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);