, line 1173: while M24_killbane_dead == false and character_is_dead( M24_characters.killbane ) == false do
m24.lua, line 1713: if character_is_dead(triggerer_name) == false then
m24.lua, line 1772: while (num_lines ~= 0 and not character_is_dead(gat_name)) do
m24.lua, line 1777: if (not shaundi_dead and character_is_dead(shaundi_name)) then
m24.lua, line 1781: elseif (not pierce_dead and character_is_dead(pierce_name)) then
m24.lua, line 2044: if character_exists( chatterer ) == true and character_is_dead( chatterer ) == false then
m24.lua, line 2073: if character_exists( M24_characters.killbane ) == true and character_is_dead( M24_characters.killbane ) == false then
sh01.lua, line 839: if (character_is_dead(enemy) == false) then
sh01.lua, line 868: if (character_is_dead(enemy) == false) then
sh01.lua, line 883: if (character_is_dead(enemy) == false) then
sh01.lua, line 894: if (character_is_dead(enemy) == false) then
sh01.lua, line 907: if (character_is_dead(enemy) == false) then
sh01.lua, line 919: if (character_is_dead(enemy) == false) then
sh01.lua, line 930: if (character_is_dead(enemy) == false) then
sh01.lua, line 941: if (character_is_dead(enemy) == false) then
sh01.lua, line 952: if (character_is_dead(enemy) == false) then
sh01.lua, line 968: if (character_is_dead(enemy) == false) then
sh01.lua, line 980: if (character_is_dead(enemy) == false) then
sh01.lua, line 993: if (character_is_dead(enemy) == false) then
sh01.lua, line 1010: if (character_is_dead(enemy) == false) then
sh01.lua, line 1178: if (character_is_dead(enemy) == false) then
sh02.lua, line 1887: if not character_is_dead(name) then
sh02.lua, line 2896: if (not character_is_dead(player) and not human_is_downed(player)) then
sh03.lua, line 785: if ( character_is_dead( member ) == false ) then
sh03.lua, line 794: if ( character_is_dead( member ) == false ) then
sh03.lua, line 803: if ( character_is_dead( member ) == false ) then
sh03.lua, line 812: if ( character_is_dead( member ) == false ) then
sh03.lua, line 821: if ( character_is_dead( member ) == false ) then
sh03.lua, line 830: if ( character_is_dead( member ) == false ) then
sh03.lua, line 839: if ( character_is_dead( member ) == false ) then
sh03.lua, line 848: if ( character_is_dead( member ) == false ) then
sh03.lua, line 901: if ( character_is_dead( char ) == false ) then
sh03.lua, line 915: if ( character_is_dead( char ) == false ) then
sh03.lua, line 1121: while ( (character_is_dead(KINZIE) == true) or (follower_is_unconscious(KINZIE) == true) ) do
sh03.lua, line 1876: if character_is_dead( char ) == false then
sh03.lua, line 1883: if character_is_dead( char ) == false then
sh03.lua, line 1890: if character_is_dead( char ) == false then
sh03.lua, line 1897: if character_is_dead( char ) == false then
sh04.lua, line 815: if ( character_is_dead( member ) == false ) then
sh04.lua, line 827: if ( character_is_dead( member ) == false ) then
sh04.lua, line 839: if ( character_is_dead( member ) == false ) then
sh04.lua, line 851: if ( character_is_dead( member ) == false ) then
sh04.lua, line 863: if ( character_is_dead( member ) == false ) then
sh04.lua, line 875: if ( character_is_dead( member ) == false ) then
sh04.lua, line 887: if ( character_is_dead( member ) == false ) then
sh04.lua, line 899: if ( character_is_dead( member ) == false ) then
sh04.lua, line 918: if ( character_is_dead( member ) == false ) then
sh04.lua, line 931: if ( character_is_dead( member ) == false ) then
sh04.lua, line 942: if ( character_is_dead( SH04_group.brute_g01.members ) == false ) then
sh04.lua, line 948: if ( character_is_dead( SH04_group.backroom_specialist.members ) == false ) then
sh04.lua, line 957: if ( character_is_dead( SH04_group.backroom_specialist_coop.members ) == false ) then
sh04.lua, line 968: if ( character_is_dead( member ) == false ) then
sh04.lua, line 981: if ( character_is_dead( member ) == false ) then
sh04.lua, line 994: if ( character_is_dead( member ) == false ) then
sh04.lua, line 1007: if ( character_is_dead( member ) == false ) then
sh04.lua, line 1019: if ( character_is_dead( member ) == false ) then
sh04.lua, line 1031: if ( character_is_dead( member ) == false ) then
sh04.lua, line 1043: if ( character_is_dead( member ) == false ) then
sh04.lua, line 1055: if ( character_is_dead( member ) == false ) then
sh04.lua, line 1066: if ( character_is_dead( member ) == false ) then
sh04.lua, line 1073: if ( character_is_dead( member ) == false ) then
sh04.lua, line 1080: if ( character_is_dead( member ) == false ) then
sh04.lua, line 1480: --if ( character_is_dead(enemy) == false ) then
sh04.lua, line 2013: if ( character_is_dead( SH04_group.brute_g01.members ) == false ) then
sh04.lua, line 2021: if ( character_is_dead( member ) == false ) then
sh04.lua, line 2030: if ( character_is_dead( member ) == false ) then
sh04.lua, line 2041: if ( character_is_dead( SH04_group.backroom_specialist.members ) == false ) then
sh04.lua, line 2047: if ( character_is_dead( SH04_group.backroom_specialist_coop.members ) == false ) then
sh04.lua, line 2060: if ( character_is_dead( member ) == false ) then
sh04.lua, line 2070: if ( character_is_dead( member ) == false ) then
sh04.lua, line 2081: if ( character_is_dead( member ) == false ) then
sh04.lua, line 2090: if ( character_is_dead( member ) == false ) then
sh04.lua, line 2103: if ( character_is_dead( member ) == false ) then
sh04.lua, line 2112: if ( character_is_dead( member ) == false ) then
sh04.lua, line 2125: if ( character_is_dead( member ) == false ) then
sh04.lua, line 2133: if ( character_is_dead( member ) == false ) then
sh04.lua, line 2142: if ( character_is_dead( member ) == false ) then
sh04.lua, line 2151: if ( character_is_dead( member ) == false ) then
sh04.lua, line 2160: if ( character_is_dead( member ) == false ) then
|
character_is_in_a_driver_seat |
true |
|
8 |
character_is_in_vehicle |
true |
|
148_a_ga_dt_03.lua, line 850: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase1.chars[1], _A_GA_DT_03_groups.chase1.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase1.chars[2], _A_GA_DT_03_groups.chase1.vehicle[1]))do
_a_ga_dt_03.lua, line 850: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase1.chars[1], _A_GA_DT_03_groups.chase1.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase1.chars[2], _A_GA_DT_03_groups.chase1.vehicle[1]))do
_a_ga_dt_03.lua, line 853: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase2.chars[1], _A_GA_DT_03_groups.chase2.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase2.chars[2], _A_GA_DT_03_groups.chase2.vehicle[1]))do
_a_ga_dt_03.lua, line 853: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase2.chars[1], _A_GA_DT_03_groups.chase2.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase2.chars[2], _A_GA_DT_03_groups.chase2.vehicle[1]))do
_a_ga_dt_03.lua, line 883: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase3.chars[1], _A_GA_DT_03_groups.chase3.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase3.chars[2], _A_GA_DT_03_groups.chase3.vehicle[1]))do
_a_ga_dt_03.lua, line 883: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase3.chars[1], _A_GA_DT_03_groups.chase3.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase3.chars[2], _A_GA_DT_03_groups.chase3.vehicle[1]))do
_a_ga_dt_03.lua, line 886: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase4.chars[1], _A_GA_DT_03_groups.chase4.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase4.chars[2], _A_GA_DT_03_groups.chase4.vehicle[1]))do
_a_ga_dt_03.lua, line 886: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase4.chars[1], _A_GA_DT_03_groups.chase4.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase4.chars[2], _A_GA_DT_03_groups.chase4.vehicle[1]))do
_a_ga_dt_03.lua, line 927: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase5.chars[1], _A_GA_DT_03_groups.chase5.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase5.chars[2], _A_GA_DT_03_groups.chase5.vehicle[1]))do
_a_ga_dt_03.lua, line 927: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase5.chars[1], _A_GA_DT_03_groups.chase5.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase5.chars[2], _A_GA_DT_03_groups.chase5.vehicle[1]))do
_a_ga_dt_03.lua, line 930: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase6.chars[1], _A_GA_DT_03_groups.chase6.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase6.chars[2], _A_GA_DT_03_groups.chase6.vehicle[1]))do
_a_ga_dt_03.lua, line 930: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase6.chars[1], _A_GA_DT_03_groups.chase6.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase6.chars[2], _A_GA_DT_03_groups.chase6.vehicle[1]))do
_a_ga_dt_03.lua, line 933: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase7.chars[1], _A_GA_DT_03_groups.chase7.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase7.chars[2], _A_GA_DT_03_groups.chase7.vehicle[1]))do
_a_ga_dt_03.lua, line 933: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase7.chars[1], _A_GA_DT_03_groups.chase7.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase7.chars[2], _A_GA_DT_03_groups.chase7.vehicle[1]))do
_a_ga_dt_03.lua, line 936: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase8.chars[1], _A_GA_DT_03_groups.chase8.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase8.chars[2], _A_GA_DT_03_groups.chase8.vehicle[1]))do
_a_ga_dt_03.lua, line 936: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase8.chars[1], _A_GA_DT_03_groups.chase8.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase8.chars[2], _A_GA_DT_03_groups.chase8.vehicle[1]))do
dlc2_m01.lua, line 1764: if (character_is_in_vehicle(player, vehicle) == true) then
dlc2_m01.lua, line 4227: if (character_is_in_vehicle(LOCAL_PLAYER, vehicle_name) == false) then
dlc2_m01.lua, line 4254: if (character_is_in_vehicle(Dlc2_m01_characters.kwilanna, vehicle_name) == false) then
dlc2_m01.lua, line 4276: if (character_is_in_vehicle(LOCAL_PLAYER, vehicle_name) == false) then
dlc2_m01.lua, line 4282: if (character_is_in_vehicle(Dlc2_m01_characters.kwilanna, vehicle_name) == false) then
dlc2_m01.lua, line 4328: if (character_is_in_vehicle(Dlc2_m01_characters.kwilanna, vehicle_name) == true) then
dlc2_m01.lua, line 4712: if (character_is_in_vehicle(Dlc2_m01_characters.kwilanna, Dlc2_m01_groups.armory_get_away_car.vehicle) == false) then
dlc2_m01.lua, line 5106: if (character_is_in_vehicle(player_name) == true) then
dlc2_m02.lua, line 1493: if character_is_in_vehicle( homie, Dlc2_m02_vehicles.saucer ) then
dlc2_m02.lua, line 1496: if character_is_in_vehicle( LOCAL_PLAYER, Dlc2_m02_vehicles.saucer ) then
dlc2_m02.lua, line 1498: if character_is_in_vehicle( REMOTE_PLAYER, Dlc2_m02_vehicles.saucer ) then
game_lib.lua, line 797: and (not character_is_in_vehicle(speaking_character))
game_lib.lua, line 852: while (not character_is_in_vehicle(speaking_character)) do
game_lib.lua, line 2437: if (character_is_dead(name) or character_is_in_vehicle( name )) then
game_lib.lua, line 2443: if (character_is_in_vehicle( name )) then
game_lib.lua, line 2460: if (character_is_dead(name) or character_is_in_vehicle( name )) then
game_lib.lua, line 2477: if (character_is_dead(name) or character_is_in_vehicle( name )) then
m03.lua, line 1219: until (character_is_in_vehicle(LOCAL_PLAYER) or (coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER)))
m03.lua, line 1219: until (character_is_in_vehicle(LOCAL_PLAYER) or (coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER)))
m03.lua, line 1865: if character_is_in_vehicle(M03_char.shaundi) then
m03.lua, line 1868: if character_is_in_vehicle(LOCAL_PLAYER) then
m03.lua, line 1871: if coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER) then
m03.lua, line 1873: while character_is_in_vehicle(REMOTE_PLAYER) do
m03.lua, line 1879: while character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(M03_char.shaundi) do
m03.lua, line 1879: while character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(M03_char.shaundi) do
m03.lua, line 3131: if character_is_in_vehicle(LOCAL_PLAYER) then
m04.lua, line 317: if not (character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER)) and not Mechanic_Reached then
m04.lua, line 317: if not (character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER)) and not Mechanic_Reached then
m04.lua, line 331: if (character_is_in_vehicle(LOCAL_PLAYER)) then
m04.lua, line 508: until (character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER))
m04.lua, line 508: until (character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER))
m04.lua, line 743: --while not (character_is_in_vehicle(M04_group.brute_001.members[1], M04_group.brute_001.vehicle))do
m04.lua, line 932: while not(character_is_in_vehicle(LOCAL_PLAYER) and character_is_in_vehicle(M04_group.homies_001.members[1])) do
m04.lua, line 949: while not(character_is_in_vehicle(LOCAL_PLAYER) and character_is_in_vehicle(M04_group.homies_001.members[1])) do
m04.lua, line 988: while not (character_is_in_vehicle(LOCAL_PLAYER))do
m05.lua, line 1746: if (human_name ~= nil) and ((not character_is_player(human_name)) and (not character_is_in_vehicle(human_name))) then
m05.lua, line 2086: if (character_is_in_vehicle(LOCAL_PLAYER) or (M05_in_coop and character_is_in_vehicle(REMOTE_PLAYER))) then
m05.lua, line 2086: if (character_is_in_vehicle(LOCAL_PLAYER) or (M05_in_coop and character_is_in_vehicle(REMOTE_PLAYER))) then
m06.lua, line 2610: if character_is_in_vehicle(LOCAL_PLAYER) then
m06.lua, line 2614: if coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER) then
m06.lua, line 2629: if character_is_in_vehicle(LOCAL_PLAYER) then
m06.lua, line 2633: if coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER) then
m07.lua, line 2676: if character_is_in_vehicle(char) then
m07.lua, line 2842: if character_is_in_vehicle(char) then
m09.lua, line 4654: if human == "" or human == nil or character_is_in_vehicle(human) == false then
m09.lua, line 4671: if not character_is_in_vehicle(M09_Zimos) then
m09.lua, line 4884: if not character_is_dead(baddie) and character_is_in_vehicle(baddie) then
m09.lua, line 4896: while character_is_in_vehicle(baddie) do
m09.lua, line 4927: if attacker.drive_boat_back and driver ~= nil and not character_is_dead(driver) and character_is_in_vehicle(driver) then
m09.lua, line 5028: while (character_is_in_vehicle(soldier, attacker.heli_group.vehicle)) do
m10.lua, line 3792: if (character_is_dead(char) == false and character_is_in_vehicle(char) == false) then
m11.lua, line 2513: local in_vehicle = character_is_in_vehicle(LOCAL_PLAYER)
m11.lua, line 2515: in_vehicle = character_is_in_vehicle(REMOTE_PLAYER)
m12.lua, line 1098: if character_is_in_vehicle(LOCAL_PLAYER) then
m12.lua, line 1108: if character_is_in_vehicle(REMOTE_PLAYER) then
m12.lua, line 2369: if character_is_in_vehicle(LOCAL_PLAYER) then
m12.lua, line 2514: while not character_is_in_vehicle(LOCAL_PLAYER) do
m12.lua, line 2518: if not character_is_in_vehicle(NPC_JOSH) then
m12.lua, line 2521: while character_is_in_vehicle(LOCAL_PLAYER) and not character_is_in_vehicle(NPC_JOSH) do
m12.lua, line 2521: while character_is_in_vehicle(LOCAL_PLAYER) and not character_is_in_vehicle(NPC_JOSH) do
m14.lua, line 629: local player_in_any_veh = character_is_in_vehicle( LOCAL_PLAYER )
m14.lua, line 744: local_player_in_heli = character_is_in_vehicle( LOCAL_PLAYER, M14_vehicle.spotlight_heli )
m14.lua, line 749: remote_player_in_heli = character_is_in_vehicle( REMOTE_PLAYER, M14_vehicle.spotlight_heli )
m14.lua, line 906: local_player_in_heli = character_is_in_vehicle( LOCAL_PLAYER, M14_vehicle.spotlight_heli )
m14.lua, line 911: remote_player_in_heli = character_is_in_vehicle( REMOTE_PLAYER, M14_vehicle.spotlight_heli )
m14.lua, line 1631: local local_caught_kb = character_is_in_vehicle( LOCAL_PLAYER, M14_vehicle.spotlight_heli ) and get_dist( LOCAL_PLAYER, M14_vehicle.killbane_escape ) < 55
m14.lua, line 1632: local remote_caught_kb = character_is_in_vehicle( REMOTE_PLAYER, M14_vehicle.spotlight_heli ) and get_dist( REMOTE_PLAYER, M14_vehicle.killbane_escape ) < 55
m14.lua, line 1635: while character_is_in_vehicle( LOCAL_PLAYER, M14_vehicle.spotlight_heli ) == false or get_dist( LOCAL_PLAYER, M14_vehicle.killbane_escape ) > 55 do
m14.lua, line 1871: until (character_is_in_vehicle(LOCAL_PLAYER, M14_vehicle.spotlight_heli) or character_is_in_vehicle(REMOTE_PLAYER, M14_vehicle.spotlight_heli))
m14.lua, line 1871: until (character_is_in_vehicle(LOCAL_PLAYER, M14_vehicle.spotlight_heli) or character_is_in_vehicle(REMOTE_PLAYER, M14_vehicle.spotlight_heli))
m14.lua, line 1875: until character_is_in_vehicle(LOCAL_PLAYER, M14_vehicle.spotlight_heli)
m14.lua, line 1881: while (character_is_in_vehicle(LOCAL_PLAYER, M14_vehicle.spotlight_heli) or character_is_in_vehicle(REMOTE_PLAYER, M14_vehicle.spotlight_heli)) do
m14.lua, line 1881: while (character_is_in_vehicle(LOCAL_PLAYER, M14_vehicle.spotlight_heli) or character_is_in_vehicle(REMOTE_PLAYER, M14_vehicle.spotlight_heli)) do
m14.lua, line 1885: while character_is_in_vehicle(LOCAL_PLAYER, M14_vehicle.spotlight_heli) do
m14.lua, line 2142: local player_is_in_heli = character_is_in_vehicle(LOCAL_PLAYER, M14_vehicle.spotlight_heli)
m14.lua, line 2145: player_is_in_heli = character_is_in_vehicle(REMOTE_PLAYER, M14_vehicle.spotlight_heli)
m14.lua, line 2208: --if (not character_is_in_vehicle(M14_char.shaundi, M14_vehicle.spotlight_heli)) then
m14.lua, line 2300: in_heli = character_is_in_vehicle( LOCAL_PLAYER, M14_vehicle.spotlight_heli )
m14.lua, line 2304: in_heli = character_is_in_vehicle( REMOTE_PLAYER, M14_vehicle.spotlight_heli )
m14.lua, line 2531: local local_player_in_heli = character_is_in_vehicle(LOCAL_PLAYER, M14_vehicle.spotlight_heli)
m14.lua, line 2532: local remote_player_in_heli = coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER, M14_vehicle.spotlight_heli)
m15.lua, line 962: if character_is_in_vehicle(LOCAL_PLAYER) then
m15.lua, line 964: if not character_is_in_vehicle(NPC_PIERCE, vehicle_name) then
m15.lua, line 986: if character_is_in_vehicle(LOCAL_PLAYER, vehicle) then
m15.lua, line 990: if M15_in_coop and character_is_in_vehicle(REMOTE_PLAYER, vehicle) then
m15.lua, line 1612: if not character_is_in_vehicle(LOCAL_PLAYER) then
m15.lua, line 1936: if (character_is_dead(driver) or not character_is_in_vehicle(driver)) and not vehicle_is_destroyed(vehicle) then
m16.lua, line 1864: if character_is_in_vehicle(M16_characters.tank_combat_tank_npc_one, M16_vehicles.tank_combat_npc_tank_one) then
m16.lua, line 1876: if (in_coop and character_is_in_vehicle(M16_characters.tank_combat_tank_npc_two, M16_vehicles.tank_combat_npc_tank_two)) then
m16.lua, line 3113: if (not character_is_in_vehicle(npc_name) and character_exists(npc_name) and not character_hidden(npc_name)) then
m17.lua, line 2412: if (character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER)) then
m17.lua, line 2412: if (character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER)) then
m18.lua, line 2773: if (character_is_in_vehicle(LOCAL_PLAYER) == true) then
m18.lua, line 2778: if (character_is_in_vehicle(REMOTE_PLAYER) == true) then
m18.lua, line 2842: if (character_is_in_vehicle(LOCAL_PLAYER) == true) then
m18.lua, line 2844: elseif (coop_is_active() == true and character_is_in_vehicle(REMOTE_PLAYER) == true) then
m19.lua, line 893: if character_is_in_vehicle(LOCAL_PLAYER) then
m19.lua, line 896: if character_is_in_vehicle(REMOTE_PLAYER) then
m19.lua, line 1454: local player_in_vehicle = character_is_in_vehicle(LOCAL_PLAYER, M19_group.chem_truck.vehicle)
m19.lua, line 1456: player_in_vehicle = character_is_in_vehicle(REMOTE_PLAYER, M19_group.chem_truck.vehicle)
m19.lua, line 2053: if character_is_in_vehicle(LOCAL_PLAYER) then
m19.lua, line 2056: if character_is_in_vehicle(REMOTE_PLAYER) then
m20.lua, line 744: while (not character_is_in_vehicle(M20_char.angel, M20_vehicle.angel_heli)) do
m20.lua, line 756: while (not character_is_in_vehicle(LOCAL_PLAYER, M20_vehicle.angel_heli)) do
m20.lua, line 764: while (not character_is_in_vehicle(REMOTE_PLAYER, M20_vehicle.angel_heli)) do
m20.lua, line 1035: while (not character_is_in_vehicle(M20_char.angel, M20_vehicle.angel_heli)) do
m20.lua, line 1046: while (not character_is_in_vehicle(LOCAL_PLAYER, M20_vehicle.angel_heli)) do
m20.lua, line 1054: while (not character_is_in_vehicle(REMOTE_PLAYER, M20_vehicle.angel_heli)) do
m20.lua, line 1244: while (not character_is_in_vehicle(M20_char.angel, M20_vehicle.angel_heli)) do
m20.lua, line 1253: while (not character_is_in_vehicle(LOCAL_PLAYER, M20_vehicle.angel_heli)) do
m20.lua, line 1259: while (not character_is_in_vehicle(REMOTE_PLAYER, M20_vehicle.angel_heli)) do
m20.lua, line 1503: while (not character_is_in_vehicle(M20_char.angel, M20_vehicle.angel_heli)) do
m20.lua, line 1512: while (not character_is_in_vehicle(LOCAL_PLAYER, M20_vehicle.angel_heli)) do
m20.lua, line 1518: while (not character_is_in_vehicle(REMOTE_PLAYER, M20_vehicle.angel_heli)) do
m22.lua, line 1842: if (dist > 25.0 or character_is_in_vehicle(LOCAL_PLAYER) == true) then
m22.lua, line 1849: if (dist > 25.0 or character_is_in_vehicle(LOCAL_PLAYER) == true) then
m22.lua, line 4944: while(thread_check_done(M22_threads.convo_handle) == false or character_is_in_vehicle(LOCAL_PLAYER) == false) do
m23.lua, line 1339: if character_is_in_vehicle(char) then
m23.lua, line 2697: if (character_is_in_vehicle(player) == false and character_is_ready(player) and (not character_is_jumping(player))) then
m23.lua, line 2930: if character_is_in_vehicle(human) then
m23.lua, line 3584: if character_is_in_vehicle(char, transport_table.vtol) then
sh03.lua, line 547: until character_is_in_vehicle( LOCAL_PLAYER ) == false
sh03.lua, line 684: if character_is_in_vehicle( LOCAL_PLAYER, SH03_HELICOPTER ) == true then
sh03.lua, line 1129: while( (character_is_in_vehicle(LOCAL_PLAYER) == true) or (character_is_in_vehicle(REMOTE_PLAYER) == true) ) do
sh03.lua, line 1264: --while character_is_in_vehicle(KINZIE, SH03_HELICOPTER) == false do
sh03.lua, line 1285: if character_is_in_vehicle(KINZIE, SH03_HELICOPTER) == false then
sh03.lua, line 1326: while character_is_in_vehicle(LOCAL_PLAYER, SH03_HELICOPTER ) or character_is_in_vehicle(REMOTE_PLAYER, SH03_HELICOPTER) do
sh03.lua, line 1326: while character_is_in_vehicle(LOCAL_PLAYER, SH03_HELICOPTER ) or character_is_in_vehicle(REMOTE_PLAYER, SH03_HELICOPTER) do
sh03.lua, line 1516: while character_is_in_vehicle( LOCAL_PLAYER ) == true do
sh03.lua, line 1980: if character_is_in_vehicle(KINZIE, nil) then
sh03.lua, line 1985: if character_is_in_vehicle(LOCAL_PLAYER, nil) then
sh03.lua, line 1991: if character_is_in_vehicle(REMOTE_PLAYER, nil) then
|
character_is_jumping |
true |
|
9m02.lua, line 3201: if (character_is_jumping(char_name) == true) then
m17.lua, line 2670: --if (character_is_ready(M17_group.captive_homies.pierce) and (not character_playing_combat_move(M17_group.captive_homies.pierce)) and (not character_is_jumping(M17_group.captive_homies.pierce))) then
m17.lua, line 2674: --if (character_is_ready(M17_group.captive_homies.shaundi) and (not character_playing_combat_move(M17_group.captive_homies.shaundi)) and (not character_is_jumping(M17_group.captive_homies.shaundi))) then
m17.lua, line 2678: --if (character_is_ready(M17_group.captive_homies.viola) and (not character_playing_combat_move(M17_group.captive_homies.viola)) and (not character_is_jumping(M17_group.captive_homies.viola))) then
m17.lua, line 2870: if (character_is_ready(player) and (not character_is_jumping(player))) then
m18.lua, line 2118: if (character_is_jumping(char_name) == true) then
m21.lua, line 3072: if (character_is_jumping(player) == true) then
m23.lua, line 2697: if (character_is_in_vehicle(player) == false and character_is_ready(player) and (not character_is_jumping(player))) then
m24.lua, line 1968: if character_is_ready( player ) == true and character_is_jumping( player ) == false then
|
character_is_on_fire |
true |
|
1 |
character_is_player |
true |
|
8 |
character_is_ragdolled |
true |
|
7dlc2_m02.lua, line 1978: if human_is_downed( homie ) == false and character_is_ragdolled( homie ) == false then
dlc2_m02.lua, line 3103: while character_is_ragdolled( homie ) == true do
game_lib.lua, line 436: if (character_is_ragdolled(speaking_character)) then
m12.lua, line 995: while character_is_ragdolled(NPC_SUKO) do
sh04.lua, line 1253: while (get_dist_closest_player_to_object( SH04_group.casino_manager.members ) > 20 ) or ( character_is_ragdolled(SH04_group.casino_manager.members) ) do
sh04.lua, line 1275: if get_dist_closest_player_to_object( SH04_group.casino_manager.members ) <= 2 and display == false and character_is_ragdolled(SH04_group.casino_manager.members) == false then
sh04.lua, line 1285: if( (get_dist_closest_player_to_object( SH04_group.casino_manager.members ) > 2 or character_is_ragdolled(SH04_group.casino_manager.members) == true) and display == true ) then
|
character_is_ready |
true |
|
34dlc2_m02.lua, line 2469: while character_is_ready( activator ) == false do
m01.lua, line 2502: while not character_is_ready(M01_group.start_homies.gat) do
m01.lua, line 4020: while not character_is_ready(npc) do
m01.lua, line 4345: while not character_is_ready(M01_group.autograph.guy) do
m01.lua, line 4496: while not character_is_ready(M01_shaundi) do
m01.lua, line 5447: while not character_is_ready(M01_josh) do
m02.lua, line 3195: if (character_is_ready(char_name) == false) then
m07.lua, line 1284: while not character_is_ready(M07_char.kinzie) do
m07.lua, line 1604: if (character_is_ready(M07_char.club_owner)) then
m12.lua, line 1008: while character_is_ready(NPC_JOSH) == false and thread_check_done(delay_handle) == false do
m12.lua, line 1871: while character_is_ready(NPC_JOSH) == false and thread_check_done(delay_handle) == false do
m12.lua, line 2434: while (character_is_ready(NPC_JOSH) == false) and (wait_time < 5.0) do
m12.lua, line 2439: if character_is_ready(NPC_JOSH) then
m13.lua, line 1959: while character_is_ready( M13_groups.penthouse_homies.josh ) == false do
m13.lua, line 3798: if (character_is_ready(group.members[2])) then
m13.lua, line 3854: if character_is_ready( group.members[ 2 ] ) then
m14.lua, line 1980: while character_is_ready( LOCAL_PLAYER ) == false do
m14.lua, line 2251: while character_is_ready( M14_char.jane ) == false do
m16.lua, line 2647: if not character_playing_combat_move(LOCAL_PLAYER) and character_is_ready(LOCAL_PLAYER) then
m16.lua, line 2652: if not character_playing_combat_move(REMOTE_PLAYER) and character_is_ready(REMOTE_PLAYER) then
m17.lua, line 1381: while not character_is_ready(M17_group.kia.kia) do
m17.lua, line 2670: --if (character_is_ready(M17_group.captive_homies.pierce) and (not character_playing_combat_move(M17_group.captive_homies.pierce)) and (not character_is_jumping(M17_group.captive_homies.pierce))) then
m17.lua, line 2674: --if (character_is_ready(M17_group.captive_homies.shaundi) and (not character_playing_combat_move(M17_group.captive_homies.shaundi)) and (not character_is_jumping(M17_group.captive_homies.shaundi))) then
m17.lua, line 2678: --if (character_is_ready(M17_group.captive_homies.viola) and (not character_playing_combat_move(M17_group.captive_homies.viola)) and (not character_is_jumping(M17_group.captive_homies.viola))) then
m17.lua, line 2870: if (character_is_ready(player) and (not character_is_jumping(player))) then
m18.lua, line 2112: if (character_is_ready(char_name) == false) then
m20.lua, line 713: while character_is_ready( c1 ) == false do
m21.lua, line 1427: if not character_is_dead(npc_name) and character_is_ready(npc_name) then
m21.lua, line 3066: if (character_is_ready(player) == false) then
m22.lua, line 2488: --while (not character_is_ready(M22_characters.Killbane_QTE)) do
m22.lua, line 2552: --while ( not character_is_ready(M22_characters.Killbane_QTE)) do
m22.lua, line 4864: while character_is_ready(M22_characters.Kia) == false do
m23.lua, line 2697: if (character_is_in_vehicle(player) == false and character_is_ready(player) and (not character_is_jumping(player))) then
m24.lua, line 1968: if character_is_ready( player ) == true and character_is_jumping( player ) == false then
|
character_is_ready_to_speak |
true |
1 |
2 |
character_is_released |
true |
|
2 |
character_kill |
true |
|
81_a_ga_dt_03.lua, line 1134: character_kill(_A_GA_DT_03_groups.protectees.chars[1], true)
_a_ga_nw_01.lua, line 1674: character_kill(_A_GA_NW_01_groups.protectees.chars[1], true)
_a_ga_nw_01.lua, line 1675: character_kill(_A_GA_NW_01_groups.getaway_group.chars[1], true)
_a_ga_nw_01.lua, line 1690: character_kill(chase_group.chars[1])
dlc2_m01.lua, line 5022: character_kill(Dlc2_m01_characters.kwilanna, true)
dlc2_m02.lua, line 2930: character_kill( target_npc )
dlc2_m03.lua, line 2261: character_kill(pilot)
m01.lua, line 1421: character_kill(M01_group.lobby3.doorman)
m01.lua, line 3428: character_kill(M01_group.start_homies.captive)
m01.lua, line 3878: character_kill(human)
m01.lua, line 3917: character_kill(pilot)
m01.lua, line 5286: character_kill(M01_shaundi_attack.attacker)
m02.lua, line 2292: character_kill(REMOTE_PLAYER, true)
m02.lua, line 2295: character_kill(LOCAL_PLAYER, true)
m02.lua, line 3534: character_kill(M02_groups.sky_goons_07.grapple_enemy)
m02.lua, line 3543: character_kill(M02_groups.sky_goons_07_A.grapple_enemy)
m02.lua, line 3812: character_kill(LOCAL_PLAYER, true)
m02.lua, line 3818: character_kill(REMOTE_PLAYER, true)
m03.lua, line 3219: character_kill(driver)
m05.lua, line 799: character_kill( human_name )
m05.lua, line 1217: character_kill(M05_groups.targets.npcs[1], true)
m05.lua, line 1748: character_kill(human_name, true)
m05.lua, line 1830: character_kill(target, true)
m06.lua, line 1665: character_kill(LOCAL_PLAYER, true)
m06.lua, line 1666: character_kill(REMOTE_PLAYER, true)
m06.lua, line 1694: ----character_kill(M06_group.ball_stop2.brute, true)
m06.lua, line 1695: ----character_kill(M06_group.ball_stop2.brute, true)
m06.lua, line 1785: character_kill(M06_group.off_ball_homies.falling_brute)
m08.lua, line 1333: character_kill(poor_sumbitch, true)
m09.lua, line 2584: character_kill(LOCAL_PLAYER)
m09.lua, line 4209: character_kill(human)
m09.lua, line 4919: character_kill(baddie)
m10.lua, line 1994: character_kill(triggerer)
m10.lua, line 3237: character_kill(triggerer, true)
m10.lua, line 3551: character_kill(char)
m12.lua, line 2396: character_kill(NPC_JOSH, true)
m12.lua, line 2414: character_kill(NPC_JOSH, true)
m12.lua, line 2443: character_kill(NPC_JOSH, true)
m13.lua, line 3819: character_kill(driver)
m13.lua, line 4029: character_kill(driver, true)
m14.lua, line 2066: character_kill(poor_sumbitch, true, nil, false)
m15.lua, line 1294: character_kill(npc, true)
m16.lua, line 2381: character_kill(member)
m16.lua, line 2928: character_kill(member)
m16.lua, line 3168: character_kill(triggerer)
m16.lua, line 3270: character_kill(M16_characters.tank_combat_tank_npc_one)
m16.lua, line 3284: character_kill(M16_characters.tank_combat_tank_npc_two)
m17.lua, line 2636: character_kill(M17_group.ehall.script[1])
m17.lua, line 2659: character_kill(group.npc)
m17.lua, line 2796: character_kill(dude)
m18.lua, line 1528: character_kill(dead_guy)
m18.lua, line 2020: character_kill(LOCAL_PLAYER, true)
m18.lua, line 2022: character_kill(REMOTE_PLAYER, true)
m18.lua, line 2774: character_kill(LOCAL_PLAYER, true)
m18.lua, line 2779: character_kill(REMOTE_PLAYER, true)
m18.lua, line 2993: character_kill(M18_groups.skydiving_tank.tank_group.chars[1])
m18.lua, line 2994: character_kill(M18_groups.skydiving_tank.tank_group.chars[2])
m18.lua, line 3034: character_kill(LOCAL_PLAYER, true)
m18.lua, line 3036: character_kill(REMOTE_PLAYER, true)
m18.lua, line 3781: character_kill(LOCAL_PLAYER, true)
m18.lua, line 3783: character_kill(REMOTE_PLAYER, true)
m19.lua, line 2213: character_kill(M19_group.chem_03_brute.brute)
m19.lua, line 2228: character_kill(M19_group.chem_02_brute.brute)
m19.lua, line 2360: character_kill(M19_group.flaming_brute.brute)
m20.lua, line 1209: character_kill( M20_char.beach_wrestler )
m21.lua, line 3026: character_kill(npc_name)
m21.lua, line 3038: character_kill(npc_name)
m21.lua, line 3545: character_kill(npc)
m21.lua, line 3605: character_kill(npc)
m22.lua, line 4124: character_kill(LOCAL_PLAYER)
m22.lua, line 4127: character_kill(REMOTE_PLAYER)
m22.lua, line 4153: character_kill(LOCAL_PLAYER)
m22.lua, line 4156: character_kill(REMOTE_PLAYER)
m22.lua, line 4230: character_kill(character_name, true)
m22.lua, line 4314: character_kill(LOCAL_PLAYER)
m22.lua, line 4317: character_kill(REMOTE_PLAYER)
m23.lua, line 1243: character_kill(character, true, nil, allow_revive)
m24.lua, line 882: character_kill(local_homie)
m24.lua, line 1515: character_kill(char)
m24.lua, line 1924: character_kill(homie, true, "", false)
sh01.lua, line 1366: character_kill(SH01_group.retail_grunts_001.members[1])
|
character_make_priority_target |
true |
|
8_a_ga_dt_03.lua, line 477: character_make_priority_target(_A_GA_DT_03_groups.protectees.chars[1], true)
m10.lua, line 1257: character_make_priority_target(LOCAL_PLAYER, false)
m10.lua, line 1259: character_make_priority_target(REMOTE_PLAYER, false)
m10.lua, line 1590: character_make_priority_target(LOCAL_PLAYER, true)
m10.lua, line 1592: character_make_priority_target(REMOTE_PLAYER, true)
m10.lua, line 2382: character_make_priority_target(LOCAL_PLAYER, false)
m10.lua, line 2384: character_make_priority_target(REMOTE_PLAYER, false)
m10.lua, line 3539: character_make_priority_target(char, true) -- make these guy a higher priority target
|
character_parachute_detach |
true |
|
10m02.lua, line 778: character_parachute_detach(LOCAL_PLAYER)
m02.lua, line 787: character_parachute_detach(REMOTE_PLAYER)
m02.lua, line 1166: character_parachute_detach(LOCAL_PLAYER)
m02.lua, line 1169: character_parachute_detach(REMOTE_PLAYER)
m02.lua, line 2291: character_parachute_detach(REMOTE_PLAYER)
m02.lua, line 2294: character_parachute_detach(LOCAL_PLAYER)
m02.lua, line 2342: character_parachute_detach(LOCAL_PLAYER)
m02.lua, line 2346: character_parachute_detach(REMOTE_PLAYER)
sh03.lua, line 1185: character_parachute_detach(LOCAL_PLAYER)
sh03.lua, line 1188: character_parachute_detach(REMOTE_PLAYER)
|
character_parachute_open |
true |
|
1 |
character_parachute_play_action |
true |
|
1m02.lua, line 2097: character_parachute_play_action(enemy, "freefall HS upside release B")
|
character_playing_combat_move |
true |
|
8m02.lua, line 3198: if (character_playing_combat_move(char_name) == true) then
m16.lua, line 2647: if not character_playing_combat_move(LOCAL_PLAYER) and character_is_ready(LOCAL_PLAYER) then
m16.lua, line 2652: if not character_playing_combat_move(REMOTE_PLAYER) and character_is_ready(REMOTE_PLAYER) then
m17.lua, line 2670: --if (character_is_ready(M17_group.captive_homies.pierce) and (not character_playing_combat_move(M17_group.captive_homies.pierce)) and (not character_is_jumping(M17_group.captive_homies.pierce))) then
m17.lua, line 2674: --if (character_is_ready(M17_group.captive_homies.shaundi) and (not character_playing_combat_move(M17_group.captive_homies.shaundi)) and (not character_is_jumping(M17_group.captive_homies.shaundi))) then
m17.lua, line 2678: --if (character_is_ready(M17_group.captive_homies.viola) and (not character_playing_combat_move(M17_group.captive_homies.viola)) and (not character_is_jumping(M17_group.captive_homies.viola))) then
m18.lua, line 2115: if (character_playing_combat_move(char_name) == true) then
m21.lua, line 3069: if (character_playing_combat_move(player) == true) then
|
character_prevent_bumping |
true |
|
26dlc2_m01.lua, line 3890: character_prevent_bumping(Dlc2_m01_characters.kwilanna, true)
m07.lua, line 1290: character_prevent_bumping(M07_char.kinzie, true)
m07.lua, line 1467: character_prevent_bumping(player, true)
m07.lua, line 1477: character_prevent_bumping(victim, true)
m07.lua, line 1489: character_prevent_bumping(player, false)
m07.lua, line 1499: character_prevent_bumping(victim, false)
m07.lua, line 1546: character_prevent_bumping(M07_char.club_owner, true)
m07.lua, line 2818: character_prevent_bumping(npc, false)
m10.lua, line 1652: character_prevent_bumping(M10_characters.viola, true)
m10.lua, line 2208: character_prevent_bumping(M10_characters.viola, false)
m13.lua, line 3205: character_prevent_bumping(pierce, true)
m14.lua, line 1375: character_prevent_bumping( M14_char.jane, true )
m19.lua, line 1104: character_prevent_bumping(Current_Suko, true)
m19.lua, line 1154: character_prevent_bumping(Current_Suko, false)
m21.lua, line 910: character_prevent_bumping(M21_characters.angel, true)
m21.lua, line 1302: character_prevent_bumping(npc_name, true)
m21.lua, line 1321: character_prevent_bumping(npc_name, true)
m21.lua, line 1697: character_prevent_bumping(human_name, true)
m21.lua, line 1710: character_prevent_bumping(human_name, false)
m21.lua, line 3437: character_prevent_bumping(player_outside_ring, true)
m21.lua, line 3438: character_prevent_bumping(player_in_ring, true)
m21.lua, line 3460: character_prevent_bumping(player_outside_ring, false)
m21.lua, line 3548: character_prevent_bumping(npc, true)
m22.lua, line 3235: character_prevent_bumping(hostage_name, true)
m22.lua, line 4285: character_prevent_bumping(M22_groups.Statue.saints[i], DISABLE)
sh04.lua, line 1615: character_prevent_bumping( ANGEL_NO_MASK, start )
|
character_prevent_explosion_fling |
true |
|
28m01.lua, line 5551: character_prevent_explosion_fling(M01_group.vault_attackers2.gat, true)
m01.lua, line 5552: character_prevent_explosion_fling(M01_group.vault_attackers2.shaundi, true)
m05.lua, line 914: character_prevent_explosion_fling(target.npcs[1], true)
m05.lua, line 1021: character_prevent_explosion_fling(target, false)
m05.lua, line 1475: character_prevent_explosion_fling(M05_groups.chase_host.target, true)
m07.lua, line 1464: character_prevent_explosion_fling(player, true)
m07.lua, line 1474: character_prevent_explosion_fling(victim, true)
m07.lua, line 1486: character_prevent_explosion_fling(player, false)
m07.lua, line 1496: character_prevent_explosion_fling(victim, false)
m07.lua, line 2813: character_prevent_explosion_fling(npc, false)
m10.lua, line 2288: character_prevent_explosion_fling(M10_characters.viola, false)
m10.lua, line 2818: character_prevent_explosion_fling(M10_characters.oleg, true)
m10.lua, line 2819: character_prevent_explosion_fling(M10_characters.viola, true)
m12.lua, line 852: character_prevent_explosion_fling(LOCAL_PLAYER, true)
m12.lua, line 858: character_prevent_explosion_fling(NPC_JOSH, true)
m12.lua, line 896: character_prevent_explosion_fling(NPC_JOSH, false)
m12.lua, line 905: character_prevent_explosion_fling(LOCAL_PLAYER, false)
m13.lua, line 2341: character_prevent_explosion_fling(pierce, true)
m13.lua, line 3203: character_prevent_explosion_fling(pierce, true)
m14.lua, line 1371: character_prevent_explosion_fling( M14_char.jane, true )
m15.lua, line 1333: character_prevent_explosion_fling(npc, true)
m15.lua, line 2358: character_prevent_explosion_fling(npc_name, false)
m23.lua, line 2246: character_prevent_explosion_fling(character, true)
m23.lua, line 2268: character_prevent_explosion_fling(character, false)
m24.lua, line 874: character_prevent_explosion_fling(local_homie, true)
m24.lua, line 1697: character_prevent_explosion_fling(triggerer_name, true)
m24.lua, line 1726: character_prevent_explosion_fling(triggerer_name, false)
sh04.lua, line 1616: character_prevent_explosion_fling( ANGEL_NO_MASK, start )
|
character_prevent_flinching |
true |
|
70dlc2_m01.lua, line 3889: character_prevent_flinching(Dlc2_m01_characters.kwilanna, true)
dlc2_m02.lua, line 2899: character_prevent_flinching( homie, true )
dlc2_m02.lua, line 2936: character_prevent_flinching( homie, false )
dlc2_m02.lua, line 3051: character_prevent_flinching( homie, true )
dlc2_m02.lua, line 3131: character_prevent_flinching( homie, false )
m01.lua, line 1624: character_prevent_flinching(M01_josh, true)
m01.lua, line 1625: character_prevent_flinching(M01_shaundi, true)
m01.lua, line 2515: character_prevent_flinching(M01_group.start_homies.captive, true)
m01.lua, line 2516: character_prevent_flinching(M01_group.start_homies.gat, true)
m01.lua, line 3353: character_prevent_flinching(npc_name, true)
m01.lua, line 3375: character_prevent_flinching(npc_name, false)
m01.lua, line 3426: character_prevent_flinching(M01_group.start_homies.captive, false)
m01.lua, line 3595: character_prevent_flinching(M01_group.autograph.guy, true)
m01.lua, line 3668: character_prevent_flinching(M01_group.autograph.guy, false)
m01.lua, line 4152: character_prevent_flinching(M01_group.start_homies.gat, false)
m01.lua, line 4356: character_prevent_flinching(M01_group.autograph.guy, true)
m01.lua, line 5323: character_prevent_flinching(M01_josh, true)
m01.lua, line 5335: character_prevent_flinching(M01_josh, false)
m01.lua, line 5409: character_prevent_flinching(M01_josh, false)
m01.lua, line 5410: character_prevent_flinching(M01_shaundi, false)
m02.lua, line 1914: character_prevent_flinching(M02_groups.sky_goons_01.grapple_enemy, true)
m02.lua, line 1923: character_prevent_flinching(M02_groups.sky_goons_01_a.grapple_enemy, true)
m02.lua, line 2793: character_prevent_flinching(M02_groups.homies_skydive_01.shaundi, true)
m02.lua, line 3436: character_prevent_flinching(M02_groups.sky_goons_01.grapple_enemy, true)
m02.lua, line 3457: character_prevent_flinching(M02_groups.sky_goons_01_a.grapple_enemy, true)
m07.lua, line 1289: character_prevent_flinching(M07_char.kinzie, true)
m07.lua, line 1466: character_prevent_flinching(player, true)
m07.lua, line 1476: character_prevent_flinching(victim, true)
m07.lua, line 1488: character_prevent_flinching(player, false)
m07.lua, line 1498: character_prevent_flinching(victim, false)
m07.lua, line 1545: character_prevent_flinching(M07_char.club_owner, true)
m07.lua, line 2817: character_prevent_flinching(npc, false)
m07.lua, line 3267: character_prevent_flinching(M07_char.brute_minigun, true)
m07.lua, line 3327: character_prevent_flinching(M07_char.brute_minigun, false)
m10.lua, line 1651: character_prevent_flinching(M10_characters.viola, true)
m10.lua, line 2207: character_prevent_flinching(M10_characters.viola, false)
m12.lua, line 851: character_prevent_flinching(LOCAL_PLAYER, true)
m12.lua, line 857: character_prevent_flinching(NPC_JOSH, true)
m12.lua, line 895: character_prevent_flinching(NPC_JOSH, false)
m12.lua, line 904: character_prevent_flinching(LOCAL_PLAYER, false)
m13.lua, line 2342: character_prevent_flinching(pierce, true)
m13.lua, line 2351: character_prevent_flinching(pierce, false)
m13.lua, line 3204: character_prevent_flinching(pierce, true)
m14.lua, line 1376: character_prevent_flinching( M14_char.jane, true )
m15.lua, line 1334: character_prevent_flinching(npc, true)
m15.lua, line 2359: character_prevent_flinching(npc_name, false)
m16.lua, line 2414: character_prevent_flinching(M16_characters.matt, ENABLE)
m16.lua, line 2447: character_prevent_flinching(M16_characters.matt, DISABLE)
m16.lua, line 2457: character_prevent_flinching(M16_characters.matt, ENABLE)
m16.lua, line 3510: character_prevent_flinching(M16_characters.matt, ENABLE)
m16.lua, line 3522: character_prevent_flinching(M16_characters.matt, DISABLE)
m19.lua, line 1103: character_prevent_flinching(Current_Suko, true)
m19.lua, line 1153: character_prevent_flinching(Current_Suko, false)
m21.lua, line 909: character_prevent_flinching(M21_characters.angel, true)
m21.lua, line 1303: character_prevent_flinching(npc_name, true)
m21.lua, line 1322: character_prevent_flinching(npc_name, true)
m21.lua, line 1698: character_prevent_flinching(human_name, true)
m21.lua, line 1711: character_prevent_flinching(human_name, false)
m21.lua, line 3549: character_prevent_flinching(npc, true)
m21.lua, line 3597: character_prevent_flinching(npc, false)
m22.lua, line 3234: character_prevent_flinching(hostage_name, ENABLE)
m22.lua, line 4284: character_prevent_flinching(M22_groups.Statue.saints[i], DISABLE)
m23.lua, line 2248: character_prevent_flinching(character, true)
m23.lua, line 2266: character_prevent_flinching(character, false)
m24.lua, line 1142: character_prevent_flinching( M24_characters.killbane, true )
m24.lua, line 1699: character_prevent_flinching(triggerer_name, true)
m24.lua, line 1724: character_prevent_flinching(triggerer_name, false)
sh03.lua, line 1702: character_prevent_flinching(KINZIE, true)
sh03.lua, line 1740: character_prevent_flinching(KINZIE, false)
sh04.lua, line 1617: character_prevent_flinching( ANGEL_NO_MASK, start )
|
character_prevent_kneecapping |
true |
|
1 |
character_ragdoll |
true |
|
9dlc2_m01.lua, line 2727: character_ragdoll(player, 1500)
dlc2_m01.lua, line 2747: character_ragdoll(Dlc2_m01_characters.kwilanna, 2000)
dlc2_m02.lua, line 3094: character_ragdoll( LOCAL_PLAYER, nil, nil, nil, nil, true )
dlc2_m02.lua, line 3393: character_ragdoll( npc, 3 * 1000, 10, impulse_nav )
m21.lua, line 3025: character_ragdoll(npc_name)
m21.lua, line 3035: character_ragdoll(npc_name, LUCHADORE_RAGDOLL_TIME, 5.0)
m21.lua, line 3570: character_ragdoll(player_in_ring, 750)
m22.lua, line 4229: character_ragdoll(character_name)
m24.lua, line 1503: character_ragdoll(char)
|
character_ragdoll_clear_last_resort_position |
true |
|
16dlc2_m01.lua, line 1296: character_ragdoll_clear_last_resort_position()
dlc2_m01.lua, line 2774: character_ragdoll_clear_last_resort_position()
dlc2_m02.lua, line 1143: character_ragdoll_clear_last_resort_position()
m02.lua, line 1675: character_ragdoll_clear_last_resort_position()
m06.lua, line 2301: character_ragdoll_clear_last_resort_position()
m09.lua, line 1915: character_ragdoll_clear_last_resort_position()
m09.lua, line 2041: character_ragdoll_clear_last_resort_position()
m12.lua, line 688: character_ragdoll_clear_last_resort_position()
m12.lua, line 794: character_ragdoll_clear_last_resort_position()
m16.lua, line 1414: character_ragdoll_clear_last_resort_position()
m17.lua, line 901: character_ragdoll_clear_last_resort_position()
m18.lua, line 2132: character_ragdoll_clear_last_resort_position()
m23.lua, line 1070: character_ragdoll_clear_last_resort_position()
m24.lua, line 734: character_ragdoll_clear_last_resort_position()
sh02.lua, line 1279: character_ragdoll_clear_last_resort_position()
sh04.lua, line 557: character_ragdoll_clear_last_resort_position()
|
character_ragdoll_set_last_resort_position |
true |
|
37dlc2_m01.lua, line 2592: character_ragdoll_set_last_resort_position("nav_armory_get_away_stop")
dlc2_m02.lua, line 967: character_ragdoll_set_last_resort_position( Dlc2_m02_checkpoint_data[ current_checkpoint ].local_start_nav )
dlc2_m02.lua, line 1030: character_ragdoll_set_last_resort_position( Dlc2_m02_checkpoint_data[ current_checkpoint ].local_start_nav )
dlc2_m02.lua, line 1106: character_ragdoll_set_last_resort_position( Dlc2_m02_checkpoint_data[ current_checkpoint ].local_start_nav )
m02.lua, line 1193: character_ragdoll_set_last_resort_position(M02_navpoints.player_start_chk_01[1])
m06.lua, line 2302: character_ragdoll_set_last_resort_position(M06_ragdoll_emergency[area])
m09.lua, line 1873: character_ragdoll_set_last_resort_position(M09_checkpoint.gangway.nav1)
m09.lua, line 1891: character_ragdoll_set_last_resort_position(M09_checkpoint.defend_girls.nav1)
m12.lua, line 573: character_ragdoll_set_last_resort_position(M12_teleport.studio[1])
m12.lua, line 647: character_ragdoll_set_last_resort_position(M12_teleport.cubical[1])
m12.lua, line 666: character_ragdoll_set_last_resort_position(M12_teleport.lobby_elevator[1])
m12.lua, line 678: character_ragdoll_set_last_resort_position(M12_teleport.nav_garage[1])
m16.lua, line 1195: character_ragdoll_set_last_resort_position(M16_navpoints.local_start)
m16.lua, line 1209: character_ragdoll_set_last_resort_position(M16_navpoints.tank_warp_local)
m16.lua, line 1230: character_ragdoll_set_last_resort_position(M16_navpoints.error_warp_local)
m16.lua, line 1243: character_ragdoll_set_last_resort_position(M16_navpoints.final_warp_local)
m16.lua, line 1254: character_ragdoll_set_last_resort_position(M16_navpoints.local_matt_battle_start)
m16.lua, line 1265: character_ragdoll_set_last_resort_position(M16_navpoints.local_matt_battle_start)
m16.lua, line 1276: character_ragdoll_set_last_resort_position(M16_navpoints.local_matt_battle_start)
m16.lua, line 1287: character_ragdoll_set_last_resort_position(M16_navpoints.local_matt_battle_start)
m16.lua, line 1298: character_ragdoll_set_last_resort_position(M16_navpoints.local_matt_battle_start)
m17.lua, line 641: character_ragdoll_set_last_resort_position(M17_checkpoint_meeting.player)
m17.lua, line 684: character_ragdoll_set_last_resort_position(M17_checkpoint_jailbreak.player)
m17.lua, line 698: character_ragdoll_set_last_resort_position(M17_checkpoint_reactor.player)
m17.lua, line 715: character_ragdoll_set_last_resort_position(M17_checkpoint_escape.player)
m18.lua, line 1914: character_ragdoll_set_last_resort_position(M18_navpoints.player_start_escape[1])
m23.lua, line 891: character_ragdoll_set_last_resort_position(M23_checkpoints.landing_deck.player_starts[1])
m23.lua, line 905: character_ragdoll_set_last_resort_position(M23_checkpoints.bridge.player_starts[1])
m23.lua, line 924: character_ragdoll_set_last_resort_position(M23_checkpoints.escape.player_starts[1])
m24.lua, line 543: character_ragdoll_set_last_resort_position(M24_navpoints.local_start)
m24.lua, line 557: character_ragdoll_set_last_resort_position(M24_navpoints.terminals[1])
m24.lua, line 568: character_ragdoll_set_last_resort_position(M24_navpoints.terminals[2])
m24.lua, line 590: character_ragdoll_set_last_resort_position(M24_navpoints.terminals[3])
m24.lua, line 605: character_ragdoll_set_last_resort_position(M24_navpoints.bridge_start)
m24.lua, line 620: character_ragdoll_set_last_resort_position(M24_navpoints.killbane_fight_start)
sh02.lua, line 1694: character_ragdoll_set_last_resort_position(navpoints[1])
sh04.lua, line 426: character_ragdoll_set_last_resort_position( sh04_navs.cp_start[1] )
|
character_ragdoll_set_last_valid_position |
true |
|
14dlc2_m01.lua, line 2590: character_ragdoll_set_last_valid_position(player, "nav_armory_get_away_stop", true)
m02.lua, line 1194: character_ragdoll_set_last_valid_position(LOCAL_PLAYER, M02_navpoints.player_start_chk_01[1], true)
m02.lua, line 1196: character_ragdoll_set_last_valid_position(REMOTE_PLAYER, M02_navpoints.player_start_chk_01[2], true)
m02.lua, line 1578: character_ragdoll_set_last_valid_position(LOCAL_PLAYER, M02_navpoints.player_start_chk_02[1], true)
m02.lua, line 1580: character_ragdoll_set_last_valid_position(REMOTE_PLAYER, M02_navpoints.player_start_chk_02[2], true)
m21.lua, line 1900: character_ragdoll_set_last_valid_position(LOCAL_PLAYER, M21_navpoints.player_fight_start[1], true)
m21.lua, line 1901: character_ragdoll_set_last_valid_position(LOCAL_PLAYER, M21_navpoints.player_fight_start_alt[1], false)
m21.lua, line 1903: character_ragdoll_set_last_valid_position(REMOTE_PLAYER, M21_navpoints.player_fight_start[2])
m21.lua, line 1904: character_ragdoll_set_last_valid_position(REMOTE_PLAYER, M21_navpoints.player_fight_start_alt[2], false)
m21.lua, line 1953: character_ragdoll_set_last_valid_position(LOCAL_PLAYER, M21_navpoints.player_fight_start[1], true)
m21.lua, line 1954: character_ragdoll_set_last_valid_position(LOCAL_PLAYER, M21_navpoints.player_fight_start_alt[1], false)
m21.lua, line 1956: character_ragdoll_set_last_valid_position(REMOTE_PLAYER, M21_navpoints.player_fight_start[2], true)
m21.lua, line 1957: character_ragdoll_set_last_valid_position(REMOTE_PLAYER, M21_navpoints.player_fight_start_alt[2], false)
m21.lua, line 3562: character_ragdoll_set_last_valid_position(npc, M21_navpoints.npc_harass_points_in_ring[side], true) -- clear out the queue
|
character_release_human_shield |
true |
|
13dlc2_m02.lua, line 1945: character_release_human_shield( homie )
dlc2_m02.lua, line 2102: character_release_human_shield( homie )
dlc2_m02.lua, line 2108: character_release_human_shield( homie )
dlc2_m02.lua, line 2718: character_release_human_shield( homie )
dlc2_m02.lua, line 3028: character_release_human_shield( homie )
m01.lua, line 4134: character_release_human_shield(M01_group.start_homies.gat, instant_release)
m02.lua, line 1467: --character_release_human_shield(M02_groups.homies_01.shaundi)
m02.lua, line 1612: --character_release_human_shield(M02_groups.homies_01.shaundi)
m02.lua, line 1619: --character_release_human_shield(char)
m17.lua, line 2671: -- character_release_human_shield(M17_group.captive_homies.pierce, true)
m17.lua, line 2675: -- character_release_human_shield(M17_group.captive_homies.shaundi, true)
m17.lua, line 2679: -- character_release_human_shield(M17_group.captive_homies.viola, true)
m22.lua, line 4841: character_release_human_shield(M22_characters.Kia)
|
character_remove_child_item_by_name |
true |
|
3dlc2_m02.lua, line 2536: character_remove_child_item_by_name( Dlc2_m02_status.trigger_activator, "Triangulator" )
m02.lua, line 857: character_remove_child_item_by_name(LOCAL_PLAYER, "SMG-Gang")
m14.lua, line 2046: character_remove_child_item_by_name( M14_status.transmitter_activator, "Triangulator" )
|
character_set_always_combat_ready |
true |
|
7dlc2_m01.lua, line 4406: character_set_always_combat_ready(npc, true)
m21.lua, line 769: character_set_always_combat_ready(LOCAL_PLAYER, false)
m21.lua, line 789: character_set_always_combat_ready(REMOTE_PLAYER, false)
m21.lua, line 952: character_set_always_combat_ready(LOCAL_PLAYER, true)
m21.lua, line 954: character_set_always_combat_ready(REMOTE_PLAYER, true)
m21.lua, line 3054: character_set_always_combat_ready(player, false)
m21.lua, line 3105: character_set_always_combat_ready(player, true)
|
character_set_attack_multiplier |
true |
|
11dlc2_m01.lua, line 1196: character_set_attack_multiplier(player, 1.0)
dlc2_m01.lua, line 1684: character_set_attack_multiplier(player, Dlc2_m01_tweak_values.armory_player_atk_mult_take1)
dlc2_m01.lua, line 2192: character_set_attack_multiplier(player, Dlc2_m01_tweak_values.armory_player_atk_mult_take2)
dlc2_m01.lua, line 2586: character_set_attack_multiplier(player, Dlc2_m01_tweak_values.rail_player_atk_mult_start_hc)
dlc2_m01.lua, line 2588: character_set_attack_multiplier(player, Dlc2_m01_tweak_values.rail_player_atk_mult_start)
dlc2_m01.lua, line 2983: character_set_attack_multiplier(player, Dlc2_m01_tweak_values.rail_player_atk_mult_dt2_hc)
dlc2_m01.lua, line 2985: character_set_attack_multiplier(player, Dlc2_m01_tweak_values.rail_player_atk_mult_dt2)
dlc2_m01.lua, line 3463: character_set_attack_multiplier(player, Dlc2_m01_tweak_values.rail_player_atk_mult_nw_hc)
dlc2_m01.lua, line 3465: character_set_attack_multiplier(player, Dlc2_m01_tweak_values.rail_player_atk_mult_nw)
dlc2_m01.lua, line 3698: character_set_attack_multiplier(player, Dlc2_m01_tweak_values.rail_player_atk_mult_end_hc)
dlc2_m01.lua, line 3700: character_set_attack_multiplier(player, Dlc2_m01_tweak_values.rail_player_atk_mult_end)
|
character_set_cannot_exit_rc_vehicle |
true |
|
2m20.lua, line 849: character_set_cannot_exit_rc_vehicle( M20_char.rc_car[ 1 ], true )
m20.lua, line 850: character_set_cannot_exit_rc_vehicle( M20_char.rc_car[ 2 ], true )
|
character_set_can_take_human_shield |
true |
|
4 |
character_set_combat_ready |
true |
|
4 |
character_set_counter_on_grabbed |
true |
|
4sh04.lua, line 1146: character_set_counter_on_grabbed( SH04_group.casino_manager.members, true )
sh04.lua, line 1241: --character_set_counter_on_grabbed( SH04_group.casino_manager.members, true )
sh04.lua, line 1281: character_set_counter_on_grabbed( SH04_group.casino_manager.members , false )
sh04.lua, line 1291: character_set_counter_on_grabbed( SH04_group.casino_manager.members , true )
|
character_set_counter_on_grabbed_by_player |
true |
|
4 |
character_set_damage_multiplier |
true |
|
10m01.lua, line 1150: character_set_damage_multiplier(LOCAL_PLAYER, 1.0)
m01.lua, line 1151: character_set_damage_multiplier(REMOTE_PLAYER, 1.0)
m01.lua, line 2436: character_set_damage_multiplier(LOCAL_PLAYER, 0.44)
m01.lua, line 2437: character_set_damage_multiplier(REMOTE_PLAYER, 0.44)
m02.lua, line 779: character_set_damage_multiplier(LOCAL_PLAYER, 1.0)
m02.lua, line 788: character_set_damage_multiplier(REMOTE_PLAYER, 1.0)
m02.lua, line 956: character_set_damage_multiplier(LOCAL_PLAYER, 0.72)
m02.lua, line 958: character_set_damage_multiplier(REMOTE_PLAYER, 0.72)
m22.lua, line 4848: character_set_damage_multiplier(M22_characters.Kia, KIA_DAMAGE_MULTIPLIER_VOMITING)
m22.lua, line 4860: character_set_damage_multiplier(M22_characters.Kia, KIA_DAMAGE_MULTIPLIER_HUMAN_SHIELD)
|
character_set_immune_to_explosion_vomit |
true |
|
5m07.lua, line 1201: character_set_immune_to_explosion_vomit(M07_char.kinzie, true)
m10.lua, line 1654: character_set_immune_to_explosion_vomit(M10_characters.viola, true)
m10.lua, line 2210: character_set_immune_to_explosion_vomit(M10_characters.viola, false)
m22.lua, line 2799: character_set_immune_to_explosion_vomit(M22_characters.Kia, true)
m22.lua, line 2807: character_set_immune_to_explosion_vomit(M22_characters.Shaundi, true)
|
character_set_never_catch_fire |
true |
|
26dlc2_m01.lua, line 2746: character_set_never_catch_fire(Dlc2_m01_characters.kwilanna, true)
dlc2_m01.lua, line 2754: character_set_never_catch_fire(Dlc2_m01_characters.kwilanna, false)
m02.lua, line 780: character_set_never_catch_fire(LOCAL_PLAYER, false)
m02.lua, line 789: character_set_never_catch_fire(REMOTE_PLAYER, false)
m02.lua, line 2776: character_set_never_catch_fire(LOCAL_PLAYER, true)
m02.lua, line 2778: character_set_never_catch_fire(REMOTE_PLAYER, true)
m02.lua, line 2792: character_set_never_catch_fire(M02_groups.homies_skydive_01.shaundi, true)
m07.lua, line 923: character_set_never_catch_fire(LOCAL_PLAYER, false)
m07.lua, line 925: character_set_never_catch_fire(REMOTE_PLAYER, false)
m07.lua, line 1468: character_set_never_catch_fire(player, true)
m07.lua, line 1478: character_set_never_catch_fire(victim, true)
m07.lua, line 1490: character_set_never_catch_fire(player, false)
m07.lua, line 1500: character_set_never_catch_fire(victim, false)
m07.lua, line 2819: character_set_never_catch_fire(npc, false)
m12.lua, line 854: character_set_never_catch_fire(LOCAL_PLAYER, true)
m12.lua, line 860: character_set_never_catch_fire(NPC_JOSH, true)
m12.lua, line 898: character_set_never_catch_fire(NPC_JOSH, false)
m12.lua, line 907: character_set_never_catch_fire(LOCAL_PLAYER, false)
m22.lua, line 2468: character_set_never_catch_fire(M22_characters.Killbane_QTE, true)
m22.lua, line 2801: character_set_never_catch_fire(M22_characters.Kia, true)
m22.lua, line 2809: character_set_never_catch_fire(M22_characters.Shaundi, true)
m24.lua, line 739: character_set_never_catch_fire( LOCAL_PLAYER, false )
m24.lua, line 742: character_set_never_catch_fire( REMOTE_PLAYER, false )
m24.lua, line 1144: character_set_never_catch_fire( LOCAL_PLAYER, true )
m24.lua, line 1147: character_set_never_catch_fire( REMOTE_PLAYER, true )
m24.lua, line 1500: character_set_never_catch_fire( char, false )
|
character_set_never_fall |
true |
|
13m02.lua, line 777: character_set_never_fall(LOCAL_PLAYER, false)
m02.lua, line 786: character_set_never_fall(REMOTE_PLAYER, false)
m02.lua, line 1820: character_set_never_fall(LOCAL_PLAYER, true)
m02.lua, line 1822: character_set_never_fall(REMOTE_PLAYER, true)
m02.lua, line 2530: character_set_never_fall(char, true)
m02.lua, line 2538: character_set_never_fall(char, true)
m16.lua, line 2859: character_set_never_fall(M16_characters.matt, false)
m18.lua, line 1226: character_set_never_fall(LOCAL_PLAYER, false)
m18.lua, line 1231: character_set_never_fall(REMOTE_PLAYER, false)
m21.lua, line 2925: character_set_never_fall(player_in_ring, true)
m21.lua, line 2927: character_set_never_fall(M21_characters.killbane, true)
m21.lua, line 3261: character_set_never_fall(player_in_ring, false)
m21.lua, line 3263: character_set_never_fall(M21_characters.killbane, false)
|
character_set_no_explosive_panic |
true |
|
10m12.lua, line 853: character_set_no_explosive_panic(LOCAL_PLAYER, true)
m12.lua, line 859: character_set_no_explosive_panic(NPC_JOSH, true)
m12.lua, line 897: character_set_no_explosive_panic(NPC_JOSH, false)
m12.lua, line 906: character_set_no_explosive_panic(LOCAL_PLAYER, false)
m22.lua, line 2800: character_set_no_explosive_panic(M22_characters.Kia, true)
m22.lua, line 2808: character_set_no_explosive_panic(M22_characters.Shaundi, true)
sh04.lua, line 1319: character_set_no_explosive_panic( SH04_group.casino_manager.members, true )
sh04.lua, line 1320: character_set_no_explosive_panic( SH04_INTERROGATE_PLAYER, true )
sh04.lua, line 1380: character_set_no_explosive_panic( SH04_group.casino_manager.members, false )
sh04.lua, line 1381: character_set_no_explosive_panic( SH04_INTERROGATE_PLAYER, false )
|
character_set_only_player_grabs |
true |
|
6m05.lua, line 916: character_set_only_player_grabs(target.npcs[1], true) -- Only the player should grab
m05.lua, line 1474: character_set_only_player_grabs(M05_groups.chase_host.target, true) -- Only the player should grab
m07.lua, line 1542: character_set_only_player_grabs(M07_char.club_owner, true)
m07.lua, line 1557: character_set_only_player_grabs(npc, true)
m07.lua, line 2815: character_set_only_player_grabs(npc, false)
m12.lua, line 1861: character_set_only_player_grabs(NPC_JOSH, true)
|
character_set_only_scripted_grabs |
true |
|
6m01.lua, line 4090: character_set_only_scripted_grabs(M01_group.start_homies.captive) -- make sure Shaundi doesn't grab him
m07.lua, line 1543: character_set_only_scripted_grabs(M07_char.club_owner, true)
m07.lua, line 1558: --character_set_only_scripted_grabs(npc, true)
m07.lua, line 1572: character_set_only_scripted_grabs(npc, true)
m07.lua, line 2768: character_set_only_scripted_grabs(npc, true)
m16.lua, line 2848: character_set_only_scripted_grabs(M16_characters.matt, true)
|
character_set_over_the_shoulder |
true |
|
1 |
character_set_persona |
true |
|
6m04.lua, line 831: character_set_persona(guard, "gang normal")
m04.lua, line 837: character_set_persona(guard, "gang normal")
m07.lua, line 1526: character_set_persona(dom, "TOUGH_WF")
m07.lua, line 1530: character_set_persona(sub, "ELDERLY_WM")
m07.lua, line 1534: character_set_persona(sub, "ELDERLY_WF")
m12.lua, line 1844: character_set_persona(NPC_JOSH, "Josh")
|
character_set_skydiving |
true |
|
26m02.lua, line 774: character_set_skydiving(LOCAL_PLAYER, false)
m02.lua, line 783: character_set_skydiving(REMOTE_PLAYER, false)
m02.lua, line 1031: character_set_skydiving(LOCAL_PLAYER, true)
m02.lua, line 1034: character_set_skydiving(REMOTE_PLAYER, true)
m02.lua, line 1833: character_set_skydiving(LOCAL_PLAYER, true)
m02.lua, line 1836: character_set_skydiving(REMOTE_PLAYER, true)
m02.lua, line 1909: character_set_skydiving(M02_groups.sky_goons_01.grapple_enemy, true)
m02.lua, line 1918: character_set_skydiving(M02_groups.sky_goons_01_a.grapple_enemy, true)
m02.lua, line 2105: character_set_skydiving(enemy, true)
m02.lua, line 2434: character_set_skydiving(LOCAL_PLAYER, true)
m02.lua, line 2438: character_set_skydiving(REMOTE_PLAYER, true)
m02.lua, line 2531: character_set_skydiving(char, true)
m02.lua, line 2539: character_set_skydiving(char, true)
m02.lua, line 2790: character_set_skydiving(M02_groups.homies_skydive_01.shaundi, true)
m02.lua, line 3015: character_set_skydiving(char.name, true)
m02.lua, line 3435: character_set_skydiving(M02_groups.sky_goons_01.grapple_enemy, true)
m02.lua, line 3456: character_set_skydiving(M02_groups.sky_goons_01_a.grapple_enemy, true)
m18.lua, line 1223: character_set_skydiving(LOCAL_PLAYER, false)
m18.lua, line 1228: character_set_skydiving(REMOTE_PLAYER, false)
m18.lua, line 2538: character_set_skydiving(char, true)
m18.lua, line 2677: character_set_skydiving(char, true)
m18.lua, line 2871: character_set_skydiving(LOCAL_PLAYER, true)
m18.lua, line 2897: character_set_skydiving(REMOTE_PLAYER, true)
m18.lua, line 3186: character_set_skydiving(diver_table.name, true)
m18.lua, line 3351: character_set_skydiving(char, true)
m18.lua, line 3852: --character_set_skydiving(char, true)
|
character_set_skydiving_state |
true |
|
27m02.lua, line 1867: character_set_skydiving_state(LOCAL_PLAYER, 6, true) -- lock him in the "non combat dive" state
m02.lua, line 1869: character_set_skydiving_state(REMOTE_PLAYER, 6, true) -- lock him in the "non combat dive" state
m02.lua, line 1910: character_set_skydiving_state(M02_groups.sky_goons_01.grapple_enemy, 1, true)
m02.lua, line 1919: character_set_skydiving_state(M02_groups.sky_goons_01_a.grapple_enemy, 1, true)
m02.lua, line 2108: character_set_skydiving_state(player, 2, false)
m02.lua, line 2133: character_set_skydiving_state(LOCAL_PLAYER, 1, true)
m02.lua, line 2136: character_set_skydiving_state(REMOTE_PLAYER, 1, true)
m02.lua, line 2304: character_set_skydiving_state(LOCAL_PLAYER, 0, false)
m02.lua, line 2306: character_set_skydiving_state(REMOTE_PLAYER, 0, false)
m02.lua, line 2435: character_set_skydiving_state(LOCAL_PLAYER, 0, false)
m02.lua, line 2439: character_set_skydiving_state(REMOTE_PLAYER, 0, false)
m02.lua, line 2550: character_set_skydiving_state(LOCAL_PLAYER, 6, true) -- lock him in the "non combat dive" state
m02.lua, line 2552: character_set_skydiving_state(REMOTE_PLAYER, 6, true) -- lock him in the "non combat dive" state
m02.lua, line 2578: character_set_skydiving_state(REMOTE_PLAYER, 1, true, nil, true)
m02.lua, line 2588: character_set_skydiving_state(LOCAL_PLAYER, 1, true, nil, true)
m02.lua, line 2631: character_set_skydiving_state(LOCAL_PLAYER, 1, true)
m02.lua, line 2634: character_set_skydiving_state(REMOTE_PLAYER, 1, true)
m02.lua, line 2685: character_set_skydiving_state(M02_runtime.shaundi_caught_by, 0, true)
m02.lua, line 2791: character_set_skydiving_state(M02_groups.homies_skydive_01.shaundi, 7, true)
m02.lua, line 3433: character_set_skydiving_state(LOCAL_PLAYER, 3, true, M02_groups.sky_goons_01.grapple_enemy, true)
m02.lua, line 3454: character_set_skydiving_state(REMOTE_PLAYER, 3, true, M02_groups.sky_goons_01_a.grapple_enemy, true)
m02.lua, line 3533: character_set_skydiving_state(LOCAL_PLAYER, 1, true, nil, true)
m02.lua, line 3542: character_set_skydiving_state(REMOTE_PLAYER, 1, true, nil, true)
m18.lua, line 2880: character_set_skydiving_state(LOCAL_PLAYER, 8, true)
m18.lua, line 2906: character_set_skydiving_state(REMOTE_PLAYER, 8, true)
m18.lua, line 2932: character_set_skydiving_state(LOCAL_PLAYER, 1, true)
m18.lua, line 2934: character_set_skydiving_state(REMOTE_PLAYER, 1, true)
|
character_show |
true |
|
35dlc2_m01.lua, line 3189: character_show(npc)
dlc2_m01.lua, line 4758: character_show(npc_table.npc)
dlc2_m01.lua, line 4831: character_show(npc)
dlc2_m03.lua, line 2293: character_show(DLC2_M03_character.actress)
dlc2_m03.lua, line 2522: character_show(pilot)
dlc2_m03.lua, line 2586: character_show(member)
dlc2_m03.lua, line 2651: character_show(member)
m01.lua, line 4826: character_show(char)
m01.lua, line 4829: character_show(pilots)
m02.lua, line 1911: character_show(M02_groups.sky_goons_01.grapple_enemy)
m02.lua, line 1920: character_show(M02_groups.sky_goons_01_a.grapple_enemy)
m02.lua, line 3017: character_show(char.name)
m06.lua, line 2338: character_show(npc_name)
m07.lua, line 1388: character_show( M07_char.pierce )
m10.lua, line 1870: character_show(char)
m10.lua, line 1891: character_show(char)
m16.lua, line 1398: character_show(LOCAL_PLAYER)
m16.lua, line 1403: character_show(REMOTE_PLAYER)
m16.lua, line 1899: character_show(LOCAL_PLAYER)
m16.lua, line 1904: character_show(REMOTE_PLAYER)
m16.lua, line 2394: character_show(M16_characters.matt)
m16.lua, line 2430: character_show(M16_characters.matt)
m16.lua, line 2470: character_show(M16_characters.matt)
m16.lua, line 2605: character_show(M16_characters.matt)
m16.lua, line 2620: character_show(member)
m16.lua, line 3343: character_show(M16_characters.matt)
m16.lua, line 3696: character_show(player)
m18.lua, line 2537: character_show(char)
m18.lua, line 3185: character_show(diver_table.name)
m18.lua, line 3849: character_show(char)
m18.lua, line 3880: character_show(char)
m22.lua, line 1809: character_show(member)
m22.lua, line 2549: character_show(M22_characters.Killbane_QTE)
m23.lua, line 3296: character_show(char)
sh04.lua, line 799: character_show( ANGEL_WITH_MASK )
|
character_take_human_shield |
true |
1 |
5m01.lua, line 2517: --character_take_human_shield(M01_group.start_homies.gat, M01_group.start_homies.captive)
m01.lua, line 4042: character_take_human_shield(attacker, hostage, true)
m15.lua, line 2458: character_take_human_shield(group.members[1], group.human_shield, true)
m22.lua, line 4693: character_take_human_shield(M22_characters.Kia, M22_characters.Shaundi, true) -- bypass AI to take the human shield immediately
m22.lua, line 4869: character_take_human_shield(M22_characters.Kia, M22_characters.Shaundi, true)
|
character_take_human_shield_check_done |
true |
|
2 |
character_take_human_shield_do |
true |
|
1 |
character_use_synced_finishers |
true |
|
1 |
character_wait_for_loaded_resource |
true |
1 |
4 |
check_animation_state |
true |
|
6m01.lua, line 4375: if not check_animation_state(M01_group.autograph.guy, "AutoGraph Stand") then
m01.lua, line 5388: if not check_animation_state(M01_josh, "talk stand") then
m01.lua, line 5418: if not check_animation_state(M01_josh, "Cower Stand") then
m01.lua, line 5456: if not check_animation_state(M01_josh, "Cower Stand") then
m01.lua, line 5464: if not check_animation_state(M01_josh, "Cower Stand") then
m07.lua, line 1605: if not check_animation_state(M07_char.club_owner, "cower stand") then
|
check_script_animation_state |
true |
|
4m21.lua, line 1738: if (check_script_animation_state(stomp_location.occupant, stomp_location.anim) == true) then
m21.lua, line 1769: if (check_script_animation_state(M21_characters.angel, "M21 angel beat down a") == false) then
m21.lua, line 1773: if (check_script_animation_state(M21_characters.angel, "M24 Suffering") == false) then
m21.lua, line 3637: if (distractor ~= "" and character_is_dead(distractor) == false and check_script_animation_state(distractor, M21_animation_state.luchadore_ring_stand)) then
|
cinema_editor_create_camera_zone |
true |
|
2 |
cinema_editor_save_clip |
true |
|
1 |
city_load_img_load_complete |
true |
|
1 |
city_zone_swap |
true |
|
92dlc2_m01.lua, line 1162: city_zone_swap("lockdown", true)
dlc2_m01.lua, line 1340: city_zone_swap("lockdown", false)
m01.lua, line 1128: city_zone_swap(M01_zone_damaged_name, true)
m01.lua, line 1130: city_zone_swap(M01_zone_name, false)
m01.lua, line 1132: city_zone_swap(M01_zone_damaged_name, false)
m01.lua, line 1134: city_zone_swap(M01_zone_name, true)
m01.lua, line 1252: city_zone_swap(M01_zone_name, false)
m01.lua, line 1253: city_zone_swap(M01_zone_damaged_name, false)
m01.lua, line 1254: city_zone_swap(M01_zone_stilwater, false)
m01.lua, line 1697: city_zone_swap(M01_zone_name, false)
m01.lua, line 1698: city_zone_swap(M01_zone_damaged_name, true)
m01.lua, line 2445: city_zone_swap(M01_zone_stilwater, true)
m01.lua, line 2447: city_zone_swap(M01_zone_damaged_name, false)
m01.lua, line 2448: city_zone_swap(M01_zone_name, true)
m01.lua, line 2453: city_zone_swap(M01_zone_name, true)
m01.lua, line 2458: city_zone_swap(M01_zone_damaged_name, true)
m01.lua, line 2463: city_zone_swap(M01_zone_damaged_name, true)
m01.lua, line 2468: city_zone_swap(M01_zone_name, true)
m02.lua, line 706: city_zone_swap("m2", true)
m02.lua, line 707: city_zone_swap("int_m2", true)
m02.lua, line 876: city_zone_swap("m2", false)
m02.lua, line 877: city_zone_swap("int_m2", false)
m02.lua, line 878: city_zone_swap("m2fx", false)
m05.lua, line 411: city_zone_swap( "m05", true )
m05.lua, line 589: city_zone_swap( "m05", false )
m05.lua, line 592: city_zone_swap( "hq", true )
m06.lua, line 1038: -- city_zone_swap("SG", true)
m06.lua, line 1425: -- city_zone_swap("SGDest", true)
m07.lua, line 929: city_zone_swap("barge", DISABLE)
m07.lua, line 930: -- city_zone_swap("is2", DISABLE)
m07.lua, line 964: city_zone_swap("barge", true)
m07.lua, line 965: -- city_zone_swap("is2", true) -- this is the mega brothel zone swap
m08.lua, line 555: city_zone_swap( "m08", false )
m08.lua, line 556: city_zone_swap( "hq", true )
m08.lua, line 623: city_zone_swap( "hq", false )
m08.lua, line 624: city_zone_swap( "m08", true )
m09.lua, line 2012: city_zone_swap("cargo", DISABLE) -- Remove Cargo ship zone swap
m09.lua, line 3268: city_zone_swap("cargo")
m10.lua, line 1269: city_zone_swap("thermint1", DISABLE) -- Disable the NW Thermopolye
m10.lua, line 1329: city_zone_swap("thermint1")
m13.lua, line 1511: city_zone_swap( "hq", false )
m13.lua, line 1512: city_zone_swap( "hq_dmg", true )
m16.lua, line 1175: city_zone_swap(M16_ZONE_NAME, true)
m16.lua, line 1339: city_zone_swap(M16_ZONE_NAME, false)
m17.lua, line 751: city_zone_swap("ThermInt1", false)
m17.lua, line 756: city_zone_swap("therm2", true)
m17.lua, line 757: city_zone_swap("thermext1", true)
m17.lua, line 945: city_zone_swap("ThermInt1", true)
m17.lua, line 946: city_zone_swap("thermext1", false)
m17.lua, line 947: city_zone_swap("therm2", false)
m17.lua, line 953: city_zone_swap("ThermInt1", false)
m17.lua, line 954: city_zone_swap("thermext1", true)
m17.lua, line 955: city_zone_swap("Therm2", true)
m17.lua, line 1331: city_zone_swap("ThermInt1", true)
m17.lua, line 1332: city_zone_swap("thermext1", false)
m17.lua, line 1333: city_zone_swap("therm2", false)
m18.lua, line 1095: city_zone_swap("m18", true)
m18.lua, line 1096: city_zone_swap("m18fx", true)
m18.lua, line 1241: city_zone_swap("m18", false)
m18.lua, line 1242: city_zone_swap("m18fx", false)
m19.lua, line 843: -- city_zone_swap("chemcrash")
m19.lua, line 844: city_zone_swap("zombies")
m19.lua, line 845: city_zone_swap("mayoroff")
m19.lua, line 848: -- city_zone_swap("burn")
m21.lua, line 667: city_zone_swap("m21", true)
m21.lua, line 695: city_zone_swap("m21", false)
m22.lua, line 1217: city_zone_swap("planecrash", DISABLE) -- Cleanup Killbane plane crash
m22.lua, line 1218: city_zone_swap("burn", DISABLE) -- Turn off the city burning
m22.lua, line 1223: city_zone_swap("rubble", true)
m22.lua, line 2472: city_zone_swap("planecrash")
m22.lua, line 3353: city_zone_swap("burn", ENABLE)
m22.lua, line 3357: city_zone_swap("rubble", false)
m23.lua, line 934: city_zone_swap("daedext1", DISABLE) -- remove daedalus exterior
m23.lua, line 1061: city_zone_swap("daedext1", DISABLE) -- remove daedalus exterior
m23.lua, line 1128: city_zone_swap("daedext1", true) -- swap in the daedalus exterior
m24.lua, line 501: city_zone_swap( "Mars", true )
m24.lua, line 731: city_zone_swap( "Mars", false )
sr3_city.lua, line 53: city_zone_swap("tower_saints")
sr3_city.lua, line 55: city_zone_swap("tower_dmg")
sr3_city.lua, line 58: city_zone_swap("m6")
sr3_city.lua, line 75: city_zone_swap("thermext1") -- Thermopolye moves to south of DT
sr3_city.lua, line 76: city_zone_swap("therm2") -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated.
sr3_city.lua, line 77: city_zone_swap("stag") -- STAG shows up in DT
sr3_city.lua, line 83: city_zone_swap("hq_dmg") -- HQ is damaged during this mission, swap it in
sr3_city.lua, line 101: city_zone_swap("thermext1", false)
sr3_city.lua, line 102: city_zone_swap("therm2", false) -- This swap just the interior trigger and volume for thermext1. Those two should be consolidated.
sr3_city.lua, line 103: city_zone_swap("therm3_dst")
sr3_city.lua, line 104: city_zone_swap("lockdown")
sr3_city.lua, line 150: city_zone_swap("chemcrash")
sr3_city.lua, line 151: city_zone_swap("zombies")
sr3_city.lua, line 158: city_zone_swap("rubble") -- Player went for Killbane, statue got blowed up
sr3_city.lua, line 210: city_zone_swap("hq_dmg", DISABLE) -- restore saints HQ
|
city_zone_swap_is_active |
true |
|
1 |
cleanup_callbacks |
true |
1 |
9dlc2_m02.lua, line 1133: cleanup_callbacks( Dlc2_m02_characters )
game_lib.lua, line 1164: cleanup_callbacks(obj)
m03.lua, line 1110: cleanup_callbacks( { M03_char, M03_vehicle, M03_item } )
m03.lua, line 1111: cleanup_callbacks( { M03_group.choppers.pierce.vehicle, M03_group.choppers.bomb.vehicle, M03_group.choppers.backup.vehicle } )
m03.lua, line 1877: cleanup_callbacks({ M03_group.choppers.pierce.vehicle })
m05.lua, line 517: cleanup_callbacks( { M05_groups, M05_triggers, M05_movers } )
m07.lua, line 1622: cleanup_callbacks(M07_group.bdsm_patrons.chars)
m14.lua, line 498: cleanup_callbacks( { M14_char, M14_vehicle } )
m20.lua, line 517: cleanup_callbacks( { M20_char, M20_vehicle } )
|
cleanup_conversations |
true |
1 |
12game_lib.lua, line 1190: ret_val[i] = cleanup_conversations(convo)
m03.lua, line 1115: cleanup_conversations(M03_convo)
m03.lua, line 1399: cleanup_conversations(M03_convo)
m03.lua, line 1734: cleanup_conversations(M03_convo)
m04.lua, line 429: cleanup_conversations(M04_convo)
m04.lua, line 1316: cleanup_conversations(M04_convo)
m05.lua, line 491: cleanup_conversations(M05_conv)
m06.lua, line 907: cleanup_conversations(M06_convo)
m07.lua, line 873: cleanup_conversations(M07_convo)
m08.lua, line 471: cleanup_conversations(M08_conv)
sh01.lua, line 638: cleanup_conversations(SH01_convo)
sh02.lua, line 1273: cleanup_conversations(sh02_convo)
|
cleanup_groups |
true |
1 |
29dlc2_m02.lua, line 1135: cleanup_groups( Dlc2_m02_groups )
dlc2_m03.lua, line 1335: cleanup_groups(DLC2_M03_group)
game_lib.lua, line 1214: cleanup_groups(group_member)
m03.lua, line 1112: cleanup_groups(M03_group)
m07.lua, line 872: cleanup_groups(M07_group)
m07.lua, line 1720: cleanup_groups({ M07_group.bdsm_prostitutes, M07_group.bdsm_cage_dancers, M07_group.bdsm_gimps, M07_group.bdsm_goons, M07_group.bdsm_patrons, M07_group.club_owner, M07_group.barge_cp_player_veh })
m07.lua, line 1730: cleanup_groups({ M07_group.bdsm_prostitutes, M07_group.bdsm_cage_dancers, M07_group.bdsm_gimps, M07_group.bdsm_goons, M07_group.bdsm_patrons, M07_group.club_owner, M07_group.barge_cp_player_veh })
m07.lua, line 1928: cleanup_groups({ M07_group.pony_cart, M07_group.pony_cart_enemies, M07_group.pony_cart_drivers })
m07.lua, line 2240: cleanup_groups({ M07_group.luchadores_outside, M07_group.outside_cover_vehicles })
m08.lua, line 529: cleanup_groups(M08_group)
m09.lua, line 3986: cleanup_groups(M09_group)
m10.lua, line 1190: cleanup_groups(M10_groups)
m10.lua, line 3391: cleanup_groups(M10_groups.stag_transport_01a_vtol.name)
m10.lua, line 3393: cleanup_groups(M10_groups.stag_transport_01_vtol.name)
m10.lua, line 3395: cleanup_groups(M10_groups.stag_transport_02_vtol.name)
m10.lua, line 3397: cleanup_groups(M10_groups.stag_transport_02b_vtol.name)
m10.lua, line 3399: cleanup_groups(M10_groups.stag_transport_03_vtol.name)
m10.lua, line 3401: cleanup_groups(M10_groups.stag_transport_04_vtol.name)
m10.lua, line 3403: cleanup_groups(M10_groups.stag_transport_05_vtol.name)
m14.lua, line 499: cleanup_groups(M14_group)
m16.lua, line 2892: cleanup_groups(M16_groups)
m17.lua, line 859: cleanup_groups(M17_group)
m20.lua, line 518: cleanup_groups(M20_group)
m20.lua, line 929: cleanup_groups(M20_group.rc_car)
m20.lua, line 1219: cleanup_groups(M20_group.rc_boat)
m20.lua, line 1404: cleanup_groups( { M20_group.wrestler, M20_group.rc_heli } )
m21.lua, line 2424: cleanup_groups(M21_groups)
m22.lua, line 1235: cleanup_groups(M22_groups)
m24.lua, line 716: cleanup_groups(M24_groups)
|
cleanup_spawn_groups |
true |
1 |
15game_lib.lua, line 1233: cleanup_spawn_groups(member)
m07.lua, line 871: cleanup_spawn_groups(M07_spawn_group)
m08.lua, line 528: cleanup_spawn_groups(M08_spawn_group)
m09.lua, line 3067: cleanup_spawn_groups(M09_spawn_groups)
m14.lua, line 502: cleanup_spawn_groups(M14_spawn_group)
m22.lua, line 1272: cleanup_spawn_groups(M22_groups.Statue_Spawn1.name)
m22.lua, line 1273: cleanup_spawn_groups(M22_groups.Statue_Spawn2.name)
m22.lua, line 1274: cleanup_spawn_groups(M22_groups.Statue_Spawn3.name)
m22.lua, line 1275: cleanup_spawn_groups(M22_groups.Statue_Spawn4.name)
m22.lua, line 1276: cleanup_spawn_groups(M22_groups.Statue_Spawn5.name)
m22.lua, line 1764: cleanup_spawn_groups(finale_group.name)
sh01.lua, line 632: cleanup_spawn_groups(SH01_group.spawn_wave1)
sh01.lua, line 633: cleanup_spawn_groups(SH01_group.spawn_wave2)
sh01.lua, line 634: cleanup_spawn_groups(SH01_group.spawn_wave3)
sh01.lua, line 635: cleanup_spawn_groups(SH01_group.spawn_wave4)
|
cleanup_spawn_regions |
true |
1 |
6 |
cleanup_temporary_weapons |
true |
1 |
7 |
cleanup_threads |
true |
1 |
28dlc2_m03.lua, line 1268: cleanup_threads(DLC2_M03_thread)
game_lib.lua, line 1287: ret_val[i] = cleanup_threads(thread)
m01.lua, line 1197: cleanup_threads(M01_thread)
m03.lua, line 1041: cleanup_threads(M03_thread)
m05.lua, line 509: cleanup_threads(M05_threads)
m06.lua, line 992: cleanup_threads(M06_thread)
m07.lua, line 866: cleanup_threads(M07_thread)
m08.lua, line 487: cleanup_threads(M08_thread)
m11.lua, line 873: cleanup_threads(M11_threads)
m13.lua, line 1491: cleanup_threads( M13_threads )
m14.lua, line 487: cleanup_threads(M14_thread)
m16.lua, line 2886: cleanup_threads(M16_threads)
m20.lua, line 516: cleanup_threads(M20_thread)
m21.lua, line 2417: cleanup_threads(M21_threads)
m23.lua, line 1317: M23_daedalus_guns.threads = cleanup_threads(M23_daedalus_guns.threads)
m23.lua, line 1318: M23_threads.daedalus_guns_thread = cleanup_threads(M23_threads.daedalus_guns_thread)
m23.lua, line 2664: M23_daedalus_guns.threads = cleanup_threads(M23_daedalus_guns.threads)
m23.lua, line 2665: M23_threads.daedalus_guns_thread = cleanup_threads(M23_threads.daedalus_guns_thread)
sh02.lua, line 1276: cleanup_threads(sh02_thread)
sh03.lua, line 620: cleanup_threads( sh03_threads )
sh03.lua, line 621: cleanup_threads( sh03_group.WAVE_ONE.thread )
sh03.lua, line 622: cleanup_threads( sh03_group.WAVE_TWO.thread )
sh03.lua, line 623: cleanup_threads( sh03_group.WAVE_THREE.thread )
sh03.lua, line 624: cleanup_threads( sh03_group.COOP_WAVE_ONE.thread )
sh03.lua, line 625: cleanup_threads( sh03_group.COOP_WAVE_TWO.thread )
sh03.lua, line 626: cleanup_threads( sh03_group.COOP_WAVE_THREE.thread )
sh04.lua, line 1740: cleanup_threads( SH04_group.right_door.thread )
sh04.lua, line 1741: cleanup_threads( SH04_group.left_door.thread )
|
clear_animation_state |
true |
|
57dlc2_m02.lua, line 1979: clear_animation_state( homie )
dlc2_m02.lua, line 2008: clear_animation_state( homie )
dlc2_m02.lua, line 2023: clear_animation_state( homie )
dlc2_m02.lua, line 2509: clear_animation_state( activator )
dlc2_m02.lua, line 2539: clear_animation_state( Dlc2_m02_status.trigger_activator )
dlc2_m02.lua, line 2727: clear_animation_state( homie )
dlc2_m02.lua, line 2778: clear_animation_state( homie )
dlc2_m02.lua, line 2787: clear_animation_state( homie )
dlc2_m02.lua, line 3049: clear_animation_state( homie )
m01.lua, line 1232: clear_animation_state(LOCAL_PLAYER)
m01.lua, line 1237: clear_animation_state(REMOTE_PLAYER)
m01.lua, line 1338: clear_animation_state(LOCAL_PLAYER)
m01.lua, line 1470: clear_animation_state(M01_josh)
m01.lua, line 1583: clear_animation_state(LOCAL_PLAYER)
m01.lua, line 1837: clear_animation_state(M01_shaundi)
m01.lua, line 1838: clear_animation_state(M01_gat)
m01.lua, line 3665: clear_animation_state(M01_group.autograph.guy)
m01.lua, line 5344: clear_animation_state(M01_josh)
m01.lua, line 5359: clear_animation_state(M01_josh)
m01.lua, line 5408: clear_animation_state(M01_josh)
m01.lua, line 5469: clear_animation_state(M01_josh)
m02.lua, line 1306: clear_animation_state(LOCAL_PLAYER)
m06.lua, line 972: clear_animation_state(LOCAL_PLAYER)
m06.lua, line 976: clear_animation_state(REMOTE_PLAYER)
m06.lua, line 1727: clear_animation_state(LOCAL_PLAYER)
m06.lua, line 1729: clear_animation_state(REMOTE_PLAYER)
m07.lua, line 1344: clear_animation_state(M07_char.kinzie)
m07.lua, line 2619: clear_animation_state(M07_char.kinzie)
m07.lua, line 2621: --clear_animation_state(M07_char.kinzie)
m12.lua, line 1149: clear_animation_state(M12_groups.josh.char)
m12.lua, line 1703: clear_animation_state(LOCAL_PLAYER)
m12.lua, line 1704: clear_animation_state(NPC_JOSH)
m12.lua, line 1744: clear_animation_state(LOCAL_PLAYER)
m12.lua, line 1747: clear_animation_state(NPC_JOSH)
m14.lua, line 510: clear_animation_state( LOCAL_PLAYER )
m14.lua, line 513: clear_animation_state( REMOTE_PLAYER )
m14.lua, line 1534: clear_animation_state( M14_char.jane )
m14.lua, line 2016: clear_animation_state( activator )
m14.lua, line 2049: clear_animation_state( M14_status.transmitter_activator )
m16.lua, line 1401: clear_animation_state(LOCAL_PLAYER)
m16.lua, line 1408: clear_animation_state(REMOTE_PLAYER)
m18.lua, line 1225: clear_animation_state(LOCAL_PLAYER)
m18.lua, line 1230: clear_animation_state(REMOTE_PLAYER)
m18.lua, line 2874: clear_animation_state(LOCAL_PLAYER)
m18.lua, line 2900: clear_animation_state(REMOTE_PLAYER)
m18.lua, line 3682: clear_animation_state(grunt)
m19.lua, line 1356: clear_animation_state(Current_Suko)
m21.lua, line 785: clear_animation_state(LOCAL_PLAYER)
m21.lua, line 805: clear_animation_state(REMOTE_PLAYER)
m21.lua, line 3448: clear_animation_state(player_outside_ring)
m21.lua, line 3511: clear_animation_state(player_outside_ring)
m23.lua, line 2259: clear_animation_state(character)
m24.lua, line 1716: clear_animation_state(triggerer_name)
sh01.lua, line 1576: clear_animation_state(SH01_group.homies.members[2])
sh03.lua, line 1735: clear_animation_state(KINZIE)
sh04.lua, line 1311: clear_animation_state( SH04_group.casino_manager.members )
sh04.lua, line 1404: clear_animation_state( SH04_group.casino_manager.members )
|
clear_callbacks_for_obj |
true |
|
2 |
closest_point_on_line_segment |
true |
|
6vdo_triangle_select.lua, line 178: rel_x, rel_y= closest_point_on_line_segment(rel_x, rel_y, ax, ay, bx, by)
vdo_triangle_select.lua, line 182: rel_x, rel_y = closest_point_on_line_segment(rel_x, rel_y, bx, by, cx, cy)
vdo_triangle_select.lua, line 186: rel_x, rel_y = closest_point_on_line_segment(rel_x, rel_y, cx, cy, ax, ay)
vdo_triangle_select.lua, line 392: new_x, new_y = closest_point_on_line_segment(mouse_x, mouse_y, ax, ay, bx, by)
vdo_triangle_select.lua, line 396: new_x, new_y = closest_point_on_line_segment(mouse_x, mouse_y, bx, by, cx, cy)
vdo_triangle_select.lua, line 400: new_x, new_y = closest_point_on_line_segment(mouse_x, mouse_y, cx, cy, ax, ay)
|
Cmp_common_cash_complete_cb |
true |
|
1 |
completion_call_callback |
true |
|
1 |
completion_camera_shake |
true |
|
1 |
completion_credits_were_active |
true |
|
1 |
completion_cutscene_was_active |
true |
|
3 |
completion_cutscene_was_skipped |
true |
|
1 |
Completion_get_other_player_name |
true |
|
2 |
Completion_is_client |
true |
|
3 |
completion_load_lut |
true |
|
5 |
completion_screen_finished |
true |
|
2 |
Completion_should_wait_for_coop |
true |
|
1 |
Completion_user_is_done_viewing |
true |
|
1 |
console_wrapper |
true |
1 |
|
continuous_explosion_avoid_object_add |
true |
|
8 |
continuous_explosion_follow_target_add |
true |
|
4 |
continuous_explosion_follow_target_remove |
true |
|
1 |
continuous_explosion_start |
true |
|
3 |
continuous_explosion_stop |
true |
|
6 |
continuous_spawn_regions_enable |
true |
1 |
32game_lib.lua, line 1244: continuous_spawn_regions_enable(regions, false)
game_lib.lua, line 1313: continuous_spawn_regions_enable(region, enable)
m08.lua, line 726: continuous_spawn_regions_enable(M08_spawn_region.downstairs, true)
m08.lua, line 736: continuous_spawn_regions_enable(M08_spawn_region.downstairs, false)
m08.lua, line 819: continuous_spawn_regions_enable(M08_spawn_region.upstairs, true)
m08.lua, line 856: continuous_spawn_regions_enable(M08_spawn_region.upstairs, false)
m09.lua, line 3057: continuous_spawn_regions_enable(regions, true)
m10.lua, line 1479: continuous_spawn_regions_enable(M10_spawn_regions.stag_club, true)
m10.lua, line 1515: continuous_spawn_regions_enable(M10_spawn_regions.stag_club, false)
m10.lua, line 2434: continuous_spawn_regions_enable(M10_spawn_regions.stag_roof, false)
m13.lua, line 1709: continuous_spawn_regions_enable(spawns.regions, false)
m14.lua, line 899: continuous_spawn_regions_enable(M14_spawn_region.deckers_t2, true)
m14.lua, line 962: continuous_spawn_regions_enable(M14_spawn_region.deckers_t2, false)
m15.lua, line 1080: continuous_spawn_regions_enable(spawns.regions, false)
m19.lua, line 704: continuous_spawn_regions_enable(M19_spawn_regions, false)
m19.lua, line 705: continuous_spawn_regions_enable(M19_mask_spawn_regions, false)
m19.lua, line 1001: continuous_spawn_regions_enable(M19_spawn_regions, true)
m19.lua, line 1215: continuous_spawn_regions_enable(M19_spawn_regions, false)
m19.lua, line 1216: continuous_spawn_regions_enable(M19_mask_spawn_regions, true)
m19.lua, line 1384: continuous_spawn_regions_enable(M19_mask_spawn_regions, false)
m19.lua, line 1385: continuous_spawn_regions_enable(M19_spawn_regions, true)
m22.lua, line 1769: continuous_spawn_regions_enable(spawn, false)
m23.lua, line 2466: continuous_spawn_regions_enable(M23_spawn_regions.cyrus_deck, true)
m23.lua, line 2540: continuous_spawn_regions_enable(M23_spawn_regions.cyrus_deck, false)
m23.lua, line 2958: continuous_spawn_regions_enable(M23_spawn_regions.landing_deck, true)
m23.lua, line 2970: continuous_spawn_regions_enable(M23_spawn_regions.landing_deck, false)
sh04.lua, line 1168: continuous_spawn_regions_enable( CONTINUOUS_SPAWN_POINTS, activate )
sh04.lua, line 1173: continuous_spawn_regions_enable( CONTINUOUS_SPAWN_POINTS, activate )
sh04.lua, line 1225: continuous_spawn_regions_enable( SH04_INIT_SPAWN_POINTS, true )
sh04.lua, line 1235: continuous_spawn_regions_enable( SH04_INIT_SPAWN_POINTS, false )
sh04.lua, line 1654: continuous_spawn_regions_enable( CONTINUOUS_SPAWN_POINTS, false )
sh04.lua, line 1655: continuous_spawn_regions_enable( SH04_INIT_SPAWN_POINTS, false )
|
continuous_spawn_set_orders |
true |
|
4m19.lua, line 1286: continuous_spawn_set_orders(spawn, "attack", "", -1)
m19.lua, line 1303: -- continuous_spawn_set_orders(spawn, "attack", "", -1)
m19.lua, line 1313: continuous_spawn_set_orders(spawn, "attack", "", -1)
m22.lua, line 1735: continuous_spawn_set_orders(spawn_group.name, "attack", "", -1)
|
continuous_spawn_start |
true |
|
92dlc2_m02.lua, line 2222: continuous_spawn_start( group, 0, respawn_delay, nil, filters[ i ], nil, nil, nil, "dlc2_m02_cspawn_group_created", "dlc2_m02_cspawn_group_released" )
m05.lua, line 821: continuous_spawn_start(M05_cspawn.saints_1)
m05.lua, line 822: continuous_spawn_start(M05_cspawn.saints_2)
m05.lua, line 823: continuous_spawn_start(M05_cspawn.saints_3)
m05.lua, line 1241: --continuous_spawn_start(M05_cspawn.enemy_1)
m05.lua, line 1242: --continuous_spawn_start(M05_cspawn.enemy_2)
m05.lua, line 1243: --continuous_spawn_start(M05_cspawn.enemy_3)
m07.lua, line 2292: continuous_spawn_start(M07_spawn_group.wave_a.name)
m07.lua, line 2293: continuous_spawn_start(M07_spawn_group.wave_b.name)
m07.lua, line 2297: continuous_spawn_start(M07_spawn_group.wave_c.name)
m07.lua, line 2355: continuous_spawn_start(M07_spawn_group.brute_minigun.name, 1, 0, "", SRF_1)
m07.lua, line 2411: --continuous_spawn_start(M07_spawn_group.wave_a.name)
m07.lua, line 2412: --continuous_spawn_start(M07_spawn_group.wave_b.name)
m07.lua, line 2413: --continuous_spawn_start(M07_spawn_group.wave_c.name)
m07.lua, line 2421: continuous_spawn_start(M07_spawn_group.brute_flamer_1.name, 1, 0, "", SRF_2)
m07.lua, line 2430: continuous_spawn_start(M07_spawn_group.brute_flamer_2.name, 1, 0, "", SRF_3)
m07.lua, line 3329: --continuous_spawn_start(M07_spawn_group.wave_a.name)
m07.lua, line 3330: --continuous_spawn_start(M07_spawn_group.wave_b.name)
m09.lua, line 3060: continuous_spawn_start(group, 0, respawn_delay)
m10.lua, line 1481: continuous_spawn_start(spawn_group, 0, 3)
m12.lua, line 1980: continuous_spawn_start(group.groups[i], 0, respawn_delay)
m13.lua, line 1695: continuous_spawn_start(group, 0, spawns.respawn_delay, "", spawns.filter)
m15.lua, line 1065: continuous_spawn_start(group, 0, spawns.respawn_delay, "", spawns.filter)
m17.lua, line 1681: continuous_spawn_start(M17_group.cs_1.name, 3, 10)
m17.lua, line 1682: --continuous_spawn_start(M17_group.cs_2.name, 2, 10)
m17.lua, line 1745: continuous_spawn_start(M17_group.cs_1.name, 3, 10)
m17.lua, line 1746: continuous_spawn_start(M17_group.cs_2.name, 2, 10)
m17.lua, line 1884: --continuous_spawn_start(M17_group.cs_1.name, 0, 10)
m17.lua, line 1941: --continuous_spawn_start(M17_group.cs_1.name, 0, 10)
m17.lua, line 1942: --continuous_spawn_start(M17_group.cs_2.name, 0, 10)
m17.lua, line 2081: continuous_spawn_start(M17_group.cs_1.name, 0, 10)
m17.lua, line 2082: continuous_spawn_start(M17_group.cs_2.name, 0, 10)
m17.lua, line 2083: --continuous_spawn_start(M17_group.cs_3.name, 0, 10)
m17.lua, line 2153: continuous_spawn_start(M17_group.cs_1.name, 0, 10)
m17.lua, line 2154: continuous_spawn_start(M17_group.cs_2.name, 0, 10)
m17.lua, line 2421: continuous_spawn_start(M17_group.at_1.name, 2, 10)
m17.lua, line 2422: continuous_spawn_start(M17_group.at_2.name, 2, 10)
m19.lua, line 1285: continuous_spawn_start(spawn, 0, 15)
m19.lua, line 1302: -- continuous_spawn_start(spawn)
m19.lua, line 1312: continuous_spawn_start(spawn, 0, 15)
m19.lua, line 1786: continuous_spawn_start(spawn, 0, 15)
m21.lua, line 1995: continuous_spawn_start(M21_groups.coop_cont_spawn_01.name, 0, 5.0)
m21.lua, line 1996: continuous_spawn_start(M21_groups.coop_cont_spawn_02.name, 0, 5.0)
m22.lua, line 1736: continuous_spawn_start(spawn_group.name, 1, 0, "m22_bz_boss_killed_cb", SRF_DEFAULT, OI_ASSET_KILL_FULL, OI_FLAGS_FULL, MINIMAP_ICON_KILL)
m22.lua, line 2639: continuous_spawn_start(M22_groups.Statue_Spawn1.name, 0, 1)
m22.lua, line 2640: continuous_spawn_start(M22_groups.Statue_Spawn2.name, 0, 1)
m22.lua, line 2641: continuous_spawn_start(M22_groups.Statue_Spawn3.name, 0, 1)
m22.lua, line 2642: continuous_spawn_start(M22_groups.Statue_Spawn4.name, 0, 1)
m22.lua, line 2643: continuous_spawn_start(M22_groups.Statue_Spawn5.name, 0, 1)
m23.lua, line 2959: continuous_spawn_start(M23_spawn_groups.defensive_01, 0, 5)
m23.lua, line 2960: continuous_spawn_start(M23_spawn_groups.defensive_02, 0, 5)
m23.lua, line 2961: continuous_spawn_start(M23_spawn_groups.offensive_01, 0, 5)
m23.lua, line 2962: continuous_spawn_start(M23_spawn_groups.riotshield_01, 0, 5)
m23.lua, line 3487: continuous_spawn_start(M23_spawn_groups.offensive_01, 1)
m23.lua, line 3488: continuous_spawn_start(M23_spawn_groups.offensive_02, 1)
m24.lua, line 1193: continuous_spawn_start(spawn_group, max_spawns, respawn_delay)
sh01.lua, line 1202: continuous_spawn_start(SH01_group.spawn_wave1.name, 0, 2)
sh01.lua, line 1203: continuous_spawn_start(SH01_group.spawn_wave2.name, 0, 2)
sh01.lua, line 1204: continuous_spawn_start(SH01_group.spawn_wave3.name, 0, 2)
sh01.lua, line 1205: continuous_spawn_start(SH01_group.spawn_wave4.name, 0, 2)
sh01.lua, line 1228: continuous_spawn_start(SH01_group.spawn_wave5.name, 0, 0)
sh01.lua, line 1229: continuous_spawn_start(SH01_group.spawn_wave6.name, 0, 0)
sh01.lua, line 1230: continuous_spawn_start(SH01_group.spawn_wave7.name, 0, 0)
sh01.lua, line 1231: continuous_spawn_start(SH01_group.spawn_wave8.name, 0, 0)
sh02.lua, line 2664: continuous_spawn_start(sh02_group.cont_spawn01.name, 1, 4.0)
sh02.lua, line 2667: continuous_spawn_start(sh02_group.cont_spawn02.name, 2, 4.0)
sh02.lua, line 2668: continuous_spawn_start(sh02_group.cont_spawn03.name, 2, 8.0)
sh02.lua, line 2672: continuous_spawn_start(sh02_group.cont_spawn04.name, 3, 4.0)
sh02.lua, line 2673: continuous_spawn_start(sh02_group.cont_spawn05.name, 3, 8.0)
sh02.lua, line 2674: continuous_spawn_start(sh02_group.cont_spawn06.name, 3, 12.0)
sh02.lua, line 2705: continuous_spawn_start(sh02_group.cont_spawn01.name, 1, 4.0)
sh02.lua, line 2708: continuous_spawn_start(sh02_group.cont_spawn02.name, 1, 4.0)
sh02.lua, line 2711: continuous_spawn_start(sh02_group.cont_spawn03.name, 1, 4.0)
sh02.lua, line 2714: continuous_spawn_start(sh02_group.cont_spawn04.name, 1, 4.0)
sh02.lua, line 2717: continuous_spawn_start(sh02_group.cont_spawn05.name, 1, 4.0)
sh02.lua, line 2720: continuous_spawn_start(sh02_group.cont_spawn06.name, 1, 4.0)
sh02.lua, line 2751: continuous_spawn_start(sh02_group.cont_spawn01.name, 1, 4.0)
sh02.lua, line 2754: continuous_spawn_start(sh02_group.cont_spawn02.name, 1, 4.0)
sh02.lua, line 2757: continuous_spawn_start(sh02_group.cont_spawn03.name, 1, 4.0)
sh02.lua, line 2788: continuous_spawn_start(sh02_group.cont_spawn04.name, 1, 4.0)
sh02.lua, line 2791: continuous_spawn_start(sh02_group.cont_spawn05.name, 1, 4.0)
sh02.lua, line 2794: continuous_spawn_start(sh02_group.cont_spawn06.name, 1, 4.0)
sh02.lua, line 2825: continuous_spawn_start(sh02_group.cont_spawn01.name, 1, 4.0)
sh02.lua, line 2828: continuous_spawn_start(sh02_group.cont_spawn02.name, 1, 4.0)
sh02.lua, line 2831: continuous_spawn_start(sh02_group.cont_spawn03.name, 1, 4.0)
sh03.lua, line 1844: continuous_spawn_start( sh03_group.ATTACK_SOL.name, 0, SH03_SOLDIER_DELAYY )
sh03.lua, line 1849: continuous_spawn_start( sh03_group.ATTACK_SPEC.name, 2, SH03_SPECIALIST_DELAY )
sh04.lua, line 1174: continuous_spawn_start( SH04_group.cont_spawn_c.name, 5, SH04_NORMAL_SQUAD_RESPAWN_DELAY_SECONDS )
sh04.lua, line 1176: continuous_spawn_start( SH04_group.cont_spawn_d.name, 5, SH04_NORMAL_SQUAD_RESPAWN_DELAY_SECONDS+SH04_SPECIALIST_SPAWN_DELAY_SECONDS )
sh04.lua, line 1226: continuous_spawn_start( SH04_group.cont_spawn_a.name, 4, SH04_INT_CONT_SPAWN_TIME )
sh04.lua, line 1227: continuous_spawn_start( SH04_group.cont_spawn_b.name, 4, SH04_INT_CONT_SPAWN_TIME )
sh04.lua, line 2242: continuous_spawn_start( SH04_group.cont_spawn_b.name, 0, SH04_NORMAL_SQUAD_RESPAWN_DELAY_SECONDS )
|
continuous_spawn_stop |
true |
|
106dlc2_m02.lua, line 1655: continuous_spawn_stop( spawn_group, true )
dlc2_m02.lua, line 2224: continuous_spawn_stop( group, false )
game_lib.lua, line 1226: continuous_spawn_stop(group, true)
game_lib.lua, line 1230: continuous_spawn_stop(group.name, true)
m05.lua, line 1091: continuous_spawn_stop(group, true)
m05.lua, line 1333: continuous_spawn_stop(M05_cspawn.enemy_1)
m05.lua, line 1334: continuous_spawn_stop(M05_cspawn.enemy_2)
m05.lua, line 1335: --continuous_spawn_stop(M05_cspawn.enemy_3)
m07.lua, line 2312: continuous_spawn_stop(M07_spawn_group.wave_a.name)
m07.lua, line 2313: continuous_spawn_stop(M07_spawn_group.wave_b.name)
m07.lua, line 2314: continuous_spawn_stop(M07_spawn_group.wave_c.name)
m07.lua, line 2382: continuous_spawn_stop(M07_spawn_group.wave_a.name)
m07.lua, line 2383: continuous_spawn_stop(M07_spawn_group.wave_b.name)
m07.lua, line 2384: --continuous_spawn_stop(M07_spawn_group.wave_c.name)
m07.lua, line 2385: continuous_spawn_stop(M07_spawn_group.brute_minigun.name)
m10.lua, line 1517: continuous_spawn_stop(spawn_group, true)
m10.lua, line 2436: continuous_spawn_stop(spawn_group, true)
m12.lua, line 1990: continuous_spawn_stop(group.groups[i])
m13.lua, line 1707: continuous_spawn_stop(group, false)
m15.lua, line 1078: continuous_spawn_stop(group, destroy)
m17.lua, line 825: continuous_spawn_stop(M17_group.cs_1.name)
m17.lua, line 826: continuous_spawn_stop(M17_group.cs_2.name)
m17.lua, line 827: continuous_spawn_stop(M17_group.cs_3.name)
m17.lua, line 828: continuous_spawn_stop(M17_group.at_1.name)
m17.lua, line 829: continuous_spawn_stop(M17_group.at_2.name)
m17.lua, line 1702: continuous_spawn_stop(M17_group.cs_1.name)
m17.lua, line 1703: --continuous_spawn_stop(M17_group.cs_2.name)
m17.lua, line 1778: continuous_spawn_stop(M17_group.cs_1.name)
m17.lua, line 1779: continuous_spawn_stop(M17_group.cs_2.name)
m17.lua, line 1780: continuous_spawn_stop(M17_group.at_1.name)
m17.lua, line 1781: continuous_spawn_stop(M17_group.at_2.name)
m17.lua, line 1935: --continuous_spawn_stop(M17_group.cs_1.name)
m17.lua, line 1983: --continuous_spawn_stop(M17_group.cs_1.name)
m17.lua, line 1984: --continuous_spawn_stop(M17_group.cs_2.name)
m17.lua, line 2143: continuous_spawn_stop(M17_group.cs_1.name)
m17.lua, line 2144: continuous_spawn_stop(M17_group.cs_2.name)
m17.lua, line 2145: --continuous_spawn_stop(M17_group.cs_3.name)
m17.lua, line 2241: continuous_spawn_stop(M17_group.cs_1.name)
m17.lua, line 2242: continuous_spawn_stop(M17_group.cs_2.name)
m17.lua, line 2417: continuous_spawn_stop(M17_group.cs_1.name)
m17.lua, line 2418: continuous_spawn_stop(M17_group.cs_2.name)
m19.lua, line 702: continuous_spawn_stop(spawn)
m19.lua, line 1368: continuous_spawn_stop(spawn)
m19.lua, line 1792: continuous_spawn_stop(spawn)
m19.lua, line 1797: continuous_spawn_stop(M19_group.spawn_small_a.name)
m19.lua, line 1798: continuous_spawn_stop(M19_group.spawn_small_b.name)
m19.lua, line 1799: continuous_spawn_stop(M19_group.spawn_small_c.name)
m19.lua, line 1800: continuous_spawn_stop(M19_group.spawn_small_d.name)
m19.lua, line 1801: continuous_spawn_stop(M19_group.spawn_small_e.name)
m21.lua, line 810: continuous_spawn_stop(M21_groups.coop_cont_spawn_01.name, true)
m21.lua, line 811: continuous_spawn_stop(M21_groups.coop_cont_spawn_02.name, true)
m22.lua, line 2763: continuous_spawn_stop(M22_groups.Statue_Spawn1.name)
m22.lua, line 2764: continuous_spawn_stop(M22_groups.Statue_Spawn2.name)
m22.lua, line 2765: continuous_spawn_stop(M22_groups.Statue_Spawn3.name)
m22.lua, line 2766: continuous_spawn_stop(M22_groups.Statue_Spawn4.name)
m22.lua, line 2767: continuous_spawn_stop(M22_groups.Statue_Spawn5.name)
m23.lua, line 2541: continuous_spawn_stop(M23_spawn_groups.offensive_01)
m23.lua, line 2542: continuous_spawn_stop(M23_spawn_groups.offensive_02)
m23.lua, line 2972: continuous_spawn_stop(M23_spawn_groups.defensive_01)
m23.lua, line 2973: continuous_spawn_stop(M23_spawn_groups.defensive_02)
m23.lua, line 2974: continuous_spawn_stop(M23_spawn_groups.offensive_01)
m23.lua, line 2975: continuous_spawn_stop(M23_spawn_groups.riotshield_01)
m23.lua, line 3485: continuous_spawn_stop(M23_spawn_groups.offensive_01)
m23.lua, line 3486: continuous_spawn_stop(M23_spawn_groups.offensive_02)
m24.lua, line 1435: continuous_spawn_stop(spawn_group, true)
sh01.lua, line 1210: continuous_spawn_stop(SH01_group.spawn_wave1.name)
sh01.lua, line 1211: continuous_spawn_stop(SH01_group.spawn_wave2.name)
sh01.lua, line 1212: continuous_spawn_stop(SH01_group.spawn_wave3.name)
sh01.lua, line 1213: continuous_spawn_stop(SH01_group.spawn_wave4.name)
sh01.lua, line 1236: continuous_spawn_stop(SH01_group.spawn_wave5.name)
sh01.lua, line 1237: continuous_spawn_stop(SH01_group.spawn_wave6.name)
sh01.lua, line 1238: continuous_spawn_stop(SH01_group.spawn_wave7.name)
sh01.lua, line 1239: continuous_spawn_stop(SH01_group.spawn_wave8.name)
sh02.lua, line 1596: continuous_spawn_stop(sh02_group.cont_spawn01.name)
sh02.lua, line 1597: continuous_spawn_stop(sh02_group.cont_spawn02.name)
sh02.lua, line 1598: continuous_spawn_stop(sh02_group.cont_spawn03.name)
sh02.lua, line 1599: continuous_spawn_stop(sh02_group.cont_spawn04.name)
sh02.lua, line 1600: continuous_spawn_stop(sh02_group.cont_spawn05.name)
sh02.lua, line 1601: continuous_spawn_stop(sh02_group.cont_spawn06.name)
sh02.lua, line 2666: continuous_spawn_stop(sh02_group.cont_spawn01.name)
sh02.lua, line 2670: continuous_spawn_stop(sh02_group.cont_spawn02.name)
sh02.lua, line 2671: continuous_spawn_stop(sh02_group.cont_spawn03.name)
sh02.lua, line 2707: continuous_spawn_stop(sh02_group.cont_spawn01.name)
sh02.lua, line 2710: continuous_spawn_stop(sh02_group.cont_spawn02.name)
sh02.lua, line 2713: continuous_spawn_stop(sh02_group.cont_spawn03.name)
sh02.lua, line 2716: continuous_spawn_stop(sh02_group.cont_spawn04.name)
sh02.lua, line 2719: continuous_spawn_stop(sh02_group.cont_spawn05.name)
sh02.lua, line 2753: continuous_spawn_stop(sh02_group.cont_spawn01.name)
sh02.lua, line 2756: continuous_spawn_stop(sh02_group.cont_spawn02.name)
sh02.lua, line 2790: continuous_spawn_stop(sh02_group.cont_spawn04.name)
sh02.lua, line 2793: continuous_spawn_stop(sh02_group.cont_spawn05.name)
sh02.lua, line 2827: continuous_spawn_stop(sh02_group.cont_spawn01.name)
sh02.lua, line 2830: continuous_spawn_stop(sh02_group.cont_spawn02.name)
sh03.lua, line 671: continuous_spawn_stop( sh03_group.ATTACK_SOL.name ) --stop the soldiers
sh03.lua, line 672: continuous_spawn_stop( sh03_group.ATTACK_SPEC.name ) --stop the specialists
sh03.lua, line 1852: continuous_spawn_stop( sh03_group.ATTACK_SPEC.name ) --stop the specialists
sh03.lua, line 1853: continuous_spawn_stop( sh03_group.ATTACK_SOL.name ) --stop the soldiers
sh04.lua, line 1166: continuous_spawn_stop(SH04_group.cont_spawn_c.name, true)
sh04.lua, line 1167: continuous_spawn_stop(SH04_group.cont_spawn_d.name, true)
sh04.lua, line 1236: continuous_spawn_stop(SH04_group.cont_spawn_a.name, true)
sh04.lua, line 1237: continuous_spawn_stop(SH04_group.cont_spawn_b.name, true)
sh04.lua, line 1657: -- continuous_spawn_stop( SH04_group.cont_spawn_spec.name )
sh04.lua, line 1658: continuous_spawn_stop( SH04_group.cont_spawn_a.name )
sh04.lua, line 1659: continuous_spawn_stop( SH04_group.cont_spawn_b.name )
sh04.lua, line 1660: -- continuous_spawn_stop( SH04_group.attack_squad_omega.name )
sh04.lua, line 1661: --continuous_spawn_stop( SH04_group.backroom_specialist.name )
|
convert_to_table |
true |
1 |
2 |
coop_is_active |
true |
|
420_a_ga_nw_01.lua, line 1205: if (coop_is_active() == true) then
cell_foreground.lua, line 144: if coop_is_active() == true then
dlc2_m01.lua, line 1105: if (coop_is_active() == true) then
dlc2_m01.lua, line 1204: if (coop_is_active() == true and Dlc2_m01_runtime.remote_player_had_backpack == false) then
dlc2_m01.lua, line 1334: if (coop_is_active() == true) then
dlc2_m01.lua, line 1661: if (coop_is_active() == false) then
dlc2_m01.lua, line 2119: if (coop_is_active() == true) then
dlc2_m01.lua, line 2199: if (coop_is_active() == true) then
dlc2_m01.lua, line 2340: if (landing_area_entered_prev == true or coop_is_active() == false) then
dlc2_m01.lua, line 2838: if (object_is_in_trigger(Dlc2_m01_triggers.player_heli_crash_area, LOCAL_PLAYER) == true and (coop_is_active() == false or object_is_in_trigger(Dlc2_m01_triggers.player_heli_crash_area, REMOTE_PLAYER) == true) ) then
dlc2_m01.lua, line 5083: if (coop_is_active() == true) then
dlc2_m02.lua, line 1160: if coop_is_active() then
dlc2_m02.lua, line 1192: if coop_is_active() == true then
dlc2_m02.lua, line 1315: local coop_msg_displayed = coop_is_active() == false
dlc2_m02.lua, line 1497: if coop_is_active() then
dlc2_m02.lua, line 1516: if coop_is_active() == true then
dlc2_m02.lua, line 1963: elseif coop_is_active() == true and object_is_in_trigger( approach_trigger, REMOTE_PLAYER ) == false then
dlc2_m02.lua, line 2429: if coop == true and coop_is_active() == true then
dlc2_m02.lua, line 2615: if coop_is_active() then
dlc2_m02.lua, line 2650: if coop_is_active() then
dlc2_m02.lua, line 2836: if coop_is_active() then
dlc2_m02.lua, line 2854: if coop_is_active() == true then
dlc2_m02.lua, line 2874: if coop_is_active() == true then
dlc2_m02.lua, line 2947: if coop_is_active() == true and object_is_in_trigger( trigger_name, REMOTE_PLAYER ) == true then
dlc2_m02.lua, line 3000: local remote_arrived = coop_is_active() == false
dlc2_m02.lua, line 3167: if coop_is_active() == true then
dlc2_m03.lua, line 1127: in_coop = coop_is_active()
game_lib.lua, line 1261: if (coop_is_active()) then
game_lib.lua, line 1526: if ( coop_is_active() == false ) then
game_lib.lua, line 2193: if ( coop_is_active() ) then
game_lib.lua, line 2248: if ( coop_is_active() ) then
game_lib.lua, line 2265: if ( coop_is_active() ) then
game_lib.lua, line 2944: if (coop_is_active()) then
game_lib.lua, line 2950: if (coop_is_active()) then
game_lib.lua, line 3527: local in_coop = equip_remote and coop_is_active()
game_lib.lua, line 3568: local in_coop = equip_remote and coop_is_active()
game_lib.lua, line 3600: if ( coop_is_active() ) then
game_lib.lua, line 3612: if ( coop_is_active() ) then
game_lobby.lua, line 703: if (game_get_is_host() and coop_is_active() and horde_mode_is_active()) then
m01.lua, line 1235: if coop_is_active() then
m01.lua, line 1269: if (coop_is_active()) then
m01.lua, line 1274: if (coop_is_active()) then
m01.lua, line 1713: if coop_is_active() then
m01.lua, line 1727: if coop_is_active() then
m01.lua, line 1833: if (coop_is_active() == true) then
m01.lua, line 2665: if coop_is_active() then
m01.lua, line 2769: if coop_is_active() then
m01.lua, line 2787: if coop_is_active() then
m01.lua, line 2806: if coop_is_active() then
m01.lua, line 3158: if coop_is_active() then
m01.lua, line 3163: if coop_is_active() then
m01.lua, line 3168: if coop_is_active() then
m01.lua, line 3177: if coop_is_active() then
m01.lua, line 3182: if coop_is_active() then
m01.lua, line 3194: if coop_is_active() then
m01.lua, line 4720: if (coop_is_active() == true) then
m01.lua, line 4927: if (coop_is_active() == true) then
m01.lua, line 5607: if ( coop_is_active() ) then
m02.lua, line 782: if (coop_is_active() == true) then
m02.lua, line 894: if (coop_is_active() == true) then
m02.lua, line 899: if (coop_is_active() == true) then
m02.lua, line 957: if (coop_is_active() == true) then
m02.lua, line 989: if (coop_is_active() == true) then
m02.lua, line 1012: if (coop_is_active() == true) then
m02.lua, line 1033: if (coop_is_active() == true) then
m02.lua, line 1047: if (coop_is_active() == true) then
m02.lua, line 1081: if (coop_is_active() == true) then
m02.lua, line 1167: if (coop_is_active()) then
m02.lua, line 1195: if (coop_is_active() == true) then
m02.lua, line 1457: if (coop_is_active() == true) then
m02.lua, line 1579: if (coop_is_active() == true) then
m02.lua, line 1598: if (coop_is_active() == true) then
m02.lua, line 1606: if (coop_is_active() == true) then
m02.lua, line 1821: if (coop_is_active() == true) then
m02.lua, line 1835: if (coop_is_active()) then
m02.lua, line 1868: if (coop_is_active()) then
m02.lua, line 1917: if (coop_is_active()) then
m02.lua, line 2018: while (M02_flags.local_gun_grapple_finished == false or (coop_is_active() == true and M02_flags.remote_gun_grapple_finished == false)) do
m02.lua, line 2048: if (coop_is_active()) then
m02.lua, line 2066: while(get_char_skydiving_state(LOCAL_PLAYER) ~= 0 and (coop_is_active() == false or get_char_skydiving_state(REMOTE_PLAYER) ~= 0)) do
m02.lua, line 2135: if (coop_is_active()) then
m02.lua, line 2165: if (coop_is_active()) then
m02.lua, line 2178: if (coop_is_active()) then
m02.lua, line 2285: if (coop_is_active()) then
m02.lua, line 2290: if (coop_is_active()) then
m02.lua, line 2305: if (coop_is_active() == true) then
m02.lua, line 2343: if (coop_is_active()) then
m02.lua, line 2371: if (coop_is_active() == true) then
m02.lua, line 2437: if (coop_is_active() == true) then
m02.lua, line 2534: if (coop_is_active() == true) then
m02.lua, line 2551: if (coop_is_active() == true) then
m02.lua, line 2558: if (coop_is_active() == true) then
m02.lua, line 2571: if (coop_is_active()) then
m02.lua, line 2633: if (coop_is_active()) then
m02.lua, line 2666: if (coop_is_active()) then
m02.lua, line 2679: if (coop_is_active()) then
m02.lua, line 2777: if (coop_is_active() == true) then
m02.lua, line 2916: if (coop_is_active() == true and M02_vfx.skydive_player_clouds.handles[2] == -1) then
m02.lua, line 2938: if (coop_is_active() == true and M02_vfx.skydive_player_slow_clouds.handles[2] == -1) then
m02.lua, line 2982: if (coop_is_active() == true and M02_vfx.skydive_player_clouds.handles[2] ~= -1) then
m02.lua, line 2990: if (coop_is_active() == true and M02_vfx.skydive_player_slow_clouds.handles[2] ~= -1) then
m02.lua, line 3372: if (coop_is_active()) then
m02.lua, line 3815: if (coop_is_active() == true) then
m03.lua, line 845: Weapon_store_completion[REMOTE_PLAYER] = not coop_is_active()
m03.lua, line 1090: if (coop_is_active()) then
m03.lua, line 1100: if coop_is_active() then
m03.lua, line 1136: if (coop_is_active() == true) then
m03.lua, line 1219: until (character_is_in_vehicle(LOCAL_PLAYER) or (coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER)))
m03.lua, line 1600: if coop_is_active() then
m03.lua, line 1742: if coop_is_active() then
m03.lua, line 1802: if (coop_is_active()) then
m03.lua, line 1871: if coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER) then
m03.lua, line 1890: if (coop_is_active()) then
m03.lua, line 1903: if (coop_is_active()) then
m03.lua, line 2100: if (coop_is_active()) then
m03.lua, line 2661: if (coop_is_active()) then
m03.lua, line 2671: if coop_is_active() then
m03.lua, line 3103: if coop_is_active() then
m03.lua, line 3152: if (coop_is_active()) then
m05.lua, line 400: M05_in_coop = coop_is_active()
m05.lua, line 1933: if coop_is_active() then
m06.lua, line 727: In_coop = coop_is_active()
m06.lua, line 986: if (coop_is_active()) then
m06.lua, line 1294: if (coop_is_active() == true) then
m06.lua, line 2012: if (coop_is_active()) then
m06.lua, line 2614: if coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER) then
m06.lua, line 2633: if coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER) then
m06.lua, line 2944: if coop_is_active() then
m07.lua, line 905: if (coop_is_active()) then
m07.lua, line 924: if (coop_is_active()) then
m07.lua, line 1012: if (coop_is_active()) then
m07.lua, line 1126: if (coop_is_active()) then
m07.lua, line 1231: if (coop_is_active()) then
m07.lua, line 1238: if (coop_is_active()) then
m07.lua, line 1635: if (coop_is_active()) then
m07.lua, line 1762: if (coop_is_active()) then
m07.lua, line 1827: if (coop_is_active() == true) then
m07.lua, line 1871: if (coop_is_active() == true) then
m07.lua, line 1915: if (coop_is_active()) then
m07.lua, line 2133: if (coop_is_active()) then
m08.lua, line 537: if coop_is_active() then
m08.lua, line 667: if (coop_is_active()) then
m08.lua, line 729: if coop_is_active() then
m08.lua, line 738: if coop_is_active() then
m08.lua, line 792: if (coop_is_active()) then
m08.lua, line 822: if coop_is_active() then
m08.lua, line 858: if coop_is_active() then
m08.lua, line 898: if coop_is_active() then
m08.lua, line 914: if coop_is_active() and get_dist( REMOTE_PLAYER, "Nav Trail <004>" ) < 3 then
m08.lua, line 927: if coop_is_active() then
m08.lua, line 937: if coop_is_active() then
m08.lua, line 949: if coop_is_active() then
m08.lua, line 966: if coop_is_active() then
m08.lua, line 1007: if coop_is_active() then
m08.lua, line 1032: if coop_is_active() then
m08.lua, line 1174: if coop_is_active() then
m08.lua, line 1587: if coop_is_active() then
m08.lua, line 1692: if coop_is_active() == true and in_trigger == false then
m08.lua, line 1828: if target_remote == true and coop_is_active() then
m09.lua, line 1819: In_coop = coop_is_active()
m09.lua, line 1940: In_coop = coop_is_active()
m09.lua, line 2653: if coop_is_active() then
m10.lua, line 1258: if (coop_is_active()) then
m10.lua, line 1352: if (coop_is_active()) then
m10.lua, line 1591: if (coop_is_active()) then
m10.lua, line 2383: if (coop_is_active()) then
m10.lua, line 3480: if (coop_is_active() == true) then
m11.lua, line 1126: if (coop_is_active()) then
m11.lua, line 1133: if (coop_is_active()) then
m11.lua, line 1223: if (coop_is_active()) then
m11.lua, line 1325: if (coop_is_active()) then
m11.lua, line 1592: if coop_is_active() then
m11.lua, line 2029: if coop_is_active() then
m11.lua, line 2055: if coop_is_active() then
m11.lua, line 2248: if (object_is_in_trigger(trigger_name, LOCAL_PLAYER) or (coop_is_active() and object_is_in_trigger(trigger_name, REMOTE_PLAYER))) then
m11.lua, line 2293: if (coop_is_active() and (player_name == REMOTE_PLAYER)) then
m11.lua, line 2331: if (coop_is_active() and (player_name == REMOTE_PLAYER)) then
m11.lua, line 2338: if coop_is_active() then
m12.lua, line 510: M12_in_coop = coop_is_active()
m12.lua, line 728: M12_in_coop = coop_is_active()
m13.lua, line 1206: M13_in_coop = coop_is_active()
m13.lua, line 1265: if (coop_is_active()) then
m13.lua, line 1415: M13_in_coop = coop_is_active()
m13.lua, line 1567: if coop_is_active() then
m13.lua, line 2462: if coop_is_active() then
m13.lua, line 2540: if coop_is_active() then
m13.lua, line 3896: if coop_is_active() then
m13.lua, line 3958: if coop_is_active() then
m13.lua, line 3967: if coop_is_active() then
m13.lua, line 4146: if coop_is_active() then
m14.lua, line 464: if coop_is_active() then
m14.lua, line 475: if (coop_is_active()) then
m14.lua, line 482: if (coop_is_active()) then
m14.lua, line 512: if coop_is_active() then
m14.lua, line 608: if (coop_is_active()) then
m14.lua, line 670: if (coop_is_active()) then
m14.lua, line 686: if (coop_is_active()) then
m14.lua, line 729: if (coop_is_active()) then
m14.lua, line 748: if coop_is_active() then
m14.lua, line 841: if (coop_is_active()) then
m14.lua, line 859: if (coop_is_active()) then
m14.lua, line 910: if coop_is_active() then
m14.lua, line 1006: if (coop_is_active()) then
m14.lua, line 1029: if (coop_is_active()) then
m14.lua, line 1111: if (coop_is_active() and vehicle_spotlight_is_target_spotted(REMOTE_PLAYER, M14_vehicle.broadcast_van)) then
m14.lua, line 1150: if coop_is_active() then
m14.lua, line 1316: if (coop_is_active()) then
m14.lua, line 1337: if (coop_is_active()) then
m14.lua, line 1346: if (coop_is_active()) then
m14.lua, line 1401: if (coop_is_active()) then
m14.lua, line 1426: if (coop_is_active()) then
m14.lua, line 1439: if (coop_is_active()) then
m14.lua, line 1491: if (coop_is_active()) then
m14.lua, line 1502: if (coop_is_active()) then
m14.lua, line 1526: if (coop_is_active()) then
m14.lua, line 1628: if coop_is_active() then
m14.lua, line 1868: if (coop_is_active()) then
m14.lua, line 1880: if (coop_is_active()) then
m14.lua, line 2144: if (not player_is_in_heli and coop_is_active()) then
m14.lua, line 2290: if coop_is_active() then
m14.lua, line 2303: if coop_is_active() == true and in_heli == false then
m14.lua, line 2532: local remote_player_in_heli = coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER, M14_vehicle.spotlight_heli)
m15.lua, line 642: M15_in_coop = coop_is_active()
m15.lua, line 807: M15_in_coop = coop_is_active()
m15.lua, line 1154: if (coop_is_active()) then
m15.lua, line 1399: if coop_is_active() then
m16.lua, line 1152: in_coop = coop_is_active()
m16.lua, line 1644: UI_completion[ REMOTE_PLAYER ] = not coop_is_active()
m16.lua, line 2099: UI_completion[ REMOTE_PLAYER ] = not coop_is_active()
m17.lua, line 577: M17_in_coop = coop_is_active()
m17.lua, line 748: M17_in_coop = coop_is_active()
m17.lua, line 875: if coop_is_active() then
m17.lua, line 971: if coop_is_active() then
m17.lua, line 2665: if (coop_is_active() == true) then
m17.lua, line 2769: elseif coop_is_active() and get_dist(vtol, REMOTE_PLAYER) < M17_ESCAPE_VTOL_AUTO_SPLODE_DIST then
m17.lua, line 2788: if dist_okay == true and coop_is_active() then
m18.lua, line 1227: if (coop_is_active() == true) then
m18.lua, line 1388: if (coop_is_active() == true) then
m18.lua, line 1924: if (coop_is_active() == true) then
m18.lua, line 2021: if (coop_is_active() == true) then
m18.lua, line 2050: if (coop_is_active() == true) then
m18.lua, line 2084: if (coop_is_active() == true) then
m18.lua, line 2160: if (coop_is_active() == true) then
m18.lua, line 2229: if (coop_is_active() == true) then
m18.lua, line 2243: if (coop_is_active() == true) then
m18.lua, line 2256: if (coop_is_active() == true) then
m18.lua, line 2282: if (coop_is_active() == true) then
m18.lua, line 2314: if (coop_is_active() == true) then
m18.lua, line 2752: if (coop_is_active() == true) then
m18.lua, line 2776: if (coop_is_active() == true) then
m18.lua, line 2844: elseif (coop_is_active() == true and character_is_in_vehicle(REMOTE_PLAYER) == true) then
m18.lua, line 2933: if (coop_is_active() == true) then
m18.lua, line 2953: if (coop_is_active()) then
m18.lua, line 2981: if (coop_is_active() == true and get_dist(M18_groups.skydiving_tank.tank_group.tank, REMOTE_PLAYER) < M18_tweak_values.steal_tank_success_radius) then
m18.lua, line 3003: if (coop_is_active() == true) then
m18.lua, line 3035: if (coop_is_active() == true) then
m18.lua, line 3089: if (coop_is_active() == true) then
m18.lua, line 3143: if (coop_is_active() == true) then
m18.lua, line 3149: if (coop_is_active() == true) then
m18.lua, line 3156: if (coop_is_active() == true) then
m18.lua, line 3162: if (coop_is_active() == true) then
m18.lua, line 3642: if (coop_is_active() == true) then
m18.lua, line 3782: if (coop_is_active() == true) then
m18.lua, line 3941: if (coop_is_active() == true) then
m19.lua, line 619: if (coop_is_active()) then
m19.lua, line 797: if (coop_is_active()) then
m19.lua, line 947: if (coop_is_active()) then
m19.lua, line 954: if (coop_is_active()) then
m19.lua, line 1191: if (coop_is_active()) then
m19.lua, line 1223: if (coop_is_active()) then
m19.lua, line 1358: if (coop_is_active()) then
m19.lua, line 1560: if (coop_is_active()) then
m19.lua, line 1567: if (coop_is_active()) then
m19.lua, line 2318: if (coop_is_active()) then
m20.lua, line 511: if (coop_is_active()) then
m20.lua, line 594: if (coop_is_active()) then
m20.lua, line 642: if coop_is_active() == false then
m20.lua, line 686: if coop_is_active() then
m20.lua, line 739: if coop_is_active() == false then
m20.lua, line 745: if (coop_is_active()) then
m20.lua, line 763: if (coop_is_active()) then
m20.lua, line 787: if (not coop_is_active()) then
m20.lua, line 800: if (coop_is_active()) then
m20.lua, line 830: if coop_is_active() then
m20.lua, line 882: if coop_is_active() == false then
m20.lua, line 907: if coop_is_active() == false then
m20.lua, line 931: if (not coop_is_active()) then
m20.lua, line 964: if coop_is_active() == false then
m20.lua, line 999: if coop_is_active() == false then
m20.lua, line 1030: if coop_is_active() == false then
m20.lua, line 1036: if (coop_is_active()) then
m20.lua, line 1053: if (coop_is_active()) then
m20.lua, line 1067: if (not coop_is_active()) then
m20.lua, line 1088: if (coop_is_active()) then
m20.lua, line 1113: if (coop_is_active()) then
m20.lua, line 1143: if (coop_is_active()) then
m20.lua, line 1162: if (coop_is_active()) then
m20.lua, line 1239: if coop_is_active() == false then
m20.lua, line 1245: if (coop_is_active()) then
m20.lua, line 1258: if (coop_is_active()) then
m20.lua, line 1270: if (not coop_is_active()) then
m20.lua, line 1283: if not coop_is_active() then
m20.lua, line 1291: if not coop_is_active() then
m20.lua, line 1311: if coop_is_active() then
m20.lua, line 1338: if coop_is_active() then
m20.lua, line 1355: if coop_is_active() == false then
m20.lua, line 1380: if coop_is_active() then
m20.lua, line 1498: if coop_is_active() == false then
m20.lua, line 1504: if (coop_is_active()) then
m20.lua, line 1517: if (coop_is_active()) then
m20.lua, line 1529: if (not coop_is_active()) then
m20.lua, line 1541: if (not coop_is_active()) then
m20.lua, line 1551: if (not coop_is_active()) then
m20.lua, line 1586: if coop_is_active() then
m20.lua, line 1600: if (coop_is_active()) then
m20.lua, line 1607: if (not coop_is_active()) then
m20.lua, line 1659: if (coop_is_active()) then
m20.lua, line 1675: if coop_is_active() then
m20.lua, line 2049: if (coop_is_active()) then
m20.lua, line 2069: if (coop_is_active()) then
m20.lua, line 2094: if coop_is_active() then
m20.lua, line 2144: if (coop_is_active()) then
m20.lua, line 2164: if (coop_is_active()) then
m20.lua, line 2323: if (coop_is_active()) then
m20.lua, line 2384: if coop_is_active() == false then
m20.lua, line 2398: if coop_is_active() == false then
m21.lua, line 663: in_coop = coop_is_active()
m21.lua, line 719: if (coop_is_active() == true) then
m21.lua, line 788: if (coop_is_active() == true) then
m21.lua, line 873: if (coop_is_active() == true) then
m21.lua, line 953: if (coop_is_active() == true) then
m21.lua, line 1097: if (coop_is_active() == false) then
m21.lua, line 1132: if (coop_is_active() == true) then
m21.lua, line 1143: if (coop_is_active() == true) then
m21.lua, line 1159: if (coop_is_active() == false) then
m21.lua, line 1223: if (coop_is_active() == true) then
m21.lua, line 1229: if (coop_is_active() == true) then
m21.lua, line 1902: if (coop_is_active() == true) then
m21.lua, line 1955: if (coop_is_active() == true) then
m21.lua, line 2095: if (coop_is_active() == true) then
m21.lua, line 2280: if (coop_is_active()) then
m21.lua, line 3134: if (coop_is_active() == true) then
m21.lua, line 3737: if (coop_is_active() == true) then
m22.lua, line 1184: in_coop = coop_is_active()
m22.lua, line 1323: if coop_is_active() then
m22.lua, line 2008: if (coop_is_active() == true) then
m22.lua, line 2016: (coop_is_active() == false or object_is_in_trigger(Current_bz.zone.battle_area, REMOTE_PLAYER) == false)) do
m22.lua, line 2519: if coop_is_active() then
m22.lua, line 2541: if coop_is_active() then
m22.lua, line 3254: if (coop_is_active() == false) then
m22.lua, line 3265: if (coop_is_active() == true) then
m22.lua, line 3315: if coop_is_active() then
m22.lua, line 3328: if (coop_is_active() == true) then
m22.lua, line 3338: if coop_is_active() then
m22.lua, line 3997: if (coop_is_active() == true) then
m22.lua, line 4699: if (coop_is_active() == true) then
m23.lua, line 1176: if coop_is_active() == true then
m23.lua, line 1185: if coop_is_active() == true then
m23.lua, line 1260: if coop_is_active() then
m23.lua, line 1367: if (coop_is_active() == true) then
m23.lua, line 1378: if (coop_is_active() == true) then
m23.lua, line 1465: if coop_is_active() then
m23.lua, line 1483: if coop_is_active() then
m23.lua, line 1595: if (coop_is_active() == true) then
m23.lua, line 1638: if (coop_is_active() == true) then
m23.lua, line 1668: if (coop_is_active() == true) then
m23.lua, line 1692: if (coop_is_active() == true) then
m23.lua, line 1738: if (coop_is_active() == true) then
m23.lua, line 2082: if coop_is_active() == true then
m23.lua, line 2104: if coop_is_active() == true then
m23.lua, line 2178: if (coop_is_active() == true) then
m23.lua, line 2285: if (coop_is_active() == true) then
m23.lua, line 2319: if (coop_is_active() == true) then
m23.lua, line 2486: if coop_is_active() then
m23.lua, line 2590: if (coop_is_active() == true) then
m23.lua, line 2670: if (coop_is_active() == true) then
m23.lua, line 2718: if coop_is_active() then
m23.lua, line 2787: if (coop_is_active() == true) then
m23.lua, line 2805: if (coop_is_active()) then
m23.lua, line 2816: if coop_is_active() then
m23.lua, line 2893: if coop_is_active() then
m23.lua, line 3306: if (coop_is_active() == true) then
m23.lua, line 3367: if (coop_is_active() and rand_int(1, 2) == 2) then
m23.lua, line 3396: if (coop_is_active() and rand_int(1, 2) == 2) then
m24.lua, line 500: in_coop = coop_is_active()
m24.lua, line 741: if coop_is_active() then
m24.lua, line 1146: if coop_is_active() then
m24.lua, line 1962: if coop_is_active() then
mm_a_01.lua, line 144: if (coop_is_active()) then
mm_a_04.lua, line 136: if (coop_is_active()) then
mm_k_05.lua, line 131: if (coop_is_active()) then
mm_p_01.lua, line 113: if coop_is_active() then
mm_p_01.lua, line 123: if coop_is_active() then
mm_p_01.lua, line 177: if coop_is_active() then
mm_p_01.lua, line 189: if coop_is_active() then
mm_p_06.lua, line 135: if (coop_is_active()) then
mm_z_04.lua, line 134: if (coop_is_active()) then
pause_co_op_menu.lua, line 38: elseif coop_is_active() then
pause_co_op_menu.lua, line 333: local cur_coop_is_active = coop_is_active()
pause_menu_top.lua, line 192: if coop_is_active() then
sh01.lua, line 343: In_coop = coop_is_active()
sh02.lua, line 1090: sh02_in_coop = coop_is_active()
sh02.lua, line 1310: if coop_is_active() == true then
sh03.lua, line 1100: if coop_is_active() then
sh03.lua, line 1133: while( (qte_human_is_used(LOCAL_PLAYER) == true) or (coop_is_active() and qte_human_is_used(REMOTE_PLAYER) == true) ) do
sh03.lua, line 1153: if coop_is_active() then
sh03.lua, line 1186: if (coop_is_active() ) then
sh03.lua, line 1387: if coop_is_active() then
sh03.lua, line 1806: if coop_is_active() then
sh03.lua, line 1817: if coop_is_active() then
sh03.lua, line 1825: if coop_is_active() then
sh03.lua, line 1833: if coop_is_active() then
sh03.lua, line 2076: --if (coop_is_active() == true) then
sh04.lua, line 568: if coop_is_active() == true then
sh04.lua, line 585: if coop_is_active() == true then
sh04.lua, line 705: if coop_is_active() == true then
sh04.lua, line 732: if coop_is_active() == true then
sh04.lua, line 1135: if coop_is_active() == true then
sh04.lua, line 1264: if coop_is_active() == true then
sh04.lua, line 1534: if coop_is_active() then
|
cos |
true |
|
2 |
cower |
true |
|
4m01.lua, line 4026: cower(npc, LOCAL_PLAYER, true, true)
m01.lua, line 4032: cower(npc, LOCAL_PLAYER, true, true)
m05.lua, line 932: cower(npc, LOCAL_PLAYER)
m06.lua, line 1445: cower(npc, M06_group.top_floor_homies.oleg, true, true)
|
credits_force_close |
true |
|
1 |
credits_in_cutscene |
true |
|
1 |
credits_were_skipped |
true |
|
1 |
crib_disable_interface |
true |
|
12m05.lua, line 408: crib_disable_interface( true )
m05.lua, line 573: crib_disable_interface( false )
m05.lua, line 603: crib_disable_interface( false )
m05.lua, line 638: crib_disable_interface( true )
m07.lua, line 862: crib_disable_interface( false )
m07.lua, line 976: crib_disable_interface( true )
m08.lua, line 455: crib_disable_interface( false )
m08.lua, line 593: crib_disable_interface( true )
m13.lua, line 1411: crib_disable_interface( false )
m13.lua, line 1495: crib_disable_interface( false )
m13.lua, line 1534: crib_disable_interface( true )
m13.lua, line 1543: crib_disable_interface( true )
|
crib_has_garage_with_vehicles_of_type |
true |
|
4 |
crib_is_garage_disabled |
true |
|
1 |
crib_is_stronghold |
true |
|
1 |
crib_purchase_purchase_crib |
true |
|
1 |
crib_purchasing_unlock |
true |
|
1 |
crib_unlock_strongold |
true |
|
3 |
crib_weapon_add_disable |
true |
|
3 |
crib_weapon_add_enable |
true |
|
3 |
crouch_start |
true |
|
1 |
customization_create_character |
true |
|
1 |
customization_item_revert |
true |
|
18dlc2_m01.lua, line 1209: customization_item_revert()
dlc2_m02.lua, line 1149: customization_item_revert()
dlc2_m03.lua, line 1288: customization_item_revert()
m01.lua, line 1248: customization_item_revert( )
m01.lua, line 1280: customization_item_revert( )
m02.lua, line 885: customization_item_revert( )
m05.lua, line 570: -- customization_item_revert()
m12.lua, line 770: customization_item_revert()
m16.lua, line 1411: customization_item_revert()
m16.lua, line 2493: customization_item_revert()
m16.lua, line 3672: customization_item_revert()
m17.lua, line 872: customization_item_revert( SYNC_LOCAL )
m17.lua, line 876: customization_item_revert( SYNC_REMOTE )
m19.lua, line 795: customization_item_revert()
m21.lua, line 754: --customization_item_revert()
m21.lua, line 755: customization_item_revert()
m24.lua, line 702: customization_item_revert()
sh02.lua, line 1283: customization_item_revert()
|
customization_item_wear |
true |
|
18m01.lua, line 1029: customization_item_wear( "cm_suit_gatsuit", "cm_suit_gatsuit.cmeshx", "mGat_Body", false )
m01.lua, line 1030: customization_item_wear( "cm_hat_gatbobble", "Cm_hat_gatbobble.cmeshx", "Gatbobble", false )
m02.lua, line 1028: customization_item_wear("basicparachute", "cm_pack_basicparachute.cmeshx", "Basic Parachute")
m02.lua, line 1829: customization_item_wear("basicparachute", "cm_pack_basicparachute.cmeshx", "Basic Parachute")
m12.lua, line 1393: --customization_item_wear("cardinal hat", "cm_hat_cardinal.cmeshx", "Cardinal Hat")
m12.lua, line 1394: --customization_item_wear("cardinal glasses", "cm_eye_cardinal.cmeshx", "Cardinal Glasses")
m12.lua, line 1395: --customization_item_wear("cm_suit_cardinal", "cm_suit_cardinal.cmeshx", "Cardinal Robe")
m16.lua, line 1499: customization_item_wear("cm_toilet", "cm_toilet.cmeshx", "Material#9", M16_add_to_wardrobe)
m16.lua, line 1517: customization_item_wear("cm_blowupdoll", "cm_blowupdoll.cmeshx", "Blow_Up_Doll_A", M16_add_to_wardrobe)
m16.lua, line 1701: customization_item_wear("cm_toilet", "cm_toilet.cmeshx", "Material#9", M16_add_to_wardrobe)
m16.lua, line 1998: customization_item_wear("cm_blowupdoll", "cm_blowupdoll.cmeshx", "Blow_Up_Doll_A", M16_add_to_wardrobe)
m17.lua, line 967: customization_item_wear( "Cyrus Suit", "cyrus_hires.cmeshx", "Cyrus", false, SYNC_LOCAL )
m17.lua, line 968: customization_item_wear( "Cyrus Head", "cyrus_hires_head.cmeshx", "Cyrus", false, SYNC_LOCAL )
m17.lua, line 973: customization_item_wear("cm_stag", "cm_stag.cmeshx", "Stag_Body", false, SYNC_REMOTE)
m17.lua, line 974: customization_item_wear("cm_hat_m_staghelmet", "cm_hat_m_staghelmet.cmeshx", "StagCommando_Body", false, SYNC_REMOTE)
m19.lua, line 919: customization_item_wear("cm_gasmask", "cm_mask_gasmask.cmeshx", "cm_mask_gasmask", true, SYNC_ALL, true)
m19.lua, line 951: customization_item_wear("cm_gasmask", "cm_mask_gasmask.cmeshx", "cm_mask_gasmask", true, SYNC_ALL, true)
m19.lua, line 1563: customization_item_wear("cm_gasmask", "cm_mask_gasmask.cmeshx", "cm_mask_gasmask", true, SYNC_ALL, true)
|
customization_outfit_wear |
true |
|
16dlc2_m01.lua, line 1110: customization_outfit_wear("GiS Mission One")
dlc2_m02.lua, line 1557: customization_outfit_wear("Lets Pretend Male A")
dlc2_m03.lua, line 1376: customization_outfit_wear("GiS Space Suit")
m05.lua, line 635: -- customization_outfit_wear("Lets Pretend Male C")
m12.lua, line 1392: customization_outfit_wear("Cardinal")
m16.lua, line 1305: customization_outfit_wear("Cyber Avatar") -- put on the cyber suit.
m16.lua, line 1732: customization_outfit_wear("Cyber Avatar") -- put on the cyber suit.
m16.lua, line 2026: customization_outfit_wear("Cyber Avatar") -- put on the cyber suit.
m16.lua, line 2494: customization_outfit_wear("Cyber Avatar")
m16.lua, line 2696: customization_outfit_wear("Cyber Avatar") -- put on the cyber suit.
m16.lua, line 2789: customization_outfit_wear("Cyber Avatar")
m21.lua, line 869: customization_outfit_wear("Murderbrawl Wrestling Male", 0, SYNC_LOCAL)
m21.lua, line 871: customization_outfit_wear("Murderbrawl Wrestling Female", 0, SYNC_LOCAL)
m21.lua, line 875: customization_outfit_wear("Murderbrawl Wrestling Male", 0, SYNC_REMOTE)
m21.lua, line 877: customization_outfit_wear("Murderbrawl Wrestling Female", 0, SYNC_REMOTE)
m24.lua, line 773: customization_outfit_wear("Lets Pretend Male A")
|
customization_restore_player_rig |
true |
|
3 |
customization_screen_is_ready |
true |
|
1 |
customization_swap_player_rig |
true |
|
2 |
cutscene_in |
true |
1 |
23game_lib.lua, line 1346: cutscene_in() -- ScottP wants all cutscenes to fade in.
m03.lua, line 1412: -- cutscene_in()
m07.lua, line 1351: cutscene_in()
m08.lua, line 1208: cutscene_in()
m09.lua, line 2966: cutscene_in()
m19.lua, line 916: cutscene_in()
m22.lua, line 2233: cutscene_in()
m22.lua, line 2247: cutscene_in()
m24.lua, line 1057: cutscene_in()
mm_a_01.lua, line 93: --cutscene_in()
mm_a_04.lua, line 93: --cutscene_in()
mm_k_01.lua, line 96: --cutscene_in()
mm_k_01.lua, line 134: --cutscene_in()
mm_k_05.lua, line 87: --cutscene_in()
mm_p_01.lua, line 84: --cutscene_in()
mm_p_06.lua, line 98: --cutscene_in()
mm_p_06.lua, line 223: --cutscene_in()
mm_p_06.lua, line 226: cutscene_in()
mm_z_01.lua, line 94: --cutscene_in()
mm_z_04.lua, line 85: --cutscene_in()
sh01.lua, line 493: -- cutscene_in()
sh02.lua, line 1020: cutscene_in()
sh04.lua, line 784: cutscene_in()
|
cutscene_out |
true |
1 |
21m03.lua, line 1428: -- cutscene_out()
m07.lua, line 1390: cutscene_out()
m08.lua, line 1212: cutscene_out()
m09.lua, line 2970: cutscene_out()
m19.lua, line 961: cutscene_out()
m22.lua, line 2242: cutscene_out()
m22.lua, line 2254: cutscene_out()
m24.lua, line 1061: cutscene_out()
mm_a_01.lua, line 95: --cutscene_out()
mm_a_04.lua, line 84: --cutscene_out()
mm_k_01.lua, line 94: --cutscene_out()
mm_k_01.lua, line 136: --cutscene_out()
mm_k_05.lua, line 114: --cutscene_out()
mm_p_01.lua, line 90: --cutscene_out()
mm_p_06.lua, line 125: --cutscene_out()
mm_p_06.lua, line 232: cutscene_out()
mm_z_01.lua, line 106: --cutscene_out()
mm_z_04.lua, line 98: --cutscene_out()
sh01.lua, line 498: -- cutscene_out()
sh02.lua, line 1024: cutscene_out()
sh04.lua, line 804: cutscene_out()
|
cutscene_play |
true |
1 |
102dlc1_mm_01.lua, line 79: cutscene_play(CUTSCENE_MISSION_INTRO, nil, nil, false)
dlc1_mm_02.lua, line 79: cutscene_play(CUTSCENE_MISSION_INTRO)
dlc1_mm_03.lua, line 79: cutscene_play(CUTSCENE_MISSION_INTRO)
dlc1_mm_04.lua, line 79: cutscene_play(CUTSCENE_MISSION_INTRO)
dlc1_mm_05.lua, line 79: cutscene_play(CUTSCENE_MISSION_INTRO)
dlc1_mm_06.lua, line 79: cutscene_play(CUTSCENE_MISSION_INTRO, nil, nil, false)
dlc2_m01.lua, line 1127: cutscene_play(Dlc2_m01_cutscenes.intro, nil, Dlc2_m01_checkpoints.start.player_navs, false)
dlc2_m03.lua, line 1144: cutscene_play(DLC2_M03_scene.intro, nil, {DLC2_M03_checkpoint.start.host_start, DLC2_M03_checkpoint.start.client_start}, fade_in_after)
m01.lua, line 1039: cutscene_play(M01_scene.intro, nil, player_starts, fade_in_after)
m01.lua, line 1571: cutscene_play(M01_scene.at_vault, nil, teleport_navs)
m01.lua, line 1695: cutscene_play(M01_scene.explosives, nil, teleport_navs, fade_in_after)
m01.lua, line 1973: cutscene_play(M01_scene.connect_vault, nil, teleport_navs, fade_in_after)
m02.lua, line 718: cutscene_play(M02_cutscenes.mission_intro, nil, M02_navpoints.player_start_chk_01, false)
m02.lua, line 1771: cutscene_play(M02_zscenes.bailout, nil, M02_navpoints.player_start_chk_02, false)
m02.lua, line 2376: cutscene_play(M02_zscenes.fly_through, nil, M02_navpoints.player_start_chk_03)
m03.lua, line 878: cutscene_play(M03_cutscene.mission_intro)
m03.lua, line 1416: -- cutscene_play(M03_cte.name, nil, teleport_navs)
m03.lua, line 1510: cutscene_play(M03_cutscene.pierce_entrance, nil, teleport_navs, fade_in_after)
m04.lua, line 277: cutscene_play( M04_CUTSCENE_CTE_INTRO, nil, cte_navs, fade_in_after )
m05.lua, line 420: cutscene_play(M05_CUTSCENE_MISSION_INTRO, nil, M05_nav.start_navs, false)
m06.lua, line 742: cutscene_play(M06_scene.intro, nil, {M06_checkpoint.start.nav1, M06_checkpoint.start.nav2}, fade_in_after)
m06.lua, line 1390: cutscene_play(M06_scene.oleg, create_this_group, M06_oleg_zscene_navs, fade_in_after)
m06.lua, line 1507: cutscene_play(M06_scene.phillipe, nil, teleport_navs, fade_in_after)
m06.lua, line 1715: cutscene_play(M06_scene.ballsmash, nil, player_navs)
m07.lua, line 755: cutscene_play(M07_cutscene.mission_intro, nil, {M07_navpoint.cp_starts.start.player_local, M07_navpoint.cp_starts.start.player_remote}, false)
m07.lua, line 1385: cutscene_play(M07_CTE_free_kinzie.name, nil, {M07_navpoint.cp_starts.barge.player_local, M07_navpoint.cp_starts.barge.player_remote}, false)
m07.lua, line 1718: cutscene_play(M07_cutscene.zimos_pre_pony_cart, nil, {M07_navpoint.cp_starts.pony_cart.player_local, M07_navpoint.cp_starts.pony_cart.player_remote})
m07.lua, line 1905: cutscene_play(M07_cutscene.zimos_post_pony_cart, nil, {M07_navpoint.cp_starts.casino.player_local, M07_navpoint.cp_starts.casino.player_remote})
m07.lua, line 2209: cutscene_play(M07_cutscene.angel_mid_checkpoint, nil, {M07_navpoint.cp_starts.defense.player_local, M07_navpoint.cp_starts.defense.player_remote})
m08.lua, line 358: cutscene_play(M08_cutscene.mission_intro, nil, { M08_navpoint.cp_starts.zimos.player_local, M08_navpoint.cp_starts.zimos.player_remote }, false)
m08.lua, line 1210: cutscene_play( M08_cutscene.heli_attack.name )
m09.lua, line 1839: cutscene_play(CUTSCENE_MISSION_INTRO, nil, {M09_checkpoint.start.nav1, M09_checkpoint.start.nav2}, false)
m09.lua, line 2968: cutscene_play( CUTSCENE_CTE_BOATS )
m10.lua, line 1079: cutscene_play(M10_cutscenes.mission_intro, nil, M10_checkpoints.start.player_starts)
m10.lua, line 1575: cutscene_play(M10_cutscenes.rooftop_intro, nil, M10_checkpoints.survive.player_starts)
m11.lua, line 708: cutscene_play(M11_cutscenes.intro, nil, {M11_navpoints.start_local, M11_navpoints.start_remote}, false)
m12.lua, line 516: cutscene_play(CUTSCENE_MISSION_INTRO, nil, {M12_teleport.start[1], M12_teleport.start[2]}, false)
m12.lua, line 1147: cutscene_play(CUTSCENE_GRAB_JOSH, nil, nil, false)
m13.lua, line 1230: cutscene_play(CUTSCENE_MISSION_INTRO, nil, { M13_nav.player_start, M13_nav.remote_start }, false)
m13.lua, line 1948: cutscene_play( "13_Z01", nil, { M13_nav.player_penthouse, M13_nav.remote_penthouse } )
m14.lua, line 365: cutscene_play(M14_cutscene.mission_intro, nil, { M14_navpoint.cp_sj_lp, M14_navpoint.cp_sj_rp } )
m15.lua, line 649: cutscene_play(M15_CUTSCENE_MISSION_INTRO, nil, nil, fade_in_after)
m16.lua, line 1170: cutscene_play(M16_scene.intro, nil, nil, false)
m16.lua, line 1494: cutscene_play( M16_cte_01.name, nil, nil, false)
m16.lua, line 2546: cutscene_play(M16_scene.matt_intro, nil, nil, false)
m16.lua, line 2554: cutscene_play(M16_scene.matt_defeated, nil, nil, false)
m17.lua, line 586: cutscene_play(M17_CUTSCENE_MISSION_INTRO, nil, {M17_checkpoint_start.player, M17_checkpoint_start.coop}, false)
m17.lua, line 1325: cutscene_play(M17_CUTSCENE_THERM_LANDING, nil, nil, false)
m17.lua, line 1595: cutscene_play(M17_ZSCENE_01, nil, nil, false)
m18.lua, line 1108: cutscene_play(M18_cutscenes.mission_intro, nil, M18_navpoints.player_start_cargo_plane, false)
m18.lua, line 2212: cutscene_play(M18_cutscenes.tank_zscene, nil, nil, false) -- don't fade back in. we need to clean-up the plane and setup the free fall afterwards
m19.lua, line 554: cutscene_play(CUTSCENE_MISSION_INTRO, nil, M19_checkpoint.start.nav, false)
m19.lua, line 662: -- cutscene_play(CUTSCENE_MISSION_OUTRO)
m19.lua, line 921: cutscene_play( M19_cte.name, nil, {M19_checkpoint.doors.nav1, M19_checkpoint.doors.nav2} )
m19.lua, line 922: --cutscene_play( M19_cte.name)
m20.lua, line 435: cutscene_play( M20_cutscene.mission_intro, nil, { M20_navpoint.cp_starts.mission_start.player_local, M20_navpoint.cp_starts.mission_start.player_remote }, false )
m21.lua, line 679: cutscene_play(M21_cutscenes.mission_intro, nil, M21_navpoints.player_mission_start, false)
m21.lua, line 1469: cutscene_play(M21_cutscenes.angle_thrown_out, nil, M21_navpoints.player_defend_angel_start, false)
m21.lua, line 2118: cutscene_play(M21_cutscenes.unmask_threat, nil, teleport_navs, false)
m21.lua, line 2184: cutscene_play(M21_cutscenes.remove_mask, nil, nil, false)
m21.lua, line 2197: cutscene_play(M21_cutscenes.release_killbane, nil, nil, false)
m22.lua, line 1194: cutscene_play(M22_cutscenes.mission_intro, nil, cutscene_navs, false)
m22.lua, line 1419: cutscene_play(M22_cutscenes.choice, nil, { Armory_battle_zone.center_pos, Armory_battle_zone.center_pos })
m22.lua, line 2236: cutscene_play( M22_cte_choice_01.name )
m22.lua, line 2251: cutscene_play( M22_cte_statue_01.name, nil, teleport_navs )
m22.lua, line 2546: cutscene_play(M22_cutscenes.plane_destroyed, nil, M22_navpoints.player_kbfight_start, false)
m22.lua, line 2948: cutscene_play( M22_cte_statue_02.name, nil, M22_navpoints.player_dock_start )
m23.lua, line 839: cutscene_play(M23_cutscenes.intro, nil, {M23_checkpoints.start.player_starts[1], M23_checkpoints.start.player_starts[2]}, false)
m23.lua, line 2751: cutscene_play(M23_cutscenes.cyrus_death, nil, M23_checkpoints.escape.player_starts)
m24.lua, line 507: cutscene_play(CUTSCENE_MISSION_INTRO, nil, { M24_navpoints.local_start, M24_navpoints.remote_start } )
m24.lua, line 1059: cutscene_play( CUTSCENE_MISSION_CTE_BRIDGE_SETUP, nil, { M24_navpoints.bridge_start, M24_navpoints.bridge_start_coop } )
m24.lua, line 1133: cutscene_play(CUTSCENE_MISSION_CTE_LAIR_SETUP, nil, { M24_navpoints.killbane_fight_start, M24_navpoints.killbane_fight_start_coop})
mm_a_01.lua, line 94: cutscene_play( MM_A_01_cutscene.angel_intro, nil, MM_A_01_navs.cp_start, false )
mm_a_02.lua, line 79: cutscene_play(CUTSCENE_MISSION_INTRO)
mm_a_03.lua, line 80: cutscene_play(CUTSCENE_MISSION_INTRO)
mm_a_04.lua, line 85: --cutscene_play( MM_A_04_cutscene.angel_intro )
mm_a_04.lua, line 91: cutscene_play( MM_A_04_cutscene.angel_outro, nil, MM_A_04_navs.cp_start, false )
mm_k_01.lua, line 95: cutscene_play( MM_K_01_cutscene.kinzie_intro, nil, MM_K_01_navs.cp_start, false )
mm_k_01.lua, line 135: --cutscene_play( MM_K_01_cutscene.kinzie_intro, nil, MM_K_01_navs.cp_start, false )
mm_k_02.lua, line 80: cutscene_play(CUTSCENE_MISSION_INTRO)
mm_k_05.lua, line 88: cutscene_play( MM_K_05_cutscene.kinzie_outro, nil, MM_K_05_navs.cp_start, false )
mm_m1_5.lua, line 79: cutscene_play(CUTSCENE_MISSION_INTRO)
mm_p_01.lua, line 89: cutscene_play( MM_P_01_cutscene, nil, MM_P_01_navs.cp_start, false )
mm_p_02.lua, line 89: cutscene_play(CUTSCENE_MISSION_INTRO)
mm_p_03.lua, line 185: cutscene_play( MMP03_CUTSCENE_CTE_INTRO, nil, MM_P_03_checkpoint.start.navs, fade_in_after )
mm_p_04.lua, line 86: cutscene_play(CUTSCENE_MISSION_INTRO)
mm_p_05.lua, line 86: cutscene_play(CUTSCENE_MISSION_INTRO)
mm_p_06.lua, line 99: cutscene_play( MM_P_06_cutscene.pierce_outro, nil, MM_P_06_navs.cp_start, false )
mm_p_06.lua, line 229: cutscene_play( MM_P_06_cutscene.pierce_outro, nil, MM_P_06_navs.cp_start, false )
mm_p_06.lua, line 230: --cutscene_play( MM_P_06_cutscene.pierce_outro )
mm_z_01.lua, line 100: cutscene_play( MM_Z_01_cutscene.zimos_intro, nil, nil, false )
mm_z_03.lua, line 76: cutscene_play(CUTSCENE_MISSION_INTRO)
mm_z_04.lua, line 86: --cutscene_play( MM_Z_04_cutscene.zimos_outro )
mm_z_04.lua, line 91: cutscene_play( MM_Z_04_cutscene.zimos_outro, nil, MM_Z_04_navs.cp_start, false )
sh01.lua, line 352: cutscene_play(SH01_CUTSCENE_MISSION_INTRO, nil, cutscene_navs, false)
sh01.lua, line 495: cutscene_play( SH01_CUTSCENE_CTE, nil, teleports, false)
sh02.lua, line 609: cutscene_play(SH02_CUTSCENE_MISSION_INTRO, nil, NAV_CP_START, false, false)
sh02.lua, line 1022: cutscene_play(SH02_CUTSCENE_BRUTE_CTE, nil, nil, false)
sh03.lua, line 489: cutscene_play(CUTSCENE_MISSION_INTRO, nil, sh03_navs.cp_start, false )
sh04.lua, line 415: cutscene_play( CUTSCENE_ENTRANCE, nil, sh04_navs.cp_start, false )
sh04.lua, line 649: cutscene_play( CUTSCENE_ENTRANCE )
sh04.lua, line 796: cutscene_play( CUTSCENE_TAKE_MASK, nil, sh04_navs.post_cte, false )
|
cutscene_play_do |
true |
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1game_lib.lua, line 1361: cutscene_play_do(name, converted_group, converted_teleports, fade_in_after, wait_for_spawning)
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cutscene_was_skipped |
true |
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2 |