LUA_Callback_Reference
/** Functions EXPORTED to Lua by RegisterLuaAPIFunctions
FindEntityClass(lua_State* aState);
SetPS2ModelMemory(lua_State* aState);
SetWorldExtents(lua_State* aState); // for CollisionManager and TreeGrid sizes...
StealArtistHeap(lua_State* aState);
ReadDataFile(lua_State* aState);
ReadDataFileInGame(lua_State* aState);
SetupTempHeap(lua_State *aState);
ClearTempHeap(lua_State *aState);
AddCameraShot(lua_State* aState);
SetCameraRotation(lua_State* aState);
SetCameraPosition(lua_State* aState);
MoveCameraToEntity(lua_State* aState);
SetMapCameraOffset(lua_State* aState);
SetMapCameraPitch(lua_State* aState);
SetMapCameraZoom(lua_State* aState);
GetMapCameraZoom(lua_State* aState);
SnapMapCamera(lua_State* aState);
SetState(lua_State* aState);
SetHistorical(lua_State* aState);
SetTeamName(lua_State* aState);
SetTeamAggressiveness(lua_State* aState);
SetMinFlyHeight(lua_State* aState);
SetMaxFlyHeight(lua_State* aState);
SetMinPlayerFlyHeight(lua_State* aState);
SetMaxPlayerFlyHeight(lua_State* aState);
SetUberMode(lua_State* aState);
SetAllowBlindJetJumps(lua_State* aState);
SetStationaryWaitTime(lua_State* aState);
SetTeamIcon(lua_State* aState);
SetTeamAsEnemy(lua_State* aState);
SetTeamAsNeutral(lua_State* aState);
SetTeamAsFriend(lua_State* aState);
SetUnitCount(lua_State* aState);
GetUnitCount(lua_State*);
SetReinforcementCount(lua_State* aState);
GetReinforcementCount(lua_State* aState);
AddReinforcements(lua_State* aState);
SetTeamPoints(lua_State* aState);
GetTeamPoints(lua_State* aState);
AddTeamPoints(lua_State* aState);
AddFlagCapturePoints(lua_State* aState);
AddAssaultDestroyPoints(lua_State* aState);
AddSpaceAssaultDestroyPoints(lua_State* aState);
GetTeamFactionId(lua_State* aState);
AddUnitClass(lua_State* aState);
SetHeroClass(lua_State* aState);
EnableSPHeroRules(lua_State* aState);
EnableSPScriptedHeroes(lua_State* aState);
SetHeroUnlockRule(lua_State* aState);
SetHeroTeamRule(lua_State* aState);
SetHeroPlayerRule(lua_State* aState);
SetHeroRespawnRule(lua_State* aState);
UnlockHeroForTeam(lua_State* aState);
AcceptHero(lua_State* aState);
ShowAllUnitsOnMinimap(lua_State* aState);
ShowTeamPoints(lua_State* aState);
ActivateBonus(lua_State* aState);
SetBleedRate(lua_State* aState);
GetBleedRate(lua_State* aState);
SetCarrierClass(lua_State* aState);
SetSpawnDelay(lua_State* aState);
SetSpawnDelayTeam(lua_State* aState);
SetDenseEnvironment(lua_State* aState);
SetAttackerSnipeRange(lua_State* aState);
SetDefenderSnipeRange(lua_State* aState);
SetStayInTurrets(lua_State* aState);
SetMaxCollisionDistance(lua_State *aState);
SetParticleLODBias(lua_State *aState);
SetMemoryPoolSize(lua_State *aState);
SetNumBirdTypes(lua_State* aState);
SetBirdType(lua_State* aState);
SetBirdFlockMinHeight(lua_State* aState);
SetNumFishTypes(lua_State* aState);
SetFishType(lua_State* aState);
FillAsteroidRegion(lua_State* aState);
FillAsteroidPath(lua_State* aState);
AddDeathRegion(lua_State* aState);
AddLandingRegion(lua_State* aState);
RemoveRegion(lua_State* aState);
ClearWalkers(lua_State* aState);
AddWalkerType(lua_State* aState);
SetAIVehicleNotifyRadius(lua_State* aState);
SetAIViewMultiplier( lua_State* aState );
AISnipeSuitabilityDist( lua_State* aState );
SetGroundFlyerMap( lua_State* aState );
EnableAIAutoBalance(lua_State* aState);
DisableAIAutoBalance(lua_State* aState);
SetAIDifficulty(lua_State* aState);
AddMissionObjective(lua_State* aState);
ActivateObjective(lua_State* aState);
CompleteObjective(lua_State* aState);
AddMissionHint(lua_State* aState);
SetFlagGameplayType(lua_State* aState);
SpaceAssaultEnable(lua_State* aState);
SpaceAssaultAddCriticalSystem(lua_State* aState);
SpaceAssaultLinkCriticalSystems(lua_State* aState);
SpaceAssaultSetupTeamNumbers(lua_State* aState);
SpaceAssaultSetupBitmaps(lua_State* aState);
SpaceAssaultGetScoreLimit(lua_State* aState);
IsCampaign(lua_State* aState);
GetWorldFilename(lua_State* aState);
ShowMessageText(lua_State* aState);
ShowPopup(lua_State* aState);
ShowObjectiveTextPopup(lua_State* aState);
ShowTimer(lua_State* aState);
ShowSelectionTextPopup(lua_State* aState);
BroadcastVoiceOver(lua_State* aState);
ScriptCB_PlayerSuicide(lua_State *aState);
MapAddRegionMarker(lua_State* aState);
MapRemoveRegionMarker(lua_State* aState);
MapAddEntityMarker(lua_State* aState);
MapRemoveEntityMarker(lua_State* aState);
MapAddClassMarker(lua_State* aState);
MapRemoveClassMarker(lua_State* aState);
MapHideCommandPosts(lua_State* aState);
EnableBuildingLockOn(lua_State* aState);
FindTimer(lua_State *aState);
CreateTimer(lua_State *aState);
DestroyTimer(lua_State *aState);
StartTimer(lua_State *aState);
StopTimer(lua_State *aState);
SetTimerValue(lua_State *aState);
GetTimerValue(lua_State *aState);
SetTimerRate(lua_State *aState);
GetTimerRate(lua_State *aState);
GetTimerName(lua_State *aState);
SetDefeatTimer(lua_State* aState);
SetMissionTimer(lua_State* aState);
SetVictoryTimer(lua_State* aState);
GetObjectPtr(lua_State* aState);
ActivateObject(lua_State* aState);
DeactivateObject(lua_State* aState);
SetObjectTeam(lua_State* aState);
GetObjectTeam(lua_State* aState);
IsObjectAlive(lua_State* aState);
GetObjectHealth(lua_State* aState);
GetObjectShield(lua_State* aState);
GetObjectLastHitWeaponClass(lua_State* aState);
KillObject(lua_State* aState);
RespawnObject(lua_State* aState);
GetEntityPtr(lua_State* aState);
GetEntityName(lua_State* aState);
GetEntityClass(lua_State* aState);
GetEntityClassName(lua_State* aState);
SetEntityMatrix(lua_State* aState);
GetEntityMatrix(lua_State* aState);
SetProperty(lua_State* aState);
CreateEntity(lua_State* aState);
DeleteEntity(lua_State* aState);
GetEntityClassPtr(lua_State* aState);
SetClassProperty(lua_State* aState);
EntityFlyerTakeOff(lua_State* aState);
EntityFlyerLand(lua_State* aState);
EntityFlyerInitAsFlying(lua_State* aState);
EntityFlyerInitAsLanded(lua_State* aState);
EnterVehicle(lua_State* aState);
ExitVehicle(lua_State* aState);
EnableFlyerPath(lua_State* aState);
GetPathPoint(lua_State* aState);
GetNumTeamMembersAlive(lua_State* aState);
CreateMatrix(lua_State* aState);
GetScreenPosition(lua_State* aState);
// procedural animation callbacks
PlayAnimation(lua_State* aState);
PauseAnimation(lua_State* aState);
RewindAnimation(lua_State* aState);
SetAnimationStartPoint(lua_State* aState);
PlayAnimationFromTo(lua_State* aState);
GetTeamSize(lua_State* aState);
GetTeamMember(lua_State* aState);
GetCharacterTeam(lua_State* aState);
SelectCharacterTeam(lua_State* aState);
IsCharacterHuman(lua_State* aState);
SelectCharacterClass(lua_State* aState);
GetCharacterClass(lua_State* aState);
BatchChangeTeams(lua_State* aState);
AllowAISpawn(lua_State* aState);
SelectCharacterClass(lua_State* aState);
SpawnCharacter(lua_State* aState);
GetCharacterUnit(lua_State* aState);
GetCharacterVehicle(lua_State* aState);
GetCharacterRemote(lua_State* aState);
GetCharacterControllable(lua_State* aState);
GetCommandPostCaptureRegion(lua_State* aState);
GetCommandPostBleedValue(lua_State* aState);
GetCommandPostTeam(lua_State* aState);
MissionVictory(lua_State* aState);
MissionDefeat(lua_State* aState);
SetMissionEndMovie(lua_State* aState);
//AI Goal management functions
ClearAIGoals(lua_State* aState);
DeleteAIGoal(lua_State* aState);
AddAIGoal(lua_State* aState);
//dynamic congraph functions
TogglePlanningGraphArcs(lua_State* aState);
BlockPlanningGraphArcs(lua_State* aState);
UnblockPlanningGraphArcs(lua_State* aState);
//dynamic barrier functions
ToggleBarriers(lua_State* aState);
EnableBarriers(lua_State* aState);
DisableBarriers(lua_State* aState);
ForceAIOutOfVehicles(lua_State* aState);
AICanCaptureCP(lua_State* aState);
SetAIDamageThreshold(lua_State* aState);
//Translate AI command ID's to strings
TranslateAICommand(lua_State* aState);
// space boarding party functions
AddShieldStrength(lua_State* aState);
// set the north angle on the minimap
SetMapNorthAngle(lua_State *aState);
//for this map, forces all the non-AI players to join team 1
ForceHumansOntoTeam1(lua_State *aState);
//
CanCharacterInteractWithFlag(lua_State *aState);
GetFlagCarrier(lua_State *aState);
//
SetMapRangeOverall(lua_State *aState);
SetMapRangeShooting(lua_State *aState);
SetMapRangeViewCone(lua_State *aState);
SetMapViewConeAngle(lua_State *aState);
DisableSmallMapMiniMap(lua_State *aState);
// effects
CreateEffect(lua_State* aState);
RemoveEffect(lua_State* aState);
AttachEffectToObject(lua_State* aState);
AttachEffectToMatrix(lua_State* aState);
GetEffectMatrix(lua_State* aState);
SetEffectMatrix(lua_State* aState);
IsEffectActive(lua_State* aState);
SetEffectActive(lua_State* aState);