Saints Row: The Third Function Reference

Global functions

These functions are assumed to be globally available to all scripts (they aren't defined in the available Lua files, or are defined in files that are known to be always loaded).

This list is assumed incomplete; additional functions could exist in the exe but not be used in the game scripts, and there's no definitive list of Lua files that are always loaded.

Function name Global Defined in Examples from patch (click blue number to expand)
var_to_string true 1 15
vault_heli_hack_for_m01 true
    1
    vcust_adjust_camera_angle true
      1
      vcust_change_top_level_menu true
        1
        vcust_is_camera_tool_mode true
          3
          vcust_preview_color true
            2
            vcust_preview_component true
              6
              vcust_preview_palette true
                3
                vcust_preview_rim_sizing true
                  1
                  vcust_preview_wheel_sizing true
                    2
                    vcust_purchase_component true
                      1
                      vcust_purchase_paint true
                        1
                        vcust_purchase_performance_upgrade true
                          1
                          vcust_purchase_wheels true
                            2
                            vcust_revert_color true
                              7
                              vcust_select_paint_slot true
                                1
                                vcust_set_camera_pos true
                                  2
                                  vcust_set_underglow true
                                    1
                                    vcust_show_nos_hydraulic_warning true
                                      1
                                      vehicle_allow_ownership_transfer true
                                        1
                                        vehicle_anim_finished true
                                          3
                                          • m01.lua, line 2347: while not vehicle_anim_finished(M01_group.heli_fighter1.vehicle, 0.9) do
                                          • m10.lua, line 2362: while (vehicle_anim_finished(M10_groups.oleg_vtol.vtol) == false) do
                                          • m18.lua, line 3888: while (vehicle_anim_finished(vtol_group.vtol, vtol_group.whoosh_trigger) == false) do
                                          vehicle_anim_playing true
                                            1
                                            vehicle_anim_start true
                                              12
                                              • m01.lua, line 2344: vehicle_anim_start(M01_group.heli_fighter1.vehicle, anim_state, anim_action)
                                              • m10.lua, line 2296: vehicle_anim_start(M10_groups.oleg_vtol.vtol, "", "plane stumble forward")
                                              • m10.lua, line 2325: vehicle_anim_start(M10_groups.oleg_vtol.vtol, "Oleg vtol attack", "Oleg vtol jump")
                                              • m10.lua, line 3085: vehicle_anim_start(vehicle.vehicle, "Oleg vtol attack", "Oleg vtol jump")
                                              • m10.lua, line 3683: -- vehicle_anim_start(vtol_table.vehicle, "vtol jet flyby", nil)
                                              • m18.lua, line 2332: vehicle_anim_start(M18_groups.player_tank.tank, "", "tank roll a")
                                              • m18.lua, line 2429: vehicle_anim_start(M18_groups.player_tank.tank, "", "tank roll b")
                                              • m18.lua, line 2524: vehicle_anim_start(M18_groups.player_tank.tank, "", "tank roll c")
                                              • m18.lua, line 2614: vehicle_anim_start(M18_groups.player_tank.tank, "", "tank roll b")
                                              • m18.lua, line 2709: vehicle_anim_start(M18_groups.skydiving_tank.tank_group.tank, "mad18 stag tank", "")
                                              • m18.lua, line 2995: vehicle_anim_start(M18_groups.skydiving_tank.tank_group.tank, "", "M18 Enter Tank")
                                              • m18.lua, line 3546: vehicle_anim_start(tank_group.tank, "MAD18 Tank", "")
                                              vehicle_car_alarm_enable true
                                                5
                                                vehicle_chase true
                                                  78
                                                  vehicle_clear_all_radio_locks true
                                                    2
                                                    vehicle_component_detach true
                                                      3
                                                      • m18.lua, line 2821: vehicle_component_detach(M18_groups.stag_cargo_plane.planes[1].plane, "engine_RMid", true)
                                                      • m18.lua, line 2822: vehicle_component_detach(M18_groups.stag_cargo_plane.planes[1].plane, "R_End", true)
                                                      • m18.lua, line 2823: vehicle_component_detach(M18_groups.stag_cargo_plane.planes[1].plane, "Object01", true)
                                                      vehicle_component_is_shattered true
                                                        1
                                                        • m02.lua, line 2282: if (vehicle_component_is_shattered(M02_groups.plane.vehicle, M02_groups.plane.windshield_component) == false) then
                                                        vehicle_component_shatter_glass true
                                                          1
                                                          • m02.lua, line 2321: vehicle_component_shatter_glass(M02_groups.plane.vehicle, M02_groups.plane.windshield_component)
                                                          vehicle_delete_all_corpses true
                                                            2
                                                            vehicle_detonate true
                                                              42
                                                              vehicle_detonate_random_parked_car true
                                                                1
                                                                • dlc2_m01.lua, line 5012: vehicle_detonate_random_parked_car(Dlc2_m01_groups.armory_get_away_car.vehicle, 110, 180, 20, 80)
                                                                vehicle_disable_chase true
                                                                  19
                                                                  vehicle_disable_explosion_and_damage_vfx true
                                                                    3
                                                                    vehicle_disable_flee true
                                                                      16
                                                                      vehicle_disable_weapon_physics true
                                                                        2
                                                                        vehicle_enable_physics true
                                                                          4
                                                                          • m01.lua, line 5562: while not vehicle_enable_physics(M01_group.vault_heli.vehicle, false) do
                                                                          • m01.lua, line 5591: while not vehicle_enable_physics(M01_group.vault_heli.vehicle, false) do
                                                                          • m06.lua, line 2061: while not vehicle_enable_physics(M06_group.ball.vehicle, false) do
                                                                          • m06.lua, line 2443: while not vehicle_enable_physics(M06_group.ball.vehicle, false) do
                                                                          vehicle_engine_check_running true
                                                                            2
                                                                            • m02.lua, line 3652: while (vehicle_engine_check_running(M02_groups.plane.vehicle) == false) do
                                                                            • m02.lua, line 3746: while (vehicle_engine_check_running(M02_groups.plane.vehicle) == false) do
                                                                            vehicle_engine_start true
                                                                              2
                                                                              vehicle_enter true 1 20
                                                                              • _a_ga_nw_01.lua, line 1174: while not (vehicle_enter(_A_GA_NW_01_groups.protectees.chars[1], _A_GA_NW_01_groups.getaway_group.vehicle, 1))do
                                                                              • dlc2_m01.lua, line 4324: vehicle_enter(Dlc2_m01_characters.kwilanna, vehicle_name, 0)
                                                                              • dlc2_m01.lua, line 4334: vehicle_enter(Dlc2_m01_characters.kwilanna, vehicle_name, 0)
                                                                              • dlc2_m02.lua, line 1489: vehicle_enter( homie, Dlc2_m02_vehicles.saucer, 0, true )
                                                                              • m10.lua, line 2258: success = vehicle_enter(M10_characters.oleg, M10_groups.oleg_vtol.vtol, 2, true, false, true, nil, true)
                                                                              • m11.lua, line 2692: --vehicle_enter(lifter.pilot, lifter.name, 0, true, true)
                                                                              • m12.lua, line 1699: vehicle_enter(NPC_JOSH, M12_ESCAPE_VEHICLE, 2, false, false, false, "m12_josh_overshoulder_exittocar_b")
                                                                              • m13.lua, line 2158: vehicle_enter(cyrus, vtol.name, 4, false)
                                                                              • m13.lua, line 2160: vehicle_enter(josh, vtol.name, 3, false)
                                                                              • m13.lua, line 2173: vehicle_enter(cyrus, vtol.name, 4, true)
                                                                              • m13.lua, line 3218: if vehicle_enter(pierce, target_vehicle, 0, true, true) then
                                                                              • m17.lua, line 1752: vehicle_enter(M17_group.tanks.drivers[1], M17_group.tanks.vehicles[1], 0, false, false)
                                                                              • m17.lua, line 1753: vehicle_enter(M17_group.tanks.drivers[2], M17_group.tanks.vehicles[2], 0, false, false)
                                                                              • m17.lua, line 1754: -- vehicle_enter(M17_group.tanks.drivers[3], M17_group.tanks.vehicles[3], 0, false, false)
                                                                              • m17.lua, line 2250: vehicle_enter(M17_group.hanger.npcs[1], M17_group.hanger.vtols[1])
                                                                              • m18.lua, line 1739: -- vehicle_enter(M18_groups.cargo_plane_interior.grunt_squads.mechanics.grunts[1], M18_groups.cargo_plane_tanks.tanks[4], 0, false, false)
                                                                              • m18.lua, line 2261: -- HACK: Disable notoriety after vehicle_enter(putting the players into the tank raises notoriety, which causes some problems in the mission)
                                                                              • m18.lua, line 2996: vehicle_enter(LOCAL_PLAYER, M18_groups.skydiving_tank.tank_group.tank, 0, true, true, false, "M18 Enter Tank")
                                                                              • m20.lua, line 2252: vehicle_enter(npc, vehicle, seat)
                                                                              • m23.lua, line 3300: vehicle_enter(char, tank, seat, true)
                                                                              vehicle_enter_check_done true
                                                                                6
                                                                                vehicle_enter_do true
                                                                                  3
                                                                                  • _a_ga_dt_03.lua, line 956: --vehicle_enter_do(_A_GA_DT_03_groups.protectees.chars[1], _A_GA_DT_03_groups.protectees.vehicle, false, 0, false)
                                                                                  • game_lib.lua, line 3016: local s = vehicle_enter_do(name, vehicle_name, false, seat, force_hijack_success, override_action, special_entry)
                                                                                  • game_lib.lua, line 3121: local s = vehicle_enter_do(name, vehicle_name, true, seat, false, nil, special_entry)
                                                                                  vehicle_enter_group true 1
                                                                                    vehicle_enter_group_do true
                                                                                      2
                                                                                      vehicle_enter_group_teleport true 1 43
                                                                                      vehicle_enter_guardian_angel true
                                                                                        2
                                                                                        vehicle_enter_teleport true 1 309
                                                                                        • _a_ga_dt_03.lua, line 840: vehicle_enter_teleport(_A_GA_DT_03_groups.chase1.chars[1], _A_GA_DT_03_groups.chase1.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 842: vehicle_enter_teleport(_A_GA_DT_03_groups.chase1.chars[2], _A_GA_DT_03_groups.chase1.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 844: vehicle_enter_teleport(_A_GA_DT_03_groups.chase2.chars[1], _A_GA_DT_03_groups.chase2.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 846: vehicle_enter_teleport(_A_GA_DT_03_groups.chase2.chars[2], _A_GA_DT_03_groups.chase2.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 873: vehicle_enter_teleport(_A_GA_DT_03_groups.chase3.chars[1], _A_GA_DT_03_groups.chase3.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 875: vehicle_enter_teleport(_A_GA_DT_03_groups.chase3.chars[2], _A_GA_DT_03_groups.chase3.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 877: vehicle_enter_teleport(_A_GA_DT_03_groups.chase4.chars[1], _A_GA_DT_03_groups.chase4.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 879: vehicle_enter_teleport(_A_GA_DT_03_groups.chase4.chars[2], _A_GA_DT_03_groups.chase4.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 914: vehicle_enter_teleport(_A_GA_DT_03_groups.chase5.chars[1], _A_GA_DT_03_groups.chase5.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 916: vehicle_enter_teleport(_A_GA_DT_03_groups.chase5.chars[2], _A_GA_DT_03_groups.chase5.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 919: vehicle_enter_teleport(_A_GA_DT_03_groups.chase6.chars[1], _A_GA_DT_03_groups.chase6.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 920: vehicle_enter_teleport(_A_GA_DT_03_groups.chase6.chars[2], _A_GA_DT_03_groups.chase6.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 921: vehicle_enter_teleport(_A_GA_DT_03_groups.chase7.chars[1], _A_GA_DT_03_groups.chase7.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 922: vehicle_enter_teleport(_A_GA_DT_03_groups.chase7.chars[2], _A_GA_DT_03_groups.chase7.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 923: vehicle_enter_teleport(_A_GA_DT_03_groups.chase8.chars[1], _A_GA_DT_03_groups.chase8.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 924: vehicle_enter_teleport(_A_GA_DT_03_groups.chase8.chars[2], _A_GA_DT_03_groups.chase8.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 957: vehicle_enter_teleport(_A_GA_DT_03_groups.protectees.chars[1], _A_GA_DT_03_groups.protectees.vehicle, 0, true)
                                                                                        • _a_ga_dt_03.lua, line 1006: vehicle_enter_teleport(_A_GA_DT_03_groups.chase9.chars[1], _A_GA_DT_03_groups.chase9.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 1008: vehicle_enter_teleport(_A_GA_DT_03_groups.chase9.chars[2], _A_GA_DT_03_groups.chase9.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 1010: vehicle_enter_teleport(_A_GA_DT_03_groups.chase10.chars[1], _A_GA_DT_03_groups.chase10.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 1012: vehicle_enter_teleport(_A_GA_DT_03_groups.chase10.chars[2], _A_GA_DT_03_groups.chase10.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 1014: vehicle_enter_teleport(_A_GA_DT_03_groups.chase11.chars[1], _A_GA_DT_03_groups.chase11.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 1016: vehicle_enter_teleport(_A_GA_DT_03_groups.chase11.chars[2], _A_GA_DT_03_groups.chase11.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 1018: vehicle_enter_teleport(_A_GA_DT_03_groups.chase12.chars[1], _A_GA_DT_03_groups.chase12.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 1020: vehicle_enter_teleport(_A_GA_DT_03_groups.chase12.chars[2], _A_GA_DT_03_groups.chase12.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 1022: vehicle_enter_teleport(_A_GA_DT_03_groups.chase13.chars[1], _A_GA_DT_03_groups.chase13.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 1024: vehicle_enter_teleport(_A_GA_DT_03_groups.chase13.chars[2], _A_GA_DT_03_groups.chase13.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 1026: vehicle_enter_teleport(_A_GA_DT_03_groups.chase14.chars[1], _A_GA_DT_03_groups.chase14.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 1028: vehicle_enter_teleport(_A_GA_DT_03_groups.chase14.chars[2], _A_GA_DT_03_groups.chase14.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 1030: vehicle_enter_teleport(_A_GA_DT_03_groups.chase15.chars[1], _A_GA_DT_03_groups.chase15.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 1032: vehicle_enter_teleport(_A_GA_DT_03_groups.chase15.chars[2], _A_GA_DT_03_groups.chase15.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 1034: vehicle_enter_teleport(_A_GA_DT_03_groups.chase16.chars[1], _A_GA_DT_03_groups.chase16.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 1036: vehicle_enter_teleport(_A_GA_DT_03_groups.chase16.chars[2], _A_GA_DT_03_groups.chase16.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 1089: vehicle_enter_teleport(_A_GA_DT_03_groups.chase17.chars[1], _A_GA_DT_03_groups.chase17.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 1091: vehicle_enter_teleport(_A_GA_DT_03_groups.chase17.chars[2], _A_GA_DT_03_groups.chase17.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 1093: vehicle_enter_teleport(_A_GA_DT_03_groups.chase18.chars[1], _A_GA_DT_03_groups.chase18.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 1095: vehicle_enter_teleport(_A_GA_DT_03_groups.chase18.chars[2], _A_GA_DT_03_groups.chase18.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 1097: vehicle_enter_teleport(_A_GA_DT_03_groups.chase19.chars[1], _A_GA_DT_03_groups.chase19.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 1099: vehicle_enter_teleport(_A_GA_DT_03_groups.chase19.chars[2], _A_GA_DT_03_groups.chase19.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 1101: vehicle_enter_teleport(_A_GA_DT_03_groups.chase20.chars[1], _A_GA_DT_03_groups.chase20.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 1103: vehicle_enter_teleport(_A_GA_DT_03_groups.chase20.chars[2], _A_GA_DT_03_groups.chase20.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 1105: vehicle_enter_teleport(_A_GA_DT_03_groups.chase21.chars[1], _A_GA_DT_03_groups.chase21.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 1107: vehicle_enter_teleport(_A_GA_DT_03_groups.chase21.chars[2], _A_GA_DT_03_groups.chase21.vehicle[1], 1, true)
                                                                                        • _a_ga_dt_03.lua, line 1142: vehicle_enter_teleport(_A_GA_DT_03_groups.attack_heli.chars[1], _A_GA_DT_03_groups.attack_heli.vehicle[1], 0, true)
                                                                                        • _a_ga_dt_03.lua, line 1143: vehicle_enter_teleport(_A_GA_DT_03_groups.attack_heli.chars[2], _A_GA_DT_03_groups.attack_heli.vehicle[1], 2, true)
                                                                                        • _a_ga_nw_01.lua, line 1141: vehicle_enter_teleport(_A_GA_NW_01_groups.heli_group.chars[1], _A_GA_NW_01_groups.heli_group.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1152: vehicle_enter_teleport(_A_GA_NW_01_groups.getaway_group.chars[1], _A_GA_NW_01_groups.getaway_group.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1229: vehicle_enter_teleport(_A_GA_NW_01_groups.chase_heli.chars[1], _A_GA_NW_01_groups.chase_heli.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1253: vehicle_enter_teleport(_A_GA_NW_01_groups.chase1.chars[1], _A_GA_NW_01_groups.chase1.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1254: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase1.chars[2], _A_GA_NW_01_groups.chase1.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1255: vehicle_enter_teleport(_A_GA_NW_01_groups.chase2.chars[1], _A_GA_NW_01_groups.chase2.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1256: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase2.chars[2], _A_GA_NW_01_groups.chase2.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1286: vehicle_enter_teleport(_A_GA_NW_01_groups.chase3.chars[1], _A_GA_NW_01_groups.chase3.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1287: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase3.chars[2], _A_GA_NW_01_groups.chase3.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1288: vehicle_enter_teleport(_A_GA_NW_01_groups.chase4.chars[1], _A_GA_NW_01_groups.chase4.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1289: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase4.chars[2], _A_GA_NW_01_groups.chase4.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1290: vehicle_enter_teleport(_A_GA_NW_01_groups.chase5.chars[1], _A_GA_NW_01_groups.chase5.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1291: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase5.chars[2], _A_GA_NW_01_groups.chase5.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1324: vehicle_enter_teleport(_A_GA_NW_01_groups.chase6.chars[1], _A_GA_NW_01_groups.chase6.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1325: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase6.chars[2], _A_GA_NW_01_groups.chase6.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1326: vehicle_enter_teleport(_A_GA_NW_01_groups.chase7.chars[1], _A_GA_NW_01_groups.chase7.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1327: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase7.chars[2], _A_GA_NW_01_groups.chase7.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1351: vehicle_enter_teleport(_A_GA_NW_01_groups.chase8.chars[1], _A_GA_NW_01_groups.chase8.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1352: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase8.chars[2], _A_GA_NW_01_groups.chase8.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1372: vehicle_enter_teleport(_A_GA_NW_01_groups.chase9.chars[1], _A_GA_NW_01_groups.chase9.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1373: vehicle_enter_teleport(_A_GA_NW_01_groups.chase9.chars[2], _A_GA_NW_01_groups.chase9.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1390: vehicle_enter_teleport(_A_GA_NW_01_groups.chase10.chars[1], _A_GA_NW_01_groups.chase10.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1391: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase10.chars[2], _A_GA_NW_01_groups.chase10.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1408: vehicle_enter_teleport(_A_GA_NW_01_groups.chase11.chars[1], _A_GA_NW_01_groups.chase11.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1409: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase11.chars[2], _A_GA_NW_01_groups.chase11.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1431: vehicle_enter_teleport(_A_GA_NW_01_groups.chase12.chars[1], _A_GA_NW_01_groups.chase12.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1432: vehicle_enter_teleport(_A_GA_NW_01_groups.chase12.chars[2], _A_GA_NW_01_groups.chase12.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1433: vehicle_enter_teleport(_A_GA_NW_01_groups.chase13.chars[1], _A_GA_NW_01_groups.chase13.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1434: vehicle_enter_teleport(_A_GA_NW_01_groups.chase13.chars[2], _A_GA_NW_01_groups.chase13.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1458: vehicle_enter_teleport(_A_GA_NW_01_groups.chase14.chars[1], _A_GA_NW_01_groups.chase14.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1459: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase14.chars[2], _A_GA_NW_01_groups.chase14.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1477: vehicle_enter_teleport(_A_GA_NW_01_groups.chase15.chars[1], _A_GA_NW_01_groups.chase15.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1478: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase15.chars[2], _A_GA_NW_01_groups.chase15.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1499: vehicle_enter_teleport(_A_GA_NW_01_groups.chase16.chars[1], _A_GA_NW_01_groups.chase16.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1500: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase16.chars[2], _A_GA_NW_01_groups.chase16.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1501: vehicle_enter_teleport(_A_GA_NW_01_groups.chase17.chars[1], _A_GA_NW_01_groups.chase17.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1502: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase17.chars[2], _A_GA_NW_01_groups.chase17.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1527: vehicle_enter_teleport(_A_GA_NW_01_groups.chase18.chars[1], _A_GA_NW_01_groups.chase18.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1528: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase18.chars[2], _A_GA_NW_01_groups.chase18.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1550: vehicle_enter_teleport(_A_GA_NW_01_groups.chase19.chars[1], _A_GA_NW_01_groups.chase19.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1551: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase19.chars[2], _A_GA_NW_01_groups.chase19.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1552: vehicle_enter_teleport(_A_GA_NW_01_groups.chase20.chars[1], _A_GA_NW_01_groups.chase20.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1553: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase20.chars[2], _A_GA_NW_01_groups.chase20.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1578: vehicle_enter_teleport(_A_GA_NW_01_groups.chase21.chars[1], _A_GA_NW_01_groups.chase21.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1579: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase21.chars[2], _A_GA_NW_01_groups.chase21.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1623: vehicle_enter_teleport(_A_GA_NW_01_groups.chase22.chars[1], _A_GA_NW_01_groups.chase22.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1624: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase22.chars[2], _A_GA_NW_01_groups.chase22.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1625: vehicle_enter_teleport(_A_GA_NW_01_groups.chase23.chars[1], _A_GA_NW_01_groups.chase23.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1626: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase23.chars[2], _A_GA_NW_01_groups.chase23.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1627: vehicle_enter_teleport(_A_GA_NW_01_groups.chase24.chars[1], _A_GA_NW_01_groups.chase24.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1628: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase24.chars[2], _A_GA_NW_01_groups.chase24.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1629: vehicle_enter_teleport(_A_GA_NW_01_groups.chase25.chars[1], _A_GA_NW_01_groups.chase25.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1630: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase25.chars[2], _A_GA_NW_01_groups.chase25.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1631: vehicle_enter_teleport(_A_GA_NW_01_groups.chase26.chars[1], _A_GA_NW_01_groups.chase26.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1632: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase26.chars[2], _A_GA_NW_01_groups.chase26.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1633: vehicle_enter_teleport(_A_GA_NW_01_groups.chase27.chars[1], _A_GA_NW_01_groups.chase27.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1634: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase27.chars[2], _A_GA_NW_01_groups.chase27.vehicle, 1, true)
                                                                                        • _a_ga_nw_01.lua, line 1635: vehicle_enter_teleport(_A_GA_NW_01_groups.chase28.chars[1], _A_GA_NW_01_groups.chase28.vehicle, 0, true)
                                                                                        • _a_ga_nw_01.lua, line 1636: -- vehicle_enter_teleport(_A_GA_NW_01_groups.chase28.chars[2], _A_GA_NW_01_groups.chase28.vehicle, 1, true)
                                                                                        • dlc2_m01.lua, line 2059: vehicle_enter_teleport(manned_vehicle.gunner, manned_vehicle.vehicle, 1, true)
                                                                                        • dlc2_m01.lua, line 2106: vehicle_enter_teleport(Dlc2_m01_groups.armory_player_heli.heli.pilot, Dlc2_m01_groups.armory_player_heli.heli.vehicle, 0, true)
                                                                                        • dlc2_m01.lua, line 2117: vehicle_enter_teleport(LOCAL_PLAYER, Dlc2_m01_groups.armory_player_heli.heli.vehicle, 5, true)
                                                                                        • dlc2_m01.lua, line 2120: vehicle_enter_teleport(REMOTE_PLAYER, Dlc2_m01_groups.armory_player_heli.heli.vehicle, 3, true)
                                                                                        • dlc2_m01.lua, line 2547: vehicle_enter_teleport(Dlc2_m01_characters.kwilanna, Dlc2_m01_groups.kwilanna_heli.heli.vehicle, 0, true)
                                                                                        • dlc2_m01.lua, line 2552: vehicle_enter_teleport(player, Dlc2_m01_groups.kwilanna_heli.heli.vehicle, i, true)
                                                                                        • dlc2_m01.lua, line 3876: vehicle_enter_teleport(Dlc2_m01_groups.kwilanna_heli.heli.pilot, Dlc2_m01_groups.kwilanna_heli.heli.vehicle, 0, true)
                                                                                        • dlc2_m01.lua, line 4019: vehicle_enter_teleport(Dlc2_m01_characters.kwilanna, Dlc2_m01_groups.armory_get_away_car.vehicle, 0, true)
                                                                                        • dlc2_m01.lua, line 4022: vehicle_enter_teleport(player, Dlc2_m01_groups.armory_get_away_car.vehicle, i, true)
                                                                                        • dlc2_m01.lua, line 4265: vehicle_enter_teleport(player, vehicle_name, i, true, true)
                                                                                        • dlc2_m01.lua, line 4267: vehicle_enter_teleport(Dlc2_m01_characters.kwilanna, vehicle_name, 0, true)
                                                                                        • dlc2_m01.lua, line 4713: vehicle_enter_teleport(Dlc2_m01_characters.kwilanna, Dlc2_m01_groups.armory_get_away_car.vehicle, 0, true, true)
                                                                                        • dlc2_m01.lua, line 4981: vehicle_enter_teleport(pilot, heli_group.heli.vehicle, seat_idx, true)
                                                                                        • dlc2_m01.lua, line 4985: vehicle_enter_teleport(soldier, heli_group.heli.vehicle, seat_idx, true)
                                                                                        • dlc2_m01.lua, line 5316: vehicle_enter_teleport(Dlc2_m01_groups.armory_camera_persue_heli.heli.npcs[1], Dlc2_m01_groups.armory_camera_persue_heli.heli.vehicle, 0, true)
                                                                                        • dlc2_m01.lua, line 5317: vehicle_enter_teleport(Dlc2_m01_groups.armory_camera_persue_heli.heli.npcs[2], Dlc2_m01_groups.armory_camera_persue_heli.heli.vehicle, 5, true)
                                                                                        • dlc2_m03.lua, line 1481: vehicle_enter_teleport(pilot, DLC2_M03_group.starting_camera.vehicle[i], 0, true, true)
                                                                                        • dlc2_m03.lua, line 1620: vehicle_enter_teleport(pilot, DLC2_M03_group.trap.vehicles[i], 0, true, true)
                                                                                        • dlc2_m03.lua, line 2114: vehicle_enter_teleport(pilot, initial_group.vehicles[i], 0, true, true)
                                                                                        • dlc2_m03.lua, line 2122: vehicle_enter_teleport(passenger, initial_group.vehicles[i], 1, true, true)
                                                                                        • dlc2_m03.lua, line 2282: vehicle_enter_teleport(LOCAL_PLAYER, group.vehicle, 0, true, true)
                                                                                        • dlc2_m03.lua, line 2286: vehicle_enter_teleport(REMOTE_PLAYER, group.vehicle, 1, true, true)
                                                                                        • dlc2_m03.lua, line 2287: vehicle_enter_teleport(DLC2_M03_character.actress, group.vehicle, 2, true, true)
                                                                                        • dlc2_m03.lua, line 2289: vehicle_enter_teleport(DLC2_M03_character.actress, group.vehicle, 1, true, true)
                                                                                        • dlc2_m03.lua, line 2512: vehicle_enter_teleport(pilot, vehicle, 0, true, true)
                                                                                        • dlc2_m03.lua, line 2579: vehicle_enter_teleport(member, vehicle, 0, true, true)
                                                                                        • dlc2_m03.lua, line 2644: vehicle_enter_teleport(member, vehicle, 0, true, true)
                                                                                        • dlc2_m03.lua, line 2673: vehicle_enter_teleport(npc, spawn_group.vehicles[i], 0, true, true)
                                                                                        • m01.lua, line 4619: vehicle_enter_teleport(group_table.shooter, group_table.vehicle, group_table.shooter_seat)
                                                                                        • m01.lua, line 4770: vehicle_enter_teleport(char, transport_table.vehicle, seat_idx, true)
                                                                                        • m01.lua, line 4782: vehicle_enter_teleport(char, transport_table.vehicle, seat_idx, true)
                                                                                        • m01.lua, line 5603: while not vehicle_enter_teleport(LOCAL_PLAYER, M01_group.vault_heli.vehicle, local_seat, block) do
                                                                                        • m01.lua, line 5608: while not vehicle_enter_teleport(REMOTE_PLAYER, M01_group.vault_heli.vehicle, remote_seat, block) do
                                                                                        • m02.lua, line 2481: vehicle_enter_teleport(M02_groups.plane.chars[1], M02_groups.plane.vehicle, 0, true)
                                                                                        • m02.lua, line 3645: vehicle_enter_teleport(M02_groups.plane.chars[1], M02_groups.plane.vehicle, 0, true)
                                                                                        • m03.lua, line 1905: while not vehicle_enter_teleport(REMOTE_PLAYER, M03_group.choppers.pierce.vehicle, 3, block) do
                                                                                        • m03.lua, line 1911: while not vehicle_enter_teleport(M03_char.shaundi, M03_group.choppers.pierce.vehicle, shaundi_seat, block) do
                                                                                        • m03.lua, line 1915: while not vehicle_enter_teleport(LOCAL_PLAYER, M03_group.choppers.pierce.vehicle, 2, block) do
                                                                                        • m04.lua, line 845: vehicle_enter_teleport(M04_group.notoriety_001.members[1], M04_group.notoriety_001.vehicle, 0)
                                                                                        • m04.lua, line 846: vehicle_enter_teleport(M04_group.notoriety_001.members[2], M04_group.notoriety_001.vehicle, 1)
                                                                                        • m04.lua, line 851: -- vehicle_enter_teleport(M04_group.notoriety_002.members[1], M04_group.notoriety_002.vehicle, 0)
                                                                                        • m04.lua, line 852: -- vehicle_enter_teleport(M04_group.notoriety_002.members[2], M04_group.notoriety_002.vehicle, 1)
                                                                                        • m04.lua, line 857: vehicle_enter_teleport(M04_group.notoriety_003.members[1], M04_group.notoriety_003.vehicle, 0)
                                                                                        • m04.lua, line 858: vehicle_enter_teleport(M04_group.notoriety_003.members[2], M04_group.notoriety_003.vehicle, 1)
                                                                                        • m04.lua, line 863: -- vehicle_enter_teleport(M04_group.notoriety_004.members[1], M04_group.notoriety_004.vehicle, 0)
                                                                                        • m04.lua, line 864: -- vehicle_enter_teleport(M04_group.notoriety_004.members[2], M04_group.notoriety_004.vehicle, 1)
                                                                                        • m04.lua, line 958: vehicle_enter_teleport(M04_group.notoriety_002.members[1], M04_group.notoriety_002.vehicle, 0)
                                                                                        • m04.lua, line 959: vehicle_enter_teleport(M04_group.notoriety_002.members[2], M04_group.notoriety_002.vehicle, 1)
                                                                                        • m04.lua, line 965: vehicle_enter_teleport(M04_group.notoriety_004.members[1], M04_group.notoriety_004.vehicle, 0)
                                                                                        • m04.lua, line 966: vehicle_enter_teleport(M04_group.notoriety_004.members[2], M04_group.notoriety_004.vehicle, 1)
                                                                                        • m04.lua, line 1390: vehicle_enter_teleport(M04_group.brute_002.members[1], M04_group.brute_001.vehicle, 0)
                                                                                        • m04.lua, line 1391: vehicle_enter_teleport(M04_group.brute_001.members[1], M04_group.brute_001.vehicle)
                                                                                        • m05.lua, line 652: vehicle_enter_teleport(M05_groups.pierce.pierce, M05_groups.pierce.heli)
                                                                                        • m05.lua, line 660: vehicle_enter_teleport(LOCAL_PLAYER, M05_groups.pierce.heli, 5)
                                                                                        • m05.lua, line 662: vehicle_enter_teleport(REMOTE_PLAYER, M05_groups.pierce.heli, 3)
                                                                                        • m05.lua, line 1479: vehicle_enter_teleport(M05_groups.chase_host.pilot, M05_groups.chase_host.heli, 0, true)
                                                                                        • m05.lua, line 1480: vehicle_enter_teleport(M05_groups.chase_host.target, M05_groups.chase_host.heli, 1, true)
                                                                                        • m06.lua, line 1191: vehicle_enter_teleport(M06_group.bomb_truck.driver, M06_group.bomb_truck.vehicle, 0)
                                                                                        • m06.lua, line 1211: vehicle_enter_teleport(saint, M06_group.saints_backup.vehicle, (i-1))
                                                                                        • m06.lua, line 1575: vehicle_enter_teleport(M06_group.ball_stop2.brute, M06_group.ball.vehicle, seat)
                                                                                        • m06.lua, line 1606: -- vehicle_enter_teleport(M06_group.ball_stop2.brute, M06_group.ball.vehicle, seat)
                                                                                        • m06.lua, line 2093: while not vehicle_enter_teleport(LOCAL_PLAYER, M06_group.ball.vehicle, local_seat, block) do
                                                                                        • m06.lua, line 2098: while not vehicle_enter_teleport(REMOTE_PLAYER, M06_group.ball.vehicle, remote_seat, block) do
                                                                                        • m07.lua, line 1071: vehicle_enter_teleport(M07_char.zimos, M07_group.pony_cart.vehicles[1], 0, true)
                                                                                        • m07.lua, line 1651: vehicle_enter_teleport(M07_char.zimos, M07_group.pony_cart.vehicles[1], 0)
                                                                                        • m07.lua, line 1771: while not vehicle_enter_teleport(REMOTE_PLAYER, M07_group.pony_cart.vehicles[1], 2) do
                                                                                        • m07.lua, line 1782: vehicle_enter_teleport(M07_char.pierce, M07_group.pony_cart.vehicles[1], 2)
                                                                                        • m07.lua, line 1786: while not vehicle_enter_teleport(LOCAL_PLAYER, M07_group.pony_cart.vehicles[1], 1) do
                                                                                        • m07.lua, line 1800: vehicle_enter_teleport(M07_group.pony_cart_drivers.chars[i], M07_group.pony_cart_enemies.vehicles[i], 0)
                                                                                        • m07.lua, line 1808: vehicle_enter_teleport(npc, M07_group.pony_cart_enemies.vehicles[i], j)
                                                                                        • m07.lua, line 1962: vehicle_enter_teleport(M07_group.luchadores_arriving.chars[1], M07_group.luchadores_arriving.vehicles[1])
                                                                                        • m07.lua, line 1963: vehicle_enter_teleport(M07_group.luchadores_outside.chars[1], M07_group.outside_cover_vehicles.vehicles[1])
                                                                                        • m07.lua, line 1964: vehicle_enter_teleport(M07_group.luchadores_outside.chars[2], M07_group.outside_cover_vehicles.vehicles[1], 1)
                                                                                        • m07.lua, line 1965: vehicle_enter_teleport(M07_group.luchadores_outside.chars[3], M07_group.outside_cover_vehicles.vehicles[1], 2)
                                                                                        • m07.lua, line 1966: --vehicle_enter_teleport(M07_group.luchadores_outside.chars[13], M07_group.outside_cover_vehicles.vehicles[1], 5)
                                                                                        • m09.lua, line 2498: vehicle_enter_teleport(M09_group.girls_in_heli_crate.members[i], M09_group.girls_heli.vehicle, i, true)
                                                                                        • m09.lua, line 2535: vehicle_enter_teleport(LOCAL_PLAYER, M09_group.player_rail.vehicle, 2, true)
                                                                                        • m09.lua, line 2545: vehicle_enter_teleport(REMOTE_PLAYER, M09_group.player_rail.vehicle, 3, true)
                                                                                        • m09.lua, line 2634: vehicle_enter_teleport(LOCAL_PLAYER, M09_group.girls_truck.vehicle)
                                                                                        • m09.lua, line 2636: vehicle_enter_teleport(REMOTE_PLAYER, M09_group.girls_truck.vehicle)
                                                                                        • m09.lua, line 3180: vehicle_enter_teleport(boat.gunner, boat.vehicle, 1, true)
                                                                                        • m09.lua, line 3292: vehicle_enter_teleport(LOCAL_PLAYER, M09_group.local_start_vehicle.vehicle, 0, true)
                                                                                        • m09.lua, line 3293: vehicle_enter_teleport(M09_Zimos, M09_group.local_start_vehicle.vehicle, 1, true)
                                                                                        • m09.lua, line 3297: vehicle_enter_teleport(REMOTE_PLAYER, M09_group.remote_start_vehicle.vehicle, 0, true)
                                                                                        • m09.lua, line 3377: vehicle_enter_teleport(LOCAL_PLAYER, M09_group.girls_truck.vehicle)
                                                                                        • m09.lua, line 3379: vehicle_enter_teleport(REMOTE_PLAYER, M09_group.girls_truck.vehicle)
                                                                                        • m09.lua, line 3584: vehicle_enter_teleport(heli.pilot, heli.vehicle)
                                                                                        • m09.lua, line 4672: vehicle_enter_teleport(M09_Zimos, vehicle, 1, true)
                                                                                        • m09.lua, line 4751: vehicle_enter_teleport(attacker.gunner, attacker.vehicle, 4, true)
                                                                                        • m09.lua, line 4752: vehicle_enter_teleport(attacker.pilot, attacker.vehicle, 0, true)
                                                                                        • m09.lua, line 4964: vehicle_enter_teleport(attacker.heli_group.pilot, attacker.heli_group.vehicle, 0)
                                                                                        • m09.lua, line 4970: vehicle_enter_teleport(soldier, attacker.heli_group.vehicle, seat_idx)
                                                                                        • m10.lua, line 1873: vehicle_enter_teleport(char, vtol_table.vtol, seat_idx, true)
                                                                                        • m10.lua, line 1894: vehicle_enter_teleport(char, vtol_table.vtol, seat_idx, true)
                                                                                        • m10.lua, line 2126: vehicle_enter_teleport(M10_groups.oleg_vtol.driver, M10_groups.oleg_vtol.vtol)
                                                                                        • m10.lua, line 2265: vehicle_enter_teleport(M10_characters.oleg, M10_groups.oleg_vtol.vtol, 2, true, true, true)
                                                                                        • m10.lua, line 2768: vehicle_enter_teleport(char, vehicle.vehicle, (j - 1), false) -- don't block
                                                                                        • m10.lua, line 2783: vehicle_enter_teleport(char, tank.tank, (j - 1), false) -- don't block
                                                                                        • m10.lua, line 2842: vehicle_enter_teleport(npc, M10_groups.stag_ext_aftermath.vehicle[i], 4, true)
                                                                                        • m10.lua, line 3650: vehicle_enter_teleport(vtol_table.chars[1], vtol_table.vehicle, 0, true, true)
                                                                                        • m10.lua, line 3651: vehicle_enter_teleport(vtol_table.chars[2], vtol_table.vehicle, 1, true, true)
                                                                                        • m10.lua, line 3652: vehicle_enter_teleport(vtol_table.chars[3], vtol_table.vehicle, 2, true, true, true)
                                                                                        • m10.lua, line 3745: vehicle_enter_teleport(char, vtol_cont_spawn.groups[group_idx].vtol, seat_idx, true)
                                                                                        • m11.lua, line 1123: while not vehicle_enter_teleport(LOCAL_PLAYER, M11_groups.vehicle_cp.vehicles[1], 0) do
                                                                                        • m11.lua, line 1127: vehicle_enter_teleport(REMOTE_PLAYER, M11_groups.vehicle_cp.vehicles[2], 0)
                                                                                        • m11.lua, line 1501: vehicle_enter_teleport(tank.driver, tank.name, 0)
                                                                                        • m11.lua, line 1518: vehicle_enter_teleport(person, vehicle.name, j - 1)
                                                                                        • m11.lua, line 1554: vehicle_enter_teleport(target.pilot, target.vehicle, 0)
                                                                                        • m11.lua, line 1560: vehicle_enter_teleport(M11_groups.air_base.final_plane.pilot, M11_groups.air_base.final_plane.vehicle, 0)
                                                                                        • m11.lua, line 1575: vehicle_enter_teleport(guard.pilot, guard.vehicle, 0)
                                                                                        • m11.lua, line 1742: vehicle_enter_teleport(M11_groups.oleg_battle.waves[1].npcs[1], M11_groups.oleg_battle.waves[1].vehicles[1].name, 3, false)
                                                                                        • m11.lua, line 1782: vehicle_enter_teleport(M11_groups.oleg_battle.waves[1].npcs[1], M11_groups.oleg_battle.waves[1].vehicles[1].name, 4)
                                                                                        • m11.lua, line 1846: vehicle_enter_teleport(vehicle.driver, vehicle.name, 0)
                                                                                        • m11.lua, line 2690: vehicle_enter_teleport(lifter.pilot, lifter.name, 0, true)
                                                                                        • m11.lua, line 2707: vehicle_enter_teleport(lander.pilot, lander.name, 0)
                                                                                        • m12.lua, line 1824: vehicle_enter_teleport(driver, vehicle, 0, true)
                                                                                        • m12.lua, line 1826: vehicle_enter_teleport(gunner, vehicle, 4, true)
                                                                                        • m13.lua, line 2345: vehicle_enter_teleport(tank_members[1], tank, 0, true)
                                                                                        • m13.lua, line 2346: vehicle_enter_teleport(tank_members[2], tank, 1, true)
                                                                                        • m13.lua, line 2347: vehicle_enter_teleport(pierce, vehicle, 0, true)
                                                                                        • m13.lua, line 3603: vehicle_enter_teleport( group.members[ 1 ], group.vehicle, 0 )
                                                                                        • m13.lua, line 3604: vehicle_enter_teleport( group.members[ 2 ], group.vehicle, 1 )
                                                                                        • m13.lua, line 3636: vehicle_enter_teleport( pass_group_data.members[ i ], group.vehicle, i + 1 )
                                                                                        • m14.lua, line 684: vehicle_enter_teleport(LOCAL_PLAYER, M14_vehicle.spotlight_heli, VEHICLE_SEAT_DRIVER, true)
                                                                                        • m14.lua, line 685: vehicle_enter_teleport(M14_char.shaundi, M14_vehicle.spotlight_heli, VEHICLE_SEAT_PASSENGER, true)
                                                                                        • m14.lua, line 687: vehicle_enter_teleport(REMOTE_PLAYER, M14_vehicle.spotlight_heli, VEHICLE_SEAT_HELI_BACK_DOOR, true)
                                                                                        • m14.lua, line 856: vehicle_enter_teleport(LOCAL_PLAYER, M14_vehicle.spotlight_heli, VEHICLE_SEAT_DRIVER, true)
                                                                                        • m14.lua, line 857: vehicle_enter_teleport(M14_char.shaundi, M14_vehicle.spotlight_heli, VEHICLE_SEAT_PASSENGER, true)
                                                                                        • m14.lua, line 860: vehicle_enter_teleport(REMOTE_PLAYER, M14_vehicle.spotlight_heli, VEHICLE_SEAT_HELI_BACK_DOOR, true)
                                                                                        • m14.lua, line 1026: vehicle_enter_teleport(LOCAL_PLAYER, M14_vehicle.spotlight_heli, VEHICLE_SEAT_DRIVER, true)
                                                                                        • m14.lua, line 1027: vehicle_enter_teleport(M14_char.shaundi, M14_vehicle.spotlight_heli, VEHICLE_SEAT_PASSENGER, true)
                                                                                        • m14.lua, line 1030: vehicle_enter_teleport(REMOTE_PLAYER, M14_vehicle.spotlight_heli, VEHICLE_SEAT_HELI_BACK_DOOR, true)
                                                                                        • m14.lua, line 1046: vehicle_enter_teleport(M14_char.broadcast_van, M14_vehicle.broadcast_van)
                                                                                        • m14.lua, line 1334: vehicle_enter_teleport(LOCAL_PLAYER, M14_vehicle.spotlight_heli, VEHICLE_SEAT_DRIVER, true)
                                                                                        • m14.lua, line 1335: vehicle_enter_teleport(M14_char.shaundi, M14_vehicle.spotlight_heli, VEHICLE_SEAT_PASSENGER, true)
                                                                                        • m14.lua, line 1338: vehicle_enter_teleport(REMOTE_PLAYER, M14_vehicle.spotlight_heli, VEHICLE_SEAT_HELI_BACK_DOOR, true)
                                                                                        • m14.lua, line 1599: vehicle_enter_teleport(M14_char.killbane, M14_vehicle.killbane_escape)
                                                                                        • m14.lua, line 2209: -- vehicle_enter_teleport(M14_char.shaundi, M14_vehicle.spotlight_heli, VEHICLE_SEAT_PASSENGER, false)
                                                                                        • m15.lua, line 968: vehicle_enter_teleport(NPC_PIERCE, vehicle_name, 1, true)
                                                                                        • m15.lua, line 1178: vehicle_enter_teleport(LOCAL_PLAYER, "vehicle_tank_outside", 0, true)
                                                                                        • m15.lua, line 1179: vehicle_enter_teleport(NPC_PIERCE, "vehicle_tank_outside", 1, true)
                                                                                        • m15.lua, line 1727: vehicle_enter_teleport(NPC_DRIVER, VEHICLE_SUPER_COMPUTER, 0, true)
                                                                                        • m15.lua, line 2015: vehicle_enter_teleport(vehicle.gunner, vehicle.vehicle, 4, true)
                                                                                        • m16.lua, line 1822: vehicle_enter_teleport(LOCAL_PLAYER, M16_vehicles.tank_combat_player_tank_one)
                                                                                        • m16.lua, line 1825: vehicle_enter_teleport(M16_characters.tank_combat_tank_npc_one, M16_vehicles.tank_combat_npc_tank_one)
                                                                                        • m16.lua, line 1837: vehicle_enter_teleport(REMOTE_PLAYER, M16_vehicles.tank_combat_player_tank_two)
                                                                                        • m16.lua, line 1840: vehicle_enter_teleport(M16_characters.tank_combat_tank_npc_two, M16_vehicles.tank_combat_npc_tank_two)
                                                                                        • m18.lua, line 2254: vehicle_enter_teleport(LOCAL_PLAYER, M18_groups.player_tank.tank, 0, true)
                                                                                        • m18.lua, line 2257: vehicle_enter_teleport(REMOTE_PLAYER, M18_groups.player_tank.tank, 1, true)
                                                                                        • m18.lua, line 3002: vehicle_enter_teleport(LOCAL_PLAYER, M18_groups.skydiving_tank.tank_group.tank)
                                                                                        • m18.lua, line 3004: vehicle_enter_teleport(REMOTE_PLAYER, M18_groups.skydiving_tank.tank_group.tank)
                                                                                        • m20.lua, line 597: vehicle_enter_teleport(REMOTE_PLAYER, M20_vehicle.angel_heli, VEHICLE_SEAT_DRIVER, true)
                                                                                        • m20.lua, line 600: vehicle_enter_teleport(M20_char.angel, M20_vehicle.angel_heli, VEHICLE_SEAT_PASSENGER)
                                                                                        • m20.lua, line 601: vehicle_enter_teleport(LOCAL_PLAYER, M20_vehicle.angel_heli, VEHICLE_SEAT_HELI_BACK_DOOR, true)
                                                                                        • m20.lua, line 608: vehicle_enter_teleport(M20_char.angel, M20_vehicle.angel_heli, VEHICLE_SEAT_DRIVER)
                                                                                        • m20.lua, line 609: vehicle_enter_teleport(LOCAL_PLAYER, M20_vehicle.angel_heli, VEHICLE_SEAT_HELI_BACK_DOOR, true)
                                                                                        • m20.lua, line 746: vehicle_enter_teleport(M20_char.angel, M20_vehicle.angel_heli, VEHICLE_SEAT_PASSENGER)
                                                                                        • m20.lua, line 748: vehicle_enter_teleport(M20_char.angel, M20_vehicle.angel_heli, VEHICLE_SEAT_DRIVER)
                                                                                        • m20.lua, line 757: vehicle_enter_teleport(LOCAL_PLAYER, M20_vehicle.angel_heli, VEHICLE_SEAT_HELI_BACK_DOOR)
                                                                                        • m20.lua, line 765: vehicle_enter_teleport(REMOTE_PLAYER, M20_vehicle.angel_heli, VEHICLE_SEAT_DRIVER)
                                                                                        • m20.lua, line 945: vehicle_enter_teleport(npc, M20_vehicle.rc_boat[i])
                                                                                        • m20.lua, line 1037: vehicle_enter_teleport(M20_char.angel, M20_vehicle.angel_heli, VEHICLE_SEAT_PASSENGER)
                                                                                        • m20.lua, line 1039: vehicle_enter_teleport(M20_char.angel, M20_vehicle.angel_heli, VEHICLE_SEAT_DRIVER)
                                                                                        • m20.lua, line 1047: vehicle_enter_teleport(LOCAL_PLAYER, M20_vehicle.angel_heli, VEHICLE_SEAT_HELI_BACK_DOOR)
                                                                                        • m20.lua, line 1055: vehicle_enter_teleport(REMOTE_PLAYER, M20_vehicle.angel_heli, VEHICLE_SEAT_DRIVER)
                                                                                        • m20.lua, line 1078: vehicle_enter_teleport(npc, M20_vehicle.rc_boat[i])
                                                                                        • m20.lua, line 1246: vehicle_enter_teleport(M20_char.angel, M20_vehicle.angel_heli, VEHICLE_SEAT_PASSENGER)
                                                                                        • m20.lua, line 1248: vehicle_enter_teleport(M20_char.angel, M20_vehicle.angel_heli, VEHICLE_SEAT_DRIVER)
                                                                                        • m20.lua, line 1254: vehicle_enter_teleport(LOCAL_PLAYER, M20_vehicle.angel_heli, VEHICLE_SEAT_HELI_BACK_DOOR)
                                                                                        • m20.lua, line 1260: vehicle_enter_teleport(REMOTE_PLAYER, M20_vehicle.angel_heli, VEHICLE_SEAT_DRIVER)
                                                                                        • m20.lua, line 1424: vehicle_enter_teleport( M20_char.wrestler, M20_vehicle.wrestler, VEHICLE_SEAT_DRIVER )
                                                                                        • m20.lua, line 1425: vehicle_enter_teleport( M20_char.pilot, M20_vehicle.wrestler, VEHICLE_SEAT_PASSENGER )
                                                                                        • m20.lua, line 1505: vehicle_enter_teleport(M20_char.angel, M20_vehicle.angel_heli, VEHICLE_SEAT_PASSENGER)
                                                                                        • m20.lua, line 1507: vehicle_enter_teleport(M20_char.angel, M20_vehicle.angel_heli, VEHICLE_SEAT_DRIVER)
                                                                                        • m20.lua, line 1513: vehicle_enter_teleport(LOCAL_PLAYER, M20_vehicle.angel_heli, VEHICLE_SEAT_HELI_BACK_DOOR)
                                                                                        • m20.lua, line 1519: vehicle_enter_teleport(REMOTE_PLAYER, M20_vehicle.angel_heli, VEHICLE_SEAT_DRIVER)
                                                                                        • m20.lua, line 1631: vehicle_enter_teleport( M20_char.stag_tank_driver, rc_tank, VEHICLE_SEAT_DRIVER )
                                                                                        • m20.lua, line 1729: vehicle_enter_teleport( M20_char.last_wrestler, M20_vehicle.lw_truck, 0 )
                                                                                        • m20.lua, line 2321: vehicle_enter_teleport(pilot, heli, VEHICLE_SEAT_DRIVER)
                                                                                        • m22.lua, line 2303: vehicle_enter_teleport(M22_characters.Angel, M22_vehicles.Angels_Car, 0, true, true)
                                                                                        • m22.lua, line 2305: vehicle_enter_teleport(LOCAL_PLAYER, M22_vehicles.Angels_Car, 1, true, true)
                                                                                        • m22.lua, line 2308: vehicle_enter_teleport(REMOTE_PLAYER, M22_vehicles.Angels_Car, 2, true, true)
                                                                                        • m22.lua, line 2379: vehicle_enter_teleport(M22_characters.Killbane, M22_vehicles.Killbanes_Plane, 0, true)
                                                                                        • m22.lua, line 3212: vehicle_enter_teleport(char, vtol_table.vtol, seat_idx, true)
                                                                                        • m22.lua, line 3220: vehicle_enter_teleport(char, vtol_table.vtol, seat_idx, true)
                                                                                        • m22.lua, line 3244: vehicle_enter_teleport(member, car) -- teleport each driver in their car
                                                                                        • m22.lua, line 3263: vehicle_enter_teleport(LOCAL_PLAYER, courtesy_vehicle_group.vehicles[1], seat_idx, true)
                                                                                        • m22.lua, line 3266: vehicle_enter_teleport(REMOTE_PLAYER, courtesy_vehicle_group.vehicles[1], seat_idx, true)
                                                                                        • m22.lua, line 3271: vehicle_enter_teleport(M22_characters.Pierce, courtesy_vehicle_group.vehicles[1], seat_idx, true)
                                                                                        • m22.lua, line 3272: vehicle_enter_teleport(M22_characters.Oleg, courtesy_vehicle_group.vehicles[1], 5, true) -- force Oleg into his "special" seat in the back
                                                                                        • m23.lua, line 1395: --vehicle_enter_teleport(tank.chars[1], tank.vehicle, 1)
                                                                                        • m23.lua, line 1396: --vehicle_enter_teleport(tank.chars[2], tank.vehicle, 2)
                                                                                        • m23.lua, line 1408: vehicle_enter_teleport(char, vtol.vehicle, (j - 1))
                                                                                        • m23.lua, line 2307: vehicle_enter_teleport(M23_groups.cyrus_vtol.cyrus, M23_groups.cyrus_vtol.vtol)
                                                                                        • m23.lua, line 3550: vehicle_enter_teleport(char, transport_table.vtol, seat_idx, true)
                                                                                        • m23.lua, line 3562: vehicle_enter_teleport(char, transport_table.vtol, seat_idx, true)
                                                                                        • mm_p_01.lua, line 119: vehicle_enter_teleport( MM_P_01_DRIVER, MM_P_01_HELICOPTER, 0, true )
                                                                                        • mm_p_01.lua, line 120: vehicle_enter_teleport( LOCAL_PLAYER, MM_P_01_HELICOPTER, 2, true )
                                                                                        • mm_p_01.lua, line 124: vehicle_enter_teleport( REMOTE_PLAYER, MM_P_01_HELICOPTER, 3, true )
                                                                                        • sh01.lua, line 820: vehicle_enter_teleport(SH01_group.retail_grunts_001.members[1], SH01_group.retail_grunts_002.vehicle, 1)
                                                                                        • sh03.lua, line 1150: vehicle_enter_teleport( KINZIE, SH03_HELICOPTER, 1, true )
                                                                                        • sh03.lua, line 1156: vehicle_enter_teleport( REMOTE_PLAYER, SH03_HELICOPTER, 4, true )
                                                                                        • sh03.lua, line 1161: vehicle_enter_teleport( LOCAL_PLAYER, SH03_HELICOPTER, 5, true )
                                                                                        • sh03.lua, line 1286: vehicle_enter_teleport( KINZIE, SH03_HELICOPTER, 1, true )
                                                                                        • sh03.lua, line 2224: vehicle_enter_teleport(SH03_PILOT, SH03_HELICOPTER, 0, true)
                                                                                        vehicle_evacuate true
                                                                                          1
                                                                                          vehicle_exists true
                                                                                            27
                                                                                            • dlc2_m01.lua, line 3647: if (vehicle_exists(vehicle_table.vehicle) == true and vehicle_is_destroyed(vehicle_table.vehicle) == false) then
                                                                                            • dlc2_m01.lua, line 5282: if (vehicle_exists(vehicle_table.vehicle) == true and vehicle_is_destroyed(vehicle_table.vehicle) == false) then
                                                                                            • game_lib.lua, line 3313: if( (name == nil) or (not vehicle_exists(name)) or (vehicle_is_destroyed(name)) ) then
                                                                                            • m01.lua, line 2150: if vehicle_exists(M01_group.heli_police2.vehicle) and not vehicle_is_destroyed(M01_group.heli_police2.vehicle) then
                                                                                            • m08.lua, line 1745: while vehicle_exists( heli.vehicle ) == true and vehicle_is_destroyed( heli.vehicle ) == false do
                                                                                            • m08.lua, line 1797: while vehicle_exists( heli.vehicle ) == true and vehicle_is_destroyed( heli.vehicle ) == false do
                                                                                            • m09.lua, line 3209: while vehicle_exists(boat.vehicle) == false do
                                                                                            • m09.lua, line 4745: while (vehicle_exists(attacker.vehicle) == false) do
                                                                                            • m09.lua, line 4789: while not vehicle_exists(attacker.vehicle) do
                                                                                            • m09.lua, line 4957: while not vehicle_exists(attacker.heli_group.vehicle) do
                                                                                            • m11.lua, line 2173: if (vehicle_exists(vtol) and not vehicle_is_destroyed(vtol) and not vehicle_in_water(vtol)) then
                                                                                            • m14.lua, line 2141: if (vehicle_exists(M14_vehicle.spotlight_heli)) then
                                                                                            • m14.lua, line 2283: if vehicle_exists( M14_vehicle.spotlight_heli ) == false or vehicle_is_destroyed( M14_vehicle.spotlight_heli ) == true then
                                                                                            • m17.lua, line 2765: if vehicle_exists(vtol) then
                                                                                            • m20.lua, line 1198: if (vehicle_exists(M20_status.my_rc_boat) and not vehicle_is_destroyed(M20_status.my_rc_boat)) then
                                                                                            • m20.lua, line 1203: if (vehicle_exists(vehicle) and not vehicle_is_destroyed(vehicle)) then
                                                                                            • m20.lua, line 1363: while vehicle_exists( M20_vehicle.wrestler ) and vehicle_is_destroyed( M20_vehicle.wrestler ) == false do
                                                                                            • m20.lua, line 1430: while vehicle_exists( M20_vehicle.wrestler ) and not vehicle_is_destroyed( M20_vehicle.wrestler ) do
                                                                                            • m20.lua, line 1450: if vehicle_exists( M20_vehicle.wrestler ) and not vehicle_is_destroyed( M20_vehicle.wrestler ) then
                                                                                            • m20.lua, line 1459: while vehicle_exists( M20_vehicle.wrestler ) and not vehicle_is_destroyed( M20_vehicle.wrestler ) do
                                                                                            • m20.lua, line 1618: if (vehicle_exists(stag_tank) and not vehicle_is_destroyed(stag_tank)) then
                                                                                            • m20.lua, line 2150: if (vehicle_exists(M20_vehicle.wrestler) and not vehicle_is_destroyed(M20_vehicle.wrestler)) then
                                                                                            • m20.lua, line 2171: if (vehicle_exists(M20_vehicle.rc_heli) and not vehicle_is_destroyed(M20_vehicle.rc_heli)) then
                                                                                            • m20.lua, line 2333: while (vehicle_exists(heli) and not vehicle_is_destroyed(heli)) do
                                                                                            • m24.lua, line 901: if (vehicle_exists(vehicle)) then
                                                                                            • m24.lua, line 1996: while not (vehicle_exists(M24_vehicles[1]) and vehicle_exists(M24_vehicles[2])) do
                                                                                            • m24.lua, line 1996: while not (vehicle_exists(M24_vehicles[1]) and vehicle_exists(M24_vehicles[2])) do
                                                                                            vehicle_exit true 1 34
                                                                                            vehicle_exit_check_done true
                                                                                              1
                                                                                              vehicle_exit_dive true 1
                                                                                                vehicle_exit_do true
                                                                                                  7
                                                                                                  vehicle_exit_group true 1 16
                                                                                                  vehicle_exit_group_dive true 1
                                                                                                    vehicle_exit_group_do true
                                                                                                      3
                                                                                                      vehicle_exit_group_teleport true 1 1
                                                                                                      • m23.lua, line 3576: vehicle_exit_group_teleport(transport_table.soldiers) -- hack: teleport the dudees out until we get exit animations.
                                                                                                      vehicle_exit_guardian_angel true
                                                                                                        2
                                                                                                        vehicle_exit_teleport true 1 13
                                                                                                        vehicle_flee true
                                                                                                          1
                                                                                                          vehicle_forced_corpse_removal_enabled true
                                                                                                            2
                                                                                                            vehicle_freeze true
                                                                                                              11
                                                                                                              vehicle_get_driver true
                                                                                                                16
                                                                                                                vehicle_get_max_speed true
                                                                                                                  1
                                                                                                                  • m14.lua, line 1095: local max_speed = vehicle_get_max_speed(M14_vehicle.broadcast_van) * 0.65
                                                                                                                  vehicle_get_smoke_and_fire_state true
                                                                                                                    4
                                                                                                                    vehicle_hidden true
                                                                                                                      2
                                                                                                                      vehicle_hide true
                                                                                                                        15
                                                                                                                        vehicle_ignore_repulsors true
                                                                                                                          13
                                                                                                                          vehicle_infinite_mass true
                                                                                                                            28
                                                                                                                            vehicle_in_water true
                                                                                                                              3
                                                                                                                              vehicle_is_destroyed true
                                                                                                                                80
                                                                                                                                vehicle_is_flipped true
                                                                                                                                  1
                                                                                                                                  vehicle_is_helicopter true
                                                                                                                                    2
                                                                                                                                    • m10.lua, line 3262: if ((vehicle_is_helicopter(vehicle_name) == true or vehicle_is_vtol(vehicle_name) == true)) then
                                                                                                                                    • m13.lua, line 3018: return vehicle_is_helicopter(vehicle) or vehicle_is_vtol(vehicle)
                                                                                                                                    vehicle_is_invulnerable true
                                                                                                                                      1
                                                                                                                                      • m10.lua, line 3585: local dying = vehicle_is_invulnerable(transport_table.vtol) and (smoke or fire)
                                                                                                                                      vehicle_is_tank true
                                                                                                                                        7
                                                                                                                                        vehicle_is_vtol true
                                                                                                                                          4
                                                                                                                                          vehicle_lights_on true
                                                                                                                                            1
                                                                                                                                            vehicle_make_corpse true
                                                                                                                                              6
                                                                                                                                              vehicle_max_speed true
                                                                                                                                                40
                                                                                                                                                vehicle_navmesh_pathfind_to_starting_from true 1
                                                                                                                                                  vehicle_never_flatten_tires true
                                                                                                                                                    1
                                                                                                                                                    vehicle_pathfind_check_done true
                                                                                                                                                      31
                                                                                                                                                      vehicle_pathfind_navmesh_do true
                                                                                                                                                        5
                                                                                                                                                        • dlc2_m01.lua, line 4684: vehicle_pathfind_navmesh_do(Dlc2_m01_groups.armory_get_away_car.vehicle, segment.navs[curr_path_idx], false, false, false, 0)
                                                                                                                                                        • game_lib.lua, line 3250: if (not vehicle_pathfind_navmesh_do(name, path, force_path, stop_at_goal, suppress_errors, 0)) then
                                                                                                                                                        • game_lib.lua, line 3292: if (not vehicle_pathfind_navmesh_do(name, path, force_path, stop_at_goal, suppress_errors, start_index)) then
                                                                                                                                                        • m09.lua, line 5107: if vehicle_pathfind_navmesh_do(vehicle,nav, false, stop_at_goal, true, 0) == false then
                                                                                                                                                        • m22.lua, line 1813: vehicle_pathfind_navmesh_do(car_group.vehicle, best_start_pos.path, false, true, false, 1)
                                                                                                                                                        vehicle_pathfind_to true 1 77
                                                                                                                                                        • _a_ga_dt_03.lua, line 719: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path1a, true, false)
                                                                                                                                                        • _a_ga_dt_03.lua, line 724: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path1b, true, false)
                                                                                                                                                        • _a_ga_dt_03.lua, line 725: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path1c, true, false)
                                                                                                                                                        • _a_ga_dt_03.lua, line 727: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path1d, true, false)
                                                                                                                                                        • _a_ga_dt_03.lua, line 735: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path2a, true, false)
                                                                                                                                                        • _a_ga_dt_03.lua, line 737: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path2b, true, false)
                                                                                                                                                        • _a_ga_dt_03.lua, line 738: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path2c, true, false)
                                                                                                                                                        • _a_ga_dt_03.lua, line 743: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path3, true, true)
                                                                                                                                                        • _a_ga_dt_03.lua, line 749: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path4a, true, true)
                                                                                                                                                        • _a_ga_dt_03.lua, line 755: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path4b, true, true)
                                                                                                                                                        • _a_ga_dt_03.lua, line 760: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path5, true, true)
                                                                                                                                                        • _a_ga_dt_03.lua, line 771: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path6, true)
                                                                                                                                                        • _a_ga_dt_03.lua, line 784: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path7, true, false)
                                                                                                                                                        • _a_ga_dt_03.lua, line 788: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path8a, true, false)
                                                                                                                                                        • _a_ga_dt_03.lua, line 789: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path8b, true, false)
                                                                                                                                                        • _a_ga_dt_03.lua, line 790: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path8c, true, false)
                                                                                                                                                        • _a_ga_dt_03.lua, line 793: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path9a, true)
                                                                                                                                                        • _a_ga_dt_03.lua, line 794: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path9b, true)
                                                                                                                                                        • _a_ga_dt_03.lua, line 795: vehicle_pathfind_to(_A_GA_DT_03_groups.protectees.vehicle, _A_GA_DT_03_paths.car_path9c, true)
                                                                                                                                                        • _a_ga_nw_01.lua, line 853: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway1_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 861: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway2a_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 868: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway2b_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 875: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway2c_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 883: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway3a_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 890: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway3b_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 897: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway3c_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 904: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway3d_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 912: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway4a_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 919: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway4b_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 926: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway4c_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 933: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway4d_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 941: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway5a_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 948: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway5b_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 955: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway5c_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 963: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway6a_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 970: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway6b_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 977: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway6c_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 984: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway6d_path, true, false)
                                                                                                                                                        • _a_ga_nw_01.lua, line 1161: vehicle_pathfind_to(_A_GA_NW_01_groups.getaway_group.vehicle, _A_GA_NW_01_paths.getaway_pickup_path, true, true)
                                                                                                                                                        • dlc2_m01.lua, line 2886: vehicle_pathfind_to(Dlc2_m01_groups.armory_get_away_car.vehicle, Dlc2_m01_groups.dt_get_away_car_drop_off.path, true, true) -- navmesh pathfind, stop at goal
                                                                                                                                                        • dlc2_m01.lua, line 4874: vehicle_pathfind_to(vehicle_table.vehicle, vehicle_table.paths[path_idx], true, false) -- navmesh pathfind, don't stop at goal
                                                                                                                                                        • dlc2_m01.lua, line 4887: vehicle_pathfind_to(vehicle_table.vehicle, vehicle_table.paths[path_idx], true, stop) -- navmesh pathfind, stop at goal
                                                                                                                                                        • m03.lua, line 3209: vehicle_pathfind_to(spawn_group.vehicle, spawn_group.dest, use_navmesh, stop_at_goal, force_path, suppress_errors)
                                                                                                                                                        • m04.lua, line 793: vehicle_pathfind_to(M04_group.brute_001.vehicle, Brute_Path, true)
                                                                                                                                                        • m06.lua, line 1202: vehicle_pathfind_to(M06_group.bomb_truck.vehicle, M06_group.bomb_truck.path, true)
                                                                                                                                                        • m06.lua, line 2795: vehicle_pathfind_to(M06_group.saints_backup.vehicle, M06_group.saints_backup.navpoint, true)
                                                                                                                                                        • m07.lua, line 3013: vehicle_pathfind_to(veh, path, true, false, true)
                                                                                                                                                        • m07.lua, line 3028: vehicle_pathfind_to(veh, M07_navpoint.pony_cart_start, true, false, true)
                                                                                                                                                        • m07.lua, line 3087: vehicle_pathfind_to(M07_group.luchadores_arriving.vehicles[1], M07_navpoint.casino_arriving_1, true)
                                                                                                                                                        • m07.lua, line 3101: vehicle_pathfind_to(M07_group.outside_cover_vehicles.vehicles[1], M07_navpoint.casino_arriving_2, true, true)
                                                                                                                                                        • m09.lua, line 4830: vehicle_pathfind_to(attacker.vehicle, get_random_table_entry(entry.boat_paths), true, false)
                                                                                                                                                        • m09.lua, line 4838: vehicle_pathfind_to(attacker.vehicle, entry.jetski_holding_path, true, false)
                                                                                                                                                        • m09.lua, line 4841: vehicle_pathfind_to(attacker.vehicle, entry.boat_holding_path, true, false)
                                                                                                                                                        • m09.lua, line 4856: vehicle_pathfind_to(attacker.vehicle, entry.approach_path, true, true)
                                                                                                                                                        • m09.lua, line 4861: vehicle_pathfind_to(attacker.vehicle, destination, true, true)
                                                                                                                                                        • m10.lua, line 2944: vehicle_pathfind_to(vehicle_table.vehicle, vehicle_table.path, vehicle_table.use_navmesh, true)
                                                                                                                                                        • m10.lua, line 2967: vehicle_pathfind_to(vehicle_table.vehicle, vehicle_table.path, vehicle_table.use_navmesh, true)
                                                                                                                                                        • m10.lua, line 3827: vehicle_pathfind_to(tank_table.tank, tank_table.chase_path, true, false)
                                                                                                                                                        • m11.lua, line 2731: -- vehicle_pathfind_to(vehicle.name, M11_groups.oleg_battle.dest[index], false, true)
                                                                                                                                                        • m11.lua, line 2738: vehicle_pathfind_to(vehicle.name, M11_groups.oleg_battle.dest[index], true, false)
                                                                                                                                                        • m11.lua, line 2772: --vehicle_pathfind_to(group.vehicle, group.dest, use_navmesh, stop_at_goal, force_path, suppress_errors)
                                                                                                                                                        • m12.lua, line 2456: vehicle_pathfind_to(vehicle_table.vehicle, vehicle_table.path, true, true)
                                                                                                                                                        • m13.lua, line 3711: vehicle_pathfind_to(group.vehicle, nav_or_path, true, true, false, false)
                                                                                                                                                        • m15.lua, line 2362: vehicle_pathfind_to(vehicle.vehicle, vehicle.path, true, true)
                                                                                                                                                        • m15.lua, line 2370: vehicle_pathfind_to(vehicle_table.vehicle, vehicle_table.path, true)
                                                                                                                                                        • m15.lua, line 2386: vehicle_pathfind_to(vehicle_table.vehicle, vehicle_table.path, true)
                                                                                                                                                        • m16.lua, line 3396: vehicle_pathfind_to(tank, forward_path, true, false, false, false)
                                                                                                                                                        • m16.lua, line 3397: vehicle_pathfind_to(tank, backward_path, true, false, false, false)
                                                                                                                                                        • m20.lua, line 1747: vehicle_pathfind_to( M20_vehicle.lw_truck, paths[ target_path_index ].sp_name, true, false, false, true )
                                                                                                                                                        • m22.lua, line 2336: vehicle_pathfind_to(M22_vehicles.Angels_Car, "Airport_Rail_Begin", false, false)
                                                                                                                                                        • m22.lua, line 4513: vehicle_pathfind_to(M22_vehicles.Killbanes_Plane, Airport_Killbane_Path1, true, false)
                                                                                                                                                        • m22.lua, line 4515: vehicle_pathfind_to(M22_vehicles.Killbanes_Plane, Airport_Killbane_Path2, true, false)
                                                                                                                                                        • m22.lua, line 4517: vehicle_pathfind_to(M22_vehicles.Killbanes_Plane, Airport_Killbane_Path3, true, false)
                                                                                                                                                        • m22.lua, line 4519: vehicle_pathfind_to(M22_vehicles.Killbanes_Plane, Airport_Killbane_Path4, true, false)
                                                                                                                                                        • m22.lua, line 4524: vehicle_pathfind_to(M22_vehicles.Killbanes_Plane, Airport_Killbane_Path5, true, false)
                                                                                                                                                        • m22.lua, line 4532: vehicle_pathfind_to(M22_vehicles.Angels_Car, segment_name, true, false)
                                                                                                                                                        • m22.lua, line 4546: vehicle_pathfind_to(car_name, nav_point_name, true, true)
                                                                                                                                                        vehicle_pathfind_to_do true
                                                                                                                                                          3
                                                                                                                                                          • dlc2_m01.lua, line 4686: vehicle_pathfind_to_do(Dlc2_m01_groups.armory_get_away_car.vehicle, segment.navs[curr_path_idx], false, false)
                                                                                                                                                          • game_lib.lua, line 3254: if (not vehicle_pathfind_to_do(name, path, stop_at_goal, suppress_errors)) then
                                                                                                                                                          • m15.lua, line 1920: local pathfind_started = vehicle_pathfind_to_do(vehicle, path[i].nav, false, true)
                                                                                                                                                          vehicle_prevent_explosion_fling true
                                                                                                                                                            20
                                                                                                                                                            vehicle_prevent_transition_to_ambient true
                                                                                                                                                              6
                                                                                                                                                              vehicle_prevent_vehicle_collision_damage true
                                                                                                                                                                6
                                                                                                                                                                • dlc2_m01.lua, line 3970: vehicle_prevent_vehicle_collision_damage(Dlc2_m01_groups.armory_get_away_car.vehicle, true)
                                                                                                                                                                • m11.lua, line 1541: vehicle_prevent_vehicle_collision_damage(M11_groups.air_base.final_plane.vehicle, true)
                                                                                                                                                                • m16.lua, line 1830: vehicle_prevent_vehicle_collision_damage(M16_vehicles.tank_combat_player_tank_one, true)
                                                                                                                                                                • m16.lua, line 1831: vehicle_prevent_vehicle_collision_damage(M16_vehicles.tank_combat_npc_tank_one, true)
                                                                                                                                                                • m16.lua, line 1845: vehicle_prevent_vehicle_collision_damage(M16_vehicles.tank_combat_player_tank_two, true)
                                                                                                                                                                • m16.lua, line 1846: vehicle_prevent_vehicle_collision_damage(M16_vehicles.tank_combat_npc_tank_two, true)
                                                                                                                                                                vehicle_rc_get_signal_strength true
                                                                                                                                                                  3
                                                                                                                                                                  • m20.lua, line 2415: v = vehicle_rc_get_signal_strength( target_vehicle, LOCAL_PLAYER )
                                                                                                                                                                  • m20.lua, line 2478: while vehicle_rc_get_signal_strength( target_vehicle, LOCAL_PLAYER ) > 0.25 do
                                                                                                                                                                  • m20.lua, line 2488: while vehicle_rc_get_signal_strength( target_vehicle, LOCAL_PLAYER ) < 0.3 do
                                                                                                                                                                  vehicle_repair true
                                                                                                                                                                    3
                                                                                                                                                                    vehicle_set_2d_tank_controls true
                                                                                                                                                                      3
                                                                                                                                                                      vehicle_set_allow_ram_ped true
                                                                                                                                                                        4
                                                                                                                                                                        vehicle_set_ambient true
                                                                                                                                                                          2
                                                                                                                                                                          vehicle_set_crazy true
                                                                                                                                                                            8
                                                                                                                                                                            vehicle_set_explosion_damage_multiplier true
                                                                                                                                                                              3
                                                                                                                                                                              • dlc2_m01.lua, line 4818: vehicle_set_explosion_damage_multiplier(vehicle_table.vehicle, vehicle_table.exp_factor)
                                                                                                                                                                              • m01.lua, line 1764: vehicle_set_explosion_damage_multiplier(M01_group.heli_fighter1.vehicle, 0.0)
                                                                                                                                                                              • m01.lua, line 5659: vehicle_set_explosion_damage_multiplier(M01_group.heli_fighter1.vehicle, 0.0)
                                                                                                                                                                              vehicle_set_ignore_rail_obstacles true
                                                                                                                                                                                5
                                                                                                                                                                                vehicle_set_invulnerable true
                                                                                                                                                                                  21
                                                                                                                                                                                  vehicle_set_invulnerable_to_player_explosives true
                                                                                                                                                                                    2
                                                                                                                                                                                    • m18.lua, line 2674: vehicle_set_invulnerable_to_player_explosives(cargo_plane_group.plane, true)
                                                                                                                                                                                    • m22.lua, line 2382: vehicle_set_invulnerable_to_player_explosives(M22_vehicles.Killbanes_Plane, true)
                                                                                                                                                                                    vehicle_set_keyframed_physics true
                                                                                                                                                                                      17
                                                                                                                                                                                      vehicle_set_kneecappers true
                                                                                                                                                                                        2
                                                                                                                                                                                        vehicle_set_kneecappers_damage true
                                                                                                                                                                                          1
                                                                                                                                                                                          vehicle_set_obey_traffic_lights true
                                                                                                                                                                                            1
                                                                                                                                                                                            vehicle_set_radio_controls_locked true
                                                                                                                                                                                              1
                                                                                                                                                                                              • m04.lua, line 996: vehicle_set_radio_controls_locked(get_char_vehicle_name(LOCAL_PLAYER), true)
                                                                                                                                                                                              vehicle_set_script_hard_goto true
                                                                                                                                                                                                7
                                                                                                                                                                                                vehicle_set_sirenlights true
                                                                                                                                                                                                  2
                                                                                                                                                                                                  vehicle_set_smoke_and_fire_state true
                                                                                                                                                                                                    29
                                                                                                                                                                                                    • dlc2_m01.lua, line 2701: vehicle_set_smoke_and_fire_state(Dlc2_m01_groups.kwilanna_heli.heli.vehicle, true, false)
                                                                                                                                                                                                    • dlc2_m01.lua, line 2751: vehicle_set_smoke_and_fire_state(Dlc2_m01_groups.kwilanna_heli.heli.vehicle, true, true)
                                                                                                                                                                                                    • dlc2_m01.lua, line 3177: vehicle_set_smoke_and_fire_state(Dlc2_m01_groups.armory_get_away_car.vehicle, false, false)
                                                                                                                                                                                                    • dlc2_m01.lua, line 3316: vehicle_set_smoke_and_fire_state(Dlc2_m01_groups.ng_bridge_roadblock.vehicles[8].vehicle, true, true)
                                                                                                                                                                                                    • dlc2_m01.lua, line 3323: vehicle_set_smoke_and_fire_state(Dlc2_m01_groups.ng_bridge_roadblock.vehicles[6].vehicle, true, true)
                                                                                                                                                                                                    • dlc2_m01.lua, line 3335: vehicle_set_smoke_and_fire_state(Dlc2_m01_groups.ng_bridge_roadblock.vehicles[3].vehicle, true, true)
                                                                                                                                                                                                    • dlc2_m01.lua, line 3344: vehicle_set_smoke_and_fire_state(Dlc2_m01_groups.ng_bridge_roadblock.vehicles[7].vehicle, true, true)
                                                                                                                                                                                                    • dlc2_m01.lua, line 3350: vehicle_set_smoke_and_fire_state(Dlc2_m01_groups.ng_bridge_roadblock.vehicles[2].vehicle, true, true)
                                                                                                                                                                                                    • dlc2_m01.lua, line 3363: vehicle_set_smoke_and_fire_state(Dlc2_m01_groups.ng_bridge_roadblock.vehicles[1].vehicle, true, true)
                                                                                                                                                                                                    • dlc2_m01.lua, line 3366: vehicle_set_smoke_and_fire_state(Dlc2_m01_groups.ng_bridge_roadblock.vehicles[3].vehicle, true, true)
                                                                                                                                                                                                    • dlc2_m01.lua, line 3385: vehicle_set_smoke_and_fire_state(Dlc2_m01_groups.ng_bridge_roadblock.vehicles[5].vehicle, true, true)
                                                                                                                                                                                                    • dlc2_m01.lua, line 3906: vehicle_set_smoke_and_fire_state(Dlc2_m01_groups.armory_car_husks.vehicles[1], true, true)
                                                                                                                                                                                                    • dlc2_m01.lua, line 3907: vehicle_set_smoke_and_fire_state(Dlc2_m01_groups.armory_car_husks.vehicles[3], true, false)
                                                                                                                                                                                                    • dlc2_m01.lua, line 3908: vehicle_set_smoke_and_fire_state(Dlc2_m01_groups.armory_car_husks.vehicles[4], true, true)
                                                                                                                                                                                                    • dlc2_m01.lua, line 3909: vehicle_set_smoke_and_fire_state(Dlc2_m01_groups.armory_car_husks.vehicles[5], true, false)
                                                                                                                                                                                                    • dlc2_m01.lua, line 4930: vehicle_set_smoke_and_fire_state(vehicle_table.vehicle, true, true)
                                                                                                                                                                                                    • dlc2_m03.lua, line 2308: vehicle_set_smoke_and_fire_state(DLC2_M03_current_vehicle_name, false, false)
                                                                                                                                                                                                    • m01.lua, line 2338: vehicle_set_smoke_and_fire_state(M01_group.heli_fighter1.vehicle, true, false)
                                                                                                                                                                                                    • m03.lua, line 2945: vehicle_set_smoke_and_fire_state(vehicle_name, true, true)
                                                                                                                                                                                                    • m10.lua, line 3354: vehicle_set_smoke_and_fire_state(victim, true, false)
                                                                                                                                                                                                    • m10.lua, line 3361: vehicle_set_smoke_and_fire_state(victim, true, true)
                                                                                                                                                                                                    • m13.lua, line 2404: vehicle_set_smoke_and_fire_state(vehicle, true, true)
                                                                                                                                                                                                    • m13.lua, line 4064: vehicle_set_smoke_and_fire_state( v, true, true )
                                                                                                                                                                                                    • m15.lua, line 1439: vehicle_set_smoke_and_fire_state(kill_table.vehicle, true, true)
                                                                                                                                                                                                    • m18.lua, line 2423: --vehicle_set_smoke_and_fire_state(M18_groups.player_tank.tank, true, false)
                                                                                                                                                                                                    • m18.lua, line 2522: --vehicle_set_smoke_and_fire_state(M18_groups.player_tank.tank, true, true)
                                                                                                                                                                                                    • m18.lua, line 2558: vehicle_set_smoke_and_fire_state(M18_groups.player_tank.tank, true, true)
                                                                                                                                                                                                    • m18.lua, line 2643: --vehicle_set_smoke_and_fire_state(victim, true, false)
                                                                                                                                                                                                    • m23.lua, line 2643: vehicle_set_smoke_and_fire_state(M23_groups.cyrus_vtol.vtol, false, false)
                                                                                                                                                                                                    vehicle_set_special_override_never_ghost true
                                                                                                                                                                                                      3
                                                                                                                                                                                                      • m02.lua, line 2474: vehicle_set_special_override_never_ghost(M02_groups.plane.vehicle, true)
                                                                                                                                                                                                      • m02.lua, line 3643: vehicle_set_special_override_never_ghost(M02_groups.plane.vehicle, true)
                                                                                                                                                                                                      • m18.lua, line 3871: vehicle_set_special_override_never_ghost(vtol_group.vtol, true)
                                                                                                                                                                                                      vehicle_set_team true
                                                                                                                                                                                                        6
                                                                                                                                                                                                        vehicle_set_tire_damage_multiplier true
                                                                                                                                                                                                          1
                                                                                                                                                                                                          • m15.lua, line 1900: vehicle_set_tire_damage_multiplier(vehicle, M15_TIRE_DAMGE_MULTIPLIER)
                                                                                                                                                                                                          vehicle_set_tire_durability true
                                                                                                                                                                                                            1
                                                                                                                                                                                                            vehicle_set_vulnerable true
                                                                                                                                                                                                              4
                                                                                                                                                                                                              vehicle_set_weapons_disarmed true
                                                                                                                                                                                                                2
                                                                                                                                                                                                                vehicle_show true
                                                                                                                                                                                                                  21
                                                                                                                                                                                                                  vehicle_skydiving_move_to_do true
                                                                                                                                                                                                                    6
                                                                                                                                                                                                                    • m18.lua, line 1363: vehicle_skydiving_move_to_do(M18_groups.player_tank.tank, M18_navpoints.player_tank_center_pos, 0.0, 2.0)
                                                                                                                                                                                                                    • m18.lua, line 2239: vehicle_skydiving_move_to_do(M18_groups.player_tank.tank, M18_groups.player_tank.tank)
                                                                                                                                                                                                                    • m18.lua, line 2428: vehicle_skydiving_move_to_do(M18_groups.player_tank.tank, M18_groups.player_tank.tank)
                                                                                                                                                                                                                    • m18.lua, line 2613: vehicle_skydiving_move_to_do(M18_groups.player_tank.tank, M18_navpoints.player_tank_center_pos, 0.0, 2.0)
                                                                                                                                                                                                                    • m18.lua, line 2949: vehicle_skydiving_move_to_do(tank_group.tank, tank_group.dest, (M18_tweak_values.steal_tank_fall_speed - 1.0), M18_tweak_values.steal_tank_fall_speed)
                                                                                                                                                                                                                    • m18.lua, line 3839: vehicle_skydiving_move_to_do(tank_group.tank, tank_group.dest, 8.0, 8.0)
                                                                                                                                                                                                                    vehicle_skydiving_start true
                                                                                                                                                                                                                      10
                                                                                                                                                                                                                      vehicle_speed_cancel true
                                                                                                                                                                                                                        12
                                                                                                                                                                                                                        vehicle_speed_override true
                                                                                                                                                                                                                          54
                                                                                                                                                                                                                          vehicle_spotlight_cancel true
                                                                                                                                                                                                                            4
                                                                                                                                                                                                                            vehicle_spotlight_is_target_spotted true
                                                                                                                                                                                                                              3
                                                                                                                                                                                                                              • m01.lua, line 4674: -- vehicle_spotlight_is_target_spotted(group_table.members[1], point)
                                                                                                                                                                                                                              • m14.lua, line 1111: if (coop_is_active() and vehicle_spotlight_is_target_spotted(REMOTE_PLAYER, M14_vehicle.broadcast_van)) then
                                                                                                                                                                                                                              • m14.lua, line 1114: elseif (vehicle_spotlight_is_target_spotted(LOCAL_PLAYER, M14_vehicle.broadcast_van)) then
                                                                                                                                                                                                                              vehicle_stop true 1 16
                                                                                                                                                                                                                              vehicle_stop_do true
                                                                                                                                                                                                                                3
                                                                                                                                                                                                                                vehicle_suppress_flipping true
                                                                                                                                                                                                                                  10
                                                                                                                                                                                                                                  vehicle_suppress_npc_exit true
                                                                                                                                                                                                                                    129
                                                                                                                                                                                                                                    vehicle_tire_indicators_alive true
                                                                                                                                                                                                                                      1
                                                                                                                                                                                                                                      • m15.lua, line 2687: local n_tires_left = vehicle_tire_indicators_alive(VEHICLE_SUPER_COMPUTER)
                                                                                                                                                                                                                                      vehicle_turret_base_to true 1 2
                                                                                                                                                                                                                                      vehicle_turret_base_to_do true
                                                                                                                                                                                                                                        1
                                                                                                                                                                                                                                        vint_align_elements true 1 6
                                                                                                                                                                                                                                        vint_anim_loop_callback true 1
                                                                                                                                                                                                                                          vint_apply_start_values true
                                                                                                                                                                                                                                            83
                                                                                                                                                                                                                                            vint_clear_tween_event_reference true
                                                                                                                                                                                                                                              1
                                                                                                                                                                                                                                              vint_datagroup_add_subscription true
                                                                                                                                                                                                                                                29
                                                                                                                                                                                                                                                • hud.lua, line 478: vint_datagroup_add_subscription("sr2_local_player_gameplay_indicator_status", "insert", "hud_gsi_vdo_update")
                                                                                                                                                                                                                                                • hud.lua, line 479: vint_datagroup_add_subscription("sr2_local_player_gameplay_indicator_status", "update", "hud_gsi_vdo_update")
                                                                                                                                                                                                                                                • hud.lua, line 525: vint_datagroup_add_subscription("sr2_local_player_inventory", "insert", "hud_radial_menu_update")
                                                                                                                                                                                                                                                • hud.lua, line 526: vint_datagroup_add_subscription("sr2_local_player_inventory", "update", "hud_radial_menu_update")
                                                                                                                                                                                                                                                • hud.lua, line 540: vint_datagroup_add_subscription("sr2_local_player_followers", "insert", "hud_player_followers_change")
                                                                                                                                                                                                                                                • hud.lua, line 541: vint_datagroup_add_subscription("sr2_local_player_followers", "update", "hud_player_followers_change")
                                                                                                                                                                                                                                                • hud_diversion.lua, line 68: vint_datagroup_add_subscription("hud_diversion", "update", "hud_diversion_data_item_update")
                                                                                                                                                                                                                                                • hud_healthbars.lua, line 64: vint_datagroup_add_subscription("sr2_local_player_septic", "insert", "hud_healthbars_update")
                                                                                                                                                                                                                                                • hud_healthbars.lua, line 65: vint_datagroup_add_subscription("sr2_local_player_septic", "update", "hud_healthbars_update")
                                                                                                                                                                                                                                                • hud_healthbars.lua, line 66: vint_datagroup_add_subscription("sr2_local_player_septic", "remove", "hud_healthbars_update")
                                                                                                                                                                                                                                                • hud_msg.lua, line 246: vint_datagroup_add_subscription("hud_messages", "insert", "hud_msg_new_message")
                                                                                                                                                                                                                                                • hud_msg.lua, line 247: vint_datagroup_add_subscription("hud_messages", "update", "hud_msg_update_message")
                                                                                                                                                                                                                                                • hud_msg.lua, line 248: vint_datagroup_add_subscription("hud_messages", "remove", "hud_msg_remove_message")
                                                                                                                                                                                                                                                • hud_noto.lua, line 71: vint_datagroup_add_subscription("sr2_notoriety", "update", "hud_noto_change")
                                                                                                                                                                                                                                                • hud_noto.lua, line 72: vint_datagroup_add_subscription("sr2_notoriety", "insert", "hud_noto_change")
                                                                                                                                                                                                                                                • hud_reticules.lua, line 372: vint_datagroup_add_subscription("sniper_dir_arrows", "update", "hud_sniper_dir_update")
                                                                                                                                                                                                                                                • hud_reticules.lua, line 373: vint_datagroup_add_subscription("sniper_dir_arrows", "insert", "hud_sniper_dir_add")
                                                                                                                                                                                                                                                • hud_reticules.lua, line 374: vint_datagroup_add_subscription("sniper_dir_arrows", "remove", "hud_sniper_dir_remove")
                                                                                                                                                                                                                                                • hud_reticules.lua, line 377: vint_datagroup_add_subscription("sr2_local_player_hit_indicator", "insert", "Hud_hit_add")
                                                                                                                                                                                                                                                • hud_whored.lua, line 18: vint_datagroup_add_subscription("sr2_local_player_gameplay_indicator_status", "insert", "hud_whored_gsi_update")
                                                                                                                                                                                                                                                • hud_whored.lua, line 19: vint_datagroup_add_subscription("sr2_local_player_gameplay_indicator_status", "update", "hud_whored_gsi_update")
                                                                                                                                                                                                                                                • object_indicator.lua, line 87: vint_datagroup_add_subscription("object_indicator", "insert", "object_indicator_update")
                                                                                                                                                                                                                                                • object_indicator.lua, line 88: vint_datagroup_add_subscription("object_indicator", "update", "object_indicator_update")
                                                                                                                                                                                                                                                • object_indicator.lua, line 89: vint_datagroup_add_subscription("object_indicator", "remove", "object_indicator_remove")
                                                                                                                                                                                                                                                • pause_map.lua, line 384: vint_datagroup_add_subscription("map_filter", "update", "pause_map_filters_populate")
                                                                                                                                                                                                                                                • pause_map.lua, line 385: vint_datagroup_add_subscription("map_district_names", "update", "pause_map_district_overlay_update")
                                                                                                                                                                                                                                                • store_vehicle.lua, line 2556: vint_datagroup_add_subscription("garage_performance_stats", "update", "garage_populate_performance_stats")
                                                                                                                                                                                                                                                • store_weapon.lua, line 381: vint_datagroup_add_subscription("sr2_local_player_inventory", "update", "store_weapon_radial_update")
                                                                                                                                                                                                                                                • store_weapon.lua, line 382: vint_datagroup_add_subscription("sr2_local_player_inventory", "insert", "store_weapon_radial_update")
                                                                                                                                                                                                                                                vint_datagroup_remove_item true
                                                                                                                                                                                                                                                  1
                                                                                                                                                                                                                                                  vint_datagroup_remove_subscription true
                                                                                                                                                                                                                                                    2
                                                                                                                                                                                                                                                    • hud_whored.lua, line 5: vint_datagroup_remove_subscription("sr2_local_player_gameplay_indicator_status", "insert", "hud_gsi_vdo_update", HUD_DOC_HANDLE)
                                                                                                                                                                                                                                                    • hud_whored.lua, line 6: vint_datagroup_remove_subscription("sr2_local_player_gameplay_indicator_status", "update", "hud_gsi_vdo_update", HUD_DOC_HANDLE)
                                                                                                                                                                                                                                                    vint_dataitem_add_subscription true
                                                                                                                                                                                                                                                      41
                                                                                                                                                                                                                                                      • cell_cheats.lua, line 82: vint_dataitem_add_subscription("cell_cheats_text", "update", "cell_cheats_text_update")
                                                                                                                                                                                                                                                      • cell_foreground.lua, line 161: vint_dataitem_add_subscription("sr2_local_player_respect", "update", "cell_foreground_respect_update")
                                                                                                                                                                                                                                                      • cell_foreground.lua, line 162: vint_dataitem_add_subscription("sr2_local_player_status_infrequent", "update", "cell_foreground_cash_update")
                                                                                                                                                                                                                                                      • cell_phone.lua, line 197: vint_dataitem_add_subscription("sr2_local_player_status_infrequent", "update", "cell_phone_cash_update")
                                                                                                                                                                                                                                                      • cinema_clip_editor.lua, line 330: --vint_dataitem_add_subscription("encoder_info_di", "update", "cinema_clip_editor_encoder_info_di")
                                                                                                                                                                                                                                                      • cinema_clip_editor_timeline.lua, line 152: vint_dataitem_add_subscription("playback_caret_di", "update", "cinema_clip_editor_playback_marker_update_di")
                                                                                                                                                                                                                                                      • clones_m3.lua, line 79: vint_dataitem_add_subscription("game_paused_item", "update", "clones_m3_game_is_paused") --to check if game is paused..
                                                                                                                                                                                                                                                      • cmp_common.lua, line 247: vint_dataitem_add_subscription("completion_camera_shake", "update", "cmp_common_camera_shake_update")
                                                                                                                                                                                                                                                      • cutscene_titles.lua, line 15: vint_dataitem_add_subscription("cutscene_titles", "update", "cutscene_titles_update")
                                                                                                                                                                                                                                                      • game_lobby.lua, line 644: vint_dataitem_add_subscription("friendly_fire_data", "update", "game_lobby_update_ff")
                                                                                                                                                                                                                                                      • gis_grain.lua, line 11: vint_dataitem_add_subscription("game_paused_item", "update", "gis_grain_game_is_paused") --to check if game is paused..
                                                                                                                                                                                                                                                      • hud.lua, line 531: vint_dataitem_add_subscription("sr2_local_player_respect", "update", "hud_player_respect_change")
                                                                                                                                                                                                                                                      • hud.lua, line 536: vint_dataitem_add_subscription("sr2_local_player_hood", "update", "hud_player_hood_change")
                                                                                                                                                                                                                                                      • hud.lua, line 537: vint_dataitem_add_subscription("sr2_local_player_status", "update", "hud_player_status_change")
                                                                                                                                                                                                                                                      • hud.lua, line 545: vint_dataitem_add_subscription("sr2_local_player_status_infrequent", "update", "hud_player_status_inf_change")
                                                                                                                                                                                                                                                      • hud.lua, line 548: vint_dataitem_add_subscription("sr2_local_player_weapons", "update", "hud_player_weapon_change")
                                                                                                                                                                                                                                                      • hud.lua, line 549: vint_dataitem_add_subscription("sr2_local_player_frequent_weapon", "update", "hud_player_weapon_freq_change")
                                                                                                                                                                                                                                                      • hud.lua, line 550: vint_dataitem_add_subscription("sr2_local_player_satellite_weapon", "update", "hud_player_satellite_weapon")
                                                                                                                                                                                                                                                      • hud.lua, line 553: vint_dataitem_add_subscription("sr2_local_player_lockon", "update", "hud_player_lockon_update")
                                                                                                                                                                                                                                                      • hud.lua, line 556: vint_dataitem_add_subscription("sr2_balance_meter", "update", "hud_balance_meter_change")
                                                                                                                                                                                                                                                      • hud.lua, line 559: vint_dataitem_add_subscription("hud_cheat_icons", "update", "hud_cheat_icon_update")
                                                                                                                                                                                                                                                      • hud.lua, line 565: vint_dataitem_add_subscription("minimap_giant_icon", "update", "hud_map_objective_icon")
                                                                                                                                                                                                                                                      • hud_btnmash.lua, line 214: vint_dataitem_add_subscription("button_mashing_minigame", "update", "hud_btnmash_update")
                                                                                                                                                                                                                                                      • hud_collection.lua, line 84: vint_dataitem_add_subscription("collection_hud_element", "update", "hud_collection_update")
                                                                                                                                                                                                                                                      • hud_collection.lua, line 85: vint_dataitem_add_subscription("game_paused_item", "update", "hud_collection_game_is_paused") --to check if game is paused...
                                                                                                                                                                                                                                                      • hud_diversion.lua, line 67: vint_dataitem_add_subscription("hud_challenge", "update", "hud_diversion_chal_data_item_update")
                                                                                                                                                                                                                                                      • hud_mayhem.lua, line 104: vint_dataitem_add_subscription("local_player_combohud", "update", "hud_mayhem_combo_total_update")
                                                                                                                                                                                                                                                      • hud_predator.lua, line 146: vint_dataitem_add_subscription("sr2_local_player_satellite_weapon", "update", "hud_predator_update")
                                                                                                                                                                                                                                                      • hud_predator.lua, line 147: vint_dataitem_add_subscription("game_paused_item", "update", "hud_predator_game_paused") --to check if game is paused...
                                                                                                                                                                                                                                                      • hud_qte.lua, line 106: vint_dataitem_add_subscription("hud_qte", "update", "hud_qte_update")
                                                                                                                                                                                                                                                      • hud_touch_combo.lua, line 253: vint_dataitem_add_subscription("touch_combo_info", "update", "hud_touch_combo_system_update")
                                                                                                                                                                                                                                                      • hud_touch_combo.lua, line 254: vint_dataitem_add_subscription("sexy_time_move_list", "update", "hud_sexy_time_move_list_update")
                                                                                                                                                                                                                                                      • msn_killbane.lua, line 79: vint_dataitem_add_subscription("game_paused_item", "update", "msn_killbane_game_is_paused") --to check if game is paused...
                                                                                                                                                                                                                                                      • pause_map.lua, line 353: vint_dataitem_add_subscription("PAUSE_MAP_CURSOR", "update", "pause_map_cursor_update")
                                                                                                                                                                                                                                                      • pause_map.lua, line 382: vint_dataitem_add_subscription("PAUSE_MAP_HIGHLIGHT1", "update", "pause_map_highlight_update")
                                                                                                                                                                                                                                                      • pause_map.lua, line 383: vint_dataitem_add_subscription("PAUSE_MAP_HIGHLIGHT2", "update", "pause_map_highlight_update")
                                                                                                                                                                                                                                                      • power_up.lua, line 7: vint_dataitem_add_subscription("game_paused_item", "update", "power_up_game_is_paused") --to check if game is paused..
                                                                                                                                                                                                                                                      • store_common.lua, line 121: vint_dataitem_add_subscription("sr2_local_player_respect", "update", "store_common_respect_update")
                                                                                                                                                                                                                                                      • store_common.lua, line 122: vint_dataitem_add_subscription("sr2_local_player_status_infrequent", "update", "store_common_cash_update")
                                                                                                                                                                                                                                                      • store_gang.lua, line 130: vint_dataitem_add_subscription("store_gang_current_object_is_loaded", "update", "store_gang_load_status_update")
                                                                                                                                                                                                                                                      • whored_countdown.lua, line 24: vint_dataitem_add_subscription("game_paused_item", "update", "whored_countdown_paused_game") --to check if game is paused...
                                                                                                                                                                                                                                                      vint_dataitem_get true
                                                                                                                                                                                                                                                        59
                                                                                                                                                                                                                                                        • cell_cheats.lua, line 467: local override, cheat_text = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • cell_foreground.lua, line 398: local cash = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • cell_foreground.lua, line 404: local respect_total, respect_needed, respect_level, show_upgrades = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • cell_phone.lua, line 908: local cash = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • cinema_clip_editor.lua, line 335: local progress, state = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • cinema_clip_editor_timeline.lua, line 157: local marker_time = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • clones_m3.lua, line 110: Is_paused = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • cmp_common.lua, line 1633: local x, y = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • cutscene_titles.lua, line 39: local hint_type = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • game_lobby.lua, line 1149: local ff_option = vint_dataitem_get(data_item_handle)
                                                                                                                                                                                                                                                        • gis_grain.lua, line 52: Is_paused = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud.lua, line 846: local hood_name, cur_hood_owner, orig_hood_owner, is_contested = vint_dataitem_get(data_item_handle)
                                                                                                                                                                                                                                                        • hud.lua, line 854: local cash, max_followers, inventory_disabled, vehicle_logo, radio_station, cruise_control_active, camera_screenshot_enabled, force_show_cash, show_vtol_hints = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud.lua, line 989: local sprint_enabled, health_pct, health_level, is_dbno, bleed_out_health_pct, sprint_pct, sprint_level, is_sprinting, orientation, is_mp_invulnerable, tunnel_vision_amount, is_in_satellite_mode, is_controlling_missile = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud.lua, line 1277: local wpn_bmp_name, rdy_ammo, rsv_ammo, grenade_bmp_name, grenade_ammo, wpn_rdy, dual_wield, no_ammo, inf_ammo, gnd_inf_ammo, cont_fire, no_mag, sniper_visible, wpn_name, wpn_category, reticule_highlight, wpn_spread, wpn_slot, grenade_slot, show_reticule, overheat_pct, is_overheated, bullet_hit, genki_target, reloading = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud.lua, line 1559: local ammo_ready, reticle_highlight, cur_wpn_spread, fine_aim_transition, water_pressure, x_screen_coord, y_screen_coord, reticule_opacity = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud.lua, line 1598: local total_respect, respect_pct, respect_level, show_upgrades, force_show_respect = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud.lua, line 1667: local slot, head_img_name, hlth_pct, revive_time, slot_visible = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud.lua, line 1753: local active, position = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud.lua, line 1824: local direction, strength = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud.lua, line 2245: local x, y, width, rotation, is_locked, is_visible = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud.lua, line 2302: local active, icon = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud.lua, line 2320: local objective_enum, count = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud.lua, line 2351: local button_is_visible, interact_type = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_btnmash.lua, line 235: local button_index, help_txt, meter_pct, timer_value, state = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_collection.lua, line 144: local collection_type, title, sub_title, items_left, items_total, cash_reward, respect_reward, district_pct_old, district_pct_new, district_name, save_in_mission, no_reward = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_collection.lua, line 486: local is_paused = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_diversion.lua, line 89: local meter_type, message_one, message_two, cur_value, min_value, max_value, descending, status, respect, cash, div_type, respect_stat, message_type = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_diversion.lua, line 629: local title, cur_val, max_val, val_units, cash_reward, respect_reward, save_in_mission, is_achievement, image, message_type = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_healthbars.lua, line 97: show_bar, show_name, show_arrow, show_cash, show_race_pos = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_mayhem.lua, line 124: local world_x, world_y, world_z, screen_pos_x, screen_pos_y, cash_value, text_intensity, multiplier, display_type, line_offset, scale, custom_text = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_mayhem.lua, line 363: local id, x, y, desc_crc, display_value, meter_value, text_intensity, value_type, value_symbol, skin, do_animation, show_meter, meter_flashing = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_msg.lua, line 421: local region_index, priority, text, modifier, fade_time, audio_type, audio_id, icon1, icon2, pc_key, timer_value = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_msg.lua, line 483: local region_index, priority, text, modifier, fade_time, audio_type, audio_id, icon1, icon2, pc_key, timer_value = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_msg.lua, line 543: local region_index, priority, text, modifier, fade_time, audio_type, audio_id, icon1, icon2, pc_key, unused_timer, silent_kill = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_msg.lua, line 783: local region_index, priority, text, modifier, fade_time, audio_type, audio_id, icon1, icon2, pc_key = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_noto.lua, line 79: local team_name, noto_level, noto_icon = vint_dataitem_get(data_item_h)
                                                                                                                                                                                                                                                        • hud_predator.lua, line 159: local satellite_mode, param1, param2, param3, param4, param5, param6, param7, param8, param9 = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_predator.lua, line 759: local is_paused = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_qte.lua, line 110: local button_index, button_animation, x, y, is_ps3, kbm_name, success, mouse_button_number = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_reticules.lua, line 679: local rotation = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_touch_combo.lua, line 258: local combo_active, show_mode, right_stick_x, right_stick_y, left_stick_x, left_stick_y, target_x, target_y, rumble_level, help_text = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • hud_touch_combo.lua, line 471: local sexy_time_direction = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • msn_killbane.lua, line 87: local is_paused = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • object_indicator.lua, line 108: local screen_pos_x, screen_pos_y, asset_id, rotation, health, dist, view_dist, flags, alpha, partial_hide, title_crc, body_crc = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • pause_map.lua, line 677: local filter_type, filter_name, x, y = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • pause_map.lua, line 901: local icon_bmp_name, overlay_bmp_name, text_line_1, text_line_2, text_line_3, text_line_4, is_highlighted, is_gps_target, is_mad_icon, is_store_icon, is_crib_icon, taxi_available = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • pause_map.lua, line 1295: local cursor_x, cursor_y, highlight_icon_x, highlight_icon_y, gps_active, x_func, district_str, hood_str, control_pct = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • pause_map.lua, line 1436: local district_str, district_pct, position_x, position_y, scale, is_visible = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • power_up.lua, line 33: Is_paused = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • store_common.lua, line 322: local respect_total, respect_needed, respect_level, show_upgrades = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • store_common.lua, line 336: local cash = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • store_gang.lua, line 641: local is_loaded = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • store_vehicle.lua, line 2160: local index, label, level, max_level = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • vdo_gsi.lua, line 287: local data_type, param1, param2, param3, param4, param5, param6, param7, param8, param9 = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • vdo_gsi_whored.lua, line 130: local data_type, param1, param2, param3, param4, param5, param6, param7, param8, param9 = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • vdo_weapon_radial.lua, line 434: local slot_num, availability, weapon_name_crc, bmp_name, ammo_cur, ammo_max, dual_wield, ammo_infinite, is_current_wpn, level, ammo_type = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • vint_lib.lua, line 393: data[1], data[2], data[3], data[4], data[5], data[6], data[7], data[8], data[9], data[10], data[11], data[12], data[13], data[14], data[15], data[16], data[17], data[18], data[19], data[20], data[21], data[22], data[23], data[24] = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        • whored_countdown.lua, line 120: local is_paused = vint_dataitem_get(di_h)
                                                                                                                                                                                                                                                        vint_dataresponder_post true
                                                                                                                                                                                                                                                          65
                                                                                                                                                                                                                                                          vint_dataresponder_request true 1 127
                                                                                                                                                                                                                                                          vint_debug_decode_wide_string true
                                                                                                                                                                                                                                                            1
                                                                                                                                                                                                                                                            vint_debug_safe_frame true 1
                                                                                                                                                                                                                                                              vint_debug_safe_frame_objects true 1 3
                                                                                                                                                                                                                                                              vint_document_find true
                                                                                                                                                                                                                                                                100
                                                                                                                                                                                                                                                                vint_document_load true
                                                                                                                                                                                                                                                                  1
                                                                                                                                                                                                                                                                  vint_document_set_depth true
                                                                                                                                                                                                                                                                    2
                                                                                                                                                                                                                                                                    vint_document_unload true
                                                                                                                                                                                                                                                                      9
                                                                                                                                                                                                                                                                      vint_force_lua_gc true
                                                                                                                                                                                                                                                                        1
                                                                                                                                                                                                                                                                        vint_get_global_anchor true
                                                                                                                                                                                                                                                                          3
                                                                                                                                                                                                                                                                          vint_get_property true
                                                                                                                                                                                                                                                                            306
                                                                                                                                                                                                                                                                            vint_get_safe_frame true
                                                                                                                                                                                                                                                                              1
                                                                                                                                                                                                                                                                              vint_get_screen_size true
                                                                                                                                                                                                                                                                                4
                                                                                                                                                                                                                                                                                vint_get_time_index true
                                                                                                                                                                                                                                                                                  9
                                                                                                                                                                                                                                                                                  vint_hide_children true 1 4
                                                                                                                                                                                                                                                                                  vint_insert_values_in_string true
                                                                                                                                                                                                                                                                                    92
                                                                                                                                                                                                                                                                                    vint_internal_dataresponder_request true 2
                                                                                                                                                                                                                                                                                      vint_is_std_res true
                                                                                                                                                                                                                                                                                        58
                                                                                                                                                                                                                                                                                        vint_lib_init_buttons true 1 1
                                                                                                                                                                                                                                                                                        vint_lib_init_constants true 1 1
                                                                                                                                                                                                                                                                                        • dialog.lua, line 58: vint_lib_init_constants() --Inits any constants that get used by the game...
                                                                                                                                                                                                                                                                                        vint_menu_swap_invalidate true 1
                                                                                                                                                                                                                                                                                          vint_menu_swap_thread true 1
                                                                                                                                                                                                                                                                                            vint_menu_swap_unload true 1
                                                                                                                                                                                                                                                                                              vint_object_clone true
                                                                                                                                                                                                                                                                                                82
                                                                                                                                                                                                                                                                                                vint_object_create true
                                                                                                                                                                                                                                                                                                  20
                                                                                                                                                                                                                                                                                                  vint_object_destroy true
                                                                                                                                                                                                                                                                                                    134
                                                                                                                                                                                                                                                                                                    vint_object_find true
                                                                                                                                                                                                                                                                                                      1790
                                                                                                                                                                                                                                                                                                      vint_object_first_child true
                                                                                                                                                                                                                                                                                                        3
                                                                                                                                                                                                                                                                                                        vint_object_get_name_from_handle true
                                                                                                                                                                                                                                                                                                          1
                                                                                                                                                                                                                                                                                                          vint_object_next_sibling true
                                                                                                                                                                                                                                                                                                            3
                                                                                                                                                                                                                                                                                                            vint_object_parent true
                                                                                                                                                                                                                                                                                                              9
                                                                                                                                                                                                                                                                                                              vint_object_set_parent true
                                                                                                                                                                                                                                                                                                                10
                                                                                                                                                                                                                                                                                                                vint_options_remap_reset_bindings true
                                                                                                                                                                                                                                                                                                                  1
                                                                                                                                                                                                                                                                                                                  vint_options_remap_set_key_binding true
                                                                                                                                                                                                                                                                                                                    1
                                                                                                                                                                                                                                                                                                                    • vdo_button_remap.lua, line 78: vint_options_remap_set_key_binding(Remap_category_index, index - 1, column == 2) -- Subtract 1 because category is index 1, remapping starts at 2
                                                                                                                                                                                                                                                                                                                    vint_reset_child_tween_object true
                                                                                                                                                                                                                                                                                                                      1
                                                                                                                                                                                                                                                                                                                      vint_set_child_tween_reverse true
                                                                                                                                                                                                                                                                                                                        1
                                                                                                                                                                                                                                                                                                                        vint_set_input_params true
                                                                                                                                                                                                                                                                                                                          1
                                                                                                                                                                                                                                                                                                                          vint_set_mouse_cursor true
                                                                                                                                                                                                                                                                                                                            33
                                                                                                                                                                                                                                                                                                                            vint_set_property true
                                                                                                                                                                                                                                                                                                                              2700
                                                                                                                                                                                                                                                                                                                              vint_set_property_typed true
                                                                                                                                                                                                                                                                                                                                2
                                                                                                                                                                                                                                                                                                                                vint_set_tween_event_reference true
                                                                                                                                                                                                                                                                                                                                  1
                                                                                                                                                                                                                                                                                                                                  vint_subscribe_to_input_event true
                                                                                                                                                                                                                                                                                                                                    19
                                                                                                                                                                                                                                                                                                                                    vint_subscribe_to_mouse_input true
                                                                                                                                                                                                                                                                                                                                      1
                                                                                                                                                                                                                                                                                                                                      vint_subscribe_to_raw_input true
                                                                                                                                                                                                                                                                                                                                        13
                                                                                                                                                                                                                                                                                                                                        • hud.lua, line 690: Hud_inventory.subs_x = vint_subscribe_to_raw_input("inventory_x", "hud_inventory_input")
                                                                                                                                                                                                                                                                                                                                        • hud.lua, line 691: Hud_inventory.subs_y = vint_subscribe_to_raw_input("inventory_y", "hud_inventory_input")
                                                                                                                                                                                                                                                                                                                                        • hud.lua, line 692: Hud_inventory.subs_up = vint_subscribe_to_raw_input("inventory_up", "hud_inventory_input")
                                                                                                                                                                                                                                                                                                                                        • hud.lua, line 693: Hud_inventory.subs_right = vint_subscribe_to_raw_input("inventory_right", "hud_inventory_input")
                                                                                                                                                                                                                                                                                                                                        • hud.lua, line 694: Hud_inventory.subs_down = vint_subscribe_to_raw_input("inventory_down", "hud_inventory_input")
                                                                                                                                                                                                                                                                                                                                        • hud.lua, line 695: Hud_inventory.subs_left = vint_subscribe_to_raw_input("inventory_left", "hud_inventory_input")
                                                                                                                                                                                                                                                                                                                                        • store_weapon.lua, line 476: Store_weapon_inventory.subs_x = vint_subscribe_to_raw_input("inventory_x", "store_weapon_inventory_input")
                                                                                                                                                                                                                                                                                                                                        • store_weapon.lua, line 477: Store_weapon_inventory.subs_y = vint_subscribe_to_raw_input("inventory_y", "store_weapon_inventory_input")
                                                                                                                                                                                                                                                                                                                                        • store_weapon.lua, line 478: Store_weapon_inventory.subs_up = vint_subscribe_to_raw_input("inventory_up", "store_weapon_inventory_input")
                                                                                                                                                                                                                                                                                                                                        • store_weapon.lua, line 479: Store_weapon_inventory.subs_right = vint_subscribe_to_raw_input("inventory_right", "store_weapon_inventory_input")
                                                                                                                                                                                                                                                                                                                                        • store_weapon.lua, line 480: Store_weapon_inventory.subs_down = vint_subscribe_to_raw_input("inventory_down", "store_weapon_inventory_input")
                                                                                                                                                                                                                                                                                                                                        • store_weapon.lua, line 481: Store_weapon_inventory.subs_left = vint_subscribe_to_raw_input("inventory_left", "store_weapon_inventory_input")
                                                                                                                                                                                                                                                                                                                                        • vdo_input_tracker.lua, line 129: info.handle = vint_subscribe_to_raw_input(info.input_name, info.func_name, info.priority)
                                                                                                                                                                                                                                                                                                                                        vint_to_std_res true 1 1
                                                                                                                                                                                                                                                                                                                                        vint_unsubscribe_to_input_event true
                                                                                                                                                                                                                                                                                                                                          6
                                                                                                                                                                                                                                                                                                                                          vint_unsubscribe_to_mouse_input true
                                                                                                                                                                                                                                                                                                                                            3
                                                                                                                                                                                                                                                                                                                                            vint_unsubscribe_to_raw_input true
                                                                                                                                                                                                                                                                                                                                              15
                                                                                                                                                                                                                                                                                                                                              vtol_flyby_animation_for_m18 true
                                                                                                                                                                                                                                                                                                                                                1
                                                                                                                                                                                                                                                                                                                                                • m18.lua, line 3873: vtol_flyby_animation_for_m18(vtol_group.vtol, vtol_group.animation, vtol_group.start_pos, vtol_group.speed_multiplier)