Op: set OpId: 0x2 + 0x2 Args: [var int] [int] Desc: arg1 = arg2 Op: clear OpId: 0x4 + 0x1 Args: [var int] Desc: arg1 = 0 Op: swap OpId: 0xd + 0x1 Args: [var int] [var int] Desc: Swap value of arg1 and arg2 Op: add OpId: 0xe + 0x2 Args: [var int] [int] Desc: arg1 = arg1 + arg2 Op: sub OpId: 0x10 + 0x2 Args: [var int] [int] Desc: arg1 = arg1 - arg2 Op: mul OpId: 0x12 + 0x2 Args: [var int] [int] Desc: arg1 = arg1 * arg2 Op: muldiv OpId: 0x14 + 0x4 Args: [var int] [int] [int] Desc: arg1 = (arg1 * arg2) / arg3 Op: aggregate OpId: 0x18 + 0x4 Args: [var int] [int] [int] Desc: arg1 = arg1 + (arg2 * arg3) Op: offset OpId: 0x1c + 0x4 Args: [var int] [int] [int] Desc: arg1 = (arg1 * arg2) + arg3 Op: offsetmod OpId: 0x20 + 0x8 Args: [var int] [int] [int] [int] Desc: arg1 = ((arg1 * arg2) + arg3) % arg4 Op: div OpId: 0x28 + 0x2 Args: [var int] [int] Desc: arg1 = arg1 / arg2 Op: mod OpId: 0x2a + 0x2 Args: [var int] [int] Desc: arg1 = arg1 % arg2 Op: shl OpId: 0x2c + 0x2 Args: [var int] [int] Desc: Left bit shift of arg1 by arg2 Op: shr OpId: 0x2e + 0x2 Args: [var int] [int] Desc: Right bit shift of arg1 by arg2 Op: bit_and OpId: 0x30 + 0x2 Args: [var int] [int] Desc: Bit And of arg1 and arg2 Op: bit_or OpId: 0x32 + 0x2 Args: [var int] [int] Desc: Bit Or of arg1 and arg2 Op: bit_xor OpId: 0x34 + 0x2 Args: [var int] [int] Desc: Bit Xor of arg1 and arg2 Op: bit_not OpId: 0x36 + 0x1 Args: [var int] Desc: Bit Not of arg1 Op: bit_count OpId: 0x37 + 0x1 Args: [var int] Desc: Count number of set bits of arg1 Op: pow OpId: 0x38 + 0x2 Args: [var int] [int] Desc: Power of arg1 to arg2 Op: abs OpId: 0x3a + 0x1 Args: [var int] Desc: Absolute value of arg1 Op: limit OpId: 0x3b + 0x4 Args: [var int] [int] [int] Desc: Correct value in arg1 that is always between arg2 and arg3 Op: limit_upper OpId: 0x3f + 0x2 Args: [var int] [int] Desc: Correct value in arg1 that is always lesser than arg2 Op: limit_lower OpId: 0x41 + 0x2 Args: [var int] [int] Desc: Correct value in arg1 that is always greater than arg2 Op: wavegen_rect OpId: 0x43 + 0x8 Args: [var int] [int] [int] [int] Desc: Square wave function, arg1 - argument and result, arg2 - period, arg3 - length of square, arg4 - height of square Op: wavegen_saw OpId: 0x4b + 0x8 Args: [var int] [int] [int] [int] Desc: Saw wave function, arg1 - argument and result, arg2 - period, arg3 - size of saw, arg4 - cap value Op: wavegen_tri OpId: 0x53 + 0x8 Args: [var int] [int] [int] [int] Desc: Triangle wave function, arg1 - argument and result, arg2 - period, arg3 - size of triangle, arg4 - cap value Op: get_color OpId: 0x5b + 0x2 Args: [var int] [int] Desc: Get color part to arg1 of pixel color in arg2 Op: set_color OpId: 0x5d + 0x2 Args: [var int] [int] Desc: Set color part to pixel color in arg1 Op: get_shade OpId: 0x5f + 0x2 Args: [var int] [int] Desc: Get shade part to arg1 of pixel color in arg2 Op: set_shade OpId: 0x61 + 0x2 Args: [var int] [int] Desc: Set color part to pixel color in arg1 Op: add_shade OpId: 0x63 + 0x2 Args: [var int] [int] Desc: Add value of shade to pixel color in arg1 [16-09-2019_13-43-50] [DEBUG] Script info for: recolorUnitSprite Have global events Script defualt implementation: unit.getRecolor new_pixel; add_burn_shade new_pixel burn shade; return new_pixel; Script return values: Name: new_pixel var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: anim_frame int Name: blit_collapse int 7 Name: blit_item_big int 11 Name: blit_item_floor int 10 Name: blit_item_lefthand int 9 Name: blit_item_righthand int 8 Name: blit_large_propulsion_0 int 16 Name: blit_large_propulsion_1 int 17 Name: blit_large_propulsion_2 int 18 Name: blit_large_propulsion_3 int 19 Name: blit_large_torso_0 int 12 Name: blit_large_torso_1 int 13 Name: blit_large_torso_2 int 14 Name: blit_large_torso_3 int 15 Name: blit_large_turret int 20 Name: blit_leftarm int 3 Name: blit_legs int 6 Name: blit_part int Name: blit_rightarm int 2 Name: blit_torso int 1 Name: burn int Name: new_pixel var int Name: null null Name: old_pixel var int Name: rules ptr RuleMod Name: shade int Name: unit ptr BattleUnit Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: add_burn_shade Args: [var int] [int] [int] Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: selectUnitSprite Have global events Script defualt implementation: add sprite_index sprite_offset; return sprite_index; Script return values: Name: sprite_index var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: anim_frame int Name: blit_collapse int 7 Name: blit_large_propulsion_0 int 16 Name: blit_large_propulsion_1 int 17 Name: blit_large_propulsion_2 int 18 Name: blit_large_propulsion_3 int 19 Name: blit_large_torso_0 int 12 Name: blit_large_torso_1 int 13 Name: blit_large_torso_2 int 14 Name: blit_large_torso_3 int 15 Name: blit_large_turret int 20 Name: blit_leftarm int 3 Name: blit_legs int 6 Name: blit_part int Name: blit_rightarm int 2 Name: blit_torso int 1 Name: null null Name: rules ptr RuleMod Name: shade int Name: sprite_index var int Name: sprite_offset var int Name: unit ptr BattleUnit Script operations: Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: selectMoveSoundUnit Have global events Script return values: Name: sound_index var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: base_fly_sound_index int Name: base_tile_sound_index int Name: base_tile_sound_offset int Name: blit_collapse int 7 Name: blit_large_propulsion_0 int 16 Name: blit_large_propulsion_1 int 17 Name: blit_large_propulsion_2 int 18 Name: blit_large_propulsion_3 int 19 Name: blit_large_torso_0 int 12 Name: blit_large_torso_1 int 13 Name: blit_large_torso_2 int 14 Name: blit_large_torso_3 int 15 Name: blit_large_turret int 20 Name: blit_leftarm int 3 Name: blit_legs int 6 Name: blit_rightarm int 2 Name: blit_torso int 1 Name: move int Name: move_normal int 0 Name: move_run int 1 Name: move_strafe int 2 Name: null null Name: rules ptr RuleMod Name: sound_index var int Name: tile_sound_index int Name: unit ptr BattleUnit Name: unit_sound_index int Name: walking_phase int Script operations: Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: reactionUnitAction Have global events Script return values: Name: reaction_chance var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: action_target ptr BattleUnit Name: action_unit ptr BattleUnit Name: battle_action int Name: battle_action_aimshoot int 9 Name: battle_action_autoshoot int 7 Name: battle_action_hit int 10 Name: battle_action_snapshot int 8 Name: battle_action_throw int 6 Name: battle_action_walk int 2 Name: distance var int Name: move int Name: move_normal int 0 Name: move_run int 1 Name: move_strafe int 2 Name: null null Name: reaction_chance var int Name: reaction_unit ptr BattleUnit Name: rules ptr RuleMod Name: weapon ptr BattleItem Script operations: Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: reactionUnitReaction Have global events Script return values: Name: reaction_chance var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: action_target ptr BattleUnit Name: action_unit ptr BattleUnit Name: battle_action int Name: battle_action_aimshoot int 9 Name: battle_action_autoshoot int 7 Name: battle_action_hit int 10 Name: battle_action_snapshot int 8 Name: battle_action_throw int 6 Name: battle_action_walk int 2 Name: distance var int Name: move int Name: move_normal int 0 Name: move_run int 1 Name: move_strafe int 2 Name: null null Name: reaction_chance var int Name: reaction_unit ptr BattleUnit Name: rules ptr RuleMod Name: weapon ptr BattleItem Script operations: Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: hitUnit Have global events Script return values: Name: power var int Name: part var int Name: side var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: DIFF_BEGINNER int 0 Name: DIFF_EXPERIENCED int 1 Name: DIFF_GENIUS int 3 Name: DIFF_SUPERHUMAN int 4 Name: DIFF_VETERAN int 2 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: attacker ptre BattleUnit Name: battle_action int Name: battle_action_aimshoot int 9 Name: battle_action_autoshoot int 7 Name: battle_action_hit int 10 Name: battle_action_snapshot int 8 Name: battle_action_throw int 6 Name: battle_action_walk int 2 Name: battle_game ptre BattleGame Name: damaging_item ptre BattleItem Name: damaging_type int Name: null null Name: orig_power int Name: part var int Name: power var int Name: rules ptr RuleMod Name: side var int Name: unit ptre BattleUnit Name: weapon_item ptre BattleItem Script operations: Name: BattleGame.difficultyLevel Args: [ptr BattleGame] [var int] Name: BattleGame.getAnimFrame Args: [ptr BattleGame] [var int] Name: BattleGame.getTag Args: [ptr BattleGame] [var int] [BattleGame.Tag] Desc: Get tag of BattleGame Name: BattleGame.getTurn Args: [ptr BattleGame] [var int] Name: BattleGame.randomChance Args: [ptre BattleGame] [var int] Name: BattleGame.randomRange Args: [ptre BattleGame] [var int] [int] [int] Name: BattleGame.setTag Args: [ptre BattleGame] [BattleGame.Tag] [int] Desc: Set tag of BattleGame Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var BattleGame.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleGame] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre BattleGame] Desc: arg1 = null Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleGame] [ptre BattleGame] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleGame] [ptr BattleGame] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleGame.Tag] [BattleGame.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleGame] [var ptre BattleGame] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleGame.Tag] [var BattleGame.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleGame] [var ptr BattleGame] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: damageUnit Have global events Script return values: Name: to_health var int Name: to_armor var int Name: to_stun var int Name: to_time var int Name: to_energy var int Name: to_morale var int Name: to_wound var int Name: to_transform var int Name: to_mana var int In this script 'return' statment is empty, script returining values are edited directly Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: DIFF_BEGINNER int 0 Name: DIFF_EXPERIENCED int 1 Name: DIFF_GENIUS int 3 Name: DIFF_SUPERHUMAN int 4 Name: DIFF_VETERAN int 2 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: attacker ptre BattleUnit Name: battle_action int Name: battle_action_aimshoot int 9 Name: battle_action_autoshoot int 7 Name: battle_action_hit int 10 Name: battle_action_snapshot int 8 Name: battle_action_throw int 6 Name: battle_action_walk int 2 Name: battle_game ptre BattleGame Name: currPower int Name: damaging_item ptre BattleItem Name: damaging_type int Name: null null Name: orig_power int Name: part int Name: rules ptr RuleMod Name: side int Name: to_armor var int Name: to_energy var int Name: to_health var int Name: to_mana var int Name: to_morale var int Name: to_stun var int Name: to_time var int Name: to_transform var int Name: to_wound var int Name: unit ptre BattleUnit Name: weapon_item ptre BattleItem Script operations: Name: BattleGame.difficultyLevel Args: [ptr BattleGame] [var int] Name: BattleGame.getAnimFrame Args: [ptr BattleGame] [var int] Name: BattleGame.getTag Args: [ptr BattleGame] [var int] [BattleGame.Tag] Desc: Get tag of BattleGame Name: BattleGame.getTurn Args: [ptr BattleGame] [var int] Name: BattleGame.randomChance Args: [ptre BattleGame] [var int] Name: BattleGame.randomRange Args: [ptre BattleGame] [var int] [int] [int] Name: BattleGame.setTag Args: [ptre BattleGame] [BattleGame.Tag] [int] Desc: Set tag of BattleGame Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var BattleGame.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleGame] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre BattleGame] Desc: arg1 = null Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleGame] [ptre BattleGame] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleGame] [ptr BattleGame] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleGame.Tag] [BattleGame.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleGame] [var ptre BattleGame] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleGame.Tag] [var BattleGame.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleGame] [var ptr BattleGame] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: createUnit Have global events Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: DIFF_BEGINNER int 0 Name: DIFF_EXPERIENCED int 1 Name: DIFF_GENIUS int 3 Name: DIFF_SUPERHUMAN int 4 Name: DIFF_VETERAN int 2 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: battle_action_aimshoot int 9 Name: battle_action_autoshoot int 7 Name: battle_action_hit int 10 Name: battle_action_snapshot int 8 Name: battle_action_throw int 6 Name: battle_action_walk int 2 Name: battle_game ptre BattleGame Name: null null Name: rules ptr RuleMod Name: turn int Name: unit ptre BattleUnit Script operations: Name: BattleGame.difficultyLevel Args: [ptr BattleGame] [var int] Name: BattleGame.getAnimFrame Args: [ptr BattleGame] [var int] Name: BattleGame.getTag Args: [ptr BattleGame] [var int] [BattleGame.Tag] Desc: Get tag of BattleGame Name: BattleGame.getTurn Args: [ptr BattleGame] [var int] Name: BattleGame.randomChance Args: [ptre BattleGame] [var int] Name: BattleGame.randomRange Args: [ptre BattleGame] [var int] [int] [int] Name: BattleGame.setTag Args: [ptre BattleGame] [BattleGame.Tag] [int] Desc: Set tag of BattleGame Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var BattleGame.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleGame] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre BattleGame] Desc: arg1 = null Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleGame] [ptre BattleGame] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleGame] [ptr BattleGame] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleGame.Tag] [BattleGame.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleGame] [var ptre BattleGame] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleGame.Tag] [var BattleGame.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleGame] [var ptr BattleGame] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: newTurnUnit Have global events Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: DIFF_BEGINNER int 0 Name: DIFF_EXPERIENCED int 1 Name: DIFF_GENIUS int 3 Name: DIFF_SUPERHUMAN int 4 Name: DIFF_VETERAN int 2 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: battle_game ptre BattleGame Name: null null Name: rules ptr RuleMod Name: side int Name: turn int Name: unit ptre BattleUnit Script operations: Name: BattleGame.difficultyLevel Args: [ptr BattleGame] [var int] Name: BattleGame.getAnimFrame Args: [ptr BattleGame] [var int] Name: BattleGame.getTag Args: [ptr BattleGame] [var int] [BattleGame.Tag] Desc: Get tag of BattleGame Name: BattleGame.getTurn Args: [ptr BattleGame] [var int] Name: BattleGame.randomChance Args: [ptre BattleGame] [var int] Name: BattleGame.randomRange Args: [ptre BattleGame] [var int] [int] [int] Name: BattleGame.setTag Args: [ptre BattleGame] [BattleGame.Tag] [int] Desc: Set tag of BattleGame Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var BattleGame.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleGame] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre BattleGame] Desc: arg1 = null Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleGame] [ptre BattleGame] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleGame] [ptr BattleGame] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleGame.Tag] [BattleGame.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleGame] [var ptre BattleGame] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleGame.Tag] [var BattleGame.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleGame] [var ptr BattleGame] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: returnFromMissionUnit Have global events Script return values: Name: recovery_time var int In this script 'return' statment is empty, script returining values are edited directly Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: DIFF_BEGINNER int 0 Name: DIFF_EXPERIENCED int 1 Name: DIFF_GENIUS int 3 Name: DIFF_SUPERHUMAN int 4 Name: DIFF_VETERAN int 2 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: battle_game ptre BattleGame Name: health_loss var int Name: null null Name: recovery_time var int Name: rules ptr RuleMod Name: soldier ptre GeoscapeSoldier Name: statChange ptr StatAdjustment Name: statPrevious ptr StatAdjustment Name: unit ptre BattleUnit Script operations: Name: BattleGame.difficultyLevel Args: [ptr BattleGame] [var int] Name: BattleGame.getAnimFrame Args: [ptr BattleGame] [var int] Name: BattleGame.getTag Args: [ptr BattleGame] [var int] [BattleGame.Tag] Desc: Get tag of BattleGame Name: BattleGame.getTurn Args: [ptr BattleGame] [var int] Name: BattleGame.randomChance Args: [ptre BattleGame] [var int] Name: BattleGame.randomRange Args: [ptre BattleGame] [var int] [int] [int] Name: BattleGame.setTag Args: [ptre BattleGame] [BattleGame.Tag] [int] Desc: Set tag of BattleGame Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: StatAdjustment.getBravery Args: [ptr StatAdjustment] [var int] Name: StatAdjustment.getFiring Args: [ptr StatAdjustment] [var int] Name: StatAdjustment.getMelee Args: [ptr StatAdjustment] [var int] Name: StatAdjustment.getPsiSkill Args: [ptr StatAdjustment] [var int] Name: StatAdjustment.getPsiStrength Args: [ptr StatAdjustment] [var int] Name: StatAdjustment.getReactions Args: [ptr StatAdjustment] [var int] Name: StatAdjustment.getStrength Args: [ptr StatAdjustment] [var int] Name: StatAdjustment.getThrowing Args: [ptr StatAdjustment] [var int] Name: clear Args: [var ptr BattleGame] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var ptr StatAdjustment] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var BattleGame.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre BattleGame] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre StatAdjustment] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr StatAdjustment] [ptr StatAdjustment] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleGame] [ptr BattleGame] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre BattleGame] [ptre BattleGame] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre StatAdjustment] [ptre StatAdjustment] Desc: arg1 = arg2 Name: set Args: [var BattleGame.Tag] [BattleGame.Tag] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleGame.Tag] [var BattleGame.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleGame] [var ptr BattleGame] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleGame] [var ptre BattleGame] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr StatAdjustment] [var ptr StatAdjustment] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre StatAdjustment] [var ptre StatAdjustment]Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: awardExperience Have global events Script return values: Name: experience_multipler var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: attacker ptr BattleUnit Name: battle_action int Name: battle_action_aimshoot int 9 Name: battle_action_autoshoot int 7 Name: battle_action_hit int 10 Name: battle_action_snapshot int 8 Name: battle_action_throw int 6 Name: battle_action_walk int 2 Name: experience_multipler var int Name: experience_type var int Name: null null Name: rules ptr RuleMod Name: unit ptr BattleUnit Name: weapon ptr BattleItem Script operations: Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: visibilityUnit Have global events Script return values: Name: current_visibility var int Name: visibility_mode var BattleUnitVisibility.Tag Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: current_visibility var int Name: default_visibility var int Name: distance int Name: distance_max int Name: fire_density int Name: null null Name: observer_unit ptr BattleUnit Name: rules ptr RuleMod Name: smoke_density int Name: target_unit ptr BattleUnit Name: visibility_mode var BattleUnitVisibility.Tag Script operations: Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptre BattleUnitVisibility] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleUnitVisibility] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var BattleUnitVisibility.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnitVisibility] [ptr BattleUnitVisibility]Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnitVisibility] [ptre BattleUnitVisibility]Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var BattleUnitVisibility.Tag] [BattleUnitVisibility.Tag]Desc: arg1 = arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnitVisibility.Tag] [var BattleUnitVisibility.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnitVisibility] [var ptr BattleUnitVisibility]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnitVisibility] [var ptre BattleUnitVisibility]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: recolorItemSprite Have global events Script defualt implementation: add_shade new_pixel shade; return new_pixel; Script return values: Name: new_pixel var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: anim_frame int Name: blit_item_big int 11 Name: blit_item_floor int 10 Name: blit_item_lefthand int 9 Name: blit_item_righthand int 8 Name: blit_part int Name: item ptr BattleItem Name: new_pixel var int Name: null null Name: old_pixel var int Name: rules ptr RuleMod Name: shade int Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: selectItemSprite Have global events Script defualt implementation: add sprite_index sprite_offset; return sprite_index; Script return values: Name: sprite_index var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: anim_frame int Name: blit_item_big int 11 Name: blit_item_floor int 10 Name: blit_item_lefthand int 9 Name: blit_item_righthand int 8 Name: blit_part int Name: item ptr BattleItem Name: null null Name: rules ptr RuleMod Name: shade int Name: sprite_index var int Name: sprite_offset var int Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: reactionWeaponAction Have global events Script return values: Name: reaction_chance var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: action_target ptr BattleUnit Name: action_unit ptr BattleUnit Name: battle_action int Name: battle_action_aimshoot int 9 Name: battle_action_autoshoot int 7 Name: battle_action_hit int 10 Name: battle_action_snapshot int 8 Name: battle_action_throw int 6 Name: battle_action_walk int 2 Name: distance var int Name: move int Name: move_normal int 0 Name: move_run int 1 Name: move_strafe int 2 Name: null null Name: reaction_chance var int Name: reaction_unit ptr BattleUnit Name: rules ptr RuleMod Name: weapon ptr BattleItem Script operations: Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: createItem Have global events Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: DIFF_BEGINNER int 0 Name: DIFF_EXPERIENCED int 1 Name: DIFF_GENIUS int 3 Name: DIFF_SUPERHUMAN int 4 Name: DIFF_VETERAN int 2 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: battle_game ptre BattleGame Name: item ptre BattleItem Name: null null Name: rules ptr RuleMod Name: turn int Script operations: Name: BattleGame.difficultyLevel Args: [ptr BattleGame] [var int] Name: BattleGame.getAnimFrame Args: [ptr BattleGame] [var int] Name: BattleGame.getTag Args: [ptr BattleGame] [var int] [BattleGame.Tag] Desc: Get tag of BattleGame Name: BattleGame.getTurn Args: [ptr BattleGame] [var int] Name: BattleGame.randomChance Args: [ptre BattleGame] [var int] Name: BattleGame.randomRange Args: [ptre BattleGame] [var int] [int] [int] Name: BattleGame.setTag Args: [ptre BattleGame] [BattleGame.Tag] [int] Desc: Set tag of BattleGame Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var BattleGame.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleGame] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleGame] Desc: arg1 = null Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleGame] [ptre BattleGame] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptr BattleGame] [ptr BattleGame] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var BattleGame.Tag] [BattleGame.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleGame] [var ptre BattleGame] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleGame.Tag] [var BattleGame.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleGame] [var ptr BattleGame] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: newTurnItem Have global events Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: DIFF_BEGINNER int 0 Name: DIFF_EXPERIENCED int 1 Name: DIFF_GENIUS int 3 Name: DIFF_SUPERHUMAN int 4 Name: DIFF_VETERAN int 2 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: battle_game ptre BattleGame Name: item ptre BattleItem Name: null null Name: rules ptr RuleMod Name: side int Name: turn int Script operations: Name: BattleGame.difficultyLevel Args: [ptr BattleGame] [var int] Name: BattleGame.getAnimFrame Args: [ptr BattleGame] [var int] Name: BattleGame.getTag Args: [ptr BattleGame] [var int] [BattleGame.Tag] Desc: Get tag of BattleGame Name: BattleGame.getTurn Args: [ptr BattleGame] [var int] Name: BattleGame.randomChance Args: [ptre BattleGame] [var int] Name: BattleGame.randomRange Args: [ptre BattleGame] [var int] [int] [int] Name: BattleGame.setTag Args: [ptre BattleGame] [BattleGame.Tag] [int] Desc: Set tag of BattleGame Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var BattleGame.Tag] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleGame] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleGame] Desc: arg1 = null Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleGame] [ptre BattleGame] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptr BattleGame] [ptr BattleGame] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var BattleGame.Tag] [BattleGame.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleGame] [var ptre BattleGame] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleGame.Tag] [var BattleGame.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleGame] [var ptr BattleGame] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: psiDefenceBonusStats Have global events Script return values: Name: bonus var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: bonus var int Name: null null Name: unit ptr BattleUnit Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.braveryBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'bravery' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyRegenBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyRegen' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.fatalWoundsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'fatalWounds' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingReactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firingReactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatHundredBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatHundred' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatOneBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatOne' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.healthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'health' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.manaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'mana' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.meleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'melee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psi' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiSkillBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiSkill' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiStrengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiStrength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.rankBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'rank' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'reactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.staminaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stamina' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthMeleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthMelee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthThrowingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthThrowing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.throwingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'throwing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tu' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: meleeDodgeBonusStats Have global events Script return values: Name: bonus var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: bonus var int Name: null null Name: unit ptr BattleUnit Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.braveryBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'bravery' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyRegenBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyRegen' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.fatalWoundsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'fatalWounds' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingReactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firingReactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatHundredBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatHundred' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatOneBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatOne' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.healthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'health' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.manaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'mana' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.meleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'melee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psi' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiSkillBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiSkill' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiStrengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiStrength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.rankBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'rank' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'reactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.staminaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stamina' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthMeleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthMelee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthThrowingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthThrowing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.throwingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'throwing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tu' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: timeRecoveryBonusStats Have global events Script return values: Name: bonus var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: bonus var int Name: null null Name: unit ptr BattleUnit Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.braveryBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'bravery' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyRegenBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyRegen' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.fatalWoundsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'fatalWounds' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingReactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firingReactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatHundredBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatHundred' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatOneBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatOne' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.healthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'health' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.manaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'mana' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.meleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'melee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psi' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiSkillBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiSkill' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiStrengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiStrength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.rankBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'rank' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'reactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.staminaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stamina' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthMeleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthMelee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthThrowingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthThrowing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.throwingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'throwing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tu' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: energyRecoveryBonusStats Have global events Script return values: Name: bonus var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: bonus var int Name: null null Name: unit ptr BattleUnit Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.braveryBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'bravery' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyRegenBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyRegen' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.fatalWoundsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'fatalWounds' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingReactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firingReactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatHundredBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatHundred' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatOneBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatOne' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.healthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'health' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.manaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'mana' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.meleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'melee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psi' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiSkillBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiSkill' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiStrengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiStrength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.rankBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'rank' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'reactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.staminaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stamina' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthMeleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthMelee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthThrowingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthThrowing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.throwingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'throwing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tu' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: moraleRecoveryBonusStats Have global events Script return values: Name: bonus var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: bonus var int Name: null null Name: unit ptr BattleUnit Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.braveryBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'bravery' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyRegenBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyRegen' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.fatalWoundsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'fatalWounds' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingReactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firingReactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatHundredBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatHundred' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatOneBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatOne' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.healthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'health' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.manaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'mana' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.meleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'melee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psi' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiSkillBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiSkill' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiStrengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiStrength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.rankBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'rank' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'reactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.staminaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stamina' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthMeleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthMelee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthThrowingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthThrowing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.throwingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'throwing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tu' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: healthRecoveryBonusStats Have global events Script return values: Name: bonus var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: bonus var int Name: null null Name: unit ptr BattleUnit Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.braveryBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'bravery' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyRegenBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyRegen' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.fatalWoundsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'fatalWounds' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingReactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firingReactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatHundredBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatHundred' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatOneBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatOne' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.healthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'health' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.manaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'mana' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.meleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'melee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psi' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiSkillBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiSkill' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiStrengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiStrength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.rankBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'rank' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'reactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.staminaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stamina' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthMeleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthMelee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthThrowingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthThrowing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.throwingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'throwing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tu' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: manaRecoveryBonusStats Have global events Script return values: Name: bonus var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: bonus var int Name: null null Name: unit ptr BattleUnit Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.braveryBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'bravery' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyRegenBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyRegen' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.fatalWoundsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'fatalWounds' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingReactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firingReactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatHundredBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatHundred' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatOneBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatOne' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.healthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'health' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.manaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'mana' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.meleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'melee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psi' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiSkillBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiSkill' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiStrengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiStrength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.rankBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'rank' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'reactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.staminaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stamina' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthMeleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthMelee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthThrowingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthThrowing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.throwingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'throwing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tu' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: stunRecoveryBonusStats Have global events Script return values: Name: bonus var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: bonus var int Name: null null Name: unit ptr BattleUnit Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.braveryBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'bravery' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyRegenBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyRegen' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.fatalWoundsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'fatalWounds' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingReactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firingReactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatHundredBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatHundred' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatOneBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatOne' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.healthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'health' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.manaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'mana' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.meleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'melee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psi' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiSkillBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiSkill' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiStrengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiStrength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.rankBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'rank' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'reactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.staminaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stamina' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthMeleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthMelee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthThrowingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthThrowing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.throwingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'throwing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tu' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: damageBonusBonusStats Have global events Script return values: Name: bonus var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: bonus var int Name: null null Name: unit ptr BattleUnit Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.braveryBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'bravery' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyRegenBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyRegen' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.fatalWoundsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'fatalWounds' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingReactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firingReactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatHundredBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatHundred' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatOneBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatOne' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.healthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'health' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.manaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'mana' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.meleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'melee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psi' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiSkillBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiSkill' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiStrengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiStrength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.rankBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'rank' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'reactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.staminaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stamina' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthMeleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthMelee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthThrowingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthThrowing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.throwingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'throwing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tu' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: meleeBonusBonusStats Have global events Script return values: Name: bonus var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: bonus var int Name: null null Name: unit ptr BattleUnit Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.braveryBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'bravery' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyRegenBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyRegen' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.fatalWoundsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'fatalWounds' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingReactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firingReactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatHundredBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatHundred' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatOneBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatOne' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.healthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'health' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.manaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'mana' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.meleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'melee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psi' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiSkillBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiSkill' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiStrengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiStrength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.rankBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'rank' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'reactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.staminaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stamina' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthMeleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthMelee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthThrowingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthThrowing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.throwingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'throwing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tu' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: accuracyMultiplierBonusStats Have global events Script return values: Name: bonus var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: bonus var int Name: null null Name: unit ptr BattleUnit Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.braveryBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'bravery' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyRegenBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyRegen' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.fatalWoundsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'fatalWounds' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingReactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firingReactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatHundredBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatHundred' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatOneBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatOne' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.healthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'health' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.manaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'mana' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.meleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'melee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psi' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiSkillBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiSkill' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiStrengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiStrength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.rankBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'rank' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'reactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.staminaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stamina' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthMeleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthMelee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthThrowingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthThrowing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.throwingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'throwing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tu' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: meleeMultiplierBonusStats Have global events Script return values: Name: bonus var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: bonus var int Name: null null Name: unit ptr BattleUnit Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.braveryBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'bravery' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyRegenBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyRegen' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.fatalWoundsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'fatalWounds' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingReactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firingReactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatHundredBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatHundred' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatOneBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatOne' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.healthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'health' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.manaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'mana' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.meleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'melee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psi' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiSkillBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiSkill' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiStrengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiStrength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.rankBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'rank' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'reactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.staminaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stamina' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthMeleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthMelee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthThrowingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthThrowing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.throwingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'throwing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tu' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: throwMultiplierBonusStats Have global events Script return values: Name: bonus var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: bonus var int Name: null null Name: unit ptr BattleUnit Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.braveryBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'bravery' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyRegenBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyRegen' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.fatalWoundsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'fatalWounds' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingReactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firingReactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatHundredBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatHundred' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatOneBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatOne' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.healthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'health' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.manaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'mana' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.meleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'melee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psi' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiSkillBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiSkill' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiStrengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiStrength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.rankBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'rank' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'reactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.staminaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stamina' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthMeleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthMelee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthThrowingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthThrowing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.throwingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'throwing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tu' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: closeQuartersMultiplierBonusStats Have global events Script return values: Name: bonus var int Script data: Name: BA_AIMEDSHOT int 9 Name: BA_AUTOSHOT int 7 Name: BA_HIT int 10 Name: BA_LAUNCH int 12 Name: BA_NONE int 0 Name: BA_SNAPSHOT int 8 Name: BODYPART_HEAD int 0 Name: BODYPART_LEFTARM int 3 Name: BODYPART_LEFTLEG int 5 Name: BODYPART_RIGHTARM int 2 Name: BODYPART_RIGHTLEG int 4 Name: BODYPART_TORSO int 1 Name: BT_AMMO int 2 Name: BT_CORPSE int 11 Name: BT_FIREARM int 1 Name: BT_FLARE int 10 Name: BT_GRENADE int 4 Name: BT_MEDIKIT int 6 Name: BT_MELEE int 3 Name: BT_MINDPROBE int 8 Name: BT_NONE int 0 Name: BT_PROXIMITYGRENADE int 5 Name: BT_PSIAMP int 9 Name: BT_SCANNER int 7 Name: COLOR_X1_BLUE0 int 7 Name: COLOR_X1_BLUE1 int 8 Name: COLOR_X1_BLUE2 int 13 Name: COLOR_X1_BROWN0 int 6 Name: COLOR_X1_BROWN1 int 9 Name: COLOR_X1_BROWN2 int 10 Name: COLOR_X1_FACE int 9 Name: COLOR_X1_GRAY int 5 Name: COLOR_X1_GREEN0 int 3 Name: COLOR_X1_GREEN1 int 4 Name: COLOR_X1_HAIR int 6 Name: COLOR_X1_NULL int 0 Name: COLOR_X1_PURPLE0 int 11 Name: COLOR_X1_PURPLE1 int 12 Name: COLOR_X1_RED int 2 Name: COLOR_X1_SILVER int 14 Name: COLOR_X1_SPECIAL int 15 Name: COLOR_X1_YELLOW int 1 Name: GENDER_FEMALE int 1 Name: GENDER_MALE int 0 Name: LOOK_AFRICAN int 3 Name: LOOK_BLONDE int 0 Name: LOOK_BROWNHAIR int 1 Name: LOOK_ORIENTAL int 2 Name: SIDE_FRONT int 0 Name: SIDE_LEFT int 1 Name: SIDE_REAR int 3 Name: SIDE_RIGHT int 2 Name: SIDE_UNDER int 4 Name: UNIT_RANK_CAPTAIN int 3 Name: UNIT_RANK_COLONEL int 4 Name: UNIT_RANK_COMMANDER int 5 Name: UNIT_RANK_ROOKIE int 0 Name: UNIT_RANK_SERGEANT int 2 Name: UNIT_RANK_SQUADDIE int 1 Name: bonus var int Name: null null Name: unit ptr BattleUnit Script operations: Name: BattleItem.getAmmoForAction Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForAction Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptr BattleItem] [var ptr BattleItem] [int] Name: BattleItem.getAmmoForSlot Args: [ptre BattleItem] [var ptre BattleItem] [int] Name: BattleItem.getAmmoItem Args: [ptre BattleItem] [var ptre BattleItem] Name: BattleItem.getAmmoItem Args: [ptr BattleItem] [var ptr BattleItem] Name: BattleItem.getAmmoQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getBattleUnit Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getBattleUnit Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getFuseTimer Args: [ptr BattleItem] [var int] Name: BattleItem.getFuseTimerDefault Args: [ptr BattleItem] [var int] Desc: get default fuse timer Name: BattleItem.getGlow Args: [ptr BattleItem] [var int] Name: BattleItem.getHealQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getId Args: [ptr BattleItem] [var int] Name: BattleItem.getOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPainKillerQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getPreviousOwner Args: [ptr BattleItem] [var ptr BattleUnit] Name: BattleItem.getPreviousOwner Args: [ptre BattleItem] [var ptre BattleUnit] Name: BattleItem.getRuleItem Args: [ptr BattleItem] [var ptr RuleItem] Name: BattleItem.getStimulantQuantity Args: [ptr BattleItem] [var int] Name: BattleItem.getTag Args: [ptr BattleItem] [var int] [BattleItem.Tag] Desc: Get tag of BattleItem Name: BattleItem.getTotalWeight Args: [ptr BattleItem] [var int] Name: BattleItem.isAmmo Args: [ptr BattleItem] [var int] Name: BattleItem.isFuseEnabled Args: [ptr BattleItem] [var int] Desc: check if fuse is triggered (like throw or proxy unit) Name: BattleItem.setAmmoQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setFuseEnabled Args: [ptre BattleItem] [int] Desc: force set or unset fuse trigger state Name: BattleItem.setFuseTimer Args: [ptre BattleItem] [int] Desc: set item fuse timer, -1 mean disable it Name: BattleItem.setHealQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setPainKillerQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setStimulantQuantity Args: [ptre BattleItem] [int] Name: BattleItem.setTag Args: [ptre BattleItem] [BattleItem.Tag] [int] Desc: Set tag of BattleItem Name: BattleUnit.Exp.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Exp.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getFiring Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getHealth Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getManaPool Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getMelee Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiSkill Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getPsiStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getReactions Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStamina Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getStrength Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getThrowing Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.getTimeUnits Args: [ptr BattleUnit] [var int] Name: BattleUnit.Stats.setBravery Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setFiring Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setManaPool Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setMelee Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiSkill Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setPsiStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setReactions Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStamina Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setStrength Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setThrowing Args: [ptre BattleUnit] [int] Name: BattleUnit.Stats.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.braveryBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'bravery' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.energyRegenBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'energyRegen' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.fatalWoundsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'fatalWounds' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.firingReactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'firingReactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatHundredBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatHundred' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.flatOneBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'flatOne' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.geReactionScore Args: [ptr BattleUnit] [var int] Name: BattleUnit.getArmor Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getArmorMax Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getEnergy Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getEnergyMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getFatalwounds Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.getFatalwoundsTotal Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGender Args: [ptr BattleUnit] [var int] Name: BattleUnit.getGeoscapeSoldier Args: [ptre BattleUnit] [var ptre GeoscapeSoldier] Name: BattleUnit.getGeoscapeSoldier Args: [ptr BattleUnit] [var ptr GeoscapeSoldier] Name: BattleUnit.getHealth Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getHealthMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getId Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getLeftHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getLeftHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getLook Args: [ptr BattleUnit] [var int] Name: BattleUnit.getLookVariant Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMana Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getManaMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getMorale Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getMoraleMax Args: [ptre BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getOverKillDamage Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRank Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getRecolor Args: [ptr BattleUnit] [var int] Name: BattleUnit.getRightHandWeapon Args: [ptre BattleUnit] [var ptre BattleItem] Name: BattleUnit.getRightHandWeapon Args: [ptr BattleUnit] [var ptr BattleItem] Name: BattleUnit.getRuleArmor Args: [ptr BattleUnit] [var ptr RuleArmor] Name: BattleUnit.getRuleSoldier Args: [ptr BattleUnit] [var ptr RuleSoldier] Name: BattleUnit.getStun Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getStunMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTag Args: [ptr BattleUnit] [var int] [BattleUnit.Tag] Desc: Get tag of BattleUnit Name: BattleUnit.getTileShade Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTimeUnits Args: [ptr BattleUnit] [var int] Desc: Get int field of BattleUnit Name: BattleUnit.getTimeUnitsMax Args: [ptr BattleUnit] [var int] Name: BattleUnit.getTurretDirection Args: [ptr BattleUnit] [var int] Name: BattleUnit.getWalkingPhase Args: [ptr BattleUnit] [var int] Name: BattleUnit.healthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'health' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.healthNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'healthNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.isAiming Args: [ptr BattleUnit] [var int] Name: BattleUnit.isCollapsing Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFloating Args: [ptr BattleUnit] [var int] Name: BattleUnit.isFlying Args: [ptr BattleUnit] [var int] Name: BattleUnit.isKneeled Args: [ptr BattleUnit] [var int] Name: BattleUnit.isStanding Args: [ptr BattleUnit] [var int] Name: BattleUnit.isWalking Args: [ptr BattleUnit] [var int] Name: BattleUnit.manaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'mana' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.manaNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'manaNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.meleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'melee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.moraleNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'moraleNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psi' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiSkillBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiSkill' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.psiStrengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'psiStrength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.rankBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'rank' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reactionsBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'reactions' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.reduceByBravery Args: [ptr BattleUnit] [var int] Name: BattleUnit.reduceByResistance Args: [ptr BattleUnit] [var int] [int] Name: BattleUnit.setEnergy Args: [ptre BattleUnit] [int] Name: BattleUnit.setHealth Args: [ptre BattleUnit] [int] Name: BattleUnit.setMana Args: [ptre BattleUnit] [int] Name: BattleUnit.setMorale Args: [ptre BattleUnit] [int] Name: BattleUnit.setStun Args: [ptre BattleUnit] [int] Name: BattleUnit.setTag Args: [ptre BattleUnit] [BattleUnit.Tag] [int] Desc: Set tag of BattleUnit Name: BattleUnit.setTimeUnits Args: [ptre BattleUnit] [int] Name: BattleUnit.staminaBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stamina' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strength' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthMeleeBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthMelee' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.strengthThrowingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'strengthThrowing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.stunNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'stunNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.throwingBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'throwing' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tu' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuCurrentBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuCurrent' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: BattleUnit.tuNormalizedBonusStats Args: [ptr BattleUnit] [var int] [int] [int] [int] [int]Desc: add stat 'tuNormalized' transformed by polynomial (const arguments are coefficients), final result of polynomial is divided by 1000 Name: GeoscapeSoldier.Stats.getBravery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getFiring Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getHealth Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getManaPool Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getMelee Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiSkill Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getPsiStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getReactions Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStamina Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getStrength Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getThrowing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.getTimeUnits Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.Stats.setBravery Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setFiring Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setHealth Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setManaPool Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setMelee Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiSkill Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setPsiStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setReactions Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStamina Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setStrength Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setThrowing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.Stats.setTimeUnits Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.getGender Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getId Args: [ptr GeoscapeSoldier] [var int] Desc: Get int field of GeoscapeSoldier Name: GeoscapeSoldier.getLook Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getLookVariant Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getManaMissing Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRank Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.getRuleSoldier Args: [ptr GeoscapeSoldier] [var ptr RuleSoldier] Name: GeoscapeSoldier.getTag Args: [ptr GeoscapeSoldier] [var int] [GeoscapeSoldier.Tag]Desc: Get tag of GeoscapeSoldier Name: GeoscapeSoldier.getWoundRecovery Args: [ptr GeoscapeSoldier] [var int] Name: GeoscapeSoldier.setManaMissing Args: [ptre GeoscapeSoldier] [int] Name: GeoscapeSoldier.setTag Args: [ptre GeoscapeSoldier] [GeoscapeSoldier.Tag] [int]Desc: Set tag of GeoscapeSoldier Name: GeoscapeSoldier.setWoundRecovery Args: [ptre GeoscapeSoldier] [int] Name: RuleArmor.Stats.getBravery Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getFiring Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getHealth Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getManaPool Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getMelee Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiSkill Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getPsiStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getReactions Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStamina Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getStrength Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getThrowing Args: [ptr RuleArmor] [var int] Name: RuleArmor.Stats.getTimeUnits Args: [ptr RuleArmor] [var int] Name: RuleArmor.getArmor Args: [ptr RuleArmor] [var int] [int] Name: RuleArmor.getDrawingRoutine Args: [ptr RuleArmor] [var int] Name: RuleArmor.getPersonalLight Args: [ptr RuleArmor] [var int] Name: RuleArmor.getSize Args: [ptr RuleArmor] [var int] Name: RuleArmor.getTag Args: [ptr RuleArmor] [var int] [RuleArmor.Tag] Desc: Get tag of RuleArmor Name: RuleArmor.getVisibilityAtDark Args: [ptr RuleArmor] [var int] Name: RuleArmor.getVisibilityAtDay Args: [ptr RuleArmor] [var int] Name: RuleItem.getAccuracyAimed Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyAuto Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMelee Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyMind Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyPanic Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracySnap Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyThrow Args: [ptr RuleItem] [var int] Name: RuleItem.getAccuracyUse Args: [ptr RuleItem] [var int] Name: RuleItem.getArmorValue Args: [ptr RuleItem] [var int] Name: RuleItem.getBattleType Args: [ptre RuleItem] [var int] Name: RuleItem.getTag Args: [ptr RuleItem] [var int] [RuleItem.Tag] Desc: Get tag of RuleItem Name: RuleItem.getWaypoints Args: [ptr RuleItem] [var int] Name: RuleItem.getWeight Args: [ptr RuleItem] [var int] Name: RuleItem.isBlockingBothHands Args: [ptr RuleItem] [var int] Name: RuleItem.isTwoHanded Args: [ptr RuleItem] [var int] Name: RuleItem.isWaterOnly Args: [ptr RuleItem] [var int] Name: RuleMod.getMaxDarknessToSeeUnits Args: [ptr RuleMod] [var int] Name: RuleMod.getMaxViewDistance Args: [ptr RuleMod] [var int] Name: RuleMod.getSmokeReduction Args: [ptr RuleMod] [var int] Name: RuleMod.getSoundOffsetBattle Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSoundOffsetGeo Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBasebits Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetBigobs Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetFloorob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHandob Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetHit Args: [ptr RuleMod] [var int] [int] Name: RuleMod.getSpriteOffsetSmoke Args: [ptr RuleMod] [var int] [int] Name: RuleSoldier.StatsCap.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsCap.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMax.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getBravery Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getFiring Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getHealth Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getManaPool Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getMelee Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiSkill Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getPsiStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getReactions Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStamina Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getStrength Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getThrowing Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.StatsMin.getTimeUnits Args: [ptr RuleSoldier] [var int] Name: RuleSoldier.getTag Args: [ptr RuleSoldier] [var int] [RuleSoldier.Tag] Desc: Get tag of RuleSoldier Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var BattleUnit.Tag] Desc: arg1 = null Name: clear Args: [var RuleItem.Tag] Desc: arg1 = null Name: clear Args: [var ptr BattleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleMod] Desc: arg1 = null Name: clear Args: [var ptre RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre RuleArmor] Desc: arg1 = null Name: clear Args: [var GeoscapeSoldier.Tag] Desc: arg1 = null Name: clear Args: [var BattleItem.Tag] Desc: arg1 = null Name: clear Args: [var RuleArmor.Tag] Desc: arg1 = null Name: clear Args: [var ptre BattleUnit] Desc: arg1 = null Name: clear Args: [var ptre RuleMod] Desc: arg1 = null Name: clear Args: [var ptr RuleSoldier] Desc: arg1 = null Name: clear Args: [var ptre GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var RuleSoldier.Tag] Desc: arg1 = null Name: clear Args: [var ptre RuleItem] Desc: arg1 = null Name: clear Args: [var ptr RuleArmor] Desc: arg1 = null Name: clear Args: [var ptr RuleItem] Desc: arg1 = null Name: clear Args: [var ptre BattleItem] Desc: arg1 = null Name: clear Args: [var ptr GeoscapeSoldier] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: clear Args: [var ptr BattleUnit] Desc: arg1 = null Name: set Args: [var GeoscapeSoldier.Tag] [GeoscapeSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre RuleItem] [ptre RuleItem] Desc: arg1 = arg2 Name: set Args: [var BattleItem.Tag] [BattleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleSoldier] [ptr RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptr BattleUnit] [ptr BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleMod] [ptre RuleMod] Desc: arg1 = arg2 Name: set Args: [var ptr GeoscapeSoldier] [ptr GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre RuleSoldier] [ptre RuleSoldier] Desc: arg1 = arg2 Name: set Args: [var ptre BattleItem] [ptre BattleItem] Desc: arg1 = arg2 Name: set Args: [var ptr RuleArmor] [ptr RuleArmor] Desc: arg1 = arg2 Name: set Args: [var RuleItem.Tag] [RuleItem.Tag] Desc: arg1 = arg2 Name: set Args: [var RuleSoldier.Tag] [RuleSoldier.Tag] Desc: arg1 = arg2 Name: set Args: [var ptre BattleUnit] [ptre BattleUnit] Desc: arg1 = arg2 Name: set Args: [var ptre RuleArmor] [ptre RuleArmor] Desc: arg1 = arg2 Name: set Args: [var BattleUnit.Tag] [BattleUnit.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr BattleItem] [ptr BattleItem] Desc: arg1 = arg2 Name: set Args: [var RuleArmor.Tag] [RuleArmor.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleItem] [ptr RuleItem] Desc: arg1 = arg2 Name: set Args: [var ptre GeoscapeSoldier] [ptre GeoscapeSoldier] Desc: arg1 = arg2 Name: set Args: [var ptr RuleMod] [ptr RuleMod] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleMod] [var ptr RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleItem.Tag] [var RuleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleItem.Tag] [var BattleItem.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleSoldier] [var ptre RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleMod] [var ptre RuleMod] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleArmor.Tag] [var RuleArmor.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleSoldier] [var ptr RuleSoldier] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleArmor] [var ptr RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var BattleUnit.Tag] [var BattleUnit.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre GeoscapeSoldier] [var ptre GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleItem] [var ptre BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleUnit] [var ptr BattleUnit] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr GeoscapeSoldier] [var ptr GeoscapeSoldier]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr BattleItem] [var ptr BattleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleItem] [var ptre RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr RuleItem] [var ptr RuleItem] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleArmor] [var ptre RuleArmor] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleSoldier.Tag] [var RuleSoldier.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var GeoscapeSoldier.Tag] [var GeoscapeSoldier.Tag]Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre BattleUnit] [var ptre BattleUnit] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: detectUfoFromBase Have global events Script return values: Name: detection_type var int Name: detection_chance var int Script data: Name: DETECTION_HYPERWAVE int 3 Name: DETECTION_NONE int 0 Name: DETECTION_RADAR int 1 Name: UFO_CRASHED int 2 Name: UFO_DESTROYED int 3 Name: UFO_FLYING int 0 Name: UFO_LANDED int 1 Name: already_tracked int Name: detection_chance var int Name: detection_type var int Name: distance int Name: hyperwave_max_distance int Name: null null Name: radar_max_distance int Name: radar_total_strength int Name: rules ptr Name: ufo ptr Ufo Script operations: Name: RuleUfo.getAccel Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getArmor Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getAvoidBonus Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getDamageMax Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getFuelMax Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getHitBonus Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getPowerBonus Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getRadarChance Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getRadarRange Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getRadius Args: [ptr RuleUfo] [var int] Name: RuleUfo.getShieldBleedThrough Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getShieldCapacity Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getShieldRecharge Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getShieldRechargeInGeoscape Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getSightRange Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getSpeedMax Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getTag Args: [ptr RuleUfo] [var int] [RuleUfo.Tag] Desc: Get tag of RuleUfo Name: RuleUfo.getWeaponPower Args: [ptr RuleUfo] [var int] Name: RuleUfo.getWeaponRange Args: [ptr RuleUfo] [var int] Name: RuleUfo.getWeaponReload Args: [ptr RuleUfo] [var int] Name: Ufo.Stats.getAccel Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getArmor Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getAvoidBonus Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getDamageMax Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getFuelMax Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getHitBonus Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getPowerBonus Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getRadarChance Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getRadarRange Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getShieldBleedThrough Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getShieldCapacity Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getShieldRecharge Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getShieldRechargeInGeoscape Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getSightRange Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getSpeedMax Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.getAltitude Args: [ptr Ufo] [var int] Name: Ufo.getDamage Args: [ptr Ufo] [var int] Name: Ufo.getDamageMax Args: [ptr Ufo] [var int] Name: Ufo.getDetected Args: [ptr Ufo] [var int] Name: Ufo.getHyperDetected Args: [ptr Ufo] [var int] Name: Ufo.getId Args: [ptr ] [var int] Name: Ufo.getRuleUfo Args: [ptr Ufo] [var ptr RuleUfo] Name: Ufo.getRules Args: [ptr Ufo] [var ptr RuleUfo] Name: Ufo.getStatus Args: [ptr Ufo] [var int] Name: Ufo.getVisibility Args: [ptr Ufo] [var int] Name: clear Args: [var ptr RuleUfo] Desc: arg1 = null Name: clear Args: [var ptre RuleUfo] Desc: arg1 = null Name: clear Args: [var ptr Ufo] Desc: arg1 = null Name: clear Args: [var RuleUfo.Tag] Desc: arg1 = null Name: clear Args: [var ptre Ufo] Desc: arg1 = null Name: set Args: [var ptr Ufo] [ptr Ufo] Desc: arg1 = arg2 Name: set Args: [var RuleUfo.Tag] [RuleUfo.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleUfo] [ptr RuleUfo] Desc: arg1 = arg2 Name: set Args: [var ptre RuleUfo] [ptre RuleUfo] Desc: arg1 = arg2 Name: set Args: [var ptre Ufo] [ptre Ufo] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleUfo] [var ptr RuleUfo] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleUfo.Tag] [var RuleUfo.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre Ufo] [var ptre Ufo] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleUfo] [var ptre RuleUfo] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr Ufo] [var ptr Ufo] Desc: Swap value of arg1 and arg2 [16-09-2019_13-43-50] [DEBUG] Script info for: detectUfoFromCraft Have global events Script return values: Name: detection_type var int Name: detection_chance var int Script data: Name: DETECTION_HYPERWAVE int 3 Name: DETECTION_NONE int 0 Name: DETECTION_RADAR int 1 Name: UFO_CRASHED int 2 Name: UFO_DESTROYED int 3 Name: UFO_FLYING int 0 Name: UFO_LANDED int 1 Name: already_tracked int Name: detection_chance var int Name: detection_type var int Name: distance int Name: null null Name: radar_max_distance int Name: radar_total_strength int Name: rules ptr Name: ufo ptr Ufo Script operations: Name: RuleUfo.getAccel Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getArmor Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getAvoidBonus Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getDamageMax Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getFuelMax Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getHitBonus Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getPowerBonus Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getRadarChance Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getRadarRange Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getRadius Args: [ptr RuleUfo] [var int] Name: RuleUfo.getShieldBleedThrough Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getShieldCapacity Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getShieldRecharge Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getShieldRechargeInGeoscape Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getSightRange Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getSpeedMax Args: [ptr RuleUfo] [var int] Desc: Get int field of RuleUfo Name: RuleUfo.getTag Args: [ptr RuleUfo] [var int] [RuleUfo.Tag] Desc: Get tag of RuleUfo Name: RuleUfo.getWeaponPower Args: [ptr RuleUfo] [var int] Name: RuleUfo.getWeaponRange Args: [ptr RuleUfo] [var int] Name: RuleUfo.getWeaponReload Args: [ptr RuleUfo] [var int] Name: Ufo.Stats.getAccel Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getArmor Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getAvoidBonus Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getDamageMax Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getFuelMax Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getHitBonus Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getPowerBonus Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getRadarChance Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getRadarRange Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getShieldBleedThrough Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getShieldCapacity Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getShieldRecharge Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getShieldRechargeInGeoscape Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getSightRange Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.Stats.getSpeedMax Args: [ptr Ufo] [var int] Desc: Get int field of Ufo Name: Ufo.getAltitude Args: [ptr Ufo] [var int] Name: Ufo.getDamage Args: [ptr Ufo] [var int] Name: Ufo.getDamageMax Args: [ptr Ufo] [var int] Name: Ufo.getDetected Args: [ptr Ufo] [var int] Name: Ufo.getHyperDetected Args: [ptr Ufo] [var int] Name: Ufo.getId Args: [ptr ] [var int] Name: Ufo.getRuleUfo Args: [ptr Ufo] [var ptr RuleUfo] Name: Ufo.getRules Args: [ptr Ufo] [var ptr RuleUfo] Name: Ufo.getStatus Args: [ptr Ufo] [var int] Name: Ufo.getVisibility Args: [ptr Ufo] [var int] Name: clear Args: [var ptr RuleUfo] Desc: arg1 = null Name: clear Args: [var ptre RuleUfo] Desc: arg1 = null Name: clear Args: [var ptr Ufo] Desc: arg1 = null Name: clear Args: [var RuleUfo.Tag] Desc: arg1 = null Name: clear Args: [var ptre Ufo] Desc: arg1 = null Name: set Args: [var ptr Ufo] [ptr Ufo] Desc: arg1 = arg2 Name: set Args: [var RuleUfo.Tag] [RuleUfo.Tag] Desc: arg1 = arg2 Name: set Args: [var ptr RuleUfo] [ptr RuleUfo] Desc: arg1 = arg2 Name: set Args: [var ptre RuleUfo] [ptre RuleUfo] Desc: arg1 = arg2 Name: set Args: [var ptre Ufo] [ptre Ufo] Desc: arg1 = arg2 Name: swap Args: [var ptr RuleUfo] [var ptr RuleUfo] Desc: Swap value of arg1 and arg2 Name: swap Args: [var RuleUfo.Tag] [var RuleUfo.Tag] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre Ufo] [var ptre Ufo] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptre RuleUfo] [var ptre RuleUfo] Desc: Swap value of arg1 and arg2 Name: swap Args: [var ptr Ufo] [var ptr Ufo] Desc: Swap value of arg1 and arg2